implemented dear imgui for librw

This commit is contained in:
aap 2017-12-30 11:43:17 +01:00
parent d522a47120
commit 578c5f81fb
25 changed files with 26976 additions and 13 deletions

View File

@ -96,6 +96,7 @@ end
function skeleton()
files { "skeleton/*.cpp", "skeleton/*.h" }
files { "skeleton/imgui/*.cpp", "skeleton/imgui/*.h" }
includedirs { "skeleton" }
end
@ -132,6 +133,15 @@ project "clumpview"
removeplatforms { "*null" }
removeplatforms { "ps2" } -- for now
project "imguitest"
kind "WindowedApp"
characterset ("MBCS")
skeltool("imguitest")
files { "tools/imguitest/imgui/*.cpp" }
flags { "WinMain" }
removeplatforms { "*null" }
removeplatforms { "ps2" }
project "ps2test"
kind "ConsoleApp"
targetdir (Bindir)

View File

@ -149,6 +149,12 @@ keypress(GLFWwindow *window, int key, int scancode, int action, int mods)
}
}
static void
charinput(GLFWwindow *window, unsigned int c)
{
EventHandler(CHARINPUT, (void*)c);
}
static void
resize(GLFWwindow *window, int w, int h)
{
@ -160,6 +166,46 @@ resize(GLFWwindow *window, int w, int h)
EventHandler(RESIZE, &r);
}
static void
mousemove(GLFWwindow *window, double x, double y)
{
sk::MouseState ms;
ms.posx = x;
ms.posy = y;
EventHandler(MOUSEMOVE, &ms);
}
static void
mousebtn(GLFWwindow *window, int button, int action, int mods)
{
static int buttons = 0;
sk::MouseState ms;
switch(button){
case GLFW_MOUSE_BUTTON_LEFT:
if(action == GLFW_PRESS)
buttons |= 1;
else
buttons &= ~1;
break;
case GLFW_MOUSE_BUTTON_MIDDLE:
if(action == GLFW_PRESS)
buttons |= 2;
else
buttons &= ~2;
break;
case GLFW_MOUSE_BUTTON_RIGHT:
if(action == GLFW_PRESS)
buttons |= 4;
else
buttons &= ~4;
break;
}
ms.buttons = buttons;
EventHandler(MOUSEBTN, &ms);
}
int
main(int argc, char *argv[])
{
@ -179,7 +225,10 @@ main(int argc, char *argv[])
initkeymap();
glfwSetKeyCallback(window, keypress);
glfwSetCharCallback(window, charinput);
glfwSetWindowSizeCallback(window, resize);
glfwSetCursorPosCallback(window, mousemove);
glfwSetMouseButtonCallback(window, mousebtn);
float lastTime = glfwGetTime()*1000;
while(!sk::globals.quit && !glfwWindowShouldClose(window)){
@ -196,4 +245,15 @@ main(int argc, char *argv[])
return 0;
}
namespace sk {
void
SetMousePosition(int x, int y)
{
glfwSetCursorPos(*engineStartParams.window, (double)x, (double)y);
}
}
#endif

View File

@ -0,0 +1,21 @@
The MIT License (MIT)
Copyright (c) 2014-2017 Omar Cornut and ImGui contributors
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.

61
skeleton/imgui/imconfig.h Normal file
View File

@ -0,0 +1,61 @@
//-----------------------------------------------------------------------------
// USER IMPLEMENTATION
// This file contains compile-time options for ImGui.
// Other options (memory allocation overrides, callbacks, etc.) can be set at runtime via the ImGuiIO structure - ImGui::GetIO().
//-----------------------------------------------------------------------------
#pragma once
//---- Define assertion handler. Defaults to calling assert().
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
//#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec( dllimport )
//---- Don't define obsolete functions names. Consider enabling from time to time or when updating to reduce like hood of using already obsolete function/names
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//---- Include imgui_user.h at the end of imgui.h
//#define IMGUI_INCLUDE_IMGUI_USER_H
//---- Don't implement default handlers for Windows (so as not to link with OpenClipboard() and others Win32 functions)
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
//---- It is very strongly recommended to NOT disable the demo windows. Please read the comment at the top of imgui_demo.cpp to learn why.
//#define IMGUI_DISABLE_DEMO_WINDOWS
//---- Don't implement ImFormatString(), ImFormatStringV() so you can reimplement them yourself.
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
//---- Pack colors to BGRA instead of RGBA (remove need to post process vertex buffer in back ends)
//#define IMGUI_USE_BGRA_PACKED_COLOR
//---- Implement STB libraries in a namespace to avoid linkage conflicts
//#define IMGUI_STB_NAMESPACE ImGuiStb
//---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
/*
#define IM_VEC2_CLASS_EXTRA \
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
operator MyVec2() const { return MyVec2(x,y); }
#define IM_VEC4_CLASS_EXTRA \
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 (instead of default: 16-bit) to allow meshes with more than 64K vertices
//#define ImDrawIdx unsigned int
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
//---- e.g. create variants of the ImGui::Value() helper for your low-level math types, or your own widgets/helpers.
/*
namespace ImGui
{
void Value(const char* prefix, const MyMatrix44& v, const char* float_format = NULL);
}
*/

11739
skeleton/imgui/imgui.cpp Normal file

File diff suppressed because it is too large Load Diff

1684
skeleton/imgui/imgui.h Normal file

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,203 @@
#include <rw.h>
#include <skeleton.h>
#include <assert.h>
#include "imgui/imgui.h"
#include "imgui_impl_rw.h"
using namespace rw::RWDEVICE;
static rw::Texture *g_FontTexture;
static Im2DVertex *g_vertbuf;
static int g_vertbufSize;
void
ImGui_ImplRW_RenderDrawLists(ImDrawData* draw_data)
{
ImGuiIO &io = ImGui::GetIO();
// minimized
if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f)
return;
if(g_vertbuf == nil || g_vertbufSize < draw_data->TotalVtxCount){
if(g_vertbuf){
rwFree(g_vertbuf);
g_vertbuf = nil;
}
g_vertbufSize = draw_data->TotalVtxCount + 5000;
g_vertbuf = rwNewT(Im2DVertex, g_vertbufSize, 0);
}
rw::Camera *cam = (rw::Camera*)rw::engine->currentCamera;
Im2DVertex *vtx_dst = g_vertbuf;
for(int n = 0; n < draw_data->CmdListsCount; n++){
const ImDrawList *cmd_list = draw_data->CmdLists[n];
const ImDrawVert *vtx_src = cmd_list->VtxBuffer.Data;
for(int i = 0; i < cmd_list->VtxBuffer.Size; i++){
vtx_dst[i].setScreenX(vtx_src[i].pos.x);
vtx_dst[i].setScreenY(vtx_src[i].pos.y);
vtx_dst[i].setScreenZ(rw::im2d::GetNearZ());
vtx_dst[i].setCameraZ(cam->nearPlane);
vtx_dst[i].setRecipCameraZ(1.0f/cam->nearPlane);
vtx_dst[i].setColor(vtx_src[i].col&0xFF, vtx_src[i].col>>8 & 0xFF, vtx_src[i].col>>16 & 0xFF, vtx_src[i].col>>24 & 0xFF);
vtx_dst[i].setU(vtx_src[i].uv.x);
vtx_dst[i].setV(vtx_src[i].uv.y);
}
vtx_dst += cmd_list->VtxBuffer.Size;
}
rw::SetRenderState(rw::VERTEXALPHA, 1);
rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA);
rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA);
rw::SetRenderState(rw::ZTESTENABLE, 0);
int vtx_offset = 0;
for(int n = 0; n < draw_data->CmdListsCount; n++){
const ImDrawList *cmd_list = draw_data->CmdLists[n];
int idx_offset = 0;
for(int i = 0; i < cmd_list->CmdBuffer.Size; i++){
const ImDrawCmd *pcmd = &cmd_list->CmdBuffer[i];
if(pcmd->UserCallback)
pcmd->UserCallback(cmd_list, pcmd);
else{
rw::engine->imtexture = (rw::Texture*)pcmd->TextureId;
rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST,
g_vertbuf+vtx_offset, cmd_list->VtxBuffer.Size,
cmd_list->IdxBuffer.Data+idx_offset, pcmd->ElemCount);
}
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.Size;
}
}
bool
ImGui_ImplRW_Init(void)
{
using namespace sk;
ImGuiIO &io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = KEY_DOWN;
io.KeyMap[ImGuiKey_PageUp] = KEY_PGUP;
io.KeyMap[ImGuiKey_PageDown] = KEY_PGDN;
io.KeyMap[ImGuiKey_Home] = KEY_HOME;
io.KeyMap[ImGuiKey_End] = KEY_END;
io.KeyMap[ImGuiKey_Delete] = KEY_DEL;
io.KeyMap[ImGuiKey_Backspace] = KEY_BACKSP;
io.KeyMap[ImGuiKey_Enter] = KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = KEY_ESC;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImGui_ImplRW_RenderDrawLists;
return true;
}
void
ImGui_ImplRW_Shutdown(void)
{
}
static bool
ImGui_ImplRW_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO &io = ImGui::GetIO();
unsigned char *pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, nil);
rw::Image *image;
image = rw::Image::create(width, height, 32);
image->allocate();
for(int y = 0; y < height; y++)
memcpy(image->pixels + image->stride*y, pixels + width*4* y, width*4);
g_FontTexture = rw::Texture::create(rw::Raster::createFromImage(image));
image->destroy();
// Store our identifier
io.Fonts->TexID = (void*)g_FontTexture;
return true;
}
bool
ImGui_ImplRW_CreateDeviceObjects()
{
// if(!g_pd3dDevice)
// return false;
if(!ImGui_ImplRW_CreateFontsTexture())
return false;
return true;
}
void
ImGui_ImplRW_NewFrame(float timeDelta)
{
if(!g_FontTexture)
ImGui_ImplRW_CreateDeviceObjects();
ImGuiIO &io = ImGui::GetIO();
io.DisplaySize = ImVec2(sk::globals.width, sk::globals.height);
io.DeltaTime = timeDelta;
io.KeyCtrl = false; //io.KeysDown[sk::KEY_LCTRL] || io.KeysDown[sk::KEY_RCTRL];
io.KeyShift = false; //io.KeysDown[sk::KEY_LSHIFT] || io.KeysDown[sk::KEY_RSHIFT];
io.KeyAlt = false; //io.KeysDown[sk::KEY_LALT] || io.KeysDown[sk::KEY_RALT];
io.KeySuper = false;
if(io.WantMoveMouse)
sk::SetMousePosition(io.MousePos.x, io.MousePos.y);
ImGui::NewFrame();
}
sk::EventStatus
ImGuiEventHandler(sk::Event e, void *param)
{
using namespace sk;
ImGuiIO &io = ImGui::GetIO();
MouseState *ms;
uint c;
switch(e){
case KEYDOWN:
c = *(int*)param;
if(c < 256)
io.KeysDown[c] = 1;
return EVENTPROCESSED;
case KEYUP:
c = *(int*)param;
if(c < 256)
io.KeysDown[c] = 0;
return EVENTPROCESSED;
case CHARINPUT:
c = (uint)param;
io.AddInputCharacter((unsigned short)c);
return EVENTPROCESSED;
case MOUSEMOVE:
ms = (MouseState*)param;
io.MousePos.x = ms->posx;
io.MousePos.y = ms->posy;
return EVENTPROCESSED;
case MOUSEBTN:
ms = (MouseState*)param;
io.MouseDown[0] = !!(ms->buttons & 1);
io.MouseDown[2] = !!(ms->buttons & 2);
io.MouseDown[1] = !!(ms->buttons & 4);
return EVENTPROCESSED;
}
return EVENTPROCESSED;
}

View File

@ -0,0 +1,4 @@
IMGUI_API bool ImGui_ImplRW_Init(void);
IMGUI_API void ImGui_ImplRW_Shutdown(void);
IMGUI_API void ImGui_ImplRW_NewFrame(float timeDelta);
sk::EventStatus ImGuiEventHandler(sk::Event e, void *param);

View File

@ -0,0 +1,985 @@
// dear imgui, v1.54 WIP
// (internals)
// 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)
#pragma once
#ifndef IMGUI_VERSION
#error Must include imgui.h before imgui_internal.h
#endif
#include <stdio.h> // FILE*
#include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
#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)
#endif
#ifdef __clang__
#pragma clang diagnostic push
#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"
#endif
//-----------------------------------------------------------------------------
// Forward Declarations
//-----------------------------------------------------------------------------
struct ImRect;
struct ImGuiColMod;
struct ImGuiStyleMod;
struct ImGuiGroupData;
struct ImGuiSimpleColumns;
struct ImGuiDrawContext;
struct ImGuiTextEditState;
struct ImGuiMouseCursorData;
struct ImGuiPopupRef;
struct ImGuiWindow;
struct ImGuiWindowSettings;
typedef int ImGuiLayoutType; // enum: horizontal or vertical // enum ImGuiLayoutType_
typedef int ImGuiButtonFlags; // flags: for ButtonEx(), ButtonBehavior() // enum ImGuiButtonFlags_
typedef int ImGuiItemFlags; // flags: for PushItemFlag() // enum ImGuiItemFlags_
typedef int ImGuiSeparatorFlags; // flags: for Separator() - internal // enum ImGuiSeparatorFlags_
typedef int ImGuiSliderFlags; // flags: for SliderBehavior() // enum ImGuiSliderFlags_
//-------------------------------------------------------------------------
// STB libraries
//-------------------------------------------------------------------------
namespace ImGuiStb
{
#undef STB_TEXTEDIT_STRING
#undef STB_TEXTEDIT_CHARTYPE
#define STB_TEXTEDIT_STRING ImGuiTextEditState
#define STB_TEXTEDIT_CHARTYPE ImWchar
#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f
#include "stb_textedit.h"
} // namespace ImGuiStb
//-----------------------------------------------------------------------------
// Context
//-----------------------------------------------------------------------------
#ifndef GImGui
extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointer
#endif
//-----------------------------------------------------------------------------
// Helpers
//-----------------------------------------------------------------------------
#define IM_PI 3.14159265358979323846f
#define IM_OFFSETOF(_TYPE,_ELM) ((size_t)&(((_TYPE*)0)->_ELM))
// Helpers: UTF-8 <> wchar
IMGUI_API int ImTextStrToUtf8(char* buf, int 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); // return input UTF-8 bytes count
IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int 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 ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string as UTF-8 code-points
// Helpers: Misc
IMGUI_API ImU32 ImHash(const void* data, int data_size, ImU32 seed = 0); // Pass data_size==0 for zero-terminated strings
IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int* out_file_size = NULL, int padding_bytes = 0);
IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode);
static inline bool ImCharIsSpace(int c) { return c == ' ' || c == '\t' || c == 0x3000; }
static inline bool ImIsPowerOfTwo(int 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: Geometry
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);
// 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* ImStrchrRange(const char* str_begin, const char* str_end, char c);
IMGUI_API int ImStrlenW(const ImWchar* str);
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 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);
// Helpers: Math
// We are keeping those not leaking to the user by default, in the case the user has implicit cast operators between ImVec2 and its own types (when IM_VEC2_CLASS_EXTRA is defined)
#ifdef IMGUI_DEFINE_MATH_OPERATORS
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 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 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 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); }
#endif
static inline int ImMin(int lhs, int rhs) { return lhs < rhs ? lhs : rhs; }
static inline int ImMax(int lhs, int rhs) { return lhs >= rhs ? lhs : rhs; }
static inline float ImMin(float lhs, float rhs) { return lhs < rhs ? lhs : rhs; }
static inline float ImMax(float lhs, float rhs) { return lhs >= rhs ? lhs : rhs; }
static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMin(lhs.x,rhs.x), ImMin(lhs.y,rhs.y)); }
static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMax(lhs.x,rhs.x), ImMax(lhs.y,rhs.y)); }
static inline int ImClamp(int v, int mn, int mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
static inline float ImClamp(float v, float mn, float mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
static inline ImVec2 ImClamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx) { return ImVec2(ImClamp(f.x,mn.x,mx.x), ImClamp(f.y,mn.y,mx.y)); }
static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
static inline void ImSwap(int& a, int& b) { int tmp = a; a = b; b = tmp; }
static inline void ImSwap(float& a, float& b) { float tmp = a; a = b; b = tmp; }
static inline int ImLerp(int a, int b, float t) { return (int)(a + (b - a) * t); }
static inline float ImLerp(float a, float b, float t) { return a + (b - a) * t; }
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 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 1.0f / sqrtf(d); return fail_value; }
static inline float ImFloor(float f) { return (float)(int)f; }
static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)v.x, (float)(int)v.y); }
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); }
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
struct ImNewPlacementDummy {};
inline void* operator new(size_t, ImNewPlacementDummy, void* ptr) { return ptr; }
inline void operator delete(void*, ImNewPlacementDummy, void*) {} // This is only required so we can use the symetrical new()
#define IM_PLACEMENT_NEW(_PTR) new(ImNewPlacementDummy(), _PTR)
#define IM_NEW(_TYPE) new(ImNewPlacementDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
template <typename T> void IM_DELETE(T*& p) { if (p) { p->~T(); ImGui::MemFree(p); p = NULL; } }
//-----------------------------------------------------------------------------
// Types
//-----------------------------------------------------------------------------
// Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui.
#define IMGUI_PAYLOAD_TYPE_DOCKABLE "_IMDOCK" // ImGuiWindow* // [Internal] Docking/tabs
enum ImGuiButtonFlags_
{
ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat
ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // return true on click + release on same item [DEFAULT if no PressedOn* flag is set]
ImGuiButtonFlags_PressedOnClick = 1 << 2, // return true on click (default requires click+release)
ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return true on release (default requires click+release)
ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return true on double-click (default requires click+release)
ImGuiButtonFlags_FlattenChildren = 1 << 5, // allow interactions even if a child window is overlapping
ImGuiButtonFlags_AllowItemOverlap = 1 << 6, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap()
ImGuiButtonFlags_DontClosePopups = 1 << 7, // disable automatically closing parent popup on press // [UNUSED]
ImGuiButtonFlags_Disabled = 1 << 8, // disable interactions
ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // 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 << 10, // disable interaction if a key modifier is held
ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12 // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
};
enum ImGuiSliderFlags_
{
ImGuiSliderFlags_Vertical = 1 << 0
};
enum ImGuiColumnsFlags_
{
// Default: 0
ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers
ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers
ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns
ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window
ImGuiColumnsFlags_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.
};
enum ImGuiSelectableFlagsPrivate_
{
// NB: need to be in sync with last value of ImGuiSelectableFlags_
ImGuiSelectableFlags_Menu = 1 << 3, // -> PressedOnClick
ImGuiSelectableFlags_MenuItem = 1 << 4, // -> PressedOnRelease
ImGuiSelectableFlags_Disabled = 1 << 5,
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 6
};
enum ImGuiSeparatorFlags_
{
ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar
ImGuiSeparatorFlags_Vertical = 1 << 1
};
// FIXME: this is in development, not exposed/functional as a generic feature yet.
enum ImGuiLayoutType_
{
ImGuiLayoutType_Vertical,
ImGuiLayoutType_Horizontal
};
enum ImGuiAxis
{
ImGuiAxis_None = -1,
ImGuiAxis_X = 0,
ImGuiAxis_Y = 1
};
enum ImGuiPlotType
{
ImGuiPlotType_Lines,
ImGuiPlotType_Histogram
};
enum ImGuiDataType
{
ImGuiDataType_Int,
ImGuiDataType_Float,
ImGuiDataType_Float2
};
enum ImGuiDir
{
ImGuiDir_None = -1,
ImGuiDir_Left = 0,
ImGuiDir_Right = 1,
ImGuiDir_Up = 2,
ImGuiDir_Down = 3,
ImGuiDir_Count_
};
// 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
ImRect() : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX) {}
ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}
ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}
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; }
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& rhs) { if (Min.x > rhs.x) Min.x = rhs.x; if (Min.y > rhs.y) Min.y = rhs.y; if (Max.x < rhs.x) Max.x = rhs.x; if (Max.y < rhs.y) Max.y = rhs.y; }
void Add(const ImRect& rhs) { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.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& v) { Min.x += v.x; Min.y += v.y; Max.x += v.x; Max.y += v.y; }
void ClipWith(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
void FixInverted() { if (Min.x > Max.x) ImSwap(Min.x, Max.x); if (Min.y > Max.y) ImSwap(Min.y, Max.y); }
bool IsFinite() const { return Min.x != FLT_MAX; }
ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
{
if (!on_edge && Contains(p))
return p;
if (p.x > Max.x) p.x = Max.x;
else if (p.x < Min.x) p.x = Min.x;
if (p.y > Max.y) p.y = Max.y;
else if (p.y < Min.y) p.y = Min.y;
return p;
}
};
// Stacked color modifier, backup of modified data so we can restore it
struct ImGuiColMod
{
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; }
};
// Stacked data for BeginGroup()/EndGroup()
struct ImGuiGroupData
{
ImVec2 BackupCursorPos;
ImVec2 BackupCursorMaxPos;
float BackupIndentX;
float BackupGroupOffsetX;
float BackupCurrentLineHeight;
float BackupCurrentLineTextBaseOffset;
float BackupLogLinePosY;
bool BackupActiveIdIsAlive;
bool AdvanceCursor;
};
// Simple column measurement currently used for MenuItem() only. This is very short-sighted/throw-away code and NOT a generic helper.
struct IMGUI_API ImGuiSimpleColumns
{
int Count;
float Spacing;
float Width, NextWidth;
float Pos[8], NextWidths[8];
ImGuiSimpleColumns();
void Update(int count, float spacing, bool clear);
float DeclColumns(float w0, float w1, float w2);
float CalcExtraSpace(float avail_w);
};
// Internal state of the currently focused/edited text input box
struct IMGUI_API ImGuiTextEditState
{
ImGuiID Id; // widget id owning the text state
ImVector<ImWchar> Text; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
ImVector<char> InitialText; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
ImVector<char> TempTextBuffer;
int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format.
int BufSizeA; // end-user buffer size
float ScrollX;
ImGuiStb::STB_TexteditState StbState;
float CursorAnim;
bool CursorFollow;
bool SelectedAllMouseLock;
ImGuiTextEditState() { memset(this, 0, sizeof(*this)); }
void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
void CursorClamp() { StbState.cursor = ImMin(StbState.cursor, CurLenW); StbState.select_start = ImMin(StbState.select_start, CurLenW); StbState.select_end = ImMin(StbState.select_end, CurLenW); }
bool HasSelection() const { return StbState.select_start != StbState.select_end; }
void ClearSelection() { StbState.select_start = StbState.select_end = StbState.cursor; }
void SelectAll() { StbState.select_start = 0; StbState.select_end = CurLenW; StbState.cursor = StbState.select_end; StbState.has_preferred_x = false; }
void OnKeyPressed(int key);
};
// Data saved in imgui.ini file
struct ImGuiWindowSettings
{
char* Name;
ImGuiID Id;
ImVec2 Pos;
ImVec2 Size;
bool Collapsed;
ImGuiWindowSettings() { Name = NULL; Id = 0; Pos = Size = ImVec2(0,0); Collapsed = false; }
};
struct ImGuiSettingsHandler
{
const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
ImGuiID TypeHash; // == ImHash(TypeName, 0, 0)
void* (*ReadOpenFn)(ImGuiContext& ctx, const char* name);
void (*ReadLineFn)(ImGuiContext& ctx, void* entry, const char* line);
void (*WriteAllFn)(ImGuiContext& ctx, ImGuiTextBuffer* out_buf);
};
// Mouse cursor data (used when io.MouseDrawCursor is set)
struct ImGuiMouseCursorData
{
ImGuiMouseCursor Type;
ImVec2 HotOffset;
ImVec2 Size;
ImVec2 TexUvMin[2];
ImVec2 TexUvMax[2];
};
// Storage for current popup stack
struct ImGuiPopupRef
{
ImGuiID PopupId; // Set on OpenPopup()
ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
ImGuiWindow* ParentWindow; // Set on OpenPopup()
ImGuiID ParentMenuSet; // Set on OpenPopup()
ImVec2 MousePosOnOpen; // Copy of mouse position at the time of opening popup
ImGuiPopupRef(ImGuiID id, ImGuiWindow* parent_window, ImGuiID parent_menu_set, const ImVec2& mouse_pos) { PopupId = id; Window = NULL; ParentWindow = parent_window; ParentMenuSet = parent_menu_set; MousePosOnOpen = mouse_pos; }
};
struct ImGuiColumnData
{
float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
float OffsetNormBeforeResize;
ImGuiColumnsFlags Flags; // Not exposed
ImRect ClipRect;
ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = 0; }
};
struct ImGuiColumnsSet
{
ImGuiID ID;
ImGuiColumnsFlags Flags;
bool IsFirstFrame;
bool IsBeingResized;
int Current;
int Count;
float MinX, MaxX;
float StartPosY;
float StartMaxPosX; // Backup of CursorMaxPos
float CellMinY, CellMaxY;
ImVector<ImGuiColumnData> Columns;
ImGuiColumnsSet() { Clear(); }
void Clear()
{
ID = 0;
Flags = 0;
IsFirstFrame = false;
IsBeingResized = false;
Current = 0;
Count = 1;
MinX = MaxX = 0.0f;
StartPosY = 0.0f;
StartMaxPosX = 0.0f;
CellMinY = CellMaxY = 0.0f;
Columns.clear();
}
};
struct 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;
ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen()
// Const data
// FIXME: Bake rounded corners fill/borders in atlas
ImVec2 CircleVtx12[12];
ImDrawListSharedData();
};
// Main state for ImGui
struct ImGuiContext
{
bool Initialized;
ImGuiIO IO;
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;
float Time;
int FrameCount;
int FrameCountEnded;
int FrameCountRendered;
ImVector<ImGuiWindow*> Windows;
ImVector<ImGuiWindow*> WindowsSortBuffer;
ImVector<ImGuiWindow*> CurrentWindowStack;
ImGuiStorage WindowsById;
int WindowsActiveCount;
ImGuiWindow* CurrentWindow; // Being drawn into
ImGuiWindow* NavWindow; // Nav/focused window for navigation
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
ImGuiID HoveredId; // Hovered widget
bool HoveredIdAllowOverlap;
ImGuiID HoveredIdPreviousFrame;
float HoveredIdTimer;
ImGuiID ActiveId; // Active widget
ImGuiID ActiveIdPreviousFrame;
float ActiveIdTimer;
bool ActiveIdIsAlive; // Active widget has been seen this frame
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)
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow;
ImGuiWindow* MovingWindow; // Track the child window we clicked on to move a window.
ImGuiID MovingWindowMoveId; // == MovingWindow->MoveId
ImVector<ImGuiColMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
ImVector<ImGuiPopupRef> OpenPopupStack; // Which popups are open (persistent)
ImVector<ImGuiPopupRef> CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame)
// Storage for SetNexWindow** and SetNextTreeNode*** functions
ImVec2 SetNextWindowPosVal;
ImVec2 SetNextWindowPosPivot;
ImVec2 SetNextWindowSizeVal;
ImVec2 SetNextWindowContentSizeVal;
bool SetNextWindowCollapsedVal;
ImGuiCond SetNextWindowPosCond;
ImGuiCond SetNextWindowSizeCond;
ImGuiCond SetNextWindowContentSizeCond;
ImGuiCond SetNextWindowCollapsedCond;
ImRect SetNextWindowSizeConstraintRect; // Valid if 'SetNextWindowSizeConstraint' is true
ImGuiSizeConstraintCallback SetNextWindowSizeConstraintCallback;
void* SetNextWindowSizeConstraintCallbackUserData;
bool SetNextWindowSizeConstraint;
bool SetNextWindowFocus;
bool SetNextTreeNodeOpenVal;
ImGuiCond SetNextTreeNodeOpenCond;
// Render
ImDrawData RenderDrawData; // Main ImDrawData instance to pass render information to the user
ImVector<ImDrawList*> RenderDrawLists[3];
float ModalWindowDarkeningRatio;
ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
ImGuiMouseCursor MouseCursor;
ImGuiMouseCursorData MouseCursorData[ImGuiMouseCursor_Count_];
// Drag and Drop
bool DragDropActive;
ImGuiDragDropFlags DragDropSourceFlags;
int DragDropMouseButton;
ImGuiPayload DragDropPayload;
ImRect DragDropTargetRect;
ImGuiID DragDropTargetId;
float DragDropAcceptIdCurrRectSurface;
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
ImVector<unsigned char> DragDropPayloadBufHeap; // We don't expose the ImVector<> directly
unsigned char DragDropPayloadBufLocal[8];
// Widget state
ImGuiTextEditState InputTextState;
ImFont InputTextPasswordFont;
ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
ImVec4 ColorPickerRef;
float DragCurrentValue; // Currently dragged value, always float, not rounded by end-user precision settings
ImVec2 DragLastMouseDelta;
float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
float DragSpeedScaleSlow;
float DragSpeedScaleFast;
ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
int TooltipOverrideCount;
ImVector<char> PrivateClipboard; // If no custom clipboard handler is defined
ImVec2 OsImePosRequest, OsImePosSet; // Cursor position request & last passed to the OS Input Method Editor
// Settings
float SettingsDirtyTimer; // Save .ini Settings on disk when time reaches zero
ImVector<ImGuiWindowSettings> SettingsWindows; // .ini settings for ImGuiWindow
ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers
// Logging
bool LogEnabled;
FILE* LogFile; // If != NULL log to stdout/ file
ImGuiTextBuffer* LogClipboard; // Else log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
int LogStartDepth;
int LogAutoExpandMaxDepth;
// Misc
float FramerateSecPerFrame[120]; // calculate estimate of framerate for user
int FramerateSecPerFrameIdx;
float FramerateSecPerFrameAccum;
int WantCaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags
int WantCaptureKeyboardNextFrame;
int WantTextInputNextFrame;
char TempBuffer[1024*3+1]; // temporary text buffer
ImGuiContext() : OverlayDrawList(NULL)
{
Initialized = false;
Font = NULL;
FontSize = FontBaseSize = 0.0f;
Time = 0.0f;
FrameCount = 0;
FrameCountEnded = FrameCountRendered = -1;
WindowsActiveCount = 0;
CurrentWindow = NULL;
NavWindow = NULL;
HoveredWindow = NULL;
HoveredRootWindow = NULL;
HoveredId = 0;
HoveredIdAllowOverlap = false;
HoveredIdPreviousFrame = 0;
HoveredIdTimer = 0.0f;
ActiveId = 0;
ActiveIdPreviousFrame = 0;
ActiveIdTimer = 0.0f;
ActiveIdIsAlive = false;
ActiveIdIsJustActivated = false;
ActiveIdAllowOverlap = false;
ActiveIdClickOffset = ImVec2(-1,-1);
ActiveIdWindow = NULL;
MovingWindow = NULL;
MovingWindowMoveId = 0;
SetNextWindowPosVal = ImVec2(0.0f, 0.0f);
SetNextWindowSizeVal = ImVec2(0.0f, 0.0f);
SetNextWindowCollapsedVal = false;
SetNextWindowPosCond = 0;
SetNextWindowSizeCond = 0;
SetNextWindowContentSizeCond = 0;
SetNextWindowCollapsedCond = 0;
SetNextWindowSizeConstraintRect = ImRect();
SetNextWindowSizeConstraintCallback = NULL;
SetNextWindowSizeConstraintCallbackUserData = NULL;
SetNextWindowSizeConstraint = false;
SetNextWindowFocus = false;
SetNextTreeNodeOpenVal = false;
SetNextTreeNodeOpenCond = 0;
DragDropActive = false;
DragDropSourceFlags = 0;
DragDropMouseButton = -1;
DragDropTargetId = 0;
DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;
DragDropAcceptFrameCount = -1;
memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));
ScalarAsInputTextId = 0;
ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
DragCurrentValue = 0.0f;
DragLastMouseDelta = ImVec2(0.0f, 0.0f);
DragSpeedDefaultRatio = 1.0f / 100.0f;
DragSpeedScaleSlow = 1.0f / 100.0f;
DragSpeedScaleFast = 10.0f;
ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
TooltipOverrideCount = 0;
OsImePosRequest = OsImePosSet = ImVec2(-1.0f, -1.0f);
ModalWindowDarkeningRatio = 0.0f;
OverlayDrawList._Data = &DrawListSharedData;
OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
MouseCursor = ImGuiMouseCursor_Arrow;
memset(MouseCursorData, 0, sizeof(MouseCursorData));
SettingsDirtyTimer = 0.0f;
LogEnabled = false;
LogFile = NULL;
LogClipboard = NULL;
LogStartDepth = 0;
LogAutoExpandMaxDepth = 2;
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
FramerateSecPerFrameIdx = 0;
FramerateSecPerFrameAccum = 0.0f;
WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;
memset(TempBuffer, 0, sizeof(TempBuffer));
}
};
// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
enum ImGuiItemFlags_
{
ImGuiItemFlags_AllowKeyboardFocus = 1 << 0, // true
ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
ImGuiItemFlags_Disabled = 1 << 2, // false // FIXME-WIP: Disable interactions but doesn't affect visuals. Should be: grey out and disable interactions with widgets that affect data + view widgets (WIP)
//ImGuiItemFlags_NoNav = 1 << 3, // false
//ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
ImGuiItemFlags_Default_ = ImGuiItemFlags_AllowKeyboardFocus
};
// Transient per-window data, reset at the beginning of the frame
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiDrawContext is quite tenuous and could be reconsidered.
struct IMGUI_API ImGuiDrawContext
{
ImVec2 CursorPos;
ImVec2 CursorPosPrevLine;
ImVec2 CursorStartPos;
ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Turned into window->SizeContents at the beginning of next frame
float CurrentLineHeight;
float CurrentLineTextBaseOffset;
float PrevLineHeight;
float PrevLineTextBaseOffset;
float LogLinePosY;
int TreeDepth;
ImGuiID LastItemId;
ImRect LastItemRect;
bool LastItemRectHoveredRect;
bool MenuBarAppending;
float MenuBarOffsetX;
ImVector<ImGuiWindow*> ChildWindows;
ImGuiStorage* StateStorage;
ImGuiLayoutType LayoutType;
// 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.
ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default]
float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f]
ImVector<ImGuiItemFlags>ItemFlagsStack;
ImVector<float> ItemWidthStack;
ImVector<float> TextWrapPosStack;
ImVector<ImGuiGroupData>GroupStack;
int StackSizesBackup[6]; // Store size of various stacks for asserting
float IndentX; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
float GroupOffsetX;
float ColumnsOffsetX; // 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.
ImGuiColumnsSet* ColumnsSet; // Current columns set
ImGuiDrawContext()
{
CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
CurrentLineHeight = PrevLineHeight = 0.0f;
CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
LogLinePosY = -1.0f;
TreeDepth = 0;
LastItemId = 0;
LastItemRect = ImRect();
LastItemRectHoveredRect = false;
MenuBarAppending = false;
MenuBarOffsetX = 0.0f;
StateStorage = NULL;
LayoutType = ImGuiLayoutType_Vertical;
ItemWidth = 0.0f;
ItemFlags = ImGuiItemFlags_Default_;
TextWrapPos = -1.0f;
memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
IndentX = 0.0f;
GroupOffsetX = 0.0f;
ColumnsOffsetX = 0.0f;
ColumnsSet = NULL;
}
};
// Windows data
struct IMGUI_API ImGuiWindow
{
char* Name;
ImGuiID ID; // == ImHash(Name)
ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_
ImVec2 PosFloat;
ImVec2 Pos; // Position rounded-up to nearest pixel
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
ImVec2 SizeFull; // Size when non collapsed
ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars.
ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame. Include decoration, window title, border, menu, etc.
ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize()
ImRect ContentsRegionRect; // Maximum visible content position in window coordinates. ~~ (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
ImVec2 WindowPadding; // Window padding at the time of begin.
float WindowRounding; // Window rounding at the time of begin.
float WindowBorderSize; // Window border size at the time of begin.
ImGuiID MoveId; // == window->GetID("#MOVE")
ImVec2 Scroll;
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
bool ScrollbarX, ScrollbarY;
ImVec2 ScrollbarSizes;
bool Active; // Set to true on Begin()
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 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 CloseButton; // Set when the window has a close button (p_open != NULL)
int BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
int BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
int AutoFitFramesX, AutoFitFramesY;
bool AutoFitOnlyGrows;
int AutoFitChildAxises;
ImGuiDir AutoPosLastDirection;
int HiddenFrames;
ImGuiCond SetWindowPosAllowFlags; // store condition flags for next SetWindowPos() call.
ImGuiCond SetWindowSizeAllowFlags; // store condition flags for next SetWindowSize() call.
ImGuiCond SetWindowCollapsedAllowFlags; // store condition flags for next SetWindowCollapsed() call.
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.
ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
ImRect ClipRect; // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
ImRect WindowRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window.
ImRect InnerRect;
int LastFrameActive;
float ItemWidthDefault;
ImGuiSimpleColumns MenuColumns; // Simplified columns storage for menu items
ImGuiStorage StateStorage;
ImVector<ImGuiColumnsSet> ColumnsStorage;
float FontWindowScale; // Scale multiplier per-window
ImDrawList* DrawList;
ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL.
ImGuiWindow* RootWindow; // Generally point to ourself. If we are a child window, this is pointing to the first non-child parent window.
ImGuiWindow* RootNonPopupWindow; // Generally point to ourself. Used to display TitleBgActive color and for selecting which window to use for NavWindowing
// Navigation / Focus
int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through)
int FocusIdxAllRequestCurrent; // Item being requested for focus
int FocusIdxTabRequestCurrent; // Tab-able item being requested for focus
int FocusIdxAllRequestNext; // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame)
int FocusIdxTabRequestNext; // "
public:
ImGuiWindow(ImGuiContext* context, const char* name);
~ImGuiWindow();
ImGuiID GetID(const char* str, const char* str_end = NULL);
ImGuiID GetID(const void* ptr);
ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL);
ImGuiID GetIDFromRectangle(const ImRect& r_abs);
// We don't use g.FontSize because the window may be != g.CurrentWidow.
ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); }
float CalcFontSize() const { return GImGui->FontBaseSize * FontWindowScale; }
float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; }
ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }
float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->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()); }
};
// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data.
struct ImGuiItemHoveredDataBackup
{
ImGuiID LastItemId;
ImRect LastItemRect;
bool LastItemRectHoveredRect;
ImGuiItemHoveredDataBackup() { Backup(); }
void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemRect = window->DC.LastItemRect; LastItemRectHoveredRect = window->DC.LastItemRectHoveredRect; }
void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemRect = LastItemRect; window->DC.LastItemRectHoveredRect = LastItemRectHoveredRect; }
};
//-----------------------------------------------------------------------------
// Internal API
// No guarantee of forward compatibility here.
//-----------------------------------------------------------------------------
namespace ImGui
{
// 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::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* FindWindowByName(const char* name);
IMGUI_API void FocusWindow(ImGuiWindow* window);
IMGUI_API void BringWindowToFront(ImGuiWindow* window);
IMGUI_API void BringWindowToBack(ImGuiWindow* window);
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
IMGUI_API void Initialize();
IMGUI_API void MarkIniSettingsDirty();
IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(ImGuiID type_id);
IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id);
IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
IMGUI_API void ClearActiveID();
IMGUI_API void SetHoveredID(ImGuiID id);
IMGUI_API void KeepAliveID(ImGuiID id);
IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f);
IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f);
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id);
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop = true); // Return true if focus is requested
IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y);
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
IMGUI_API void PushMultiItemsWidths(int components, float width_full = 0.0f);
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
IMGUI_API void PopItemFlag();
IMGUI_API void OpenPopupEx(ImGuiID id, bool reopen_existing);
IMGUI_API void ClosePopup(ImGuiID id);
IMGUI_API bool IsPopupOpen(ImGuiID id);
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true);
IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate);
IMGUI_API void Scrollbar(ImGuiLayoutType direction);
IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). not exposed because it is misleading what it doesn't have an effect on regular layout.
IMGUI_API bool SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f);
IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
IMGUI_API void ClearDragDrop();
IMGUI_API bool IsDragDropPayloadBeingAccepted();
// FIXME-WIP: New Columns API
IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags 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 = -1);
// NB: All position are in absolute pixels coordinates (never using window coordinates internally)
// 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.
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 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(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0);
IMGUI_API void RenderTriangle(ImVec2 pos, ImGuiDir dir, float scale = 1.0f);
IMGUI_API void RenderBullet(ImVec2 pos);
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz);
IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags 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, float radius);
IMGUI_API bool ArrowButton(ImGuiID id, ImGuiDir dir, ImVec2 padding, ImGuiButtonFlags flags = 0);
IMGUI_API bool SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power);
IMGUI_API bool SliderIntN(const char* label, int* v, int components, int v_min, int v_max, const char* display_format);
IMGUI_API bool DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_speed, float v_min, float v_max, int decimal_precision, float power);
IMGUI_API bool DragFloatN(const char* label, float* v, int components, float v_speed, float v_min, float v_max, const char* display_format, float power);
IMGUI_API bool DragIntN(const char* label, int* v, int components, float v_speed, int v_min, int v_max, const char* display_format);
IMGUI_API bool InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
IMGUI_API bool InputFloatN(const char* label, float* v, int components, int decimal_precision, ImGuiInputTextFlags extra_flags);
IMGUI_API bool InputIntN(const char* label, int* v, int components, ImGuiInputTextFlags extra_flags);
IMGUI_API bool InputScalarEx(const char* label, ImGuiDataType data_type, void* data_ptr, void* step_ptr, void* step_fast_ptr, const char* scalar_format, ImGuiInputTextFlags extra_flags);
IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision);
IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags);
IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags);
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging
IMGUI_API void TreePushRawID(ImGuiID id);
IMGUI_API void 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 graph_size);
IMGUI_API int ParseFormatPrecision(const char* fmt, int default_value);
IMGUI_API float RoundScalar(float value, int decimal_precision);
// Shade functions
IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawVert* vert_start, ImDrawVert* vert_end, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
IMGUI_API void ShadeVertsLinearAlphaGradientForLeftToRightText(ImDrawVert* vert_start, ImDrawVert* vert_end, float gradient_p0_x, float gradient_p1_x);
IMGUI_API void ShadeVertsLinearUV(ImDrawVert* vert_start, ImDrawVert* vert_end, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);
} // namespace ImGui
// ImFontAtlas internals
IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* spc);
IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas);
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);
#ifdef __clang__
#pragma clang diagnostic pop
#endif
#ifdef _MSC_VER
#pragma warning (pop)
#endif

View File

@ -0,0 +1,583 @@
// stb_rect_pack.h - v0.10 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
// Does not do rotation.
//
// 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
// Bugfixes / warning fixes
// Jeremy Jaussaud
//
// Version history:
//
// 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
//
// This software is dual-licensed to the public domain and under the following
// license: you are granted a perpetual, irrevocable license to copy, modify,
// publish, and distribute this file as you see fit.
//////////////////////////////////////////////////////////////////////////////
//
// 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;
#ifdef STBRP_LARGE_RECTS
typedef int stbrp_coord;
#else
typedef unsigned short stbrp_coord;
#endif
STBRP_DEF void 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.
struct stbrp_rect
{
// reserved for your use:
int id;
// input:
stbrp_coord w, h;
// output:
stbrp_coord x, y;
int was_packed; // non-zero if valid packing
}; // 16 bytes, nominally
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
// Initialize a rectangle packer to:
// pack a rectangle that is 'width' by 'height' in dimensions
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
//
// You must call this function every time you start packing into a new target.
//
// There is no "shutdown" function. The 'nodes' memory must stay valid for
// the following stbrp_pack_rects() call (or calls), but can be freed after
// the call (or calls) finish.
//
// Note: to guarantee best results, either:
// 1. make sure 'num_nodes' >= 'width'
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
//
// If you don't do either of the above things, widths will be quantized to multiples
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
//
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
// may run out of temporary storage and be unable to pack some rectangles.
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
// Optionally call this function after init but before doing any packing to
// change the handling of the out-of-temp-memory scenario, described above.
// If you call init again, this will be reset to the default (false).
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
// Optionally select which packing heuristic the library should use. Different
// heuristics will produce better/worse results for different data sets.
// If you call init again, this will be reset to the default.
enum
{
STBRP_HEURISTIC_Skyline_default=0,
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
STBRP_HEURISTIC_Skyline_BF_sortHeight
};
//////////////////////////////////////////////////////////////////////////////
//
// the details of the following structures don't matter to you, but they must
// be visible so you can handle the memory allocations for them
struct stbrp_node
{
stbrp_coord x,y;
stbrp_node *next;
};
struct stbrp_context
{
int width;
int height;
int align;
int init_mode;
int heuristic;
int num_nodes;
stbrp_node *active_head;
stbrp_node *free_head;
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
};
#ifdef __cplusplus
}
#endif
#endif
//////////////////////////////////////////////////////////////////////////////
//
// IMPLEMENTATION SECTION
//
#ifdef STB_RECT_PACK_IMPLEMENTATION
#ifndef STBRP_SORT
#include <stdlib.h>
#define STBRP_SORT qsort
#endif
#ifndef STBRP_ASSERT
#include <assert.h>
#define STBRP_ASSERT assert
#endif
#ifdef _MSC_VER
#define STBRP__NOTUSED(v) (void)(v)
#else
#define STBRP__NOTUSED(v) (void)sizeof(v)
#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;
#ifndef STBRP_LARGE_RECTS
STBRP_ASSERT(width <= 0xffff && height <= 0xffff);
#endif
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;
#ifdef STBRP_LARGE_RECTS
context->extra[1].y = (1<<30);
#else
context->extra[1].y = 65535;
#endif
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);
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);
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);
{
stbrp_node *L1 = NULL, *L2 = NULL;
int count=0;
cur = context->active_head;
while (cur) {
L1 = cur;
cur = cur->next;
++count;
}
cur = context->free_head;
while (cur) {
L2 = cur;
cur = cur->next;
++count;
}
STBRP_ASSERT(count == context->num_nodes+2);
}
#endif
return res;
}
static int 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 rect_width_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->w > q->w)
return -1;
if (p->w < q->w)
return 1;
return (p->h > q->h) ? -1 : (p->h < q->h);
}
static int 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);
}
#ifdef STBRP_LARGE_RECTS
#define STBRP__MAXVAL 0xffffffff
#else
#define STBRP__MAXVAL 0xffff
#endif
STBRP_DEF void stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
{
int i;
// we use the 'was_packed' field internally to allow sorting/unsorting
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = i;
#ifndef STBRP_LARGE_RECTS
STBRP_ASSERT(rects[i].w <= 0xffff && rects[i].h <= 0xffff);
#endif
}
// 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
for (i=0; i < num_rects; ++i)
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
}
#endif

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -69,6 +69,9 @@ enum Event
PLUGINATTACH,
KEYDOWN,
KEYUP,
CHARINPUT,
MOUSEMOVE,
MOUSEBTN,
RESIZE,
IDLE,
QUIT
@ -83,6 +86,13 @@ struct Globals
};
extern Globals globals;
// Argument to mouse events
struct MouseState
{
int posx, posy;
int buttons; // bits 0-2 are left, middle, right button down
};
struct Args
{
int argc;
@ -94,8 +104,12 @@ bool InitRW(void);
void TerminateRW(void);
Camera *CameraCreate(int32 width, int32 height, bool32 z);
void CameraSize(Camera *cam, Rect *r);
void SetMousePosition(int x, int y);
EventStatus EventHandler(Event e, void *param);
}
sk::EventStatus AppEventHandler(sk::Event e, void *param);
#include "imgui/imgui.h"
#include "imgui/imgui_impl_rw.h"

View File

@ -64,7 +64,9 @@ LRESULT CALLBACK
WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
static int resizing = 0;
static int buttons = 0;
MouseState ms;
switch(msg){
case WM_DESTROY:
PostQuitMessage(0);
@ -100,6 +102,35 @@ WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
KeyUp(keymap[wParam]);
break;
case WM_CHAR:
if(wParam > 0 && wParam < 0x10000)
EventHandler(CHARINPUT, (void*)wParam);
break;
case WM_MOUSEMOVE:
POINTS p = MAKEPOINTS(lParam);
ms.posx = p.x;
ms.posy = p.y;
EventHandler(MOUSEMOVE, &ms);
break;
case WM_LBUTTONDOWN:
buttons |= 1; goto mbtn;
case WM_LBUTTONUP:
buttons &= ~1; goto mbtn;
case WM_MBUTTONDOWN:
buttons |= 2; goto mbtn;
case WM_MBUTTONUP:
buttons &= ~2; goto mbtn;
case WM_RBUTTONDOWN:
buttons |= 4; goto mbtn;
case WM_RBUTTONUP:
buttons &= ~4;
mbtn:
ms.buttons = buttons;
EventHandler(MOUSEBTN, &ms);
break;
case WM_SIZE:
rw::Rect r;
r.x = 0;
@ -181,12 +212,19 @@ int WINAPI
WinMain(HINSTANCE instance, HINSTANCE,
PSTR cmdLine, int showCmd)
{
/*
AllocConsole();
freopen("CONIN$", "r", stdin);
freopen("CONOUT$", "w", stdout);
freopen("CONOUT$", "w", stderr);
*/
INT64 ticks;
INT64 ticksPerSecond;
if(!QueryPerformanceFrequency((LARGE_INTEGER*)&ticksPerSecond))
return 0;
if(!QueryPerformanceCounter((LARGE_INTEGER*)&ticks))
return 0;
args.argc = __argc;
args.argv = __argv;
if(EventHandler(INITIALIZE, nil) == EVENTERROR)
@ -205,21 +243,35 @@ WinMain(HINSTANCE instance, HINSTANCE,
if(EventHandler(RWINITIALIZE, nil) == EVENTERROR)
return 0;
float lastTime = (float)GetTickCount();
INT64 lastTicks;
QueryPerformanceCounter((LARGE_INTEGER *)&lastTicks);
running = true;
while((pollEvents(), running) && !globals.quit){
float currTime = (float)GetTickCount();
float timeDelta = (currTime - lastTime)*0.001f;
QueryPerformanceCounter((LARGE_INTEGER *)&ticks);
float timeDelta = (float)(ticks - lastTicks)/ticksPerSecond;
EventHandler(IDLE, &timeDelta);
lastTime = currTime;
lastTicks = ticks;
}
EventHandler(RWTERMINATE, nil);
return 0;
}
namespace sk {
void
SetMousePosition(int x, int y)
{
POINT pos = { x, y };
ClientToScreen(engineStartParams.window, &pos);
SetCursorPos(pos.x, pos.y);
}
}
#endif
#ifdef RW_OPENGL

View File

@ -479,11 +479,27 @@ Camera::streamGetSize(void)
s_plglist.streamGetSize(this);
}
// Assumes horizontal FOV for 4:3, but we convert to vertical FOV
void
Camera::setFOV(float32 fov, float32 ratio)
Camera::setFOV(float32 hfov, float32 ratio)
{
V2d v;
float32 a = tan(fov*3.14159f/360.0f);
float w, h;
w = this->frameBuffer->width;
h = this->frameBuffer->height;
if(w < 1 || h < 1){
w = 1;
h = 1;
}
hfov = hfov*3.14159f/360.0f; // deg to rad
float ar1 = 4.0/3.0;
float ar2 = w/h;
float vfov = atan(tan(hfov/2) / ar1) *2;
hfov = atan(tan(vfov/2) * ar2) *2;
float32 a = tan(hfov);
v.set(a, a/ratio);
this->setViewWindow(&v);
v.set(0.0f, 0.0f);

View File

@ -28,8 +28,8 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
int lighting = !!(geo->flags & rw::Geometry::LIGHT);
if(lighting)
d3d::lightingCB();
else
return;
// else
// return;
d3d::setRenderState(D3DRS_LIGHTING, lighting);
@ -45,6 +45,13 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
InstanceData *inst = header->inst;
for(uint32 i = 0; i < header->numMeshes; i++){
d3d::setTexture(0, inst->material->texture);
d3d::setTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
d3d::setTextureStageState(0, D3DTSS_COLORARG1, D3DTA_CURRENT);
d3d::setTextureStageState(0, D3DTSS_COLORARG2, D3DTA_TEXTURE);
d3d::setTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
d3d::setTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_CURRENT);
d3d::setTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
d3d::setMaterial(inst->material);
d3d::setRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);

View File

@ -84,6 +84,12 @@ setRenderState(uint32 state, uint32 value)
}
}
void
getRenderState(uint32 state, uint32 *value)
{
*value = stateCache[state].value;
}
void
setTextureStageState(uint32 stage, uint32 type, uint32 value)
{
@ -98,6 +104,12 @@ setTextureStageState(uint32 stage, uint32 type, uint32 value)
}
}
void
getTextureStageState(uint32 stage, uint32 type, uint32 *value)
{
*value = textureStageStateCache[type][stage].value;
}
void
flushCache(void)
{
@ -135,6 +147,12 @@ setSamplerState(uint32 stage, uint32 type, uint32 value)
}
}
void
getSamplerState(uint32 stage, uint32 type, uint32 *value)
{
*value = d3dSamplerStates[type][stage];
}
// Bring D3D device in accordance with saved render states (after a reset)
static void
resetD3d9Device(void)
@ -480,7 +498,8 @@ clearCamera(Camera *cam, RGBA *col, uint32 mode)
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.Flags = 0;
d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
// d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
// TODO: check result
d3d::d3ddevice->Reset(&d3dpp);
d3d9Globals.presentWidth = r.right;
@ -548,7 +567,8 @@ openD3D(EngineStartParams *params)
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.Flags = 0;
d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
// d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
IDirect3DDevice9 *dev;
hr = d3d9->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, win,

View File

@ -77,6 +77,13 @@ im2DRenderIndexedPrimitive(PrimitiveType primType,
d3ddevice->SetIndices(im2dindbuf);
d3ddevice->SetVertexDeclaration(im2ddecl);
d3d::setTexture(0, engine->imtexture);
setTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
setTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
setTextureStageState(0, D3DTSS_COLORARG2, D3DTA_CURRENT);
setTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
setTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
setTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_CURRENT);
d3d::flushCache();
uint32 primCount = 0;

View File

@ -143,8 +143,11 @@ void registerNativeRaster(void);
// Rendering
void setRenderState(uint32 state, uint32 value);
void getRenderState(uint32 state, uint32 *value);
void setTextureStageState(uint32 stage, uint32 type, uint32 value);
void getTextureStageState(uint32 stage, uint32 type, uint32 *value);
void setSamplerState(uint32 stage, uint32 type, uint32 value);
void getSamplerState(uint32 stage, uint32 type, uint32 *value);
void flushCache(void);
void setTexture(uint32 stage, Texture *tex);

View File

@ -1595,6 +1595,7 @@ readNativeTexture(Stream *stream)
goto fail;
}
stream->read(&streamExt, 0x40);
/*
printf("%X %X %X %X %X %016llX %X %X %016llX %016llX %X %X %X %X\n",
streamExt.width,
streamExt.height,
@ -1610,7 +1611,7 @@ streamExt.pixelSize,
streamExt.paletteSize,
streamExt.totalSize,
streamExt.mipmapVal);
*/
noNewStyleRasters = streamExt.type < 2;
rw::version = version;
raster = Raster::create(streamExt.width, streamExt.height,

View File

@ -683,6 +683,7 @@ struct TexDictionary
void destroy(void);
int32 count(void) { return this->textures.count(); }
void add(Texture *t);
void addFront(Texture *t);
Texture *find(const char *name);
static TexDictionary *streamRead(Stream *stream);
void streamWrite(Stream *stream);

View File

@ -113,6 +113,15 @@ TexDictionary::add(Texture *t)
this->textures.append(&t->inDict);
}
void
TexDictionary::addFront(Texture *t)
{
if(t->dict)
t->inDict.remove();
t->dict = this;
this->textures.add(&t->inDict);
}
Texture*
TexDictionary::find(const char *name)
{

169
tools/imguitest/main.cpp Normal file
View File

@ -0,0 +1,169 @@
#include <rw.h>
#include <skeleton.h>
#include <assert.h>
rw::V3d zero = { 0.0f, 0.0f, 0.0f };
struct SceneGlobals {
rw::World *world;
rw::Camera *camera;
} Scene;
rw::EngineStartParams engineStartParams;
void
Init(void)
{
sk::globals.windowtitle = "ImGui test";
sk::globals.width = 1280;
sk::globals.height = 800;
sk::globals.quit = 0;
}
bool
attachPlugins(void)
{
rw::ps2::registerPDSPlugin(40);
rw::ps2::registerPluginPDSPipes();
rw::registerMeshPlugin();
rw::registerNativeDataPlugin();
rw::registerAtomicRightsPlugin();
rw::registerMaterialRightsPlugin();
rw::xbox::registerVertexFormatPlugin();
rw::registerSkinPlugin();
rw::registerUserDataPlugin();
rw::registerHAnimPlugin();
rw::registerMatFXPlugin();
rw::registerUVAnimPlugin();
rw::ps2::registerADCPlugin();
return true;
}
bool
InitRW(void)
{
// rw::platform = rw::PLATFORM_D3D8;
if(!sk::InitRW())
return false;
Scene.world = rw::World::create();
rw::Light *ambient = rw::Light::create(rw::Light::AMBIENT);
ambient->setColor(0.2f, 0.2f, 0.2f);
Scene.world->addLight(ambient);
rw::V3d xaxis = { 1.0f, 0.0f, 0.0f };
rw::Light *direct = rw::Light::create(rw::Light::DIRECTIONAL);
direct->setColor(0.8f, 0.8f, 0.8f);
direct->setFrame(rw::Frame::create());
direct->getFrame()->rotate(&xaxis, 180.0f, rw::COMBINEREPLACE);
Scene.world->addLight(direct);
Scene.camera = sk::CameraCreate(sk::globals.width, sk::globals.height, 1);
Scene.world->addCamera(Scene.camera);
ImGui_ImplRW_Init();
ImGui::StyleColorsClassic();
return true;
}
void
Draw(float timeDelta)
{
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
rw::RGBA clearcol = { clear_color.x*255, clear_color.y*255, clear_color.z*255, clear_color.w*255 };
Scene.camera->clear(&clearcol, rw::Camera::CLEARIMAGE|rw::Camera::CLEARZ);
Scene.camera->beginUpdate();
ImGui_ImplRW_NewFrame(timeDelta);
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
if(ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
show_demo_window ^= 1;
if(ImGui::Button("Another Window"))
show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
if(show_another_window){
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello from another window!");
ImGui::End();
}
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
if(show_demo_window){
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::ShowDemoWindow(&show_demo_window);
}
ImGui::EndFrame();
ImGui::Render();
Scene.camera->endUpdate();
Scene.camera->showRaster();
}
void
KeyUp(int key)
{
}
void
KeyDown(int key)
{
switch(key){
case sk::KEY_ESC:
sk::globals.quit = 1;
break;
}
}
sk::EventStatus
AppEventHandler(sk::Event e, void *param)
{
using namespace sk;
Rect *r;
ImGuiEventHandler(e, param);
switch(e){
case INITIALIZE:
Init();
return EVENTPROCESSED;
case RWINITIALIZE:
return ::InitRW() ? EVENTPROCESSED : EVENTERROR;
case PLUGINATTACH:
return attachPlugins() ? EVENTPROCESSED : EVENTERROR;
case KEYDOWN:
KeyDown(*(int*)param);
return EVENTPROCESSED;
case KEYUP:
KeyUp(*(int*)param);
return EVENTPROCESSED;
case RESIZE:
r = (Rect*)param;
sk::globals.width = r->w;
sk::globals.height = r->h;
// TODO: set aspect ratio
if(Scene.camera)
sk::CameraSize(Scene.camera, r);
break;
case IDLE:
Draw(*(float*)param);
return EVENTPROCESSED;
}
return sk::EVENTNOTPROCESSED;
}