35 Commits

Author SHA1 Message Date
John Alanbrook
816dd664c2 initial discord attempt 2025-07-17 20:46:42 -05:00
John Alanbrook
881407a64f massively expand steam api 2025-07-17 20:28:47 -05:00
John Alanbrook
e677832b12 fix dmon leak; fix underlings not stopping when overling crashes 2025-07-17 16:32:22 -05:00
John Alanbrook
13c1e7560a empty text works 2025-07-16 20:18:50 -05:00
John Alanbrook
2e275adcd2 bug fix: graphics now correctly returns frames of single anims 2025-07-16 18:11:38 -05:00
John Alanbrook
2607604a0b play gifs with strings 2025-07-16 17:45:12 -05:00
John Alanbrook
d1d9a296a8 separate clay layout and clay input 2025-07-16 14:51:19 -05:00
John Alanbrook
7edbb85e4e clay id handling 2025-07-16 14:37:38 -05:00
John Alanbrook
874252db87 fix text menu render 2025-07-16 05:03:40 -05:00
John Alanbrook
13dd685f65 render layers 2025-07-15 20:33:55 -05:00
John Alanbrook
4b817b8d1b text drawing 2025-07-15 16:22:11 -05:00
John Alanbrook
09b78781e6 animations 2025-07-15 15:06:06 -05:00
John Alanbrook
19ce1008b1 emitter 2025-07-14 09:52:25 -05:00
John Alanbrook
d1c7ff768d prosperon module 2025-07-14 03:14:06 -05:00
John Alanbrook
0d97b47728 support for gamepad events 2025-07-12 22:38:18 -05:00
John Alanbrook
c87f85cf6c Update files for cross compilation fixes; add dockerfiles for windows/linux/emscripten builds; add commands to makefile to build via dockerfiles
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2025-07-12 20:39:25 -05:00
John Alanbrook
f0afdfc7d9 add base64 and base64url encoder/decoders 2025-07-12 10:31:54 -05:00
John Alanbrook
ac9f40fd26 add set window size 2025-07-11 21:22:10 -05:00
John Alanbrook
39152c1eb2 fix base32 conversion/deconversion 2025-07-11 19:38:49 -05:00
John Alanbrook
6ff50cb521 add combo box to imgui 2025-07-11 14:11:34 -05:00
John Alanbrook
2b7b3985d5 tilemap render 2025-07-10 18:10:55 -05:00
John Alanbrook
a9b59750e3 fix mouse pos 2025-07-09 22:55:41 -05:00
John Alanbrook
525263a8a6 add imgui 2025-07-08 01:43:52 -05:00
John Alanbrook
310a0db99e fix draw 2025-07-07 18:51:18 -05:00
John Alanbrook
6e66bf59f6 input reports mod keys now 2025-07-07 15:26:45 -05:00
John Alanbrook
71c0056df4 layout uses x,y 2025-07-06 20:35:15 -05:00
John Alanbrook
d4f0059419 add benchmark and cell doc 2025-07-05 10:25:27 -05:00
John Alanbrook
d52d50fe61 fixes for gameplay 2025-07-05 10:24:09 -05:00
John Alanbrook
1bc34bb99c fix some rendering bug 2025-06-24 08:33:29 -05:00
John Alanbrook
8ac78e0be6 add layout 2025-06-23 22:58:25 -05:00
John Alanbrook
dca3ede464 add function disassembler 2025-06-23 21:28:15 -05:00
John Alanbrook
7b622d9788 initial attempt at adding IC 2025-06-23 17:20:39 -05:00
John Alanbrook
42087910ab remove proxy and many exotic methods 2025-06-23 15:32:05 -05:00
John Alanbrook
c581935fd8 add detail to cell.md 2025-06-23 10:21:33 -05:00
John Alanbrook
632b038561 remove last two master updates and remove proxy 2025-06-23 10:21:07 -05:00
125 changed files with 32494 additions and 16693 deletions

View File

@@ -15,3 +15,5 @@ main = true
main = true
[actors.prosperon]
main = true
[actors.accio]
main=true

12
.github/docker/Dockerfile.emscripten vendored Normal file
View File

@@ -0,0 +1,12 @@
# Use the official Emscripten SDK image (includes emcc, emsdk, Python, nodejs, etc)
FROM emscripten/emsdk:latest
# Install Meson & Ninja if needed (some emsdk tags already bundle them)
RUN apt-get update && \
apt-get install -y --no-install-recommends \
meson \
ninja-build \
python3-pip && \
rm -rf /var/lib/apt/lists/*
RUN pip3 install --upgrade meson>=1.4

View File

@@ -28,5 +28,7 @@ RUN apt-get update && apt-get install -y --no-install-recommends \
ccache \
mingw-w64 \
wine \
npm nodejs zip && \
rm -rf /var/lib/apt/lists/*
libmimalloc-dev \
npm nodejs zip
RUN apt-get install -y libunwind-dev libblas-dev liblapacke-dev

View File

@@ -1,4 +1,6 @@
FROM ubuntu:plucky
FROM debian:trixie
ENV DEBIAN_FRONTEND=noninteractive
RUN apt-get update && \
apt-get install -y --no-install-recommends \
@@ -11,5 +13,11 @@ RUN apt-get update && \
pkg-config \
zip \
ccache \
npm nodejs && \
npm \
nodejs \
meson \
libmimalloc-dev \
libbsd-dev \
gcc-mingw-w64-ucrt64 \
g++-mingw-w64-ucrt64 && \
rm -rf /var/lib/apt/lists/*

View File

@@ -16,7 +16,7 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
After install with 'make', just run 'cell' and point it at the actor you want to launch. "cell tests/toml" runs the actor "tests/toml.js"
## Scripting language
This is called "cell", but it is is a variant of javascript and extremely similar.
This is called "cell", a variant of JavaScript with important differences. See docs/cell.md for detailed language documentation.
### Common development commands
- `meson setup build_<variant>` - Configure build directory
@@ -34,12 +34,16 @@ Prosperon is an actor-based game engine inspired by Douglas Crockford's Misty sy
- Hierarchical actor system with spawning/killing
- Actor lifecycle: awake, update, draw, garbage collection
### JavaScript Style Guide
### Cell Language Style Guide
- Use `use()` function for imports (Misty-style, not ES6 import/export)
- Prefer closures and javascript objects and prototypes over ES6 style classes
- Follow existing JavaScript patterns in the codebase
- Functions as first-class citizens
- Do not use const or let; only var
- Use `def` for constants (not const)
- Use `var` for variables (block-scoped like let)
- Check for null with `== null` (no undefined in Cell)
- Use `==` for equality (always strict, no `===`)
- See docs/cell.md for complete language reference
### Core Systems
1. **Actor System** (scripts/core/engine.js)
@@ -99,7 +103,7 @@ cd examples/chess
- Documentation is found in docs
- Documentation for the JS modules loaded with 'use' is docs/api/modules
- .md files directly in docs gives a high level overview
- docs/dull is what this specific Javascript system is (including alterations from quickjs/es6)
- docs/cell.md documents the Cell language (JavaScript variant used in Prosperon)
### Shader Development
- Shaders are in `shaders/` directory as HLSL

View File

@@ -3,6 +3,7 @@ FROM ubuntu:plucky AS builder
RUN apt-get update && apt-get install -y --no-install-recommends \
python3 python3-pip \
libmimalloc-dev \
libasound2-dev \
libpulse-dev \
libudev-dev \
@@ -31,7 +32,7 @@ RUN apt-get update && apt-get install -y --no-install-recommends \
WORKDIR /app
RUN git clone https://gitea.pockle.world/john/prosperon.git
WORKDIR /app/prosperon
RUN git checkout jsffi_refactor
RUN git checkout master
RUN meson setup build -Dbuildtype=release -Db_lto=true -Db_lto_mode=thin -Db_ndebug=true
RUN meson compile -C build

View File

@@ -1,6 +1,7 @@
debug: FORCE
meson setup build_dbg -Dbuildtype=debugoptimized
meson install --only-changed -C build_dbg
cp build_dbg/cell . && chmod +x cell
fast: FORCE
meson setup build_fast
@@ -27,3 +28,43 @@ crosswin: FORCE
meson compile -C build_win
FORCE:
IMAGE_LINUX := prosperon/linux-builder:latest
IMAGE_MINGW := prosperon/mingw-builder:latest
IMAGE_EMSCRIPTEN := prosperon/emscripten-builder:latest
PWD := $(shell pwd)
ARTIFACTS_DIR := artifacts
build:
meson setup build -Dbuildtype=release -Db_lto=true -Db_lto_mode=thin -Db_ndebug=true
meson compile -C build
dockerclean:
rm -rf build build-win $(ARTIFACTS_DIR)
dockerlinux: build-linux-image run-linux
build-linux-image:
docker build -f .github/docker/Dockerfile.linux -t $(IMAGE_LINUX) .
run-linux:
@mkdir -p $(ARTIFACTS_DIR)/linux
docker run --rm -v $(PWD):/src -w /src $(IMAGE_LINUX) bash -lc 'meson setup build -Dbuildtype=release -Db_lto=true -Db_ndebug=true && meson compile -C build && cp build/cell $(ARTIFACTS_DIR)/linux/'
dockerwin: build-mingw-image run-win
build-mingw-image:
docker build -f .github/docker/Dockerfile.mingw -t $(IMAGE_MINGW) .
run-win:
@mkdir -p $(ARTIFACTS_DIR)/windows
docker run --rm -v $(PWD):/src -w /src $(IMAGE_MINGW) bash -lc 'meson setup build-win --cross-file mingw32.cross -Dbuildtype=release -Db_lto=true -Db_ndebug=true && meson compile -C build-win && cp build-win/cell.exe $(ARTIFACTS_DIR)/windows/'
dockeremc: build-emscripten-image run-emc
build-emscripten-image:
docker build -f .github/docker/Dockerfile.emscripten -t $(IMAGE_EMSCRIPTEN) .
run-emc:
@mkdir -p $(ARTIFACTS_DIR)/emscripten
docker run --rm -v $(PWD):/src -w /src $(IMAGE_EMSCRIPTEN) bash -lc 'meson setup build-emscripten --cross-file emscripten.cross -Dbuildtype=release -Db_ndebug=true -Ddefault_library=static -Dcpp_std=c++11 && meson compile -C build-emscripten && cp build-emscripten/cell.wasm build-emscripten/cell.js $(ARTIFACTS_DIR)/emscripten/'

16
benchmarks/fib.ce Normal file
View File

@@ -0,0 +1,16 @@
var time = use('time')
function fib(n) {
if (n<2) return n
return fib(n-1) + fib(n-2)
}
var now = time.number()
var arr = [1,2,3,4,5]
for (var i in arr) {
log.console(fib(28))
}
log.console(`elapsed: ${time.number()-now}`)
$_.stop()

View File

@@ -67,11 +67,11 @@ function Sun() {
var bodies = Array(Sun(), Jupiter(), Saturn(), Uranus(), Neptune());
function offsetMomentum() {
let px = 0;
let py = 0;
let pz = 0;
var px = 0;
var py = 0;
var pz = 0;
var size = bodies.length;
for (let i = 0; i < size; i++) {
for (var i = 0; i < size; i++) {
var body = bodies[i];
var mass = body.mass;
px += body.vx * mass;
@@ -88,12 +88,12 @@ function offsetMomentum() {
function advance(dt) {
var size = bodies.length;
for (let i = 0; i < size; i++) {
for (var i = 0; i < size; i++) {
var bodyi = bodies[i];
let vxi = bodyi.vx;
let vyi = bodyi.vy;
let vzi = bodyi.vz;
for (let j = i + 1; j < size; j++) {
var vxi = bodyi.vx;
var vyi = bodyi.vy;
var vzi = bodyi.vz;
for (var j = i + 1; j < size; j++) {
var bodyj = bodies[j];
var dx = bodyi.x - bodyj.x;
var dy = bodyi.y - bodyj.y;
@@ -117,7 +117,7 @@ function advance(dt) {
bodyi.vz = vzi;
}
for (let i = 0; i < size; i++) {
for (var i = 0; i < size; i++) {
var body = bodies[i];
body.x += dt * body.vx;
body.y += dt * body.vy;
@@ -126,16 +126,16 @@ function advance(dt) {
}
function energy() {
let e = 0;
var e = 0;
var size = bodies.length;
for (let i = 0; i < size; i++) {
for (var i = 0; i < size; i++) {
var bodyi = bodies[i];
e += 0.5 * bodyi.mass * ( bodyi.vx * bodyi.vx +
bodyi.vy * bodyi.vy + bodyi.vz * bodyi.vz );
for (let j = i + 1; j < size; j++) {
for (var j = i + 1; j < size; j++) {
var bodyj = bodies[j];
var dx = bodyi.x - bodyj.x;
var dy = bodyi.y - bodyj.y;
@@ -148,14 +148,41 @@ function energy() {
return e;
}
var n = arg[0] || 1000000
var n = arg[0] || 100000
offsetMomentum();
log.console(`n = ${n}`)
log.console(energy().toFixed(9))
for (let i = 0; i < n; i++)
for (var i = 0; i < n; i++)
advance(0.01);
log.console(energy().toFixed(9))
var js = use('js')
// Get function metadata
var fn_info = js.fn_info(advance)
log.console(`${fn_info.filename}:${fn_info.line}:${fn_info.column}: function: ${fn_info.name}`)
// Display arguments
if (fn_info.args && fn_info.args.length > 0) {
log.console(` args: ${fn_info.args.join(' ')}`)
}
// Display local variables
if (fn_info.locals && fn_info.locals.length > 0) {
log.console(' locals:')
for (var i = 0; i < fn_info.locals.length; i++) {
var local = fn_info.locals[i]
log.console(` ${local.index}: ${local.type} ${local.name}`)
}
}
// Display stack size
log.console(` stack_size: ${fn_info.stack_size}`)
// Display disassembly
log.console(json.encode(js.disassemble(advance)))
log.console(js.disassemble(advance).length)
$_.stop()

40
cell.md
View File

@@ -6,6 +6,46 @@ CELLSCRIPT
Javascript to its core. Objects. What does the language need? It can be quite small, I think. The key is, ANYTHING that we want to be fast and JIT'd, must be present. So, record lookups. These are actually quicker in a jit'd language that have them as a feature. Most things should be libraries. Blobs need to be in the runtime.
## Actors and Objects
Actors have a unique memory space and are made up of many objects. Objects are created in the Self style, but with a limitation: only one parent.
Actors only communicate with messages. Messages are a record of data consisting of a few base types: text, numbers, arrays, records, boolean values. There is no RPC, and it is not recommended to build it into your message passing protocol. Messages are very high level things: "do X", which the actor can then go and carry out.
Cell provides a fast way to condense an object for sending.
## How is it different from Javascript?
Cell condenses Javascript down into a few core ideas. There are three pillars which cell relies on:
1. The idea of actors as a method of communication between parts of a program.
2. The idea of objects as a way to organize and encapsulate data.
3. The idea of the capability model as security.
Javascript already supplied some of these things; Cell takes the core of Javascript and makes these ideas more explicit, and layers on the actor communication. It removes some goofy suckiness with javascript.
It acts as something like an operating system at the application level. It allows random code to be ran on your machine without worrying it will break something. This is built into the language.
It is completly dynamically typed. In comparison with C, in C, you can treat everything as everything: it is almost not typed at all. If you try to use a type as another type, no error is thrown; it might work, but it mightly silently not work. In Cell, data has a hard type, but if you use it "incorrectly", it will throw, and you can correct it. It's a live system.
Cell is linked very closely with C. It's best to think of cell as a layer for message passing on top of C. It is a way to describe how to translate C tasks from one section of the program to another - or to totally different computers (actors).
As such, cell's primary duty is marshalling data; so it has been designed for that to be as fast as possible. It has a syntax similar to C to make it easy to translate formulae from cell to C (or the other way, if desired).
Unlike many actor languages, Cell does not eschew assignment. You must have some assignment. However, when it comes to actor->actor communication, you do not assign. RPC is too direct: one actor should not care all that much what specific functions another actor has available. It should request it to do something, and get a result, or possibly not get a result. It doesn't care what the actor does as long as that gets done.
But within itself, it will assign; it must. Actors, or cells, are best thought of as computers or nodes within the internet. You request data from a URL by typing it into your browser; that computer you're attempting to reach may not even be on. It very likely has written some other data to disk whenever you contact it. But you're not doing the specific assigning. You just request data with HTTP commands.
## Objects and actors
Objects and actors are both similar ideas: they can hold data and respond to messages. Objects, local to an actor, can be thought of more like an RPC idea: they're invoked and return immediately. However, a failed RPC can crash an object; and in that case, the actor halts. It can be corrected.
## What does Cell bring you over C?
Programs which are built with C; they're built statically; they're built to not crash; they're built doing extremely low level things, like assignment.
The goal of cell is to thrust your C code into the parallel, actor realm. It lets your code crash and resume it; even rewriting the C code which is butressing your cell code and reloading it live.
There are two primary sorts of Cell modules you create from C code: data and IO. C code like
Where there were two similar things in javscript, one has been deleted and one kept. For example, there is only null now, no undefined. There are not four ways to test for equality; there is one.
The purpose of this is to be a great language for passing messages. So it should be fast at creating records first and foremost, and finding items on them. So it needs first class, jitt'd records.
Finally, it needs to use less memory. Deleting a bunch of this stuff should make that simpler.

180
docs/cell.md Normal file
View File

@@ -0,0 +1,180 @@
# Cell Language
Cell is a JavaScript variant used in the Prosperon game engine. While very similar to JavaScript, it has several important differences that make it more suitable for game development and actor-based programming.
## Key Differences from JavaScript
### Null vs Undefined
- Cell has only `null`, no `undefined`
- Idiomatic null checking: `if (object.x == null)`
- Uninitialized variables and missing properties return `null`
### Equality Operators
- Only `==` operator exists (no `===`)
- `==` is always strict (no type coercion)
- `!=` for inequality (no `!==`)
### Variable Declarations
- `def` keyword for constants (replaces `const`)
- `var` works like `let` (block-scoped)
- No `let` keyword
### Compilation
- All code is compiled in strict mode
- No need for `"use strict"` directive
### Removed Features
Cell removes several JavaScript features for simplicity and security:
- No `Proxy` objects
- No ES6 module syntax (use `use()` function instead)
- No `class` syntax (use prototypes and closures)
- No `Reflect` API
- No `BigInt`
- No `WeakMap`, `WeakSet`, `WeakRef`
- No `document.all` (HTMLAllCollection)
- No `with` statement
- No `Date` intrinsic (use `time` module instead)
## Language Features
### Constants
```javascript
def PI = 3.14159
def MAX_PLAYERS = 4
// PI = 3.14 // Error: cannot reassign constant
```
### Variables
```javascript
var x = 10
{
var y = 20 // Block-scoped like let
x = 15 // Can access outer scope
}
// y is not accessible here
```
### Null Checking
```javascript
var obj = {name: "player"}
if (obj.score == null) {
obj.score = 0
}
```
### Functions
```javascript
// Function declaration
function add(a, b) {
return a + b
}
// Function expression
var multiply = function(a, b) {
return a * b
}
// Arrow functions work normally
var square = x => x * x
```
### Objects and Prototypes
```javascript
// Object creation
var player = {
x: 0,
y: 0,
move: function(dx, dy) {
this.x += dx
this.y += dy
}
}
// Prototype-based inheritance
function Enemy(x, y) {
this.x = x
this.y = y
}
Enemy.prototype.attack = function() {
// Attack logic
}
```
### Module System
Cell uses a custom module system with the `use()` function:
```javascript
var math = use('math')
var draw2d = use('prosperon/draw2d')
```
### Time Handling
Since there's no `Date` object, use the `time` module:
```javascript
var time = use('time')
var now = time.number() // Numeric timestamp
var record = time.record() // Structured time
var text = time.text() // Human-readable time
```
## Best Practices
1. **Prefer `def` for values that won't change**
```javascript
def TILE_SIZE = 32
var playerPos = {x: 0, y: 0}
```
2. **Always check for null explicitly**
```javascript
if (player.weapon == null) {
player.weapon = createDefaultWeapon()
}
```
3. **Use prototype patterns instead of classes**
```javascript
function GameObject(x, y) {
this.x = x
this.y = y
}
GameObject.prototype.update = function(dt) {
// Update logic
}
```
4. **Leverage closures for encapsulation**
```javascript
function createCounter() {
var count = 0
return {
increment: function() { count++ },
getValue: function() { return count }
}
}
```
## Common Gotchas
1. **No undefined means different behavior**
```javascript
var obj = {}
console.log(obj.missing) // null, not undefined
```
2. **Strict equality by default**
```javascript
"5" == 5 // false (no coercion)
null == 0 // false
```
3. **Block-scoped var**
```javascript
for (var i = 0; i < 10; i++) {
setTimeout(() => console.log(i), 100) // Works as expected
}
```
## See Also
- [Actor Model](actor.md) - Cell's actor-based programming model
- [Module System](modules.md) - How to use and create modules
- [API Reference](api/index.md) - Complete API documentation

View File

@@ -1,22 +1,22 @@
[binaries]
c = 'emcc'
cpp = 'em++'
ar = 'emar'
strip = 'emstrip'
pkg-config = 'pkg-config'
c = 'emcc'
cpp = 'em++'
ar = 'emar'
strip = 'emstrip'
pkgconfig = 'pkg-config'
exe_wrapper = 'node'
[host_machine]
system = 'emscripten'
system = 'emscripten'
cpu_family = 'wasm32'
cpu = 'wasm32'
endian = 'little'
cpu = 'wasm32'
endian = 'little'
[built-in options]
pkg_config_path = '$EMSDK/upstream/emscripten/cache/sysroot/lib/pkgconfig'
cmake_prefix_path = '$EMSDK/upstream/emscripten/cache/sysroot'
pkg_config_path = '/emsdk/upstream/emscripten/cache/sysroot/lib/pkgconfig'
cmake_prefix_path = '/emsdk/upstream/emscripten/cache/sysroot'
[properties]
needs_exe_wrapper = true
cmake_system_name = 'Emscripten'
sys_root = '@env:EMSDK@/upstream/emscripten/cache/sysroot'
needs_exe_wrapper = true
# <-- Replace with your real path to Emscripten.cmake:
cmake_toolchain_file = '/emsdk/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake'

View File

@@ -1,7 +1,7 @@
project('cell', ['c', 'cpp'],
version: '0.9.3',
meson_version: '>=1.4',
default_options : [ 'cpp_std=c++11'])
default_options : [ 'cpp_std=c++17'])
libtype = get_option('default_library')
@@ -107,16 +107,16 @@ sdl3_opts.add_cmake_defines({
cc = meson.get_compiler('c')
if host_machine.system() == 'darwin'
deps += dependency('appleframeworks', modules: 'accelerate')
add_project_arguments('-DACCELERATE_NEW_LAPACK=1', language:'c')
add_project_arguments('-DACCELERATE_LAPACK_ILP64=1', language:'c')
# deps += dependency('appleframeworks', modules: 'accelerate')
# add_project_arguments('-DACCELERATE_NEW_LAPACK=1', language:'c')
# add_project_arguments('-DACCELERATE_LAPACK_ILP64=1', language:'c')
endif
if host_machine.system() == 'linux'
deps += cc.find_library('asound', required:true)
deps += [dependency('x11'), dependency('xi'), dependency('xcursor'), dependency('egl'), dependency('gl')]
deps += cc.find_library('blas', required:true)
deps += cc.find_library('lapack', required:true)
# deps += cc.find_library('blas', required:true)
# deps += cc.find_library('lapacke', required:true)
endif
if host_machine.system() == 'windows'
@@ -124,11 +124,11 @@ if host_machine.system() == 'windows'
deps += cc.find_library('ws2_32', required:true)
# For Windows, you may need to install OpenBLAS or Intel MKL
# and adjust these library names accordingly
deps += cc.find_library('openblas', required:false)
if not cc.find_library('openblas', required:false).found()
deps += cc.find_library('blas', required:false)
deps += cc.find_library('lapack', required:false)
endif
# deps += cc.find_library('openblas', required:false)
# if not cc.find_library('openblas', required:false).found()
# deps += cc.find_library('blas', required:false)
# deps += cc.find_library('lapacke', required:false)
# endif
deps += cc.find_library('dbghelp')
deps += cc.find_library('winmm')
deps += cc.find_library('setupapi')
@@ -142,12 +142,43 @@ if host_machine.system() == 'windows'
endif
if host_machine.system() == 'emscripten'
link += '-sUSE_WEBGPU'
# Use the pre-installed copy
deps += dependency('sdl3',
static : true,
method : 'pkg-config', # or 'cmake' if you prefer
required : true)
message('⚙ Building SDL3 subproject for Emscripten...')
sdl3_opts.append_compile_args(
'c',
'-pthread',
'-sUSE_PTHREADS=1',
)
sdl3_opts.append_compile_args(
'cpp',
'-pthread',
'-sUSE_PTHREADS=1',
)
# 3. And into every link step
sdl3_opts.append_link_args(
'-pthread',
'-sUSE_PTHREADS=1',
'-sPTHREAD_POOL_SIZE=4',
)
sdl3_proj = cmake.subproject('sdl3', options: sdl3_opts)
deps += sdl3_proj.dependency('SDL3-static')
add_project_arguments('-DPATH_MAX=4096', language: 'c')
add_project_arguments(
'-pthread',
'-sUSE_PTHREADS=1',
'-sPTHREAD_POOL_SIZE=4',
language: ['c', 'cpp'])
add_project_link_arguments(
'--use-port=emdawnwebgpu',
'-sUSE_PTHREADS=1',
'-pthread',
'-sPTHREAD_POOL_SIZE=4',
'-sMALLOC=mimalloc',
language: ['c','cpp'])
else
# Try to find system-installed SDL3 first
sdl3_dep = dependency('sdl3', static: true, required: false)
@@ -179,7 +210,7 @@ else
endif
deps += dependency('threads')
deps += dependency('mimalloc')
# Try to find system-installed chipmunk first
chipmunk_dep = dependency('chipmunk', static: true, required: false)
@@ -200,8 +231,10 @@ if host_machine.system() != 'emscripten'
deps += enet_dep
endif
src += 'qjs_enet.c'
deps += dependency('mimalloc')
tracy_opts = ['fibers=true', 'no_exit=true', 'libunwind_backtrace=true', 'on_demand=true']
tracy_opts = ['fibers=true', 'no_exit=true', 'on_demand=true']
add_project_arguments('-DTRACY_ENABLE', language:['c','cpp'])
# Try to find system-installed tracy first
@@ -234,8 +267,12 @@ else
deps += qr_dep
endif
# Storefront SDK support
storefront = get_option('storefront')
# Always build for Steam unless it's Emscripten
if host_machine.system() == 'emscripten'
storefront = 'none'
else
storefront = 'steam'
endif
if storefront == 'steam'
steam_sdk_path = meson.current_source_dir() / 'sdk'
@@ -265,13 +302,44 @@ else
message('Storefront: ' + storefront)
endif
# Discord SDK integration
if host_machine.system() != 'emscripten'
discord_sdk_path = meson.current_source_dir() / 'discord_social_sdk'
if host_machine.system() == 'darwin'
discord_lib_path = discord_sdk_path / 'lib' / 'release' / 'libdiscord_partner_sdk.dylib'
elif host_machine.system() == 'linux'
discord_lib_path = discord_sdk_path / 'lib' / 'release' / 'libdiscord_partner_sdk.so'
elif host_machine.system() == 'windows'
discord_lib_path = discord_sdk_path / 'lib' / 'release' / 'discord_partner_sdk.lib'
else
discord_lib_path = ''
endif
if fs.exists(discord_lib_path)
discord_dep = declare_dependency(
include_directories: include_directories('discord_social_sdk/include'),
link_args: [discord_lib_path]
)
deps += discord_dep
src += 'qjs_discord.cpp'
message('Discord SDK enabled')
else
add_project_arguments('-NDISCORD', language: ['c', 'cpp'])
message('Discord SDK not found at: ' + discord_lib_path)
endif
else
add_project_arguments('-NDISCORD', language: ['c', 'cpp'])
message('Discord SDK disabled for Emscripten')
endif
link_args = link
sources = []
src += [
'anim.c', 'config.c', 'datastream.c','font.c','HandmadeMath.c','jsffi.c','model.c',
'render.c','simplex.c','spline.c', 'transform.c','cell.c', 'wildmatch.c',
'sprite.c', 'rtree.c', 'qjs_nota.c', 'qjs_soloud.c', 'qjs_sdl.c', 'qjs_sdl_input.c', 'qjs_sdl_video.c', 'qjs_sdl_surface.c', 'qjs_math.c', 'qjs_geometry.c', 'qjs_transform.c', 'qjs_sprite.c', 'qjs_io.c', 'qjs_fd.c', 'qjs_os.c', 'qjs_actor.c',
'qjs_qr.c', 'qjs_wota.c', 'monocypher.c', 'qjs_blob.c', 'qjs_crypto.c', 'qjs_time.c', 'qjs_http.c', 'qjs_rtree.c', 'qjs_spline.c', 'qjs_js.c', 'qjs_debug.c', 'picohttpparser.c', 'qjs_miniz.c', 'qjs_num.c', 'timer.c', 'qjs_socket.c', 'qjs_kim.c', 'qjs_utf8.c', 'qjs_fit.c', 'qjs_text.c'
'qjs_qr.c', 'qjs_wota.c', 'monocypher.c', 'qjs_blob.c', 'qjs_crypto.c', 'qjs_time.c', 'qjs_http.c', 'qjs_rtree.c', 'qjs_spline.c', 'qjs_js.c', 'qjs_debug.c', 'picohttpparser.c', 'qjs_miniz.c', 'timer.c', 'qjs_socket.c', 'qjs_kim.c', 'qjs_utf8.c', 'qjs_fit.c', 'qjs_text.c', 'qjs_layout.c'
]
# quirc src
src += [
@@ -284,15 +352,18 @@ src += ['quickjs.c', 'libregexp.c', 'libunicode.c', 'cutils.c', 'dtoa.c']
imsrc = [
'GraphEditor.cpp','ImCurveEdit.cpp','ImGradient.cpp','imgui_draw.cpp',
'imgui_tables.cpp','imgui_widgets.cpp','imgui.cpp','ImGuizmo.cpp','imnodes.cpp',
'implot_items.cpp','implot.cpp','imgui_impl_sdlrenderer3.cpp','imgui_impl_sdl3.cpp',
'imgui_impl_sdlgpu3.cpp'
'imgui_tables.cpp','imgui_widgets.cpp','imgui.cpp','ImGuizmo.cpp','backends/imgui_impl_sdl3.cpp', 'backends/imgui_impl_sdlrenderer3.cpp', 'backends/imgui_impl_sdlgpu3.cpp'
]
foreach file : imsrc
sources += 'source/thirdparty/imgui' / file
sources += 'source/qjs_imgui.cpp'
endforeach
srceng = 'source'
tp = srceng / 'thirdparty'
includes = [
srceng, tp / 'cgltf', tp / 'imgui', tp / 'par', tp / 'stb',
srceng, tp / 'cgltf', tp / 'imgui', tp / 'imgui/backends', tp / 'par', tp / 'stb',
tp, tp / 'pl_mpeg/include', tp / 'quirc'
]

View File

@@ -3,11 +3,27 @@
var layout = use('layout')
var geometry = use('geometry')
var draw = use('draw2d')
var draw = use('prosperon/draw2d')
var graphics = use('graphics')
var util = use('util')
var input = use('input')
function normalizeSpacing(spacing) {
if (typeof spacing == 'number') {
return {l: spacing, r: spacing, t: spacing, b: spacing}
} else if (Array.isArray(spacing)) {
if (spacing.length == 2) {
return {l: spacing[0], r: spacing[0], t: spacing[1], b: spacing[1]}
} else if (spacing.length == 4) {
return {l: spacing[0], r: spacing[1], t: spacing[2], b: spacing[3]}
}
} else if (typeof spacing == 'object') {
return {l: spacing.l || 0, r: spacing.r || 0, t: spacing.t || 0, b: spacing.b || 0}
} else {
return {l:0, r:0, t:0, b:0}
}
}
var lay_ctx = layout.make_context();
var clay_base = {
@@ -16,11 +32,11 @@ var clay_base = {
slice: 0,
font: 'smalle.16',
font_size: null,
color: [1,1,1,1],
color: {r:1,g:1,b:1,a:1},
spacing:0,
padding:0,
margin:0,
offset:[0,0],
offset:{x:0, y:0},
size:null,
background_color: null
};
@@ -29,6 +45,7 @@ var root_item;
var root_config;
var boxes = [];
var clay = {}
var focused_textbox = null
clay.behave = layout.behave;
clay.contain = layout.contain;
@@ -38,6 +55,10 @@ clay.draw = function draw(size, fn, config = {})
lay_ctx.reset();
boxes = [];
var root = lay_ctx.item();
// Accept both array and object formats
if (Array.isArray(size)) {
size = {width: size[0], height: size[1]};
}
lay_ctx.set_size(root,size);
lay_ctx.set_contain(root,layout.contain.row);
root_item = root;
@@ -55,7 +76,7 @@ clay.draw = function draw(size, fn, config = {})
box.content = lay_ctx.get_rect(box.id);
box.boundingbox = Object.assign({}, box.content);
var padding = util.normalizeSpacing(box.config.padding || 0);
var padding = normalizeSpacing(box.config.padding || 0);
if (padding.l || padding.r || padding.t || padding.b) {
// Adjust the boundingbox to include the padding
box.boundingbox.x -= padding.l;
@@ -64,15 +85,15 @@ clay.draw = function draw(size, fn, config = {})
box.boundingbox.height += padding.t + padding.b;
}
box.marginbox = Object.assign({}, box.content);
var margin = util.normalizeSpacing(box.config.margin || 0);
var margin = normalizeSpacing(box.config.margin || 0);
box.marginbox.x -= margin.l;
box.marginbox.y -= margin.t;
box.marginbox.width += margin.l+margin.r;
box.marginbox.height += margin.t+margin.b;
box.content.y *= -1;
box.content.y += size.y;
box.content.y += size.height;
box.boundingbox.y *= -1;
box.boundingbox.y += size.y;
box.boundingbox.y += size.height;
box.content.anchor_y = 1;
box.boundingbox.anchor_y = 1;
}
@@ -112,17 +133,18 @@ clay.spacer = create_view_fn({
function image_size(img)
{
return [img.rect[2]*img.texture.width, img.rect[3]*img.texture.height];
return [img.width * (img.rect?.width || 1), img.height * (img.rect?.height || 1)];
}
function add_item(config)
{
// Normalize the child's margin
var margin = util.normalizeSpacing(config.margin || 0);
var padding = util.normalizeSpacing(config.padding || 0);
var margin = normalizeSpacing(config.margin || 0);
var padding = normalizeSpacing(config.padding || 0);
var childGap = root_config.child_gap || 0;
// Adjust for child_gap
root_config._childIndex ??= 0
if (root_config._childIndex > 0) {
var parentContain = root_config.contain || 0;
var isVStack = (parentContain & layout.contain.column) != 0;
@@ -146,6 +168,11 @@ function add_item(config)
var item = lay_ctx.item();
lay_ctx.set_margins(item, use_config.margin);
use_config.size ??= {width:0, height:0}
// Convert array to object if needed
if (Array.isArray(use_config.size)) {
use_config.size = {width: use_config.size[0], height: use_config.size[1]};
}
lay_ctx.set_size(item,use_config.size);
lay_ctx.set_contain(item,use_config.contain);
lay_ctx.set_behave(item,use_config.behave);
@@ -178,8 +205,8 @@ clay.image = function image(path, ...configs)
{
var config = rectify_configs(configs);
var image = graphics.texture(path);
config.image = image;
config.size ??= [image.texture.width, image.texture.height];
config.image = path; // Store the path string, not the texture object
config.size ??= {width: image.width, height: image.height};
add_item(config);
}
@@ -188,7 +215,9 @@ clay.text = function text(str, ...configs)
var config = rectify_configs(configs);
config.size ??= [0,0];
config.font = graphics.get_font(config.font)
var tsize = config.font.text_size(str, 0, 0, config.size.x);
var tsize = graphics.font_text_size(config.font, str, 0, config.size.x);
tsize.x = Math.ceil(tsize.x)
tsize.y = Math.ceil(tsize.y)
config.size = config.size.map((x,i) => Math.max(x, tsize[i]));
config.text = str;
add_item(config);
@@ -210,41 +239,53 @@ clay.button = function button(str, action, config = {})
{
config.__proto__ = button_base;
config.font = graphics.get_font(config.font)
config.size = config.font.text_size(str)
config.size = graphics.font_text_size(config.font, str, 0, 0)
add_item(config);
config.text = str;
config.action = action;
}
var hovered = null;
clay.newframe = function() { hovered = null; }
clay.textbox = function(str, on_change, ...configs) {
var config = rectify_configs(configs)
config.on_change = on_change
config.text = str
config.font = graphics.get_font(config.font)
var tsize = graphics.font_text_size(config.font, str, 0, 0)
config.size ??= [0,0]
config.size = [Math.ceil(tsize.x), Math.ceil(tsize.y)]
config.size = [Math.max(config.size[0], config.size[0]), Math.max(config.size[1], config.size[1])]
add_item(config)
}
// mousepos given in hud coordinates
clay.draw_commands = function draw_commands(cmds, pos = [0,0], mousepos = prosperon.camera.screen2hud(input.mouse.screenpos()))
var point = use('point')
// Pure rendering function - no input handling
clay.draw_commands = function draw_commands(cmds, pos = {x:0,y:0})
{
for (var cmd of cmds) {
var config = cmd.config;
var boundingbox = geometry.rect_move(cmd.boundingbox,pos.add(config.offset));
var content = geometry.rect_move(cmd.content,pos.add(config.offset));
if (config.hovered && geometry.rect_point_inside(boundingbox, mousepos)) {
config.hovered.__proto__ = config;
config = config.hovered;
hovered = config;
var config = cmd.config
var boundingbox = geometry.rect_move(cmd.boundingbox,point.add(pos,config.offset))
var content = geometry.rect_move(cmd.content,point.add(pos, config.offset))
// Check if this box should use hover styling
if (cmd.state && cmd.state.hovered && config.hovered) {
config.hovered.__proto__ = config
config = config.hovered
}
if (config.background_image)
if (config.slice)
draw.slice9(config.background_image, boundingbox, config.slice, config.background_color);
draw.slice9(config.background_image, boundingbox, config.slice, config.background_color)
else
draw.image(config.background_image, boundingbox, 0, config.color);
draw.image(config.background_image, boundingbox, 0, config.color)
else if (config.background_color)
draw.rectangle(boundingbox, config.background_color);
draw.rectangle(boundingbox, config.background_color)
if (config.text)
draw.text(config.text, content, config.font, config.font_size, config.color, config.size.x);
draw.text(config.text, content, config.font, config.color, config.size.width)
if (config.image)
draw.image(config.image, content, 0, config.color);
draw.image(config.image, content, 0, config.color)
}
}
@@ -253,7 +294,7 @@ clay.debug_colors = dbg_colors;
dbg_colors.content = [1,0,0,0.1];
dbg_colors.boundingbox = [0,1,0,0,0.1];
dbg_colors.margin = [0,0,1,0.1];
clay.draw_debug = function draw_debug(cmds, pos = [0,0])
clay.draw_debug = function draw_debug(cmds, pos = {x:0, y:0})
{
for (var i = 0; i < cmds.length; i++) {
var cmd = cmds[i];
@@ -265,11 +306,4 @@ clay.draw_debug = function draw_debug(cmds, pos = [0,0])
}
}
clay.inputs = {};
clay.inputs.mouse = {}
clay.inputs.mouse.left = function()
{
if (hovered && hovered.action) hovered.action();
}
return clay

63
prosperon/clay_input.cm Normal file
View File

@@ -0,0 +1,63 @@
// clay_input.cm - Input handling for clay UI
// Separates input concerns from layout/rendering
var geometry = use('geometry')
var point = use('point')
var clay_input = {}
// Hit-test boxes against a mouse position
// boxes: array of box objects from clay.draw()
// mousepos: {x, y} position to test
// prev_state: previous input state for tracking changes
clay_input.hit = function hit(boxes, mousepos, prev_state = {}) {
var hovered = null
var clicked = null
// Find the topmost hovered box (iterate in reverse for proper z-order)
for (var i = boxes.length - 1; i >= 0; i--) {
var box = boxes[i]
var boundingbox = geometry.rect_move(box.boundingbox, box.config.offset)
if (geometry.rect_point_inside(boundingbox, mousepos)) {
hovered = box
break
}
}
// Update hover state
if (hovered && hovered.config.hovered) {
hovered.state = hovered.state || {}
hovered.state.hovered = true
}
// Clear previous hover state if different
if (prev_state.hovered && prev_state.hovered != hovered) {
prev_state.hovered.state = prev_state.hovered.state || {}
prev_state.hovered.state.hovered = false
}
return {
hovered: hovered,
clicked: clicked
}
}
// Handle click events
clay_input.click = function click(boxes, mousepos, button = 'left') {
var hit_result = clay_input.hit(boxes, mousepos)
var clicked = hit_result.hovered
if (clicked && clicked.config.action) {
clicked.config.action()
return clicked
}
return null
}
// Get boxes with actions for navigation
clay_input.get_actionable = function get_actionable(boxes) {
return boxes.filter(box => box.config.action)
}
return clay_input

View File

@@ -1,4 +1,5 @@
var input = use('input')
return {}
var downkeys = {};

View File

@@ -11,7 +11,7 @@ var current_list = []
// Clear current list
draw.clear = function() {
current_list.length = 0
current_list = []
}
// Get commands from current list
@@ -129,15 +129,15 @@ draw.slice9 = function slice9(image, rect = [0,0], slice = 0, info = slice9_info
if (!image) throw Error('Need an image to render.')
add_command("draw_slice9", {
image: image,
rect: rect,
slice: slice,
info: info,
material: material
image,
rect,
slice,
info,
material
})
}
draw.image = function image(image, rect, rotation, anchor, shear, info, material) {
draw.image = function image(image, rect, rotation, anchor, shear, info = {mode:"nearest"}, material = {color:{r:1,g:1,b:1,a:1}}) {
if (!rect) throw Error('Need rectangle to render image.')
if (!image) throw Error('Need an image to render.')
@@ -150,7 +150,7 @@ draw.image = function image(image, rect, rotation, anchor, shear, info, material
anchor,
shear,
info,
material,
material
})
}
@@ -158,15 +158,58 @@ draw.circle = function render_circle(pos, radius, defl, material) {
draw.ellipse(pos, [radius,radius], defl, material)
}
draw.text = function text(text, pos, font = 'fonts/c64.ttf', size = 8, color = color.white, wrap = 0) {
draw.text = function text(text, pos, font = 'fonts/c64.8', color = {r:1,g:1,b:1,a:1}, wrap = 0) {
add_command("draw_text", {
text,
pos,
font,
size,
wrap,
material: {color}
})
}
draw.grid = function grid(rect, spacing, thickness = 1, offset = {x: 0, y: 0}, material) {
if (!rect || rect.x == null || rect.y == null ||
rect.width == null || rect.height == null) {
throw Error('Grid requires rect with x, y, width, height')
}
if (!spacing || typeof spacing.x == 'undefined' || typeof spacing.y == 'undefined') {
throw Error('Grid requires spacing with x and y')
}
var left = rect.x
var right = rect.x + rect.width
var top = rect.y
var bottom = rect.y + rect.height
// Apply offset and align to grid
var start_x = Math.floor((left - offset.x) / spacing.x) * spacing.x + offset.x
var end_x = Math.ceil((right - offset.x) / spacing.x) * spacing.x + offset.x
var start_y = Math.floor((top - offset.y) / spacing.y) * spacing.y + offset.y
var end_y = Math.ceil((bottom - offset.y) / spacing.y) * spacing.y + offset.y
// Draw vertical lines
for (var x = start_x; x <= end_x; x += spacing.x) {
if (x >= left && x <= right) {
var line_top = Math.max(top, start_y)
var line_bottom = Math.min(bottom, end_y)
draw.line([[x, line_top], [x, line_bottom]], {thickness: thickness}, material)
}
}
// Draw horizontal lines
for (var y = start_y; y <= end_y; y += spacing.y) {
if (y >= top && y <= bottom) {
var line_left = Math.max(left, start_x)
var line_right = Math.min(right, end_x)
draw.line([[line_left, y], [line_right, y]], {thickness: thickness}, material)
}
}
}
draw.add_command = function(cmd)
{
current_list.push(cmd)
}
return draw

124
prosperon/ease.cm Normal file
View File

@@ -0,0 +1,124 @@
var Ease = {
linear(t) {
return t
},
in(t) {
return t * t
},
out(t) {
var d = 1 - t
return 1 - d * d
},
inout(t) {
var d = -2 * t + 2
return t < 0.5 ? 2 * t * t : 1 - (d * d) / 2
},
}
function make_easing_fns(num) {
var obj = {}
obj.in = function (t) {
return Math.pow(t, num)
}
obj.out = function (t) {
return 1 - Math.pow(1 - t, num)
}
var mult = Math.pow(2, num - 1)
obj.inout = function (t) {
return t < 0.5 ? mult * Math.pow(t, num) : 1 - Math.pow(-2 * t + 2, num) / 2
}
return obj
}
Ease.quad = make_easing_fns(2)
Ease.cubic = make_easing_fns(3)
Ease.quart = make_easing_fns(4)
Ease.quint = make_easing_fns(5)
Ease.expo = {
in(t) {
return t == 0 ? 0 : Math.pow(2, 10 * t - 10)
},
out(t) {
return t == 1 ? 1 : 1 - Math.pow(2, -10 * t)
},
inout(t) {
return t == 0
? 0
: t == 1
? 1
: t < 0.5
? Math.pow(2, 20 * t - 10) / 2
: (2 - Math.pow(2, -20 * t + 10)) / 2
},
}
Ease.bounce = {
in(t) {
return 1 - this.out(1 - t)
},
out(t) {
var n1 = 7.5625
var d1 = 2.75
if (t < 1 / d1) {
return n1 * t * t
} else if (t < 2 / d1) {
return n1 * (t -= 1.5 / d1) * t + 0.75
} else if (t < 2.5 / d1) {
return n1 * (t -= 2.25 / d1) * t + 0.9375
} else return n1 * (t -= 2.625 / d1) * t + 0.984375
},
inout(t) {
return t < 0.5 ? (1 - this.out(1 - 2 * t)) / 2 : (1 + this.out(2 * t - 1)) / 2
},
}
Ease.sine = {
in(t) {
return 1 - Math.cos((t * Math.PI) / 2)
},
out(t) {
return Math.sin((t * Math.PI) / 2)
},
inout(t) {
return -(Math.cos(Math.PI * t) - 1) / 2
},
}
Ease.elastic = {
in(t) {
return t == 0
? 0
: t == 1
? 1
: -Math.pow(2, 10 * t - 10) *
Math.sin((t * 10 - 10.75) * this.c4)
},
out(t) {
return t == 0
? 0
: t == 1
? 1
: Math.pow(2, -10 * t) *
Math.sin((t * 10 - 0.75) * this.c4) +
1
},
inout(t) {
return t == 0
? 0
: t == 1
? 1
: t < 0.5
? -(Math.pow(2, 20 * t - 10) * Math.sin((20 * t - 11.125) * this.c5)) / 2
: (Math.pow(2, -20 * t + 10) * Math.sin((20 * t - 11.125) * this.c5)) / 2 + 1
},
}
Ease.elastic.c4 = (2 * Math.PI) / 3
Ease.elastic.c5 = (2 * Math.PI) / 4.5
return Ease

View File

@@ -1,135 +0,0 @@
var color = use('color')
var graphics = use('graphics')
var transform = use('transform')
var ex = {}
ex.emitters = new Set()
ex.garbage = function()
{
ex.emitters.delete(this)
}
ex.update = function(dt)
{
for (var e of ex.emitters)
try { e.step(dt) } catch(e) { log.error(e) }
}
ex.step_hook = function(p)
{
if (p.time < this.grow_for) {
var s = Math.lerp(0, this.scale, p.time / this.grow_for);
p.transform.scale = s;
} else if (p.time > p.life - this.shrink_for) {
var s = Math.lerp(0, this.scale, (p.life - p.time) / this.shrink_for);
p.transform.scale = s;
} else p.transform.scale = [this.scale, this.scale, this.scale];
}
ex.step = function(dt)
{
// update spawning particles
if (this.on && this.pps > 0) {
this.spawn_timer += dt;
var pp = 1 / this.pps;
while (this.spawn_timer > pp) {
this.spawn_timer -= pp;
this.spawn();
}
}
// update all particles
for (var p of this.particles) {
p.time += dt;
p.transform.move(p.body.velocity?.scale(dt));
this.step_hook?.(p);
if (this.kill_hook?.(p) || p.time >= p.life) {
this.die_hook?.(p);
this.dead.push(p);
this.particles.delete(p);
}
}
}
ex.burst = function(count,t)
{
for (var i = 0; i < count; i++) this.spawn(t)
}
ex.spawn = function(t)
{
t ??= this.transform
var par = this.dead.shift()
if (par) {
par.transform.unit()
par.transform.pos = t.pos;
par.transform.scale = this.scale;
this.particles.push(par);
par.time = 0;
this.spawn_hook?.(par);
par.life = this.life;
return;
}
par = {
transform: new transform,
life: this.life,
time: 0,
color: this.color,
body:{},
}
par.transform.scale = this.scale
this.particles.push(par)
this.spawn_hook(par)
}
ex.stat = function()
{
var stat = {};
stat.emitters = emitters.length;
var particles = 0;
for (var e of emitters) particles += e.particles.length;
stat.particles = particles;
return stat;
}
ex.life = 10
ex.scale = 1
ex.grow_for = 0
ex.spawn_timer = 0
ex.pps = 0
ex.color = color.white
ex.draw = function()
{
/* var diff = graphics.texture(this.diffuse)
if (!diff) throw new Error("emitter does not have a proper diffuse texture")
var mesh = graphics.make_sprite_mesh(this.particles)
if (mesh.num_indices == 0) return
render.queue({
type:'geometry',
mesh,
image:diff,
pipeline,
first_index:0,
num_indices:mesh.num_indices
})
*/
}
return ex
---
this.particles = []
this.dead = []
this.transform = this.overling.transform
$.emitters.add(this)

View File

@@ -1,446 +0,0 @@
var graphics = this
graphics[cell.DOC] = `
Provides functionality for loading and managing images, fonts, textures, and sprite meshes.
Includes both JavaScript and C-implemented routines for creating geometry buffers, performing
rectangle packing, etc.
`
var renderer_actor = arg[0]
var io = use('io')
var time = use('time')
var res = use('resources')
var json = use('json')
var GPU = Symbol()
var CPU = Symbol()
var LASTUSE = Symbol()
var LOADING = Symbol()
var cache = {}
// Image constructor function
graphics.Image = function(surfaceData) {
// Initialize private properties
this[CPU] = surfaceData || null;
this[GPU] = null;
this[LOADING] = false;
this[LASTUSE] = time.number();
this.rect = {x:0, y:0, width:surfaceData.width, height:surfaceData.height};
}
// Define getters and methods on the prototype
Object.defineProperties(graphics.Image.prototype, {
gpu: {
get: function() {
if (!this[GPU] && !this[LOADING]) {
this[LOADING] = true;
var self = this;
// Send message to load texture
send(renderer_actor, {
kind: "renderer",
op: "loadTexture",
data: this[CPU]
}, function(response) {
if (response.error) {
log.error("Failed to load texture:")
log.error(response.error)
self[LOADING] = false;
} else {
self[GPU] = response;
decorate_rect_px(self);
self[LOADING] = false;
}
});
}
return this[GPU]
}
},
texture: {
get: function() { return this.gpu }
},
cpu: {
get: function() {
return this[CPU]
}
},
surface: {
get: function() { return this.cpu }
},
width: {
get: function() {
return this[CPU].width
}
},
height: {
get: function() {
return this[CPU].height
}
}
});
// Add methods to prototype
graphics.Image.prototype.unload_gpu = function() {
this[GPU] = null
}
graphics.Image.prototype.unload_cpu = function() {
this[CPU] = null
}
function calc_image_size(img) {
if (!img.texture || !img.rect) return
return [img.texture.width * img.rect.width, img.texture.height * img.rect.height]
}
function decorate_rect_px(img) {
// needs a GPU texture to measure
if (!img || !img.texture) return
// default UV rect is the whole image if none supplied
img.rect ??= {x:0, y:0, width:1, height:1} // [u0,v0,uw,vh] in 0-1
// store pixel-space version: [x, y, w, h] in texels
img.rect_px = {
x:Math.round(img.rect.x * img.texture.width),
y:Math.round(img.rect.y * img.texture.height),
width:Math.round(img.rect.width * img.texture.width),
height:Math.round(img.rect.height * img.texture.height)
}
}
function make_handle(obj)
{
return new graphics.Image(obj);
}
function wrapSurface(surf, maybeRect){
def h = make_handle(surf);
if(maybeRect) h.rect = maybeRect; /* honour frame sub-rect */
return h;
}
function wrapFrames(arr){ /* [{surface,time,rect}, …] → [{image,time}] */
return arr.map(f => ({
image : wrapSurface(f.surface || f), /* accept bare surface too */
time: f.time,
rect: f.rect /* keep for reference */
}));
}
function makeAnim(frames, loop=true){
return { frames, loop }
}
function decode_image(bytes, ext)
{
switch(ext) {
case 'gif': return graphics.make_gif(bytes)
case 'ase':
case 'aseprite': return graphics.make_aseprite(bytes)
default: return {surface:graphics.make_texture(bytes)}
}
}
function create_image(path){
try{
def bytes = io.slurpbytes(path);
let raw = decode_image(bytes, path.ext());
/* ── Case A: static image ─────────────────────────────────── */
if(raw.surface) {
var gg = new graphics.Image(raw.surface)
return gg
}
/* ── Case B: GIF helpers returned array [surf, …] ─────────── */
if(Array.isArray(raw))
return makeAnim( wrapFrames(raw), true );
/* ── Case C: GIF helpers returned {frames,loop} ───────────── */
if(raw.frames && Array.isArray(raw.frames))
return makeAnim( wrapFrames(raw.frames), !!raw.loop );
/* ── Case D: ASE helpers returned { animName:{frames,loop}, … } ── */
def anims = {};
for(def [name, anim] of Object.entries(raw)){
if(anim && Array.isArray(anim.frames))
anims[name] = makeAnim( wrapFrames(anim.frames), !!anim.loop );
else if(anim && anim.surface) /* ase with flat surface */
anims[name] = makeAnim(
[{image:make_handle(anim.surface),time:0}], true );
}
if(Object.keys(anims).length) return anims;
throw new Error('Unsupported image structure from decoder');
}catch(e){
log.error(`Error loading image ${path}: ${e.message}`);
throw e;
}
}
var image = {}
image.dimensions = function() {
return [this.texture.width, this.texture.height].scale([this.rect[2], this.rect[3]])
}
image.dimensions[cell.DOC] = `
:return: A 2D array [width, height] that is the scaled size of this image (texture size * rect size).
`
var spritesheet
var sheet_frames = []
var sheetsize = 1024
/**
Pack multiple images into a single texture sheet for efficiency.
Currently unimplemented (returns immediately).
*/
function pack_into_sheet(images) {
return
// This code is currently disabled with an immediate return.
// Implementation details commented out below.
}
graphics.is_image = function(obj) {
if (obj.texture && obj.rect) return true
}
graphics.is_image[cell.DOC] = `
:param obj: An object to check.
:return: True if 'obj' has a .texture and a .rect property, indicating it's an image object.
`
graphics.texture_from_data = function(data)
{
if (!(data instanceof ArrayBuffer)) return null
var image = graphics.make_texture(data);
var img = make_handle(image)
img.gpu;
return img;
}
graphics.from_surface = function(id, surf)
{
return make_handle(surf)
}
graphics.from = function(id, data)
{
if (typeof id != 'string')
throw new Error('Expected a string ID')
if (data instanceof ArrayBuffer)
return graphics.texture_from_data(data)
}
graphics.texture = function texture(path) {
if (path instanceof graphics.Image) return path
if (typeof path != 'string')
throw new Error('need a string for graphics.texture')
var id = path //.split(':')[0]
if (cache[id]) return cache[id]
var ipath = res.find_image(id)
if (!ipath)
throw new Error(`unknown image ${id}`)
var image = create_image(ipath)
cache[id] = image
return image
}
graphics.texture[cell.DOC] = `
:param path: A string path to an image file or an already-loaded image object.
:return: An image object with {surface, texture, frames?, etc.} depending on the format.
Load or retrieve a cached image, converting it into a GPU texture. If 'path' is already an object, its returned directly.
`
graphics.texture.cache = {}
graphics.texture.time_cache = {}
graphics.texture.total_size = function() {
var size = 0
// Not yet implemented, presumably sum of (texture.width * texture.height * 4) for images in RAM
return size
}
graphics.texture.total_size[cell.DOC] = `
:return: The total estimated memory size of all cached textures in RAM, in bytes. (Not yet implemented.)
`
graphics.texture.total_vram = function() {
var vram = 0
// Not yet implemented, presumably sum of GPU memory usage
return vram
}
graphics.texture.total_vram[cell.DOC] = `
:return: The total estimated GPU memory usage of all cached textures, in bytes. (Not yet implemented.)
`
graphics.tex_hotreload = function tex_hotreload(file) {
log.console(`hot reloading ${file}`)
if (!(file in graphics.texture.cache)) return
log.console('really doing it')
var img = create_image(file)
var oldimg = graphics.texture.cache[file]
log.console(`new image:${json.encode(img)}`)
log.console(`old image: ${json.encode(oldimg)}`)
merge_objects(oldimg, img, ['surface', 'texture', 'loop', 'time'])
}
graphics.tex_hotreload[cell.DOC] = `
:param file: The file path that was changed on disk.
:return: None
Reload the image for the given file, updating the cached copy in memory and GPU.
`
/**
Merges specific properties from nv into ov, using an array of property names.
*/
function merge_objects(ov, nv, arr) {
arr.forEach(x => ov[x] = nv[x])
}
/**
Unimplemented function for creating a spritesheet out of multiple images.
*/
function make_spritesheet(paths, width, height) {
return
}
/**
Stores previously loaded fonts. Keyed by e.g. "path.ttf.16" -> fontObject.
*/
var fontcache = {}
var datas = []
graphics.get_font = function get_font(path, size) {
var parts = path.split('.')
if (!isNaN(parts[1])) {
path = parts[0]
size = Number(parts[1])
}
var fullpath = res.find_font(path)
if (!fullpath) throw new Error(`Cannot load font ${path}`)
var fontstr = `${fullpath}.${size}`
if (fontcache[fontstr]) return fontcache[fontstr]
var data = io.slurpbytes(fullpath)
var font = graphics.make_font(data,size)
// Load font texture via renderer actor (async)
send(renderer_actor, {
kind: "renderer",
op: "loadTexture",
data: font.surface
}, function(response) {
if (response.error) {
log.error("Failed to load font texture:", response.error);
} else {
font.texture = response;
}
});
fontcache[fontstr] = font
return font
}
graphics.get_font[cell.DOC] = `
:param path: A string path to a font file, optionally with ".size" appended.
:param size: Pixel size of the font, if not included in 'path'.
:return: A font object with .surface and .texture for rendering text.
Load a font from file if not cached, or retrieve from cache if already loaded.
`
graphics.queue_sprite_mesh = function(queue) {
var sprites = queue.filter(x => x.type == 'sprite')
if (sprites.length == 0) return []
var mesh = graphics.make_sprite_mesh(sprites)
for (var i = 0; i < sprites.length; i++) {
sprites[i].mesh = mesh
sprites[i].first_index = i*6
sprites[i].num_indices = 6
}
return [mesh.pos, mesh.uv, mesh.color, mesh.indices]
}
graphics.queue_sprite_mesh[cell.DOC] = `
:param queue: An array of draw commands, some of which are {type:'sprite'} objects.
:return: An array of references to GPU buffers [pos,uv,color,indices].
Builds a single geometry mesh for all sprite-type commands in the queue, storing first_index/num_indices
so they can be rendered in one draw call.
`
graphics.make_text_buffer[cell.DOC] = `
:param text: The string to render.
:param rect: A rectangle specifying position and possibly wrapping.
:param angle: Rotation angle (unused or optional).
:param color: A color for the text (could be a vec4).
:param wrap: The width in pixels to wrap text, or 0 for no wrap.
:param font: A font object created by graphics.make_font or graphics.get_font.
:return: A geometry buffer mesh (pos, uv, color, indices) for rendering text.
Generate a GPU buffer mesh of text quads for rendering with a font, etc.
`
graphics.rectpack[cell.DOC] = `
:param width: The width of the area to pack into.
:param height: The height of the area to pack into.
:param sizes: An array of [w,h] pairs for the rectangles to pack.
:return: An array of [x,y] coordinates placing each rect, or null if they don't fit.
Perform a rectangle packing using the stbrp library. Return positions for each rect.
`
graphics.make_texture[cell.DOC] = `
:param data: Raw image bytes (PNG, JPG, etc.) as an ArrayBuffer.
:return: An SDL_Surface object representing the decoded image in RAM, for use with GPU or software rendering.
Convert raw image bytes into an SDL_Surface object.
`
graphics.make_gif[cell.DOC] = `
:param data: An ArrayBuffer containing GIF data.
:return: An object with frames[], each frame having its own .surface. Some also have a .texture for GPU use.
Load a GIF, returning its frames. If it's a single-frame GIF, the result may have .surface only.
`
graphics.make_aseprite[cell.DOC] = `
:param data: An ArrayBuffer containing Aseprite (ASE) file data.
:return: An object containing frames or animations, each with .surface. May also have top-level .surface for a single-layer case.
Load an Aseprite/ASE file from an array of bytes, returning frames or animations.
`
graphics.cull_sprites[cell.DOC] = `
:param sprites: An array of sprite objects (each has rect or transform).
:param camera: A camera or bounding rectangle defining the view area.
:return: A new array of sprites that are visible in the camera's view.
Filter an array of sprites to only those visible in the provided cameras view.
`
graphics.make_font[cell.DOC] = `
:param data: TTF/OTF file data as an ArrayBuffer.
:param size: Pixel size for rendering glyphs.
:return: A font object with surface, texture, and glyph data, for text rendering with make_text_buffer.
Load a font from TTF/OTF data at the given size.
`
graphics.make_line_prim[cell.DOC] = `
:param points: An array of [x,y] points forming the line.
:param thickness: The thickness (width) of the polyline.
:param startCap: (Unused) Possibly the type of cap for the start.
:param endCap: (Unused) Possibly the type of cap for the end.
:param color: A color to apply to the line.
:return: A geometry mesh object suitable for rendering the line via a pipeline command.
Build a GPU mesh representing a thick polyline from an array of points, using parsl or a similar library under the hood.
`
return graphics

View File

@@ -1,733 +0,0 @@
var imgui = this;
var color = use('color')
var debug = {}
var imdebug = function imdebug() {
imtoggle("Physics", debug, "draw_phys");
imtoggle("Bouning boxes", debug, "draw_bb");
imtoggle("Names", debug, "draw_names");
imtoggle("Sprite nums", debug, "sprite_nums");
imtoggle("Debug overlay", debug, "show");
imtoggle("Show ur names", debug, "urnames");
};
function imtoggle(name, obj, field) {
var changed = false;
var old = obj[field];
obj[field] = imgui.checkbox(name, obj[field]);
if (old != obj[field]) return true;
return false;
};
var render_menu = true;
imgui.render_menu = function(render) { render_menu = render; }
imgui.prosperon_menu = function prosperon_menu() {
imgui.newframe();
if (render_menu) {
if (debug.console)
debug.console = imgui.window("console", _ => {
imgui.text(log.transcript);
replstr = imgui.textinput(null, replstr);
imgui.button("submit", _ => {
eval(replstr);
replstr = "";
});
});
imgui.mainmenubar(_ => {
imgui.menu("File", _ => {
imgui.menu("Game settings", _ => {
prosperon.title = imgui.textinput("Title", prosperon.title);
prosperon.icon = imgui.textinput("Icon", prosperon.icon);
imgui.button("Refresh window", _ => {
prosperon.set_icon(graphics.texture(prosperon.icon));
});
});
imgui.button("quit", os.exit);
});
imgui.menu("Debug", imdebug);
imgui.menu("View", _ => {
imtoggle("Terminal out", debug, "termout");
imtoggle("Meta [f7]", debug, "meta");
imtoggle("Cheats [f8]", debug, "cheat");
imtoggle("Console [f9]", debug, "console");
});
// imgui.sokol_gfx();
imgui.menu("Graphics", _ => {
// imtoggle("Draw sprites", render, "draw_sprites");
// imtoggle("Draw particles", render, "draw_particles");
// imtoggle("Draw HUD", render, "draw_hud");
// imtoggle("Draw GUI", render, "draw_gui");
imgui.menu("Window", _ => {
prosperon.fullscreen = imgui.checkbox("fullscreen", prosperon.fullscreen);
// prosperon.vsync = imgui.checkbox("vsync", prosperon.vsync);
imgui.menu("MSAA", _ => {
for (var msaa of gamestate.msaa) imgui.button(msaa + "x", _ => (prosperon.sample_count = msaa));
});
});
});
});
/*
if (observed_tex) {
imgui.window("texture", _ => {
imgui.image(observed_tex);
});
}
var texs = {};
for (var path in graphics.texture.cache) {
var image = graphics.texture.cache[path];
if (image.texture && !texs[image.texture])
texs[image.texture] = image.texture;
}
imgui.window("textures", _ => {
for (var img in texs) {
imgui.button(img, _ => {
observed_tex = texs[img];
});
}
});
*/
}
prosperon.imgui();
};
imgui.windowpos[cell.DOC] = `Return the position of the current ImGui window as an ImVec2.
:return: A 2-element array [x, y] representing the top-left corner of the current window in screen coordinates.
`;
imgui.plot2pixels[cell.DOC] = `Convert a point from plot coordinates to pixel coordinates in the current ImPlot.
:param coords: A 2-element array [x, y] in plot coordinates.
:return: A 2-element array [x, y] in pixel coordinates, mapped from the current ImPlot.
`;
imgui.plotpos[cell.DOC] = `Return the top-left corner of the current ImPlot region in screen (pixel) coordinates.
:return: A 2-element array [x, y] representing the position of the current ImPlot in screen coordinates.
`;
imgui.plotlimits[cell.DOC] = `Retrieve the current plots axis limits (min/max) for both X and Y axes.
:return: An object { x: { min, max }, y: { min, max } } describing the current plots visible axis ranges.
`;
imgui.setaxes[cell.DOC] = `Switch the active axes in ImPlot (useful if multiple axes exist).
:param xAxis: The x-axis index (0..2).
:param yAxis: The y-axis index (0..2).
:return: None
`;
imgui.setupaxis[cell.DOC] = `Setup the specified axis in the current ImPlot (e.g., for customizing tick labels).
:param axis: The numeric index of the axis (0..2).
:return: None
`;
imgui.inplot[cell.DOC] = `Check if the given point is within the current ImPlot's visible region.
:param coords: A 2-element array [x, y] in plot coordinates.
:return: True if the point is within the visible plot region, otherwise false.
`;
imgui.window[cell.DOC] = `Create a new ImGui window with the given title and invoke the callback to render inside it.
:param title: The text displayed as the window title.
:param callback: A function called to render the contents of the window.
:return: A boolean indicating if the window is still active (open) after rendering.
`;
imgui.menu[cell.DOC] = `Create a new menu entry in a menu bar or menu. The callback is invoked to populate the menu if opened.
:param label: The label of the menu (visible in the menubar).
:param callback: A function called to render menu items when the menu is open.
:return: None
`;
imgui.sameline[cell.DOC] = `Place the next widget on the same line, optionally specifying a horizontal offset.
:param offset: A float offset from the current cursor position. If omitted, defaults to 0.
:return: None
`;
imgui.int[cell.DOC] = `Display an integer input box with a label.
:param label: The label text for the input.
:param value: The initial integer value.
:return: The updated integer value after user edits.
`;
imgui.pushid[cell.DOC] = `Push an integer ID onto the ImGui ID stack.
:param id: An integer used to differentiate widgets/items with the same label.
:return: None
`;
imgui.popid[cell.DOC] = `Pop an ID off the ImGui ID stack.
:return: None
`;
imgui.slider[cell.DOC] = `Create a float slider (or multi-float sliders if given an array) within the specified range.
:param label: The slider label text.
:param value: A single float or an array of floats (e.g., [r,g,b,a]).
:param minValue: The minimum slider value.
:param maxValue: The maximum slider value.
:return: The updated float or array of floats after user adjustment.
`;
imgui.intslider[cell.DOC] = `Create an integer slider (or multiple integer sliders if given a typed array) in the specified range.
:param label: The slider label text.
:param value: A single integer or a typed array of integers (for multi-component sliders).
:param minValue: The minimum integer value.
:param maxValue: The maximum integer value.
:return: The updated integer or array of integers after user adjustment.
`;
imgui.menubar[cell.DOC] = `Begin rendering a menubar. The callback is invoked to create menu items. Ends automatically.
:param callback: A function that creates menu items within the menubar.
:return: None
`;
imgui.mainmenubar[cell.DOC] = `Create the main menu bar at the top of the screen. The callback is invoked for populating it.
:param callback: A function to render items in the main menu bar.
:return: None
`;
imgui.menuitem[cell.DOC] = `Create a menu item that can optionally be toggled. If selected, calls the provided callback.
:param label: The text label of the menu item.
:param shortcut: An optional shortcut text to display (e.g. "Ctrl+S").
:param callback: A function called if the user clicks or activates this item.
:param selected: A boolean indicating whether this menu item is toggled or not.
:return: A boolean reflecting the toggled state.
`;
imgui.radio[cell.DOC] = `Create a radio button.
:param label: The text label for the radio button.
:param active: Whether this radio button is currently selected.
:return: True if this radio button is now selected by the user, otherwise false.
`;
imgui.image[cell.DOC] = `Render a texture as an image at a default size (100x100).
:param texture: The GPU texture to display.
:return: None
`;
imgui.imagebutton[cell.DOC] = `Create an ImageButton widget which displays a texture; calls the callback when clicked.
:param label: A string identifier (not visually used).
:param texture: The GPU texture to display on the button.
:param callback: A function called when the button is clicked.
:return: None
`;
imgui.textinput[cell.DOC] = `Show a single-line text input widget.
:param label: The label text next to the input box.
:param text: The current text. If null, the box starts empty.
:return: The updated text string after user editing.
`;
imgui.textbox[cell.DOC] = `Show a multi-line text input widget.
:param label: The label text next to the input box.
:param text: The current multi-line text. If null, starts empty.
:return: The updated text after user editing.
`;
imgui.button[cell.DOC] = `Create a button. The callback fires if the user clicks it.
:param label: The text displayed on the button.
:param callback: The function called on click.
:return: None
`;
imgui.checkbox[cell.DOC] = `Create a checkbox to toggle a boolean value.
:param label: The text label for the checkbox.
:param checked: The current boolean state.
:return: The updated boolean state after user toggle.
`;
imgui.text[cell.DOC] = `Render a line of text in the ImGui window.
:param text: The string to display.
:return: None
`;
imgui.plot[cell.DOC] = `Begin a new ImPlot region with the specified title. Calls the callback to render plot contents.
:param title: The title (label) of the plot.
:param callback: A function that sets up and draws within the ImPlot region.
:return: None
`;
imgui.lineplot[cell.DOC] = `Plot a line graph in the current ImPlot.
:param label: The label for the line plot.
:param data: An array of [x,y] points or a single array of y-values.
:param shaded: Boolean indicating if the area under the line should be filled.
:param lastPoint: (Optional) Additional point or frame usage. (Currently partial/placeholder in code.)
:return: None
`;
imgui.scatterplot[cell.DOC] = `Plot a scatter graph in the current ImPlot.
:param label: The label for the scatter plot.
:param data: An array of [x,y] points or a single array of y-values.
:param shaded: Typically unused for scatter.
:param lastPoint: (Optional) Additional param if needed.
:return: None
`;
imgui.stairplot[cell.DOC] = `Plot a stair-step graph in the current ImPlot.
:param label: The label for the stair plot.
:param data: An array of [x,y] points or a single array of y-values.
:param shaded: A boolean to fill under the stair-step line.
:param lastPoint: (Optional) Extended data usage if needed.
:return: None
`;
imgui.digitalplot[cell.DOC] = `Plot a digital (step-like) graph in the current ImPlot.
:param label: The label for the digital plot.
:param data: An array of [x,y] points or a single array of y-values.
:param shaded: Typically not used for digital plots.
:param lastPoint: (Optional) Extended data usage if needed.
:return: None
`;
imgui.barplot[cell.DOC] = `Plot a bar chart in the current ImPlot.
:param label: The label for the bar series.
:param data: An array of [x,y] points or just an array of y-values.
:param width: The width of each bar in plot units.
:return: None
`;
imgui.textplot[cell.DOC] = `Render text at the specified coordinates in plot space.
:param text: The string to render.
:param coords: A 2-element array [x, y] in plot coordinates.
:return: None
`;
imgui.histogramplot[cell.DOC] = `Plot a histogram from the given data array/typed array in the current ImPlot.
:param label: The label for the histogram.
:param data: A typed array (or numeric array) containing the values to bin/display.
:return: None
`;
imgui.plotaxes[cell.DOC] = `Set up labels for the X and Y axes of the current ImPlot.
:param xLabel: The label for the x-axis.
:param yLabel: The label for the y-axis.
:return: None
`;
imgui.plotmousepos[cell.DOC] = `Get the mouse cursors position in the current plots coordinate system.
:return: A 2-element array [x, y] representing the mouse position in plot coordinates.
`;
imgui.plothovered[cell.DOC] = `Check if the mouse is hovering over the current ImPlot.
:return: True if the plot area is hovered, otherwise false.
`;
imgui.axeslimits[cell.DOC] = `Set up the visible axis limits in the current ImPlot.
:param xMin: The left (min) bound of the x-axis.
:param xMax: The right (max) bound of the x-axis.
:param yMin: The bottom (min) bound of the y-axis.
:param yMax: The top (max) bound of the y-axis.
:return: None
`;
imgui.prepend[cell.DOC] = `Prepare ImGui draw data for rendering, typically called after ImGui::Render().
:param commandBuffer: The SDL GPU command buffer where draw data will be queued.
:return: None
`;
imgui.fitaxis[cell.DOC] = `Fit either the x-axis or y-axis to its data range on the next plot frame.
:param axis: 0 for X-axis, 1 for Y-axis.
:return: None
`;
imgui.columns[cell.DOC] = `Switch the layout to use a specified number of columns.
:param count: The number of columns to layout in the current region.
:return: None
`;
imgui.nextcolumn[cell.DOC] = `Advance to the next column in a multi-column layout.
:return: None
`;
imgui.collapsingheader[cell.DOC] = `Create a collapsible header. Returns true if it is open (expanded).
:param label: The text label of the header.
:return: True if the header is expanded, otherwise false.
`;
imgui.tree[cell.DOC] = `Create a tree node. If opened, calls the callback for nested content.
:param label: The label for the tree node.
:param callback: A function called if the node is expanded.
:return: None
`;
imgui.listbox[cell.DOC] = `Create a list box widget to select from a list of strings.
:param label: The label next to the list box.
:param items: An array of strings to display.
:param selectedIndex: The currently selected index.
:return: The updated selected index after user selection.
`;
imgui.axisfmt[cell.DOC] = `Set a custom formatter for a specified y-axis in ImPlot.
:param axis: The y-axis index (0..2) to format.
:param callback: A function(value) => string that converts axis values to text.
:return: None
`;
imgui.tabbar[cell.DOC] = `Begin a tab bar container. The callback is invoked to create tabs.
:param label: The identifier label of the tab bar.
:param callback: A function that creates tab items.
:return: None
`;
imgui.tab[cell.DOC] = `Create a tab item. If selected, calls the callback for tab content.
:param label: The name of the tab.
:param callback: A function to render the tabs content if active.
:return: None
`;
imgui.open_popup[cell.DOC] = `Open a popup by its identifier.
:param label: The identifier of the popup to open.
:return: None
`;
imgui.modal[cell.DOC] = `Begin a modal popup. The callback is invoked to display contents if the modal is open.
:param label: The identifier of the modal popup.
:param callback: A function for rendering the modals UI if open.
:return: None
`;
imgui.popup[cell.DOC] = `Begin a popup. The callback is invoked if the popup is open.
:param label: The identifier of the popup.
:param callback: A function for rendering the popups UI.
:return: None
`;
imgui.close_popup[cell.DOC] = `Close the current popup.
:return: None
`;
imgui.context[cell.DOC] = `Create a popup context menu. The callback is invoked if the menu opens.
:param label: The identifier for the context menu.
:param callback: A function that renders menu items in the context.
:return: None
`;
imgui.table[cell.DOC] = `Create a table with multiple columns. Optionally enable sorting and pass a sort callback.
:param label: The identifier for the table.
:param columns: The number of columns.
:param callback: A function to populate the table (rows/cells).
:param sortCallback: An optional function(columnIndex, ascending) called if user sorts a column.
:return: None
`;
imgui.tablenextcolumn[cell.DOC] = `Move to the next column in a table row.
:return: None
`;
imgui.tablenextrow[cell.DOC] = `Move to the next row in a table.
:return: None
`;
imgui.tableheadersrow[cell.DOC] = `Create a row of headers in the current table (should be called once after column setup).
:return: None
`;
imgui.tableangledheadersrow[cell.DOC] = `Create an angled header row (for advanced usage). Typically not used as often.
:return: None
`;
imgui.tablesetupcolumn[cell.DOC] = `Setup configuration for a single column in the table.
:param label: The label/header text for this column.
:return: None
`;
imgui.dnd[cell.DOC] = `Begin a drag source for custom data payload.
:param type: A string identifier for the drag-drop payload type.
:param payload: A numeric payload stored in the drag-drop.
:param callback: (Currently unused) Placeholder if you want to do extra on drag start.
:return: None
`;
imgui.dndtarget[cell.DOC] = `Create a drop target for matching drag-drop payload type. Invokes callback on drop.
:param type: A string identifier for the drag-drop payload type to accept.
:param callback: A function(payloadNumber) called when a matching payload is dropped.
:return: None
`;
imgui.color[cell.DOC] = `Create a color editor (3 or 4 floats). Returns the updated color.
:param label: The label for the color editor.
:param color: An array [r,g,b] or [r,g,b,a].
:return: Updated color array after user input.
`;
imgui.startnode[cell.DOC] = `Begin a node editor session with ImNodes. The callback defines nodes.
Additional callbacks handle link creation and hover events.
:param callback: A function to define node editor contents (adding nodes, etc).
:param linkCreatedCallback: A function(startAttr, endAttr) called when a new link is created.
:param nodeHoveredCallback: A function(nodeId) called when a node is hovered.
:param linkHoveredCallback: A function(linkId) called when a link is hovered.
:return: None
`;
imgui.node[cell.DOC] = `Begin a node with a unique ID, then call the callback to define its contents.
:param nodeId: A unique integer ID for this node.
:param callback: A function that populates the nodes UI.
:return: None
`;
imgui.nodein[cell.DOC] = `Create an input attribute in the current node.
:param attributeId: The attribute ID for this input.
:param callback: A function that defines the UI within the input attribute.
:return: None
`;
imgui.nodeout[cell.DOC] = `Create an output attribute in the current node.
:param attributeId: The attribute ID for this output.
:param callback: A function that defines the UI within the output attribute.
:return: None
`;
imgui.nodelink[cell.DOC] = `Link two node attributes by their IDs.
:param linkId: A unique integer ID for this link.
:param startAttributeId: The attribute ID where the link starts.
:param endAttributeId: The attribute ID where the link ends.
:return: None
`;
imgui.nodemini[cell.DOC] = `Show a minimap for the current node editor.
:param size: A float controlling the minimap size ratio.
:return: None
`;
imgui.mousehoveringrect[cell.DOC] = `Check if the mouse is hovering within the given rectangle.
:param min: A 2-element array [x, y] for the top-left corner.
:param max: A 2-element array [x, y] for the bottom-right corner.
:return: True if the mouse is within that rectangle, otherwise false.
`;
imgui.mouseclicked[cell.DOC] = `Check if a specific mouse button was clicked (went from up to down) this frame.
:param button: An integer for the mouse button index (0 = left, 1 = right, etc).
:return: True if the button was clicked, otherwise false.
`;
imgui.mousedown[cell.DOC] = `Check if the specified mouse button is currently held down.
:param button: The mouse button index.
:return: True if the button is down, otherwise false.
`;
imgui.mousereleased[cell.DOC] = `Check if the specified mouse button was released this frame.
:param button: The mouse button index.
:return: True if the button was released, otherwise false.
`;
imgui.mousedragging[cell.DOC] = `Check if the mouse is being dragged with the specified button.
:param button: The mouse button index.
:return: True if the mouse is dragging, otherwise false.
`;
imgui.mousedelta[cell.DOC] = `Get the mouse movement delta (difference) for the current frame.
:return: A 2-element array [dx, dy] representing the mouse movement.
`;
imgui.rect[cell.DOC] = `Draw a rectangle outline in the current windows draw list.
:param pMin: A 2-element array [x, y] for the top-left corner.
:param pMax: A 2-element array [x, y] for the bottom-right corner.
:param color: A 4-element array [r, g, b, a] specifying the outline color.
:return: None
`;
imgui.rectfilled[cell.DOC] = `Draw a filled rectangle in the current windows draw list.
:param pMin: [x, y] for the top-left corner.
:param pMax: [x, y] for the bottom-right corner.
:param color: [r, g, b, a] fill color.
:return: None
`;
imgui.line[cell.DOC] = `Draw a line between two points in the current windows draw list.
:param p1: [x, y] start position.
:param p2: [x, y] end position.
:param color: [r, g, b, a] line color.
:return: None
`;
imgui.bezierquad[cell.DOC] = `Draw a quadratic bezier curve.
:param p1: [x, y] start point.
:param p2: [x, y] control point.
:param p3: [x, y] end point.
:param color: [r, g, b, a] color.
:param thickness: Line thickness.
:return: None
`;
imgui.beziercubic[cell.DOC] = `Draw a cubic bezier curve.
:param p1: [x, y] start point.
:param p2: [x, y] first control point.
:param p3: [x, y] second control point.
:param p4: [x, y] end point.
:param color: [r, g, b, a] color.
:param thickness: Line thickness.
:return: None
`;
imgui.point[cell.DOC] = `Draw a filled circle (point) in the current windows draw list.
:param center: [x, y] center of the circle.
:param radius: The radius of the circle.
:param color: [r, g, b, a] fill color.
:return: None
`;
imgui.drawtext[cell.DOC] = `Draw text at the given screen position with a specified color.
:param text: The string to draw.
:param position: [x, y] in screen coordinates.
:param color: [r, g, b, a] text color.
:return: None
`;
imgui.cursorscreenpos[cell.DOC] = `Get the current ImGui cursor screen position.
:return: A 2-element array [x, y] in screen coordinates.
`;
imgui.setcursorscreenpos[cell.DOC] = `Set the ImGui cursor screen position.
:param position: A 2-element array [x, y] in screen coordinates.
:return: None
`;
imgui.contentregionavail[cell.DOC] = `Return the available space in the current windows content region.
:return: A 2-element array [width, height] of available space.
`;
imgui.dummy[cell.DOC] = `Add a dummy item (invisible) of the specified size to the layout.
:param size: A 2-element array [width, height].
:return: None
`;
imgui.invisiblebutton[cell.DOC] = `Create an invisible button that occupies a given size and can catch clicks.
:param label: The identifier for the button.
:param size: [width, height] specifying the button area.
:return: None
`;
imgui.width[cell.DOC] = `Set the width of the next item in the layout.
:param width: The width (in pixels) for the next item.
:return: None
`;
imgui.setclipboard[cell.DOC] = `Set the system clipboard text.
:param text: The string to put into the clipboard.
:return: None
`;
imgui.newframe[cell.DOC] = `Start a new ImGui frame. Should be called once per frame before rendering UI elements.
:return: None
`;
imgui.endframe[cell.DOC] = `Finalize and render the ImGui draw data to the specified command buffer and render pass.
:param commandBuffer: The SDL GPU command buffer to render into.
:param renderPass: The SDL GPU render pass used to draw ImGui data.
:return: None
`;
imgui.wantmouse[cell.DOC] = `Check if ImGui wants to capture the mouse (e.g., if a window or widget needs mouse events).
:return: True if ImGui is capturing the mouse, otherwise false.
`;
imgui.wantkeys[cell.DOC] = `Check if ImGui wants to capture the keyboard (e.g., if a text input is active).
:return: True if ImGui is capturing the keyboard, otherwise false.
`;
imgui.init[cell.DOC] = `Initialize ImGui with SDL and SDL_gpu, creating the ImGui context and configuring it.
:param gpuDevice: The SDL_GPUDevice object.
:param window: The SDL_Window object to attach ImGui onto.
:return: None
`;
return this

View File

@@ -6,17 +6,15 @@ var time = use('time')
var tilemap = use('tilemap')
// Frame timing variables
var frame_times = []
var frame_time_index = 0
var max_frame_samples = 60
var frame_start_time = 0
var average_frame_time = 0
var framerate = 60
var game = args[0]
io.writepath(game)
var video
var cnf = use('accio/config')
//var cnf = use('accio/config')
$_.start(e => {
if (e.type != 'greet') return
@@ -28,46 +26,56 @@ $_.start(e => {
gameactor = e.actor
$_.couple(gameactor)
start_pipeline()
}, args[0], $_)
}, args[0], $_, video)
})
}, 'prosperon/sdl_video', cnf)
}, 'prosperon/sdl_video', {})
var geometry = use('geometry')
var dmon = use('dmon')
var res = use('resources')
function updateCameraMatrix(camera, winW, winH) {
// world→NDC
def sx = 1 / camera.size[0];
def sy = 1 / camera.size[1];
def ox = camera.pos[0] - camera.size[0] * camera.anchor[0];
def oy = camera.pos[1] - camera.size[1] * camera.anchor[1];
// Start watching for file changes
dmon.watch('.')
// NDC→pixels
def vx = camera.viewport.x * winW;
def vy = camera.viewport.y * winH;
def vw = camera.viewport.width * winW;
def vh = camera.viewport.height * winH;
var camera = {}
// final “mat” coefficients
// [ a 0 c ]
// [ 0 e f ]
// [ 0 0 1 ]
camera.a = sx * vw;
camera.c = vx - camera.a * ox;
camera.e = -sy * vh;
camera.f = vy + vh + sy * vh * oy;
function updateCameraMatrix(cam) {
def win_w = logical.width
def win_h = logical.height
def view_w = (cam.size?.[0] ?? win_w) / cam.zoom
def view_h = (cam.size?.[1] ?? win_h) / cam.zoom
// and store the inverses so we can go back cheaply
camera.ia = 1 / camera.a;
camera.ic = -camera.c * camera.ia;
camera.ie = 1 / camera.e;
camera.if = -camera.f * camera.ie;
def ox = cam.pos[0] - view_w * (cam.anchor?.[0] ?? 0)
def oy = cam.pos[1] - view_h * (cam.anchor?.[1] ?? 0)
def vx = (cam.viewport?.x ?? 0) * win_w
def vy = (cam.viewport?.y ?? 0) * win_h
def vw = (cam.viewport?.width ?? 1) * win_w
def vh = (cam.viewport?.height ?? 1) * win_h
def sx = vw / view_w
def sy = vh / view_h // flip-Y later
/* affine matrix that SDL wants (Y going down) */
cam.a = sx
cam.c = vx - sx * ox
cam.e = -sy // <-- minus = flip Y
cam.f = vy + vh + sy * oy
/* convenience inverses */
cam.ia = 1 / cam.a
cam.ic = -cam.c / cam.a
cam.ie = 1 / cam.e
cam.if = -cam.f / cam.e
camera = cam
}
//---- forward transform ----
function worldToScreenPoint(pos, camera) {
function worldToScreenPoint([x,y], camera) {
return {
x: camera.a * pos[0] + camera.c,
y: camera.e * pos[1] + camera.f
x: camera.a * x + camera.c,
y: camera.e * y + camera.f
};
}
@@ -80,40 +88,21 @@ function screenToWorldPoint(pos, camera) {
}
//---- rectangle (two corner) ----
function worldToScreenRect(rect, camera) {
function worldToScreenRect({x,y,width,height}, camera) {
// map bottom-left and top-right
def x1 = camera.a * rect.x + camera.c;
def y1 = camera.e * rect.y + camera.f;
def x2 = camera.a * (rect.x + rect.width) + camera.c;
def y2 = camera.e * (rect.y + rect.height) + camera.f;
// pick mins and abs deltas
def x0 = x1 < x2 ? x1 : x2;
def y0 = y1 < y2 ? y1 : y2;
def x1 = camera.a * x + camera.c;
def y1 = camera.e * y + camera.f;
def x2 = camera.a * (x + width) + camera.c;
def y2 = camera.e * (y + height) + camera.f;
return {
x: x0,
y: y0,
width: x2 > x1 ? x2 - x1 : x1 - x2,
height: y2 > y1 ? y2 - y1 : y1 - y2
};
x:Math.min(x1,x2),
y:Math.min(y1,y2),
width:Math.abs(x2-x1),
height:Math.abs(y2-y1)
}
}
var camera = {
size: [640,480],//{width:500,height:500}, // pixel size the camera "sees", like its resolution
pos: [250,250],//{x:0,y:0}, // where it is
fov:50,
near_z:0,
far_z:1000,
viewport: {x:0,y:0,width:1,height:1}, // viewport it appears on screen
ortho:true,
anchor:[0.5,0.5],//{x:0.5,y:0.5},
rotation:[0,0,0,1],
surface: null
}
var util = use('util')
var cammy = util.camera_globals(camera)
var graphics
var gameactor
@@ -122,12 +111,13 @@ var images = {}
var renderer_commands = []
var win_size = {width:500,height:500}
var logical = {width:500,height:500}
// Convert high-level draw commands to low-level renderer commands
function translate_draw_commands(commands) {
if (!graphics) return
updateCameraMatrix(camera,500,500)
renderer_commands.length = 0
commands.forEach(function(cmd) {
@@ -140,6 +130,10 @@ function translate_draw_commands(commands) {
}
switch(cmd.cmd) {
case "camera":
updateCameraMatrix(cmd.camera, win_size.width, win_size.height)
break
case "draw_rect":
cmd.rect = worldToScreenRect(cmd.rect, camera)
// Handle rectangles with optional rounding and thickness
@@ -208,7 +202,10 @@ function translate_draw_commands(commands) {
case "draw_line":
renderer_commands.push({
op: "line",
data: {points: cmd.points.map(p => worldToScreenPoint(p, camera))}
data: {points: cmd.points.map(p => {
var pt = worldToScreenPoint(p, camera)
return [pt.x, pt.y]
})}
})
break
@@ -237,12 +234,13 @@ function translate_draw_commands(commands) {
src: img.rect
}
})
break
case "draw_text":
if (!cmd.text) break
if (!cmd.pos) break
var rect = worldToScreenRect({x:cmd.pos.x, y:cmd.pos.y, width:8, height:8}, camera, 500,500)
var rect = worldToScreenRect({x:cmd.pos.x, y:cmd.pos.y, width:8, height:8}, camera)
var pos = {x: rect.x, y: rect.y}
renderer_commands.push({
op: "debugText",
@@ -253,20 +251,86 @@ function translate_draw_commands(commands) {
})
break
case "tilemap":
var texid
tilemap.for(cmd.tilemap, (tile,{x,y}) => {
if (!texid) texid = graphics.texture(tile)
return graphics.texture(tile)
})
var geom = geometry.tilemap_to_data(cmd.tilemap)
if (!texid) break
if (texid.gpu)
geom.texture_id = texid.gpu.id
case "draw_slice9":
var img = graphics.texture(cmd.image)
var gpu = img.gpu
if (!gpu) break
cmd.rect = worldToScreenRect(cmd.rect, camera)
renderer_commands.push({
op: "geometry_raw",
data: geom
op: "texture9Grid",
data: {
texture_id: gpu.id,
src: img.rect,
leftWidth: cmd.slice,
rightWidth: cmd.slice,
topHeight: cmd.slice,
bottomHeight: cmd.slice,
scale: 1.0,
dst: cmd.rect
}
})
break
case "tilemap":
// Group tiles by texture to batch draw calls
var textureGroups = {}
var tilePositions = []
// Collect all tiles and their positions
tilemap.for(cmd.tilemap, (tile, {x,y}) => {
if (tile) {
tilePositions.push({tile, x, y})
}
})
// Group tiles by texture
tilePositions.forEach(({tile, x, y}) => {
var img = graphics.texture(tile)
if (img && img.gpu) {
var texId = img.gpu.id
if (!textureGroups[texId]) {
textureGroups[texId] = {
texture: img,
tiles: []
}
}
textureGroups[texId].tiles.push({x, y, img})
}
})
// Generate draw commands for each texture group
Object.keys(textureGroups).forEach(texId => {
var group = textureGroups[texId]
var tiles = group.tiles
// Create a temporary tilemap with only tiles from this texture
// Apply tilemap position to the offset to shift the world coordinates
var tempMap = {
tiles: [],
offset_x: cmd.tilemap.offset_x + (cmd.tilemap.pos.x / cmd.tilemap.size_x),
offset_y: cmd.tilemap.offset_y + (cmd.tilemap.pos.y / cmd.tilemap.size_y),
size_x: cmd.tilemap.size_x,
size_y: cmd.tilemap.size_y
}
// Build sparse array for this texture's tiles
tiles.forEach(({x, y, img}) => {
var arrayX = x - cmd.tilemap.offset_x
var arrayY = y - cmd.tilemap.offset_y
if (!tempMap.tiles[arrayX]) tempMap.tiles[arrayX] = []
tempMap.tiles[arrayX][arrayY] = img
})
// Generate geometry for this texture group
var geom = geometry.tilemap_to_data(tempMap)
geom.texture_id = parseInt(texId)
renderer_commands.push({
op: "geometry_raw",
data: geom
})
})
break
}
@@ -291,42 +355,35 @@ function rpc_req(actor, msg) {
}
}
var game_rec = parseq.sequence([
rpc_req(gameactor, {kind:'update', dt:1/60}),
rpc_req(gameactor, {kind:'draw'})
])
var pending_draw = null
var pending_next = null
var last_time = time.number()
var frames = []
var frame_avg = 0
var input = use('input')
var input_state = {
poll: 1/60
poll: 1/framerate
}
// 1) input runs completely independently
function poll_input() {
send(video, {kind:'input', op:'get'}, evs => {
for (var ev of evs) {
if (ev.type == 'window_pixel_size_changed') {
win_size.width = ev.width
win_size.height = ev.height
}
if (ev.type == 'quit')
$_.stop()
if (ev.type.includes('mouse')) {
if (ev.pos)
ev.pos = screenToWorldPoint(ev.pos, camera, 500,500)
if (ev.d_pos)
ev.d_pos.y *= -1
}
if (ev.type.includes('key')) {
if (ev.key)
ev.key = input.keyname(ev.key)
}
if (ev.type.startsWith('mouse_'))
ev.pos.y = -ev.pos.y + logical.height
}
send(gameactor, evs)
@@ -337,37 +394,53 @@ function poll_input() {
// 2) helper to build & send a batch, then call done()
function create_batch(draw_cmds, done) {
def batch = [
{op:'set', prop:'drawColor', value:[0.1,0.1,0.15,1]},
{op:'set', prop:'drawColor', value:{r:0.1,g:0.1,b:0.15,a:1}},
{op:'clear'}
]
if (draw_cmds && draw_cmds.length)
batch.push(...translate_draw_commands(draw_cmds))
batch.push(
{op:'set', prop:'drawColor', value:[1,1,1,1]},
{op:'debugText', data:{pos:{x:10,y:10}, text:`Fps: ${(1/frame_avg).toFixed(2)}`}},
{op:'set', prop:'drawColor', value:{r:1,g:1,b:1,a:1}},
{op:'imgui_render'},
{op:'present'}
)
send(video, {kind:'renderer', op:'batch', data:batch}, () => {
def now = time.number()
def dt = now - last_time
last_time = now
send(video, {kind:'renderer', op:'batch', data:batch}, done)
}
frames.push(dt)
if (frames.length > 60) frames.shift()
let sum = 0
for (let f of frames) sum += f
frame_avg = sum / frames.length
done(dt)
// File watching loop
function poll_file_changes() {
dmon.poll(e => {
if (e.action == 'modify' || e.action == 'create') {
// Check if it's an image file
var ext = e.file.split('.').pop().toLowerCase()
var imageExts = ['png', 'jpg', 'jpeg', 'gif', 'bmp', 'tga', 'webp', 'qoi', 'ase', 'aseprite']
if (imageExts.includes(ext)) {
// Try to find the full path for this image
var possiblePaths = [
e.file,
e.root + e.file,
res.find_image(e.file.split('/').pop().split('.')[0])
].filter(p => p)
for (var path of possiblePaths) {
graphics.tex_hotreload(path)
}
}
}
})
// Schedule next poll in 0.5 seconds
$_.delay(poll_file_changes, 0.5)
}
// 3) kick off the very first update→draw
function start_pipeline() {
poll_input()
send(gameactor, {kind:'update', dt:1/60}, () => {
poll_file_changes() // Start file watching loop
send(gameactor, {kind:'update', dt:0}, () => {
send(gameactor, {kind:'draw'}, cmds => {
pending_draw = cmds
render_step()
@@ -376,29 +449,29 @@ function start_pipeline() {
}
function render_step() {
// a) fire off the next update→draw immediately
def dt = time.number() - last_time
send(gameactor, {kind:'update', dt:1/60}, () =>
send(gameactor, {kind:'draw'}, cmds => pending_next = cmds)
)
// c) render the current frame
create_batch(pending_draw, ttr => { // time to render
// only swap in when there's a new set of commands
if (pending_next) {
pending_draw = pending_next
pending_next = null
}
// d) schedule the next render step
def render_dur = time.number() - last_time
def wait = Math.max(0, 1/60 - ttr)
$_.delay(render_step, 0)
// a) Calculate actual dt since last frame
def now = time.number()
def dt = now - last_time
last_time = now
// b) Send update with actual dt, then wait for draw response
send(gameactor, {kind:'update', dt}, () => {
send(gameactor, {kind:'draw'}, cmds => {
// Only render after receiving draw commands
pending_draw = cmds
// c) render the current frame
create_batch(pending_draw, _ => { // time to render
def frame_end = time.number()
def wait_time = Math.max(0, (frame_end - now) - 1/framerate)
// e) Schedule next frame
$_.delay(render_step, wait_time)
})
})
})
}
$_.receiver(e => {
switch(e.op) {
case 'resolution':
@@ -409,6 +482,22 @@ $_.receiver(e => {
prop:'logicalPresentation',
value: {...e}
})
logical.width = e.width
logical.height = e.height
break
case 'window_size':
send(video, {
kind:'window',
op:'set',
data: {property: 'size', value: [e.width, e.height]}
})
break
case 'framerate':
// Allow setting target framerate dynamically
if (e.fps && e.fps > 0) {
framerate = e.fps
input_state.poll = 1/framerate
}
break
}
})

477
prosperon/prosperon.cm Normal file
View File

@@ -0,0 +1,477 @@
var prosperon = {}
var os = use('os');
var io = use('io');
var rasterize = use('rasterize');
var time = use('time')
var tilemap = use('tilemap')
var geometry = use('geometry')
var res = use('resources')
var video = arg[0]
var graphics = use('graphics', arg[0])
var camera = {}
function updateCameraMatrix(cam) {
def win_w = logical.width
def win_h = logical.height
def view_w = (cam.size?.[0] ?? win_w) / cam.zoom
def view_h = (cam.size?.[1] ?? win_h) / cam.zoom
def ox = cam.pos[0] - view_w * (cam.anchor?.[0] ?? 0)
def oy = cam.pos[1] - view_h * (cam.anchor?.[1] ?? 0)
def vx = (cam.viewport?.x ?? 0) * win_w
def vy = (cam.viewport?.y ?? 0) * win_h
def vw = (cam.viewport?.width ?? 1) * win_w
def vh = (cam.viewport?.height ?? 1) * win_h
def sx = vw / view_w
def sy = vh / view_h // flip-Y later
/* affine matrix that SDL wants (Y going down) */
cam.a = sx
cam.c = vx - sx * ox
cam.e = -sy // <-- minus = flip Y
cam.f = vy + vh + sy * oy
/* convenience inverses */
cam.ia = 1 / cam.a
cam.ic = -cam.c / cam.a
cam.ie = 1 / cam.e
cam.if = -cam.f / cam.e
camera = cam
}
//---- forward transform ----
function worldToScreenPoint([x,y], camera) {
return {
x: camera.a * x + camera.c,
y: camera.e * y + camera.f
};
}
//---- inverse transform ----
function screenToWorldPoint(pos, camera) {
return {
x: camera.ia * pos[0] + camera.ic,
y: camera.ie * pos[1] + camera.if
};
}
//---- rectangle (two corner) ----
function worldToScreenRect({x,y,width,height}, camera) {
// map bottom-left and top-right
def x1 = camera.a * x + camera.c;
def y1 = camera.e * y + camera.f;
def x2 = camera.a * (x + width) + camera.c;
def y2 = camera.e * (y + height) + camera.f;
return {
x:Math.min(x1,x2),
y:Math.min(y1,y2),
width:Math.abs(x2-x1),
height:Math.abs(y2-y1)
}
}
var gameactor
var images = {}
var renderer_commands = []
var win_size = {width:500,height:500}
var logical = {width:500,height:500}
// Convert high-level draw commands to low-level renderer commands
function translate_draw_commands(commands) {
if (!graphics) return
renderer_commands.length = 0
commands.forEach(function(cmd) {
if (cmd.material && cmd.material.color) {
renderer_commands.push({
op: "set",
prop: "drawColor",
value: cmd.material.color
})
}
switch(cmd.cmd) {
case "camera":
updateCameraMatrix(cmd.camera, win_size.width, win_size.height)
break
case "draw_rect":
cmd.rect = worldToScreenRect(cmd.rect, camera)
// Handle rectangles with optional rounding and thickness
if (cmd.opt && cmd.opt.radius && cmd.opt.radius > 0) {
// Rounded rectangle
var thickness = (cmd.opt.thickness == 0) ? 0 : (cmd.opt.thickness || 1)
var raster_result = rasterize.round_rect(cmd.rect, cmd.opt.radius, thickness)
if (raster_result.type == 'rect') {
renderer_commands.push({
op: "fillRect",
data: {rect: raster_result.data}
})
} else if (raster_result.type == 'rects') {
raster_result.data.forEach(function(rect) {
renderer_commands.push({
op: "fillRect",
data: {rect: rect}
})
})
}
} else if (cmd.opt && cmd.opt.thickness && cmd.opt.thickness > 0) {
// Outlined rectangle
var raster_result = rasterize.outline_rect(cmd.rect, cmd.opt.thickness)
if (raster_result.type == 'rect') {
renderer_commands.push({
op: "fillRect",
data: {rect: raster_result.data}
})
} else if (raster_result.type == 'rects') {
renderer_commands.push({
op: "rects",
data: {rects: raster_result.data}
})
}
} else {
renderer_commands.push({
op: "fillRect",
data: {rect: cmd.rect}
})
}
break
case "draw_circle":
case "draw_ellipse":
cmd.pos = worldToScreenPoint(cmd.pos, camera)
// Rasterize ellipse to points or rects
var radii = cmd.radii || [cmd.radius, cmd.radius]
var raster_result = rasterize.ellipse(cmd.pos, radii, cmd.opt || {})
if (raster_result.type == 'points') {
renderer_commands.push({
op: "point",
data: {points: raster_result.data}
})
} else if (raster_result.type == 'rects') {
// Use 'rects' operation for multiple rectangles
renderer_commands.push({
op: "rects",
data: {rects: raster_result.data}
})
}
break
case "draw_line":
renderer_commands.push({
op: "line",
data: {points: cmd.points.map(p => {
var pt = worldToScreenPoint(p, camera)
return [pt.x, pt.y]
})}
})
break
case "draw_point":
cmd.pos = worldToScreenPoint(cmd.pos, camera)
renderer_commands.push({
op: "point",
data: {points: [cmd.pos]}
})
break
case "draw_image":
var img = graphics.texture(cmd.image)
var gpu = img.gpu
if (!gpu) break
cmd.rect.width ??= img.width
cmd.rect.height ??= img.height
cmd.rect = worldToScreenRect(cmd.rect, camera)
renderer_commands.push({
op: "texture",
data: {
texture_id: gpu,
dst: cmd.rect,
src: img.rect
}
})
break
case "draw_text":
if (!cmd.text) break
if (!cmd.pos) break
// Get font from the font string (e.g., "smalle.16")
var font = graphics.get_font(cmd.font)
if (!font || !font.texture || !font.texture.id) break
// Create text geometry buffer
var text_mesh = graphics.make_text_buffer(
cmd.text,
{x: cmd.pos.x, y: cmd.pos.y},
[cmd.material.color.r, cmd.material.color.g, cmd.material.color.b, cmd.material.color.a],
cmd.wrap || 0,
font
)
if (!text_mesh) break
if (text_mesh.xy.length == 0) break
// Transform XY coordinates using camera matrix
var camera_params = [camera.a, camera.c, camera.e, camera.f]
var transformed_xy = geometry.transform_xy_blob(text_mesh.xy, camera_params)
// Create transformed geometry object
var transformed_geom = {
xy: transformed_xy,
xy_stride: text_mesh.xy_stride,
uv: text_mesh.uv,
uv_stride: text_mesh.uv_stride,
color: text_mesh.color,
color_stride: text_mesh.color_stride,
indices: text_mesh.indices,
num_vertices: text_mesh.num_vertices,
num_indices: text_mesh.num_indices,
size_indices: text_mesh.size_indices,
texture_id: font.texture.id
}
renderer_commands.push({
op: "geometry_raw",
data: transformed_geom
})
break
case "draw_slice9":
var img = graphics.texture(cmd.image)
var gpu = img.gpu
if (!gpu) break
cmd.rect = worldToScreenRect(cmd.rect, camera)
renderer_commands.push({
op: "texture9Grid",
data: {
texture_id: gpu,
src: img.rect,
leftWidth: cmd.slice,
rightWidth: cmd.slice,
topHeight: cmd.slice,
bottomHeight: cmd.slice,
scale: 1.0,
dst: cmd.rect
}
})
break
case "tilemap":
// Get cached geometry commands from tilemap
var geometryCommands = cmd.tilemap.draw()
// Process each geometry command (one per texture)
for (var geomCmd of geometryCommands) {
var img = graphics.texture(geomCmd.image)
var gpu = img.gpu
if (!gpu) continue
// Transform geometry through camera and send to renderer
var geom = geomCmd.geometry
// Transform XY coordinates using camera matrix
var camera_params = [camera.a, camera.c, camera.e, camera.f]
var transformed_xy = geometry.transform_xy_blob(geom.xy, camera_params)
// Create new geometry object with transformed coordinates
var transformed_geom = {
xy: transformed_xy,
xy_stride: geom.xy_stride,
uv: geom.uv,
uv_stride: geom.uv_stride,
color: geom.color,
color_stride: geom.color_stride,
indices: geom.indices,
num_vertices: geom.num_vertices,
num_indices: geom.num_indices,
size_indices: geom.size_indices,
texture_id: gpu
}
renderer_commands.push({
op: "geometry_raw",
data: transformed_geom
})
}
break
case "geometry":
var texture_id
if (cmd.texture_id) {
// Use the provided texture ID directly
texture_id = cmd.texture_id
} else {
// Fall back to looking up by image path
var img = graphics.texture(cmd.image)
var gpu = img.gpu
if (!gpu) break
texture_id = gpu
}
// Transform geometry through camera and send to renderer
var geom = cmd.geometry
// Transform XY coordinates using camera matrix
var camera_params = [camera.a, camera.c, camera.e, camera.f]
var transformed_xy = geometry.transform_xy_blob(geom.xy, camera_params)
// Create new geometry object with transformed coordinates
var transformed_geom = {
xy: transformed_xy,
xy_stride: geom.xy_stride,
uv: geom.uv,
uv_stride: geom.uv_stride,
color: geom.color,
color_stride: geom.color_stride,
indices: geom.indices,
num_vertices: geom.num_vertices,
num_indices: geom.num_indices,
size_indices: geom.size_indices,
texture_id: texture_id
}
renderer_commands.push({
op: "geometry_raw",
data: transformed_geom
})
break
}
})
return renderer_commands
}
///// input /////
var input = use('input')
var input_cb
var input_rate = 1/60
function poll_input() {
send(video, {kind:'input', op:'get'}, evs => {
for (var ev of evs) {
if (ev.type == 'window_pixel_size_changed') {
win_size.width = ev.width
win_size.height = ev.height
}
if (ev.type == 'quit')
$_.stop()
if (ev.type.includes('key')) {
if (ev.key)
ev.key = input.keyname(ev.key)
}
if (ev.type.startsWith('mouse_'))
ev.pos.y = -ev.pos.y + logical.height
}
input_cb(evs)
})
$_.delay(poll_input, input_rate)
}
prosperon.input = function(fn)
{
input_cb = fn
poll_input()
}
// 2) helper to build & send a batch, then call done()
prosperon.create_batch = function create_batch(draw_cmds, done) {
def batch = [
{op:'set', prop:'drawColor', value:{r:0.1,g:0.1,b:0.15,a:1}},
{op:'clear'}
]
if (draw_cmds && draw_cmds.length)
batch.push(...translate_draw_commands(draw_cmds))
batch.push(
{op:'set', prop:'drawColor', value:{r:1,g:1,b:1,a:1}},
{op:'imgui_render'},
{op:'present'}
)
send(video, {kind:'renderer', op:'batch', data:batch}, done)
}
////////// dmon hot reload ////////
function poll_file_changes() {
dmon.poll(e => {
if (e.action == 'modify' || e.action == 'create') {
// Check if it's an image file
var ext = e.file.split('.').pop().toLowerCase()
var imageExts = ['png', 'jpg', 'jpeg', 'gif', 'bmp', 'tga', 'webp', 'qoi', 'ase', 'aseprite']
if (imageExts.includes(ext)) {
// Try to find the full path for this image
var possiblePaths = [
e.file,
e.root + e.file,
res.find_image(e.file.split('/').pop().split('.')[0])
].filter(p => p)
for (var path of possiblePaths) {
graphics.tex_hotreload(path)
}
}
}
})
// Schedule next poll in 0.5 seconds
$_.delay(poll_file_changes, 0.5)
}
var dmon = use('dmon')
prosperon.dmon = function()
{
dmon.watch('.')
poll_file_changes()
}
var window_cmds = {
size(size) {
send(video, {kind: 'window', op:'set', data: {property: 'size', value: size}})
},
}
prosperon.set_window = function(config)
{
for (var c in config)
if (window_cmds[c]) window_cmds[c](config[c])
}
var renderer_cmds = {
resolution(e) {
logical.width = e.width
logical.height = e.height
send(video, {kind:"renderer", op:'set', prop:'logicalPresentation', value: {...e}})
}
}
prosperon.set_renderer = function(config)
{
for (var c in config)
if (renderer_cmds[c]) renderer_cmds[c](config[c])
}
return prosperon

View File

@@ -1,397 +0,0 @@
var ex = this
var input = use('input')
var DEAD = Symbol()
var GARBAGE = Symbol()
var FILE = Symbol()
var TIMERS = Symbol()
var REGGIES = Symbol()
var UNDERLINGS = Symbol()
var OVERLING = Symbol()
function add_timer(obj, fn, seconds) {
var timers = obj[TIMERS]
var stop = function () {
if (!timer) return
timers.delete(stop)
timer.fn = null
timer = null
}
function execute() {
if (fn) timer.remain = fn(stop.seconds)
if (!timer) return
if (!timer.remain) stop()
else stop.seconds = timer.remain
}
// var timer = os.make_timer(execute)
timer.remain = seconds
stop.remain = seconds
stop.seconds = seconds
timers.push(stop)
return stop
}
globalThis.Register = {
registries: [],
add_cb(name) {
var n = {}
var fns = []
n.register = function (fn, oname) {
if (typeof fn != 'function') return
var dofn = function (...args) {
fn(...args)
}
Object.defineProperty(dofn, 'name', {value:`do_${oname}`})
var left = 0
var right = fns.length - 1
dofn.layer = fn.layer
dofn.layer ??= 0
while (left <= right) {
var mid = Math.floor((left + right) / 2)
if (fns[mid] == dofn.layer) {
left = mid
break
} else if (fns[mid].layer < dofn.layer) left = mid + 1
else right = mid - 1
}
fns.splice(left, 0, dofn)
return function () {
fns.delete(dofn)
}
}
prosperon[name] = function (...args) {
fns.forEach(fn => {
fn(...args)
})
}
Object.defineProperty(prosperon[name], 'name', {value:name})
prosperon[name].fns = fns
n.clear = function () {
fns = []
}
Register[name] = n
Register.registries[name] = n
return n
},
}
Register.pull_registers = function pull_registers(obj) {
var reggies = []
for (var reg in Register.registries) {
if (typeof obj[reg] == "function")
reggies.push(reg)
}
return reggies
}
Register.register_obj = function register_obj(obj, reg) {
var fn = obj[reg].bind(obj)
fn.layer = obj[reg].layer
var name = obj.ur ? obj.ur.name : obj.toString()
obj[TIMERS].push(Register.registries[reg].register(fn, name))
if (!obj[reg].name) Object.defineProperty(obj[reg], 'name', {value:`${obj._file}_${reg}`})
}
Register.check_registers = function check_registers(obj) {
if (obj[REGGIES]) {
if (obj[REGGIES].length == 0) return
for (var reg of obj[REGGIES])
Register.register_obj(obj,reg)
return
}
for (var reg in Register.registries) {
if (typeof obj[reg] == "function")
Register.register_obj(obj,reg)
}
}
Register.add_cb("appupdate")
Register.add_cb("update").doc = "Called once per frame."
Register.add_cb("physupdate")
Register.add_cb("gui")
Register.add_cb("hud")
Register.add_cb("draw")
Register.add_cb("imgui")
Register.add_cb("app")
var actor = {}
actor.toString = function() { return this[FILE] }
actor.spawn = function spawn(script, config, actor_context) {
if (this[DEAD]) throw new Error("Attempting to spawn on a dead actor")
var prog
if (!script) {
prog = {}
prog.module_ret = {}
prog.prog_fn = function() {}
} else {
prog = script_fn(script)
if (!prog.prog_fn) throw new Error(`Script ${script} is not an actor script or has no actor component`)
}
var underling
prog.module_ret.__proto__ = actor
underling = Object.create(prog.module_ret)
underling[OVERLING] = this
underling[FILE] = script
underling[TIMERS] = []
underling[UNDERLINGS] = new Set()
// Make $_ available to the actor (either passed context or the engine's $_)
var actor_dollar = actor_context || $_
Object.defineProperty(underling, '$_', {
value: actor_dollar,
writable:false,
enumerable:false,
configurable:false
})
Object.defineProperty(underling, 'overling', {
get() { return this[OVERLING] },
enumerable:true,
configurable:false
})
Object.defineProperty(underling, 'underlings', {
get() { return new Set(this[UNDERLINGS]) },
enumerable:true,
configurable:false
})
Object.defineProperty(underling, 'spawn', {
value: function(script, config) {
return actor.spawn.call(this, script, config, actor_dollar)
},
writable:false,
enumerable:true,
configurable:false
})
Object.defineProperty(underling, 'kill', {
value: actor.kill,
writable:false,
enumerable:true,
configurable:false
})
Object.defineProperty(underling, 'delay', {
value: actor.delay,
writable:false,
enumerable:true,
configurable:false
})
try {
// Pass $_ as a parameter to actor scripts
prog.prog_fn.call(underling, actor_dollar)
} catch(e) { throw e; }
if (underling[DEAD]) return null;
if (typeof config == 'object') Object.assign(underling, config)
if (!underling[REGGIES])
underling.__proto__[REGGIES] = Register.pull_registers(underling)
Register.check_registers(underling)
if (underling.awake) underling.awake()
this[UNDERLINGS].add(underling)
if (underling.tag) act.tag_add(underling.tag, underling)
underling[GARBAGE] = underling.garbage
return underling
}
actor.clear = function actor_clear() {
this[UNDERLINGS].forEach(p => {
p.kill()
})
this[UNDERLINGS].clear()
}
actor.kill = function kill() {
if (this[DEAD]) return
this[DEAD] = true
this[TIMERS].slice().forEach(t => t())
delete this[TIMERS]
input.do_uncontrol(this)
this.clear()
this[OVERLING][UNDERLINGS].delete(this)
delete this[UNDERLINGS]
if (typeof this.garbage == "function") this.garbage()
if (typeof this.then == "function") this.then()
act.tag_clear_guid(this)
}
actor.kill.doc = `Remove this actor and all its underlings from existence.`
actor.delay = function(fn, seconds) {
if (this[DEAD]) return
add_timer(this, fn, seconds)
}
actor.delay.doc = `Call 'fn' after 'seconds' with 'this' set to the actor.`
actor[UNDERLINGS] = new Set()
ex[cell.DOC] = `
A set of utilities for iterating over a hierarchy of actor-like objects, as well
as managing tag-based lookups. Objects are assumed to have a "objects" property,
pointing to children or sub-objects, forming a tree.
`
function eachobj(obj, fn) {
var val = fn(obj)
if (val) return val
for (var o in obj.objects) {
if (obj.objects[o] == obj) log.error(`Object ${obj.toString()} is referenced by itself.`)
val = eachobj(obj.objects[o], fn)
if (val) return val
}
}
ex.all_objects = function (fn, startobj = world) {
return eachobj(startobj, fn)
}
ex.all_objects[cell.DOC] = `
:param fn: A callback function that receives each object. If it returns a truthy value, iteration stops and that value is returned.
:param startobj: The root object at which iteration begins, default is the global "world".
:return: The first truthy value returned by fn, or null if none.
Iterate over each object (and its sub-objects) in the hierarchy, calling fn for each one.
`
ex.find_object = function (fn, startobj = world) {}
ex.find_object[cell.DOC] = `
:param fn: A callback or criteria to locate a particular object.
:param startobj: The root object at which search begins, default "world".
:return: Not yet implemented.
Intended to find a matching object within the hierarchy.
`
var gtags = {}
ex.tag_add = function (tag, obj) {
gtags[tag] ??= new Set()
gtags[tag].add(obj)
}
ex.tag_add[cell.DOC] = `
:param tag: A string tag to associate with the object.
:param obj: The object to add under this tag.
:return: None
Associate the given object with the specified tag. Creates a new tag set if it does not exist.
`
ex.tag_rm = function (tag, obj) {
delete gtags[tag].delete(obj)
}
ex.tag_rm[cell.DOC] = `
:param tag: The tag to remove the object from.
:param obj: The object to remove from the tag set.
:return: None
Remove the given object from the specified tags set, if it exists.
`
ex.tag_clear_guid = function (obj) {
for (var tag in gtags) gtags[tag].delete(obj)
}
ex.tag_clear_guid[cell.DOC] = `
:param obj: The object whose tags should be cleared.
:return: None
Remove the object from all tag sets.
`
ex.objects_with_tag = function (tag) {
if (!gtags[tag]) return []
return Array.from(gtags[tag])
}
ex.objects_with_tag[cell.DOC] = `
:param tag: A string tag to look up.
:return: An array of objects associated with the given tag.
Retrieve all objects currently tagged with the specified tag.
`
function parse_file(content, file) {
if (!content) return {}
if (content.match()
if (!/^\s*---\s*$/m.test(content)) {
var part = content.trim()
if (part.match(/return\s+[^;]+;?\s*$/)) {
return { module: part }
}
return { program: part }
}
var parts = content.split(/\n\s*---\s*\n/)
var module = parts[0]
if (!/\breturn\b/.test(module))
throw new Error(`Malformed file: ${file}. Module section must end with a return statement.`)
try {
new Function(module)()
} catch (e) {
throw new Error(`Malformed file: ${file}. Module section must end with a return statement.\n` + e.message)
}
var pad = '\n'.repeat(module.split('\n').length + 4)
return {
module,
program: pad + parts[1]
}
}
// path is the path of a module or script to resolve
var script_fn = function script_fn(path, args) {
var parsed = {}
var file = resources.find_script(path)
if (!file) {
parsed.module_ret = bare_load(path)
if (!parsed.module_ret) throw new Error(`Module ${path} could not be created`)
return parsed
}
var content = io.slurp(file)
var parsed = parse_file(content, file)
var module_name = file.name()
parsed.module_ret = bare_load(path)
parsed.module_ret ??= {}
if (parsed.module) {
// Create a context object with args
var context = Object.create(parsed.module_ret)
context.__args__ = args || []
var mod_script = `(function setup_${module_name}_module(){ var self = this; var $ = this; var exports = {}; var module = {exports: exports}; var define = null; var arg = this.__args__; ${parsed.module}})`
var module_fn = js.eval(file, mod_script)
parsed.module_ret = module_fn.call(context)
if (parsed.module_ret == null || parsed.module_ret == null)
throw new Error(`Module ${module_name} must return a value`)
parsed.module_fn = module_fn
}
parsed.program ??= ""
var prog_script = `(function use_${module_name}($_) { var self = this; var $ = this.__proto__; ${parsed.program}})`
parsed.prog_fn = js.eval(file, prog_script)
return parsed
}.hashify()
return ex

View File

@@ -1,6 +1,5 @@
var video = use('sdl_video');
log.console("STATED VIDE")
var imgui = use('imgui');
// SDL Video Actor
// This actor runs on the main thread and handles all SDL video operations
@@ -87,6 +86,8 @@ $_.receiver(function(msg) {
var response = {};
// log.console(json.encode(msg))
try {
switch (msg.kind) {
case 'window':
@@ -110,8 +111,61 @@ $_.receiver(function(msg) {
case 'keyboard':
response = handle_keyboard(msg);
break;
case 'imgui':
response = handle_imgui(msg);
break;
case 'input':
response = input.get_events();
// Filter and transform events
if (ren && Array.isArray(response)) {
var filteredEvents = [];
var wantMouse = imgui.wantmouse();
var wantKeys = imgui.wantkeys();
for (var i = 0; i < response.length; i++) {
var event = response[i];
var shouldInclude = true;
// Filter mouse events if ImGui wants mouse input
if (wantMouse && (event.type == 'mouse_motion' ||
event.type == 'mouse_button_down' ||
event.type == 'mouse_button_up' ||
event.type == 'mouse_wheel')) {
shouldInclude = false;
}
// Filter keyboard events if ImGui wants keyboard input
if (wantKeys && (event.type == 'key_down' ||
event.type == 'key_up' ||
event.type == 'text_input' ||
event.type == 'text_editing')) {
shouldInclude = false;
}
if (shouldInclude) {
// Transform mouse coordinates from window to renderer coordinates
if (event.pos && (event.type == 'mouse_motion' ||
event.type == 'mouse_button_down' ||
event.type == 'mouse_button_up' ||
event.type == 'mouse_wheel')) {
// Convert window coordinates to renderer logical coordinates
var logicalPos = ren.coordsFromWindow(event.pos);
event.pos = logicalPos;
}
// Handle drop events which also have position
if (event.pos && (event.type == 'drop_file' ||
event.type == 'drop_text' ||
event.type == 'drop_position')) {
var logicalPos = ren.coordsFromWindow(event.pos);
event.pos = logicalPos;
}
filteredEvents.push(event);
}
}
response = filteredEvents;
}
break;
default:
response = {error: "Unknown kind: " + msg.kind};
@@ -210,6 +264,9 @@ function handle_window(msg) {
if (ren)
return {reason: "Already made a renderer"}
ren = win.make_renderer()
// Initialize ImGui with the window and renderer
imgui.init(win, ren);
imgui.newframe()
return {success:true};
default:
@@ -426,6 +483,10 @@ var renderfuncs = {
tex = ren.load_texture(surf);
if (!tex) throw new Error("Failed to load texture")
// Set pixel mode to nearest for all textures
tex.scaleMode = "nearest"
var tex_id = allocate_id();
resources.texture[tex_id] = tex;
return {
@@ -450,6 +511,12 @@ var renderfuncs = {
handle_renderer(msg.data[i]);
return {success:true};
},
imgui_render: function(msg) {
imgui.endframe(ren);
imgui.newframe()
return {success: true};
}
};
@@ -497,6 +564,9 @@ function handle_texture(msg) {
return {error: "Must provide either surface_id or width/height"};
}
// Set pixel mode to nearest for all textures
tex.scaleMode = "nearest"
var tex_id = allocate_id();
resources.texture[tex_id] = tex;
return {id: tex_id, data: {size: tex.size}};
@@ -793,4 +863,3 @@ function handle_keyboard(msg) {
return {error: "Unknown keyboard operation: " + msg.op};
}
}

View File

@@ -14,7 +14,7 @@ var pcms = {};
audio.pcm = function pcm(file)
{
file = res.find_sound(file);
if (!file) throw new Error(`Could not findfile ${file}`);
if (!file) return//throw new Error(`Could not findfile ${file}`);
if (pcms[file]) return pcms[file];
var bytes = io.slurpbytes(file)
var newpcm = soloud.load_wav_mem(io.slurpbytes(file));
@@ -88,9 +88,6 @@ var BYTES_PER_F = 4
var SAMPLES = FRAMES * CHANNELS
var CHUNK_BYTES = FRAMES * CHANNELS * BYTES_PER_F
var mixview = new Float32Array(FRAMES*CHANNELS)
var mixbuf = mixview.buffer
function pump()
{
if (feeder.queued() < CHUNK_BYTES*3) {
@@ -101,6 +98,6 @@ function pump()
$_.delay(pump, 1/240)
}
pump()
//pump()
return audio;

View File

@@ -7,10 +7,13 @@ function tilemap()
this.offset_y = 0;
this.size_x = 32;
this.size_y = 32;
this.layer = 0; // Default layer for scene tree sorting
this._geometry_cache = {}; // Cache actual geometry data by texture
this._dirty = true;
return this;
}
tilemap.for = function (map, fn) {
tilemap.for = function tilemap_for(map, fn) {
for (var x = 0; x < map.tiles.length; x++) {
if (!map.tiles[x]) continue;
for (var y = 0; y < map.tiles[x].length; y++) {
@@ -63,15 +66,119 @@ tilemap.prototype =
// Ensure array exists up to x
while (this.tiles.length <= x) this.tiles.push([]);
// Convert string to image object if needed
if (image && typeof image == 'string') {
var graphics = use('graphics');
image = graphics.texture(image);
}
// Set the value
this.tiles[x][y] = image;
// Mark cache as dirty when tiles change
this._dirty = true;
},
draw() {
return {
cmd:'tilemap',
tilemap:this
// Build cached geometry grouped by texture
_build_geometry_cache(pos = {x: 0, y: 0}) {
var geometry = use('geometry');
// Group tiles by texture (using a unique key per image object)
var textureGroups = {};
var imageToKey = new Map(); // Map image objects to unique keys
var keyCounter = 0;
// Collect all tiles and their positions
for (var x = 0; x < this.tiles.length; x++) {
if (!this.tiles[x]) continue;
for (var y = 0; y < this.tiles[x].length; y++) {
var tile = this.tiles[x][y];
if (tile) {
// tile should already be an image object
// Create a unique key for each distinct image object
if (!imageToKey.has(tile)) {
var key = `texture_${keyCounter++}`;
imageToKey.set(tile, key);
log.console(`New texture key: ${key} for tile ${tile}`)
}
var textureKey = imageToKey.get(tile);
if (!textureGroups[textureKey]) {
textureGroups[textureKey] = {
tiles: [],
image: tile, // Store the image object
offset_x: this.offset_x,
offset_y: this.offset_y,
size_x: this.size_x,
size_y: this.size_y
};
}
textureGroups[textureKey].tiles.push({
x: x + this.offset_x,
y: y + this.offset_y,
image: tile
});
}
}
}
// Generate and cache geometry for each texture group
this._geometry_cache = {};
for (var textureKey in textureGroups) {
var group = textureGroups[textureKey];
if (group.tiles.length == 0) continue;
// Create a temporary tilemap for this texture group
var tempMap = {
tiles: [],
offset_x: group.offset_x,
offset_y: group.offset_y,
size_x: group.size_x,
size_y: group.size_y,
pos_x: pos.x,
pos_y: pos.y
};
// Build sparse array for this texture's tiles
group.tiles.forEach(({x, y, image}) => {
var arrayX = x - group.offset_x;
var arrayY = y - group.offset_y;
if (!tempMap.tiles[arrayX]) tempMap.tiles[arrayX] = [];
tempMap.tiles[arrayX][arrayY] = image;
});
// Generate and cache geometry for this group
var geom = geometry.tilemap_to_data(tempMap);
this._geometry_cache[textureKey] = {
geometry: geom,
image: group.image
};
}
this._dirty = false;
},
draw(pos = {x: 0, y: 0}) {
// Rebuild cache if dirty or position changed
if (this._dirty || Object.keys(this._geometry_cache).length == 0 || this._last_pos?.x != pos.x || this._last_pos?.y != pos.y) {
this._build_geometry_cache(pos);
this._last_pos = {x: pos.x, y: pos.y};
}
// Generate commands from cached geometry, pulling texture_id dynamically
var commands = [];
var i = 0
for (var textureKey in this._geometry_cache) {
var cached = this._geometry_cache[textureKey];
commands.push({
cmd: "geometry",
geometry: cached.geometry,
image: cached.image,
texture_id: cached.image.gpu // Pull GPU ID dynamically on each draw
});
}
return commands;
},
}

View File

@@ -1,281 +1,79 @@
var util = use('util')
var Ease = use('ease')
var time = use('time')
var Ease = {
linear(t) {
return t
var rate = 1/240
var TweenEngine = {
tweens: [],
add(tween) {
this.tweens.push(tween)
},
in(t) {
return t * t
},
out(t) {
var d = 1 - t
return 1 - d * d
},
inout(t) {
var d = -2 * t + 2
return t < 0.5 ? 2 * t * t : 1 - (d * d) / 2
remove(tween) {
this.tweens = this.tweens.filter(t => t != tween)
},
update(dt) {
var now = time.number()
for (var tween of this.tweens.slice()) {
tween._update(now)
}
$_.delay(_ => TweenEngine.update(), rate)
}
}
function make_easing_fns(num) {
var obj = {}
function Tween(obj) {
this.obj = obj
this.startVals = {}
this.endVals = {}
this.duration = 0
this.easing = Ease.linear
this.startTime = 0
this.onCompleteCallback = function() {}
}
obj.in = function (t) {
return Math.pow(t, num)
Tween.prototype.to = function(props, duration) {
for (var key in props) {
this.startVals[key] = this.obj[key]
this.endVals[key] = props[key]
}
this.duration = duration
this.startTime = time.number()
TweenEngine.add(this)
return this
}
Tween.prototype.ease = function(easingFn) {
this.easing = easingFn
return this
}
Tween.prototype.onComplete = function(callback) {
this.onCompleteCallback = callback
return this
}
Tween.prototype._update = function(now) {
var elapsed = now - this.startTime
var t = Math.min(elapsed / this.duration, 1)
var eased = this.easing(t)
for (var key in this.endVals) {
var start = this.startVals[key]
var end = this.endVals[key]
this.obj[key] = start + (end - start) * eased
}
obj.out = function (t) {
return 1 - Math.pow(1 - t, num)
if (t == 1) {
this.onCompleteCallback()
TweenEngine.remove(this)
}
var mult = Math.pow(2, num - 1)
obj.inout = function (t) {
return t < 0.5 ? mult * Math.pow(t, num) : 1 - Math.pow(-2 * t + 2, num) / 2
}
return obj
}
Ease.quad = make_easing_fns(2)
Ease.cubic = make_easing_fns(3)
Ease.quart = make_easing_fns(4)
Ease.quint = make_easing_fns(5)
Ease.expo = {
in(t) {
return t == 0 ? 0 : Math.pow(2, 10 * t - 10)
},
out(t) {
return t == 1 ? 1 : 1 - Math.pow(2, -10 * t)
},
inout(t) {
return t == 0
? 0
: t == 1
? 1
: t < 0.5
? Math.pow(2, 20 * t - 10) / 2
: (2 - Math.pow(2, -20 * t + 10)) / 2
},
function tween(obj) {
return new Tween(obj)
}
Ease.bounce = {
in(t) {
return 1 - this.out(t - 1)
},
out(t) {
var n1 = 7.5625
var d1 = 2.75
if (t < 1 / d1) {
return n1 * t * t
} else if (t < 2 / d1) {
return n1 * (t -= 1.5 / d1) * t + 0.75
} else if (t < 2.5 / d1) {
return n1 * (t -= 2.25 / d1) * t + 0.9375
} else return n1 * (t -= 2.625 / d1) * t + 0.984375
},
inout(t) {
return t < 0.5 ? (1 - this.out(1 - 2 * t)) / 2 : (1 + this.out(2 * t - 1)) / 2
},
}
$_.delay(_ => TweenEngine.update(), rate)
Ease.sine = {
in(t) {
return 1 - Math.cos((t * Math.PI) / 2)
},
out(t) {
return Math.sin((t * Math.PI) / 2)
},
inout(t) {
return -(Math.cos(Math.PI * t) - 1) / 2
},
}
Ease.elastic = {
in(t) {
return t == 0
? 0
: t == 1
? 1
: -Math.pow(2, 10 * t - 10) *
Math.sin((t * 10 - 10.75) * this.c4)
},
out(t) {
return t == 0
? 0
: t == 1
? 1
: Math.pow(2, -10 * t) *
Math.sin((t * 10 - 0.75) * this.c4) +
1
},
inout(t) {
t == 0
? 0
: t == 1
? 1
: t < 0.5
? -(Math.pow(2, 20 * t - 10) * Math.sin((20 * t - 11.125) * this.c5)) / 2
: (Math.pow(2, -20 * t + 10) * Math.sin((20 * t - 11.125) * this.c5)) / 2 + 1
},
}
Ease.elastic.c4 = (2 * Math.PI) / 3
Ease.elastic.c5 = (2 * Math.PI) / 4.5
var tween = function (from, to, time, fn, cb) {
var start = os.now()
function cleanup() {
stop()
fn = null
stop = null
cb = null
update = null
}
var update = function tween_update(dt) {
var elapsed = os.now() - start
fn(util.obj_lerp(from, to, elapsed / time))
if (elapsed >= time) {
fn(to)
cb?.()
cleanup()
}
}
var stop = Register.update.register(update)
return cleanup
}
var Tween = {
default: {
loop: "hold",
time: 1,
ease: Ease.linear,
whole: true,
cb: function () {},
},
start(obj, target, tvals, options) {
var defn = Object.create(this.default)
Object.assign(defn, options)
if (defn.loop == "circle") tvals.push(tvals[0])
else if (defn.loop == "yoyo") {
for (var i = tvals.length - 2; i >= 0; i--) tvals.push(tvals[i])
}
defn.accum = 0
var slices = tvals.length - 1
var slicelen = 1 / slices
defn.fn = function (dt) {
defn.accum += dt
if (defn.accum >= defn.time && defn.loop == "hold") {
if (typeof target == "string") obj[target] = tvals[tvals.length - 1]
else target(tvals[tvals.length - 1])
defn.pause()
defn.cb.call(obj)
return
}
defn.pct = (defn.accum % defn.time) / defn.time
if (defn.loop == "none" && defn.accum >= defn.time) defn.stop()
var t = defn.whole ? defn.ease(defn.pct) : defn.pct
var nval = t / slicelen
var i = Math.trunc(nval)
nval -= i
if (!defn.whole) nval = defn.ease(nval)
if (typeof target == "string") obj[target] = tvals[i].lerp(tvals[i + 1], nval)
else target(tvals[i].lerp(tvals[i + 1], nval))
}
var playing = false
defn.play = function () {
if (playing) return
defn._end = Register.update.register(defn.fn.bind(defn))
playing = true
}
defn.restart = function () {
defn.accum = 0
if (typeof target == "string") obj[target] = tvals[0]
else target(tvals[0])
}
defn.stop = function () {
if (!playing) return
defn.pause()
defn.restart()
}
defn.pause = function () {
defn._end()
if (!playing) return
playing = false
}
return defn
},
}
Tween.make = Tween.start
Ease[cell.DOC] = `
This object provides multiple easing functions that remap a 0..1 input to produce
a smoothed or non-linear output. They can be used standalone or inside tweens.
Available functions:
- linear(t)
- in(t), out(t), inout(t)
- quad.in, quad.out, quad.inout
- cubic.in, cubic.out, cubic.inout
- quart.in, quart.out, quart.inout
- quint.in, quint.out, quint.inout
- expo.in, expo.out, expo.inout
- bounce.in, bounce.out, bounce.inout
- sine.in, sine.out, sine.inout
- elastic.in, elastic.out, elastic.inout
All easing functions expect t in [0..1] and return a remapped value in [0..1].
`
tween[cell.DOC] = `
:param from: The starting object or value to interpolate from.
:param to: The ending object or value to interpolate to.
:param time: The total duration of the tween in milliseconds or some time unit.
:param fn: A callback function that receives the interpolated value at each update.
:param cb: (Optional) A callback invoked once the tween completes.
:return: A function that, when called, cleans up and stops the tween.
Creates a simple tween that linearly interpolates from "from" to "to" over "time"
and calls "fn" with each interpolated value. Once finished, "fn" is called with "to",
then "cb" is invoked if provided, and the tween is cleaned up.
`
Tween[cell.DOC] = `
An object providing methods to create and control tweens with additional features
like looping, custom easing, multiple stages, etc.
Properties:
- default: A template object with loop/time/ease/whole/cb properties.
Methods:
- start(obj, target, tvals, options): Create a tween over multiple target values.
- make: Alias of start.
`
Tween.start[cell.DOC] = `
:param obj: The object whose property is being tweened, or context for the callback.
:param target: A string property name in obj or a callback function receiving interpolated values.
:param tvals: An array of values to tween through (each must support .lerp()).
:param options: An optional object overriding defaults (loop type, time, ease, etc.).
:return: A tween definition object with .play(), .pause(), .stop(), .restart(), etc.
Set up a multi-stage tween. You can specify looping modes (none, hold, restart, yoyo, circle),
time is the total duration, and "ease" can be any function from Ease. Once started, it updates
every frame until completion or stop/pause is called.
`
Tween.make[cell.DOC] = `
Alias of Tween.start. See Tween.start for usage details.
`
return { Tween, Ease, tween }
return tween

View File

@@ -1,27 +0,0 @@
var dmon = this
dmon.watch[cell.DOC] = `Start watching the root directory, recursively.
This function begins monitoring the specified directory and its subdirectories recursively for events such as file creation, deletion, modification, or movement. Events are queued and can be retrieved by calling poll.
:return: None
:throws: An error if dmon is already watching.
`
dmon.unwatch[cell.DOC] = `Stop watching the currently monitored directory.
This function halts filesystem monitoring for the directory previously set by watch. It clears the watch state, allowing a new watch to be started.
:return: None
:throws: An error if no directory is currently being watched.
`
dmon.poll[cell.DOC] = `Retrieve and process queued filesystem events.
This function dequeues all pending filesystem events and invokes the provided callback for each one. The callback receives an event object with properties: 'action' (string: "create", "delete", "modify", or "move"), 'root' (string: watched directory), 'file' (string: affected file path), and 'old' (string: previous file path for move events, empty if not applicable).
:param callback: A function to call for each event, receiving an event object as its argument.
:return: None
`
return dmon

View File

@@ -40,14 +40,14 @@ function console_rec(line, file, msg) {
var console_mod = cell.hidden.console
var logs = {}
logs.console = function(msg)
globalThis.log = {}
log.console = function(msg)
{
var caller = caller_data(2)
var caller = caller_data(1)
console_mod.print(console_rec(caller.line, caller.file, msg))
}
logs.error = function(msg = new Error())
log.error = function(msg = new Error())
{
var caller = caller_data(4)
@@ -57,21 +57,11 @@ logs.error = function(msg = new Error())
console_mod.print(console_rec(caller.line,caller.file,msg))
}
logs.system = function(msg) {
log.system = function(msg) {
msg = "[SYSTEM] " + msg
log.console(msg)
}
function noop() {}
globalThis.log = new Proxy(logs, {
get(target,prop,receiver) {
if (target[prop])
return (...args) => target[prop](args.join(' '))
return noop
}
})
// Get hidden modules from cell.hidden before stripping it
var hidden = cell.hidden
var actor_mod = hidden.actor
@@ -99,9 +89,11 @@ function disrupt(err)
} else
report_to_overling({type:'stop'})
}
for (var id of underlings)
for (var id of underlings) {
log.console(`calling on ${id} to disrupt too`)
$_.stop(create_actor({id}))
}
if (err) {
log.console(err);
@@ -122,6 +114,7 @@ if (!io.exists('.cell')) {
os.exit(1);
}
var module_alias = {}
var use_cache = {}
var BASEPATH = 'scripts/base' + MOD_EXT
@@ -133,41 +126,47 @@ js.eval(BASEPATH, script)()
var inProgress = {}
var loadingStack = []
function resolve_alias(name) {
while(module_alias[name]) name = module_alias[name]
return name
}
globalThis.use = function use(file, ...args) {
// Check cache first
if (use_cache[file]) {
return use_cache[file]
}
var requested = file
var key = resolve_alias(file)
if (use_cache[key]) return use_cache[key]
// We'll check for circular dependencies after we determine the path
var path = null
var embed_mod = use_embed(requested)
// First check if we're loading from a script and look in its directory
if (loadingStack.length > 0) {
var currentScript = loadingStack[loadingStack.length - 1]
if (currentScript.includes('/')) {
var currentDir = currentScript.substring(0, currentScript.lastIndexOf('/'))
// Try the file name as-is in the current directory
var localPath = currentDir + '/' + file + MOD_EXT
if (io.exists(localPath) && !io.is_directory(localPath)) {
path = localPath
}
if(loadingStack.length > 0) {
var cur = loadingStack[loadingStack.length-1]
if(cur.includes('/')) {
var dir = cur.substring(0,cur.lastIndexOf('/'))
var cand = dir + '/' + requested + MOD_EXT
if(io.exists(cand) && !io.is_directory(cand))
path = cand
}
}
// If not found locally, check the normal path
if (!path && io.exists(file + MOD_EXT) && !io.is_directory(file + MOD_EXT)) {
path = file + MOD_EXT
if(!path) {
var cand = requested + MOD_EXT
if(io.exists(cand) && !io.is_directory(cand))
path = cand
}
// Check if there's an embedded module
var embed_mod = use_embed(file)
// If no script and no embedded module, error
if (!path && !embed_mod) {
if (!path && !embed_mod)
throw new Error(`Module ${file} could not be found`)
}
// — if its purely embedded, well use the requested name as our key —
var canonical = embed_mod
? requested
: io.realdir(path) + '/' + path // or realpath(path)
// If only embedded module exists, return it
if (!path && embed_mod) {
@@ -215,7 +214,7 @@ globalThis.use = function use(file, ...args) {
} else {
// Compile from source
var script = io.slurp(path)
var mod_script = `(function setup_${mod_name}_module(arg){${script};})`
var mod_script = `(function setup_${mod_name}_module(arg, $_){${script};})`
fn = js.compile(path, mod_script)
// Save compiled version to .cell directory
@@ -231,7 +230,7 @@ globalThis.use = function use(file, ...args) {
context.__proto__ = embed_mod
// Call the script - pass embedded module as 'this' if it exists
var ret = fn.call(context, args)
var ret = fn.call(context, args, $_)
// If script doesn't return anything, check if we have embedded module
if (!ret && embed_mod) {
@@ -492,21 +491,12 @@ $_.receiver = function receiver(fn) {
$_.receiver[cell.DOC] = "registers a function that will receive all messages..."
$_.start = function start(cb, program, ...args) {
if (!program) return
var id = guid()
if (args.length == 1 && Array.isArray(args[0]))
args = args[0]
var startup = {
id,
overling: $_,
root,
arg: args,
program
}
greeters[id] = cb
actor_mod.createactor(startup)
if (!program) return
var id = guid()
if (args.length == 1 && Array.isArray(args[0])) args = args[0]
var startup = { id, overling: $_, root, arg: args, program }
greeters[id] = cb
message_queue.push({ startup })
}
$_.stop = function stop(actor) {
@@ -519,7 +509,7 @@ $_.stop = function stop(actor) {
if (!underlings.has(actor[ACTORDATA].id))
throw new Error('Can only call stop on an underling or self.')
sys_msg(actor, "stop")
sys_msg(actor, {kind:"stop"})
}
$_.stop[cell.DOC] = "The stop function stops an underling."
@@ -615,15 +605,25 @@ var message_queue = []
var need_stop = false
function send_messages() {
for (var msg of message_queue)
actor_send(msg.actor,msg.send)
function send_messages() {
// if we've been flagged to stop, bail out before doing anything
if (need_stop) {
disrupt()
message_queue.length = 0
return
}
message_queue.length = 0
if (need_stop)
disrupt()
}
for (var msg of message_queue) {
if (msg.startup) {
// now is the time to actually spin up the actor
actor_mod.createactor(msg.startup)
} else {
actor_send(msg.actor, msg.send)
}
}
message_queue.length = 0
}
var replies = {}
@@ -724,7 +724,6 @@ function handle_actor_disconnect(id) {
function handle_sysym(msg)
{
switch(msg.kind) {
case 'stop':
disrupt("got stop message")

529
scripts/graphics.cm Normal file
View File

@@ -0,0 +1,529 @@
var graphics = this
graphics[cell.DOC] = `
Provides functionality for loading and managing images, fonts, textures, and sprite meshes.
Includes both JavaScript and C-implemented routines for creating geometry buffers, performing
rectangle packing, etc.
`
var renderer_actor = arg?.[0] || null
var io = use('io')
var time = use('time')
var res = use('resources')
var json = use('json')
var os = use('os')
var GPU = Symbol()
var CPU = Symbol()
var LASTUSE = Symbol()
var LOADING = Symbol()
var cache = {}
var pending_gpu_loads = []
graphics.setup = function(renderer)
{
renderer_actor = renderer
// Process any pending GPU loads
if (renderer_actor && pending_gpu_loads.length > 0) {
log.console(`Processing ${pending_gpu_loads.length} pending GPU loads`)
for (var img of pending_gpu_loads) {
img.loadGPU()
}
pending_gpu_loads = []
}
// Also process any cached images that need GPU loading
if (renderer_actor) {
for (var key in cache) {
var img = cache[key]
if (img instanceof graphics.Image && img.cpu && img.gpu == 0) {
img.loadGPU()
}
}
}
}
// Image constructor function
graphics.Image = function(surfaceData) {
// Initialize properties
this.cpu = surfaceData || null;
this.gpu = 0;
this.texture = 0;
this.surface = this.cpu;
this.width = surfaceData?.width || 0;
this.height = surfaceData?.height || 0;
this.rect = {x:0, y:0, width:this.width, height:this.height};
this[LOADING] = false;
this[LASTUSE] = time.number();
// Load GPU texture if renderer is available, otherwise queue it
if (renderer_actor && this.cpu) {
this.loadGPU();
} else if (this.cpu) {
// Queue for later GPU loading when renderer is available
pending_gpu_loads.push(this)
}
}
graphics.Image.prototype.loadGPU = function() {
if (!this[LOADING] && renderer_actor && this.cpu) {
this[LOADING] = true;
var self = this;
send(renderer_actor, {
kind: "renderer",
op: "loadTexture",
data: this.cpu
}, function(response) {
if (response.error) {
log.error("Failed to load texture:")
log.error(response.error)
self[LOADING] = false;
} else {
// Store the full response as texture (has width/height)
self.texture = response;
// Store just the ID as gpu
self.gpu = response.id || response;
decorate_rect_px(self);
self[LOADING] = false;
}
});
}
}
// Add methods to prototype
graphics.Image.prototype.unload_gpu = function() {
this.gpu = 0;
this.texture = 0;
}
graphics.Image.prototype.unload_cpu = function() {
this.cpu = null;
this.surface = null;
}
function calc_image_size(img) {
if (!img.rect) return
if (img.texture) {
return [img.texture.width * img.rect.width, img.texture.height * img.rect.height]
} else if (img.cpu) {
return [img.cpu.width * img.rect.width, img.cpu.height * img.rect.height]
}
return [0, 0]
}
function decorate_rect_px(img) {
// default UV rect is the whole image if none supplied
img.rect ??= {x:0, y:0, width:1, height:1} // [u0,v0,uw,vh] in 0-1
var width = 0, height = 0;
if (img.texture) {
width = img.texture.width;
height = img.texture.height;
} else if (img.cpu) {
width = img.cpu.width;
height = img.cpu.height;
} else {
return;
}
// store pixel-space version: [x, y, w, h] in texels
img.rect_px = {
x:Math.round(img.rect.x * width),
y:Math.round(img.rect.y * height),
width:Math.round(img.rect.width * width),
height:Math.round(img.rect.height * height)
}
}
function make_handle(obj)
{
var img = new graphics.Image(obj);
decorate_rect_px(img);
return img;
}
function wrapSurface(surf, maybeRect){
def h = make_handle(surf);
if(maybeRect) h.rect = maybeRect; /* honour frame sub-rect */
return h;
}
function wrapFrames(arr){ /* [{surface,time,rect}, …] → [{image,time}] */
return arr.map(f => {
// Handle both surface objects and objects with surface property
var surf = f.surface || f;
return {
image: wrapSurface(surf),
time: f.time || 0,
rect: f.rect /* keep for reference */
}
});
}
function makeAnim(frames, loop=true){
return { frames, loop }
}
function decode_image(bytes, ext)
{
switch(ext) {
case 'gif': return graphics.make_gif(bytes) // returns array of surfaces
case 'ase':
case 'aseprite': return graphics.make_aseprite(bytes)
default: return graphics.make_texture(bytes) // returns single surface
}
}
function create_image(path){
try{
def bytes = io.slurpbytes(path);
let raw = decode_image(bytes, path.ext());
/* ── Case A: single surface (from make_texture) ────────────── */
if(raw && raw.width && raw.pixels && !Array.isArray(raw)) {
return new graphics.Image(raw)
}
/* ── Case B: array of surfaces (from make_gif) ────────────── */
if(Array.isArray(raw)) {
// Single frame GIF returns array with one surface
if(raw.length == 1 && !raw[0].time) {
return new graphics.Image(raw[0])
}
// Multiple frames - create animation
return makeAnim(wrapFrames(raw), true);
}
/* ── Case C: ASE helpers returned { animName:{frames,loop}, … } or single frame ── */
if(typeof raw == 'object' && !raw.width) {
// Check if it's a single surface from ASE (single frame, no tags)
if(raw.surface) {
return new graphics.Image(raw.surface)
}
// Check if it's an untagged animation (multiple frames, no tags)
// This happens when ASE has no tags but multiple frames
if(raw.frames && Array.isArray(raw.frames) && raw.loop != null)
return makeAnim(wrapFrames(raw.frames), !!raw.loop);
// Multiple named animations from ASE (with tags)
def anims = {};
for(def [name, anim] of Object.entries(raw)){
if(anim && Array.isArray(anim.frames))
anims[name] = makeAnim(wrapFrames(anim.frames), !!anim.loop);
else if(anim && anim.surface)
anims[name] = new graphics.Image(anim.surface);
}
if(Object.keys(anims).length) return anims;
}
throw new Error('Unsupported image structure from decoder');
}catch(e){
log.error(`Error loading image ${path}: ${e.message}`);
throw e;
}
}
var image = {}
image.dimensions = function() {
var width = 0, height = 0;
if (this.texture) {
width = this.texture.width;
height = this.texture.height;
} else if (this.cpu) {
width = this.cpu.width;
height = this.cpu.height;
}
return [width, height].scale([this.rect[2], this.rect[3]])
}
image.dimensions[cell.DOC] = `
:return: A 2D array [width, height] that is the scaled size of this image (texture size * rect size).
`
var spritesheet
var sheet_frames = []
var sheetsize = 1024
/**
Pack multiple images into a single texture sheet for efficiency.
Currently unimplemented (returns immediately).
*/
function pack_into_sheet(images) {
return
// This code is currently disabled with an immediate return.
// Implementation details commented out below.
}
graphics.is_image = function(obj) {
if (obj.texture && obj.rect) return true
}
graphics.is_image[cell.DOC] = `
:param obj: An object to check.
:return: True if 'obj' has a .texture and a .rect property, indicating it's an image object.
`
graphics.texture_from_data = function(data)
{
if (!(data instanceof ArrayBuffer)) return null
var image = graphics.make_texture(data);
var img = make_handle(image)
if (renderer_actor) img.gpu;
return img;
}
graphics.from_surface = function(id, surf)
{
return make_handle(surf)
}
graphics.from = function(id, data)
{
if (typeof id != 'string')
throw new Error('Expected a string ID')
if (data instanceof ArrayBuffer)
return graphics.texture_from_data(data)
}
graphics.texture = function texture(path) {
if (path instanceof graphics.Image) return path
if (typeof path != 'string')
throw new Error('need a string for graphics.texture')
var parts = path.split(':')
var id = parts[0]
var animName = parts[1]
var frameIndex = parts[2]
// Handle the case where animName is actually a frame index (e.g., "gears:0")
if (animName != null && frameIndex == null && !isNaN(parseInt(animName))) {
frameIndex = parseInt(animName)
animName = null
}
if (!cache[id]) {
var ipath = res.find_image(id)
if (!ipath)
throw new Error(`unknown image ${id}`)
var result = create_image(ipath)
cache[id] = result
}
var cached = cache[id]
// No further path specifiers and no frame index - return the whole thing
if (!animName && frameIndex == null) return cached
// Handle frame index without animation name (e.g., "gears:0")
if (!animName && frameIndex != null) {
// If cached is a single animation (has .frames property)
if (cached.frames && Array.isArray(cached.frames)) {
var idx = parseInt(frameIndex)
if (isNaN(idx)) return cached
// Wrap the index
idx = idx % cached.frames.length
return cached.frames[idx].image
}
// If cached is a single Image, any frame index just returns the image
if (cached instanceof graphics.Image) {
return cached
}
}
// If cached is a single Image, treat it as a single-frame animation
if (cached instanceof graphics.Image) {
if (frameIndex != null) {
// For single images, any frame index just returns the image
return cached
}
// animName without frameIndex for single image - return as single-frame array
return [cached]
}
// If cached is a single animation (has .frames property)
if (cached.frames && Array.isArray(cached.frames)) {
if (frameIndex != null) {
var idx = parseInt(frameIndex)
if (isNaN(idx)) return cached
// Wrap the index
idx = idx % cached.frames.length
return cached.frames[idx].image
}
// Just animation name for single animation - return the animation
return cached
}
// If cached is an object of multiple animations
if (typeof cached == 'object' && !cached.frames) {
var anim = cached[animName]
if (!anim)
throw new Error(`animation ${animName} not found in ${id}`)
if (frameIndex != null) {
var idx = parseInt(frameIndex)
if (isNaN(idx)) return anim
if (anim instanceof graphics.Image) {
// Single image animation - any frame index returns the image
return anim
} else if (anim.frames && Array.isArray(anim.frames)) {
// Multi-frame animation - wrap the index
idx = idx % anim.frames.length
return anim.frames[idx].image
}
}
// Just animation name - return the animation
return anim
}
return cached
}
graphics.texture[cell.DOC] = `
:param path: A string path to an image file or an already-loaded image object.
:return: An image object with {surface, texture, frames?, etc.} depending on the format.
Load or retrieve a cached image, converting it into a GPU texture. If 'path' is already an object, its returned directly.
`
graphics.texture.total_size = function() {
var size = 0
// Not yet implemented, presumably sum of (texture.width * texture.height * 4) for images in RAM
return size
}
graphics.texture.total_size[cell.DOC] = `
:return: The total estimated memory size of all cached textures in RAM, in bytes. (Not yet implemented.)
`
graphics.texture.total_vram = function() {
var vram = 0
// Not yet implemented, presumably sum of GPU memory usage
return vram
}
graphics.texture.total_vram[cell.DOC] = `
:return: The total estimated GPU memory usage of all cached textures, in bytes. (Not yet implemented.)
`
graphics.tex_hotreload = function tex_hotreload(file) {
// Extract just the filename without path and extension
var basename = file.split('/').pop().split('.')[0]
// Check if this basename exists in our cache
if (!(basename in cache)) return
// Find the full path for this image
var fullpath = res.find_image(basename)
if (!fullpath) return
var img = create_image(fullpath)
var oldimg = cache[basename]
// Preserve the GPU texture ID if it exists
var oldGPU = oldimg.gpu
// Update the CPU surface data
oldimg.cpu = img.cpu
oldimg.surface = img.cpu
// Clear GPU texture to force reload
oldimg.gpu = 0
oldimg.texture = 0
oldimg[LOADING] = false
// Update dimensions
if (img.cpu) {
oldimg.width = img.cpu.width
oldimg.height = img.cpu.height
oldimg.rect = {x:0, y:0, width:img.cpu.width, height:img.cpu.height}
decorate_rect_px(oldimg)
}
// If the texture was on GPU, trigger reload
if (oldGPU && renderer_actor) {
oldimg.loadGPU()
}
}
graphics.tex_hotreload[cell.DOC] = `
:param file: The file path that was changed on disk.
:return: None
Reload the image for the given file, updating the cached copy in memory and GPU.
`
/**
Merges specific properties from nv into ov, using an array of property names.
*/
function merge_objects(ov, nv, arr) {
arr.forEach(x => ov[x] = nv[x])
}
/**
Unimplemented function for creating a spritesheet out of multiple images.
*/
function make_spritesheet(paths, width, height) {
return
}
/**
Stores previously loaded fonts. Keyed by e.g. "path.ttf.16" -> fontObject.
*/
var fontcache = {}
var datas = []
graphics.get_font = function get_font(path) {
if (typeof path != 'string') return path
var parts = path.split('.')
var size = 16 // default size
if (!isNaN(parts[1])) {
path = parts[0]
size = Number(parts[1])
}
var fullpath = res.find_font(path)
if (!fullpath) throw new Error(`Cannot load font ${path}`)
var fontstr = `${fullpath}.${size}`
if (fontcache[fontstr]) return fontcache[fontstr]
var data = io.slurpbytes(fullpath)
var font = graphics.make_font(data, size)
// Load font texture via renderer actor (async)
if (renderer_actor) {
send(renderer_actor, {
kind: "renderer",
op: "loadTexture",
data: font.surface
}, function(response) {
if (response.error) {
log.error("Failed to load font texture:", response.error);
} else {
font.texture = response;
}
});
}
fontcache[fontstr] = font
return font
}
graphics.queue_sprite_mesh = function(queue) {
var sprites = queue.filter(x => x.type == 'sprite')
if (sprites.length == 0) return []
var mesh = graphics.make_sprite_mesh(sprites)
for (var i = 0; i < sprites.length; i++) {
sprites[i].mesh = mesh
sprites[i].first_index = i*6
sprites[i].num_indices = 6
}
return [mesh.pos, mesh.uv, mesh.color, mesh.indices]
}
return graphics

View File

@@ -382,7 +382,7 @@ function format_number(num, format) {
default_separation = 0;
default_places = 1;
break;
}
}
if (separation == 0) separation = default_separation;
if (places == 0) places = default_places;
@@ -410,4 +410,10 @@ function format_number(num, format) {
return null;
}
text.base32_to_blob = that.base32_to_blob
text.base64_to_blob = that.base64_to_blob
text.base64url_to_blob = that.base64url_to_blob
text.blob_to_base64 = that.blob_to_base64
text.blob_to_base64url = that.blob_to_base64url
return text;

View File

@@ -11,6 +11,8 @@
#include <sys/stat.h>
#include <time.h>
#include <mimalloc.h>
#ifdef __APPLE__
#include <sys/types.h>
#include <sys/sysctl.h>
@@ -20,10 +22,6 @@
#include <windows.h>
#endif
#if !defined(__APPLE__) && !defined(_WIN32) && !defined(__linux__)
#include <sys/ptrace.h>
#endif
#include <SDL3/SDL_atomic.h>
#define WOTA_IMPLEMENTATION
@@ -119,7 +117,6 @@ void actor_free(cell_rt *actor)
// Delete it out of actors first so it can no longer get messages
SDL_LockMutex(actors_mutex);
shdel(actors, actor->id);
int remaining = shlen(actors);
SDL_UnlockMutex(actors_mutex);
// If in a queue, remove it
@@ -664,7 +661,11 @@ JSValue js_actor_removetimer(JSContext *js, JSValue self, int argc, JSValue *arg
// Wrapper struct to keep the array pointer stable
typedef struct {
#ifdef TRACY_ENABLE
TracyCZoneCtx *arr; // stb_ds dynamic array
#else
void *arr;
#endif
} tracy_stack_t;
// Global TLS ID for the Tracy stack
@@ -695,6 +696,7 @@ static tracy_stack_t *get_tracy_stack(void)
void tracy_call_hook(JSContext *js, JSValue fn)
{
#ifdef TRACY_ENABLE
if (!tracy_profiling_enabled)
return;
@@ -706,16 +708,19 @@ void tracy_call_hook(JSContext *js, JSValue fn)
arrput(stack->arr, ___tracy_emit_zone_begin_alloc(srcloc, 1));
free_js_debug_info(js, &debug);
#endif
}
void tracy_end_hook(JSContext *js, JSValue fn)
{
#ifdef TRACY_ENABLE
if (!tracy_profiling_enabled)
return;
tracy_stack_t *stack = get_tracy_stack();
if (arrlen(stack->arr) > 0)
___tracy_emit_zone_end(arrpop(stack->arr));
#endif
}
void actor_disrupt(cell_rt *crt)
@@ -751,7 +756,6 @@ void script_startup(cell_rt *prt)
JS_AddIntrinsicRegExp(js);
JS_AddIntrinsicJSON(js);
JS_AddIntrinsicMapSet(js);
JS_AddIntrinsicProxy(js);
JS_SetContextOpaque(js, prt);
prt->context = js;
@@ -870,85 +874,12 @@ int main(int argc, char **argv)
int profile_enabled = 0;
int script_start = 1;
/* Check for --script flag - execute script directly without engine */
if (argc > 2 && strcmp(argv[1], "--script") == 0) {
/* Read and execute the script file */
FILE *f = fopen(argv[2], "rb");
if (!f) {
perror("fopen");
return 1;
}
fseek(f, 0, SEEK_END);
long size = ftell(f);
if (size < 0) {
perror("ftell");
fclose(f);
return 1;
}
char *script = malloc(size + 1);
if (!script) {
perror("malloc");
fclose(f);
return 1;
}
rewind(f);
if (fread(script, 1, size, f) != size) {
perror("fread");
free(script);
fclose(f);
return 1;
}
fclose(f);
script[size] = '\0';
/* Create minimal JS runtime */
JSRuntime *rt = JS_NewRuntime();
JSContext *js = JS_NewContextRaw(rt);
/* Add basic intrinsics */
JS_AddIntrinsicBaseObjects(js);
JS_AddIntrinsicEval(js);
JS_AddIntrinsicRegExp(js);
JS_AddIntrinsicJSON(js);
JS_AddIntrinsicMapSet(js);
JS_AddIntrinsicProxy(js);
cell_rt *prt = malloc(sizeof(*prt));
JS_SetContextOpaque(js, prt);
/* Load FFI functions */
ffi_load(js);
/* Execute the script */
JSValue result = JS_Eval(js, script, size, argv[2], 0);
free(script);
/* Check for exceptions */
if (JS_IsException(result)) {
JSValue exp = JS_GetException(js);
const char *str = JS_ToCString(js, exp);
if (str) {
fprintf(stderr, "Exception: %s\n", str);
JS_FreeCString(js, str);
}
JS_FreeValue(js, exp);
}
JS_FreeValue(js, result);
JS_FreeContext(js);
JS_FreeRuntime(rt);
return 0;
}
/* Check for --profile flag */
if (argc > 1 && strcmp(argv[1], "--profile") == 0) {
profile_enabled = 1; script_start = 2;
}
if (!SDL_Init(SDL_INIT_EVENTS)) {
if (!SDL_Init(SDL_INIT_EVENTS | SDL_INIT_GAMEPAD)) {
printf("CRITICAL ERROR: %s\n", SDL_GetError());
exit(1);
}

View File

@@ -7,7 +7,11 @@
#include "qjs_blob.h"
#include "blob.h"
#include <mimalloc.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef struct mi_heap_s mi_heap_t;
/* Letter type for unified message queue */
typedef enum {
@@ -112,5 +116,8 @@ int JS_ArrayLength(JSContext *js, JSValue a);
int prosperon_mount_core(void);
#ifdef __cplusplus
}
#endif
#endif

View File

@@ -78,7 +78,6 @@ struct sFont *MakeFont(void *ttf_buffer, size_t len, int height) {
quad.h = glyph.yoff2-glyph.yoff;
newfont->Characters[c].quad = quad;
newfont->Characters[c].advance = glyph.xadvance;
// printf("glyph for %c is x0,y0,x1,y1: %d,%d,%d,%d\n xoff %g, yoff %g, xadvance %g, xoff2 %g, yoff2 %g\n", c, glyph.x0, glyph.y1, glyph.x1, glyph.y1, glyph.xoff, glyph.yoff, glyph.xadvance, glyph.xoff2, glyph.yoff2);
}
free(bitmap);
@@ -104,7 +103,7 @@ void sdrawCharacter(struct text_vert **buffer, stbtt_packedchar c, HMM_Vec2 curs
arrput(*buffer, vert);
}
void draw_char_verts(struct text_vert **buffer, struct character c, HMM_Vec2 cursor, float scale, colorf color)
void draw_char_verts(struct text_vert **buffer, struct character c, HMM_Vec2 cursor, colorf color)
{
// packedchar has
// Adds four verts: bottom left, bottom right, top left, top right
@@ -160,16 +159,14 @@ const char *esc_color(const char *c, struct rgba *color, struct rgba defc)
return c;
}
// text is a string, font f, size is height in pixels, wrap is how long a line is before wrapping. -1to not wrap
HMM_Vec2 measure_text(const char *text, font *f, float size, float letterSpacing, float wrap)
// text is a string, font f, wrap is how long a line is before wrapping. -1to not wrap
HMM_Vec2 measure_text(const char *text, font *f, float letterSpacing, float wrap)
{
int breakAtWord = 0;
HMM_Vec2 dim = {0};
float maxWidth = 0; // Maximum width of any line
float lineWidth = 0; // Current line width
float scale = size / f->height;
float lineHeight = (f->ascent - f->descent) * scale;
letterSpacing *= scale;
float lineHeight = f->ascent - f->descent;
float height = lineHeight; // Total height
const char *wordStart = text; // Start of the current word for word wrapping
@@ -234,9 +231,9 @@ HMM_Vec2 measure_text(const char *text, font *f, float size, float letterSpacing
return dim;
}
/* pos given in screen coordinates */
struct text_vert *renderText(const char *text, HMM_Vec2 pos, font *f, float scale, colorf color, float wrap) {
struct text_vert *renderText(const char *text, HMM_Vec2 pos, font *f, colorf color, float wrap) {
text_vert *buffer = NULL;
HMM_Vec2 cursor = pos;
float lineHeight = f->ascent - f->descent;
float lineWidth = 0;
@@ -258,7 +255,7 @@ struct text_vert *renderText(const char *text, HMM_Vec2 pos, font *f, float scal
}
if (!isspace(*c))
draw_char_verts(&buffer, chara, cursor, scale, color);
draw_char_verts(&buffer, chara, cursor, color);
lineWidth += chara.advance;
cursor.x += chara.advance;

View File

@@ -57,7 +57,7 @@ typedef struct Character glyph;
void font_free(JSRuntime *rt,font *f);
struct sFont *MakeFont(void *data, size_t len, int height);
struct text_vert *renderText(const char *text, HMM_Vec2 pos, font *f, float scale, colorf color, float wrap);
HMM_Vec2 measure_text(const char *text, font *f, float scale, float letterSpacing, float wrap);
struct text_vert *renderText(const char *text, HMM_Vec2 pos, font *f, colorf color, float wrap);
HMM_Vec2 measure_text(const char *text, font *f, float letterSpacing, float wrap);
#endif

View File

@@ -32,9 +32,9 @@
#include "qjs_blob.h"
#include "qjs_dmon.h"
#include "qjs_enet.h"
#include "qjs_nota.h"
#include "qjs_wota.h"
#include "qjs_enet.h"
#include "qjs_soloud.h"
#include "qjs_qr.h"
#include "qjs_sdl.h"
@@ -60,6 +60,9 @@
#ifndef NSTEAM
#include "qjs_steam.h"
#endif
#ifndef NDISCORD
#include "qjs_discord.h"
#endif
#include <signal.h>
@@ -218,8 +221,6 @@ JSValue __##PROP##__v = JS_GetPropertyStr(JS,VALUE,#ATOM); \
TARGET = js2##TYPE(JS, __##PROP##__v); \
JS_FreeValue(JS,__##PROP##__v); }\
#define JS_SETATOM(JS, TARGET, ATOM, VALUE, TYPE) JS_SetProperty(JS, TARGET, #ATOM, TYPE##2js(JS, VALUE));
int JS_GETBOOL(JSContext *js, JSValue v, const char *prop)
{
JSValue __v = JS_GetPropertyStr(js,v,prop);
@@ -298,31 +299,61 @@ JSValue quads_to_mesh(JSContext *js, text_vert *buffer)
{
size_t verts = arrlen(buffer);
HMM_Vec2 *pos = malloc(arrlen(buffer)*sizeof(HMM_Vec2));
HMM_Vec2 *uv = malloc(arrlen(buffer)*sizeof(HMM_Vec2));
HMM_Vec4 *color = malloc(arrlen(buffer)*sizeof(HMM_Vec4));
JSValue ret = JS_NewObject(js);
// Allocate flat arrays for xy, uv, and color data
size_t xy_size = verts * 2 * sizeof(float);
size_t uv_size = verts * 2 * sizeof(float);
size_t color_size = verts * sizeof(SDL_FColor);
float *xy_data = malloc(xy_size);
float *uv_data = malloc(uv_size);
SDL_FColor *color_data = malloc(color_size);
for (int i = 0; i < arrlen(buffer); i++) {
pos[i] = buffer[i].pos;
uv[i] = buffer[i].uv;
color[i] = buffer[i].color;
// Convert vertex data to flat arrays
for (int i = 0; i < verts; i++) {
xy_data[i*2] = buffer[i].pos.x;
xy_data[i*2+1] = buffer[i].pos.y;
uv_data[i*2] = buffer[i].uv.x;
uv_data[i*2+1] = buffer[i].uv.y;
color_data[i].r = buffer[i].color.x;
color_data[i].g = buffer[i].color.y;
color_data[i].b = buffer[i].color.z;
color_data[i].a = buffer[i].color.w;
}
JSValue jspos = make_gpu_buffer(js, pos, sizeof(HMM_Vec2)*arrlen(buffer), 0, 2,0,0);
JSValue jsuv = make_gpu_buffer(js, uv, sizeof(HMM_Vec2)*arrlen(buffer), 0, 2,0,0);
JSValue jscolor = make_gpu_buffer(js, color, sizeof(HMM_Vec4)*arrlen(buffer), 0, 4,0,0);
size_t quads = verts/4;
size_t count = verts/2*3;
JSValue jsidx = make_quad_indices_buffer(js, quads);
size_t count = quads*6;
// Create indices
uint16_t *indices = malloc(sizeof(uint16_t)*count);
for (int i = 0, v = 0; i < count; i += 6, v += 4) {
indices[i] = v;
indices[i+1] = v+2;
indices[i+2] = v+1;
indices[i+3] = v+2;
indices[i+4] = v+3;
indices[i+5] = v+1;
}
JSValue ret = JS_NewObject(js);
JS_SetPropertyStr(js, ret, "pos", jspos);
JS_SetPropertyStr(js, ret, "uv", jsuv);
JS_SetPropertyStr(js, ret, "color", jscolor);
JS_SetPropertyStr(js, ret, "indices", jsidx);
JS_SetPropertyStr(js, ret, "vertices", number2js(js, verts));
JS_SetPropertyStr(js,ret,"num_indices", number2js(js,count));
// Create blobs for geometry data
JS_SetPropertyStr(js, ret, "xy", js_new_blob_stoned_copy(js, xy_data, xy_size));
JS_SetPropertyStr(js, ret, "xy_stride", JS_NewInt32(js, 2 * sizeof(float)));
JS_SetPropertyStr(js, ret, "uv", js_new_blob_stoned_copy(js, uv_data, uv_size));
JS_SetPropertyStr(js, ret, "uv_stride", JS_NewInt32(js, 2 * sizeof(float)));
JS_SetPropertyStr(js, ret, "color", js_new_blob_stoned_copy(js, color_data, color_size));
JS_SetPropertyStr(js, ret, "color_stride", JS_NewInt32(js, sizeof(SDL_FColor)));
JS_SetPropertyStr(js, ret, "indices", js_new_blob_stoned_copy(js, indices, sizeof(uint16_t)*count));
JS_SetPropertyStr(js, ret, "num_vertices", JS_NewInt32(js, verts));
JS_SetPropertyStr(js, ret, "num_indices", JS_NewInt32(js, count));
JS_SetPropertyStr(js, ret, "size_indices", JS_NewInt32(js, 2)); // uint16_t size
free(xy_data);
free(uv_data);
free(color_data);
free(indices);
return ret;
}
@@ -381,17 +412,37 @@ typedef HMM_Vec4 colorf;
colorf js2color(JSContext *js,JSValue v) {
if (JS_IsNull(v)) return (colorf){1,1,1,1};
JSValue c[4];
for (int i = 0; i < 4; i++) c[i] = JS_GetPropertyUint32(js,v,i);
float a = JS_IsNull(c[3]) ? 1.0 : js2number(js,c[3]);
colorf color = {
.r = js2number(js,c[0]),
.g = js2number(js,c[1]),
.b = js2number(js,c[2]),
.a = a,
};
for (int i = 0; i < 4; i++) JS_FreeValue(js,c[i]);
colorf color = {1,1,1,1}; // Default to white
if (JS_IsArray(js, v)) {
// Handle array format: [r, g, b, a]
JSValue c[4];
for (int i = 0; i < 4; i++) c[i] = JS_GetPropertyUint32(js,v,i);
color.r = js2number(js,c[0]);
color.g = js2number(js,c[1]);
color.b = js2number(js,c[2]);
color.a = JS_IsNull(c[3]) ? 1.0 : js2number(js,c[3]);
for (int i = 0; i < 4; i++) JS_FreeValue(js,c[i]);
} else if (JS_IsObject(v)) {
// Handle object format: {r, g, b, a}
JSValue r_val = JS_GetPropertyStr(js, v, "r");
JSValue g_val = JS_GetPropertyStr(js, v, "g");
JSValue b_val = JS_GetPropertyStr(js, v, "b");
JSValue a_val = JS_GetPropertyStr(js, v, "a");
color.r = JS_IsNull(r_val) ? 1.0 : js2number(js, r_val);
color.g = JS_IsNull(g_val) ? 1.0 : js2number(js, g_val);
color.b = JS_IsNull(b_val) ? 1.0 : js2number(js, b_val);
color.a = JS_IsNull(a_val) ? 1.0 : js2number(js, a_val);
JS_FreeValue(js, r_val);
JS_FreeValue(js, g_val);
JS_FreeValue(js, b_val);
JS_FreeValue(js, a_val);
}
return color;
}
@@ -409,8 +460,23 @@ JSValue color2js(JSContext *js, colorf color)
HMM_Vec2 js2vec2(JSContext *js,JSValue v)
{
HMM_Vec2 v2;
v2.X = js_getnum_uint32(js,v,0);
v2.Y = js_getnum_uint32(js,v,1);
// Check if it's an array
if (JS_IsArray(js, v)) {
v2.X = js_getnum_uint32(js,v,0);
v2.Y = js_getnum_uint32(js,v,1);
} else {
// Try to get x,y properties from object
JSValue x_val = JS_GetPropertyStr(js, v, "x");
JSValue y_val = JS_GetPropertyStr(js, v, "y");
v2.X = js2number(js, x_val);
v2.Y = js2number(js, y_val);
JS_FreeValue(js, x_val);
JS_FreeValue(js, y_val);
}
return v2;
}
@@ -589,10 +655,10 @@ HMM_Vec2 transform_point(SDL_Renderer *ren, HMM_Vec2 in, HMM_Mat3 *t)
JSValue rect2js(JSContext *js,rect rect) {
JSValue obj = JS_NewObject(js);
JS_SETATOM(js, obj, x, rect.x, number);
JS_SETATOM(js, obj, y, rect.y, number);
JS_SETATOM(js, obj, width, rect.w, number);
JS_SETATOM(js, obj, height, rect.h, number);
JS_SetPropertyStr(js, obj, "x", number2js(js, rect.x));
JS_SetPropertyStr(js, obj, "y", number2js(js, rect.y));
JS_SetPropertyStr(js, obj, "width", number2js(js, rect.w));
JS_SetPropertyStr(js, obj, "height", number2js(js, rect.h));
return obj;
}
@@ -679,13 +745,11 @@ int point2segindex(HMM_Vec2 p, HMM_Vec2 *segs, double slop) {
JSC_CCALL(os_make_text_buffer,
const char *s = JS_ToCString(js, argv[0]);
rect rectpos = js2rect(js,argv[1]);
float size = js2number(js,argv[2]);
font *f = js2font(js,argv[5]);
if (!size) size = f->height;
colorf c = js2color(js,argv[3]);
int wrap = js2number(js,argv[4]);
font *f = js2font(js,argv[4]);
colorf c = js2color(js,argv[2]);
int wrap = js2number(js,argv[3]);
HMM_Vec2 startpos = {.x = rectpos.x, .y = rectpos.y };
text_vert *buffer = renderText(s, startpos, f, size, c, wrap);
text_vert *buffer = renderText(s, startpos, f, c, wrap);
ret = quads_to_mesh(js,buffer);
JS_FreeCString(js, s);
arrfree(buffer);
@@ -982,13 +1046,13 @@ JSC_GET(font, height, number)
JSC_GET(font, ascent, number)
JSC_GET(font, descent, number)
JSC_SCALL(font_text_size,
font *f = js2font(js,self);
float size = js2number(js,argv[0]);
if (!size) size = f->height;
float letterSpacing = js2number(js,argv[1]);
float wrap = js2number(js,argv[2]);
ret = vec22js(js,measure_text(str, f, size, letterSpacing, wrap));
JSC_CCALL(graphics_font_text_size,
font *f = js2font(js,argv[0]);
const char *str = JS_ToCString(js, argv[1]);
float letterSpacing = js2number(js,argv[2]);
float wrap = js2number(js,argv[3]);
ret = vec22js(js,measure_text(str, f, letterSpacing, wrap));
JS_FreeCString(js, str);
)
static const JSCFunctionListEntry js_font_funcs[] = {
@@ -996,7 +1060,6 @@ static const JSCFunctionListEntry js_font_funcs[] = {
MIST_GET(font, height),
MIST_GET(font, ascent),
MIST_GET(font, descent),
MIST_FUNC_DEF(font, text_size, 3),
};
// input: (encoded image data of jpg, png, bmp, tiff)
@@ -1045,28 +1108,16 @@ JSC_CCALL(os_make_gif,
int height;
void *pixels = stbi_load_gif_from_memory(raw, rawlen, &delays, &width, &height, &frames, &n, 4);
JSValue gif = JS_NewObject(js);
ret = gif;
if (frames == 1) {
// still image, so return surface data object
JSValue surfData = JS_NewObject(js);
JS_SetPropertyStr(js, surfData, "width", JS_NewInt32(js, width));
JS_SetPropertyStr(js, surfData, "height", JS_NewInt32(js, height));
JS_SetPropertyStr(js, surfData, "format", JS_NewString(js, "rgba32"));
JS_SetPropertyStr(js, surfData, "pitch", JS_NewInt32(js, width*4));
JS_SetPropertyStr(js, surfData, "pixels", js_new_blob_stoned_copy(js, pixels, width*height*4));
JS_SetPropertyStr(js, gif, "surface", surfData);
return gif;
if (!pixels) {
return JS_ThrowReferenceError(js, "Failed to decode GIF: %s", stbi_failure_reason());
}
JSValue delay_arr = JS_NewArray(js);
// Always return an array of surfaces, even for single frame
JSValue surface_array = JS_NewArray(js);
ret = surface_array;
for (int i = 0; i < frames; i++) {
JSValue frame = JS_NewObject(js);
JS_SetPropertyStr(js, frame, "time", number2js(js,(float)delays[i]/1000.0));
// Create surface data object instead of SDL_Surface
// Create surface data object
JSValue surfData = JS_NewObject(js);
JS_SetPropertyStr(js, surfData, "width", JS_NewInt32(js, width));
JS_SetPropertyStr(js, surfData, "height", JS_NewInt32(js, height));
@@ -1076,15 +1127,17 @@ JSC_CCALL(os_make_gif,
void *frame_pixels = (unsigned char*)pixels+(width*height*4*i);
JS_SetPropertyStr(js, surfData, "pixels", js_new_blob_stoned_copy(js, frame_pixels, width*height*4));
JS_SetPropertyStr(js, frame, "surface", surfData);
JS_SetPropertyUint32(js, delay_arr, i, frame);
// Add time property for animation frames
if (frames > 1 && delays) {
JS_SetPropertyStr(js, surfData, "time", number2js(js,(float)delays[i]/1000.0));
}
JS_SetPropertyUint32(js, surface_array, i, surfData);
}
JS_SetPropertyStr(js, gif, "frames", delay_arr);
CLEANUP:
free(delays);
free(pixels);
if (delays) free(delays);
if (pixels) free(pixels);
)
JSValue aseframe2js(JSContext *js, ase_frame_t aframe)
@@ -1120,6 +1173,19 @@ JSC_CCALL(os_make_aseprite,
JSValue obj = aseframe2js(js,ase->frames[0]);
cute_aseprite_free(ase);
return obj;
} else {
// Multiple frames but no tags - create a simple animation
JSValue obj = JS_NewObject(js);
JSValue frames = JS_NewArray(js);
for (int f = 0; f < ase->frame_count; f++) {
JSValue frame = aseframe2js(js,ase->frames[f]);
JS_SetPropertyUint32(js, frames, f, frame);
}
JS_SetPropertyStr(js, obj, "frames", frames);
JS_SetPropertyStr(js, obj, "loop", JS_NewBool(js, true));
ret = obj;
cute_aseprite_free(ase);
return ret;
}
}
@@ -1459,7 +1525,7 @@ JSC_CCALL(graphics_save_jpg,
)
static const JSCFunctionListEntry js_graphics_funcs[] = {
MIST_FUNC_DEF(os, make_text_buffer, 6),
MIST_FUNC_DEF(os, make_text_buffer, 5),
MIST_FUNC_DEF(os, rectpack, 3),
MIST_FUNC_DEF(os, make_texture, 1),
MIST_FUNC_DEF(os, make_gif, 1),
@@ -1470,6 +1536,7 @@ static const JSCFunctionListEntry js_graphics_funcs[] = {
MIST_FUNC_DEF(graphics, hsl_to_rgb, 3),
MIST_FUNC_DEF(graphics, save_png, 4),
MIST_FUNC_DEF(graphics, save_jpg, 4),
MIST_FUNC_DEF(graphics, font_text_size, 4),
};
static const JSCFunctionListEntry js_video_funcs[] = {
@@ -1546,8 +1613,9 @@ JSC_CCALL(os_value_id,
#include "qjs_wota.h"
#include "qjs_socket.h"
#include "qjs_nota.h"
#include "qjs_layout.h"
//JSValue js_imgui_use(JSContext *js);
JSValue js_imgui_use(JSContext *js);
#define MISTLINE(NAME) (ModuleEntry){#NAME, js_##NAME##_use}
void ffi_load(JSContext *js)
@@ -1574,18 +1642,22 @@ void ffi_load(JSContext *js)
arrput(rt->module_registry, MISTLINE(http));
arrput(rt->module_registry, MISTLINE(crypto));
arrput(rt->module_registry, MISTLINE(miniz));
arrput(rt->module_registry, MISTLINE(num));
// arrput(rt->module_registry, MISTLINE(num));
arrput(rt->module_registry, MISTLINE(kim));
arrput(rt->module_registry, MISTLINE(utf8));
arrput(rt->module_registry, MISTLINE(fit));
arrput(rt->module_registry, MISTLINE(text));
arrput(rt->module_registry, MISTLINE(wota));
arrput(rt->module_registry, MISTLINE(nota));
// power user
arrput(rt->module_registry, MISTLINE(js));
arrput(rt->module_registry, MISTLINE(debug));
#ifndef __EMSCRIPTEN__
arrput(rt->module_registry, MISTLINE(dmon));
#endif
arrput(rt->module_registry, MISTLINE(util));
// prosperon
@@ -1598,6 +1670,7 @@ void ffi_load(JSContext *js)
arrput(rt->module_registry, MISTLINE(graphics));
arrput(rt->module_registry, MISTLINE(video));
arrput(rt->module_registry, MISTLINE(soloud));
arrput(rt->module_registry, MISTLINE(layout));
// arrput(rt->module_registry, MISTLINE(imgui));
arrput(rt->module_registry, ((ModuleEntry){"camera", js_camera_use}));
@@ -1606,10 +1679,16 @@ void ffi_load(JSContext *js)
arrput(rt->module_registry, MISTLINE(sprite));
arrput(rt->module_registry, MISTLINE(transform));
arrput(rt->module_registry, MISTLINE(imgui));
#ifndef NSTEAM
arrput(rt->module_registry, MISTLINE(steam));
#endif
#ifndef NDISCORD
arrput(rt->module_registry, MISTLINE(discord));
#endif
JSValue globalThis = JS_GetGlobalObject(js);
JSValue prosp = JS_NewObject(js);
@@ -1635,7 +1714,10 @@ void ffi_load(JSContext *js)
JS_SetPropertyStr(js, hidden_fn, "wota", js_wota_use(js));
JS_SetPropertyStr(js, hidden_fn, "console", js_console_use(js));
JS_SetPropertyStr(js, hidden_fn, "nota", js_nota_use(js));
#ifndef __EMSCRIPTEN__
JS_SetPropertyStr(js, hidden_fn, "enet", js_enet_use(js));
#endif
// Add functions that should only be accessible to engine.js
JS_SetPropertyStr(js, hidden_fn, "use_dyn", JS_NewCFunction(js, js_os_use_dyn, "use_dyn", 1));

1196
source/layout.h Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -4,6 +4,10 @@
#include "cell.h"
#include "blob.h"
#ifdef __cplusplus
extern "C" {
#endif
JSValue js_blob_use(JSContext *ctx);
// makes a new stone blob from data, copying the data over
@@ -14,4 +18,8 @@ void *js_get_blob_data(JSContext *js, size_t *size, JSValue v);
int js_is_blob(JSContext *js, JSValue v);
#ifdef __cplusplus
}
#endif
#endif

344
source/qjs_discord.cpp Normal file
View File

@@ -0,0 +1,344 @@
#ifndef NDISCORD
// Include C headers first to get types
#include "qjs_discord.h"
#include "jsffi.h"
#include "qjs_blob.h"
// C++ headers
#define DISCORDPP_IMPLEMENTATION
#include <optional>
#include <discordpp.h>
#include <string.h>
#include <memory>
// Discord client wrapper
static std::shared_ptr<discordpp::Client> discord_client = nullptr;
static bool discord_initialized = false;
static bool discord_ready = false;
extern "C" {
// DISCORD INITIALIZATION
JSC_CCALL(discord_init,
if (discord_initialized) {
return JS_NewBool(js, true);
}
try {
discord_client = std::make_shared<discordpp::Client>();
discord_initialized = true;
return JS_NewBool(js, true);
} catch (const std::exception& e) {
return JS_ThrowInternalError(js, "Failed to initialize Discord client: %s", e.what());
}
)
JSC_CCALL(discord_shutdown,
if (discord_initialized && discord_client) {
discord_client.reset();
discord_initialized = false;
discord_ready = false;
}
return JS_NULL;
)
JSC_CCALL(discord_run_callbacks,
if (discord_initialized && discord_client) {
discordpp::RunCallbacks();
}
return JS_NULL;
)
// LOGGING CALLBACKS
static JSValue js_log_callback = JS_NULL;
static JSContext *js_log_context = nullptr;
static void discord_log_callback(std::string message, discordpp::LoggingSeverity severity) {
if (!JS_IsNull(js_log_callback) && js_log_context) {
const char* severity_str;
switch (severity) {
case discordpp::LoggingSeverity::Verbose: severity_str = "verbose"; break;
case discordpp::LoggingSeverity::Info: severity_str = "info"; break;
case discordpp::LoggingSeverity::Warning: severity_str = "warning"; break;
case discordpp::LoggingSeverity::Error: severity_str = "error"; break;
default: severity_str = "unknown"; break;
}
JSValue args[2];
args[0] = JS_NewString(js_log_context, message.c_str());
args[1] = JS_NewString(js_log_context, severity_str);
JSValue ret = JS_Call(js_log_context, js_log_callback, JS_NULL, 2, args);
JS_FreeValue(js_log_context, args[0]);
JS_FreeValue(js_log_context, args[1]);
if (JS_IsException(ret)) {
JS_GetException(js_log_context);
}
JS_FreeValue(js_log_context, ret);
}
}
JSC_CCALL(discord_add_log_callback,
if (!discord_client) return JS_ThrowInternalError(js, "Discord not initialized");
if (!JS_IsNull(js_log_callback)) {
JS_FreeValue(js, js_log_callback);
}
js_log_callback = JS_DupValue(js, argv[0]);
js_log_context = js;
discordpp::LoggingSeverity severity_level = discordpp::LoggingSeverity::Info;
if (argc > 1) {
int32_t severity_int;
JS_ToInt32(js, &severity_int, argv[1]);
severity_level = (discordpp::LoggingSeverity)severity_int;
}
discord_client->AddLogCallback(discord_log_callback, severity_level);
return JS_NULL;
)
// STATUS CALLBACKS
static JSValue js_status_callback = JS_NULL;
static JSContext *js_status_context = nullptr;
static void discord_status_callback(discordpp::Client::Status status, discordpp::Client::Error error, int32_t errorDetail) {
if (!JS_IsNull(js_status_callback) && js_status_context) {
std::string status_str_cpp = discordpp::Client::StatusToString(status);
std::string error_str_cpp = discordpp::Client::ErrorToString(error);
const char* status_str = status_str_cpp.c_str();
const char* error_str = error_str_cpp.c_str();
JSValue args[3];
args[0] = JS_NewString(js_status_context, status_str);
args[1] = JS_NewString(js_status_context, error_str);
args[2] = JS_NewInt32(js_status_context, errorDetail);
JSValue ret = JS_Call(js_status_context, js_status_callback, JS_NULL, 3, args);
JS_FreeValue(js_status_context, args[0]);
JS_FreeValue(js_status_context, args[1]);
JS_FreeValue(js_status_context, args[2]);
if (JS_IsException(ret)) {
JS_GetException(js_status_context);
}
JS_FreeValue(js_status_context, ret);
discord_ready = (status == discordpp::Client::Status::Ready);
}
}
JSC_CCALL(discord_set_status_callback,
if (!discord_client) return JS_ThrowInternalError(js, "Discord not initialized");
if (!JS_IsNull(js_status_callback)) {
JS_FreeValue(js, js_status_callback);
}
js_status_callback = JS_DupValue(js, argv[0]);
js_status_context = js;
discord_client->SetStatusChangedCallback(discord_status_callback);
return JS_NULL;
)
// CONNECTIONS (simplified)
JSC_CCALL(discord_connect,
if (!discord_client) return JS_ThrowInternalError(js, "Discord not initialized");
try {
discord_client->Connect();
return JS_NULL;
} catch (const std::exception& e) {
return JS_ThrowInternalError(js, "Connect failed: %s", e.what());
}
)
// RELATIONSHIPS (Friends)
JSC_CCALL(discord_get_relationships,
if (!discord_client) return JS_ThrowInternalError(js, "Discord not initialized");
if (!discord_ready) return JS_ThrowInternalError(js, "Discord not ready");
try {
auto relationships = discord_client->GetRelationships();
JSValue arr = JS_NewArray(js);
int index = 0;
for (const auto& rel : relationships) {
JSValue obj = JS_NewObject(js);
JS_SetPropertyStr(js, obj, "id", JS_NewString(js, std::to_string(rel.Id()).c_str()));
auto user_opt = rel.User();
if (user_opt.has_value()) {
auto user = user_opt.value();
JS_SetPropertyStr(js, obj, "username", JS_NewString(js, user.Username().c_str()));
JS_SetPropertyStr(js, obj, "display_name", JS_NewString(js, user.DisplayName().c_str()));
auto avatar_opt = user.Avatar();
if (avatar_opt.has_value()) {
JS_SetPropertyStr(js, obj, "avatar", JS_NewString(js, avatar_opt.value().c_str()));
} else {
JS_SetPropertyStr(js, obj, "avatar", JS_NewString(js, ""));
}
JS_SetPropertyStr(js, obj, "status", JS_NewInt32(js, (int)user.Status()));
}
JS_SetPropertyUint32(js, arr, index++, obj);
}
return arr;
} catch (const std::exception& e) {
return JS_ThrowInternalError(js, "Get relationships failed: %s", e.what());
}
)
// RICH PRESENCE (simplified)
JSC_CCALL(discord_update_rich_presence,
if (!discord_client) return JS_ThrowInternalError(js, "Discord not initialized");
if (!discord_ready) return JS_ThrowInternalError(js, "Discord not ready");
JSValue activity_obj = argv[0];
JSValue callback = argv[1];
try {
discordpp::Activity activity;
// Get activity type
JSValue type_val = JS_GetPropertyStr(js, activity_obj, "type");
if (!JS_IsNull(type_val)) {
int32_t type;
JS_ToInt32(js, &type, type_val);
activity.SetType((discordpp::ActivityTypes)type);
}
JS_FreeValue(js, type_val);
// Get state
JSValue state_val = JS_GetPropertyStr(js, activity_obj, "state");
if (!JS_IsNull(state_val)) {
const char *state = JS_ToCString(js, state_val);
if (state) {
activity.SetState(state);
JS_FreeCString(js, state);
}
}
JS_FreeValue(js, state_val);
// Get details
JSValue details_val = JS_GetPropertyStr(js, activity_obj, "details");
if (!JS_IsNull(details_val)) {
const char *details = JS_ToCString(js, details_val);
if (details) {
activity.SetDetails(details);
JS_FreeCString(js, details);
}
}
JS_FreeValue(js, details_val);
// Store callback for later use
static JSValue presence_callback = JS_NULL;
static JSContext *presence_context = nullptr;
if (!JS_IsNull(presence_callback)) {
JS_FreeValue(presence_context, presence_callback);
}
presence_callback = JS_DupValue(js, callback);
presence_context = js;
discord_client->UpdateRichPresence(activity, [](discordpp::ClientResult result) {
if (presence_context && !JS_IsNull(presence_callback)) {
JSValue args[1];
args[0] = JS_NewBool(presence_context, result.Successful());
JSValue ret = JS_Call(presence_context, presence_callback, JS_NULL, 1, args);
JS_FreeValue(presence_context, args[0]);
if (JS_IsException(ret)) {
JS_GetException(presence_context);
}
JS_FreeValue(presence_context, ret);
}
});
return JS_NULL;
} catch (const std::exception& e) {
return JS_ThrowInternalError(js, "Update rich presence failed: %s", e.what());
}
)
JSC_CCALL(discord_clear_rich_presence,
if (!discord_client) return JS_ThrowInternalError(js, "Discord not initialized");
if (!discord_ready) return JS_ThrowInternalError(js, "Discord not ready");
try {
discord_client->ClearRichPresence();
return JS_NULL;
} catch (const std::exception& e) {
return JS_ThrowInternalError(js, "Clear rich presence failed: %s", e.what());
}
)
// UTILITIES
JSC_CCALL(discord_get_default_presence_scopes,
std::string scopes = discordpp::Client::GetDefaultPresenceScopes();
return JS_NewString(js, scopes.c_str());
)
// Get SDK version
JSC_CCALL(discord_get_version,
return JS_NewString(js, "Discord Social SDK C++ v1.0");
)
// Check if ready
JSC_CCALL(discord_is_ready,
return JS_NewBool(js, discord_ready);
)
// Activity Types Constants
JSC_CCALL(discord_activity_types,
JSValue obj = JS_NewObject(js);
JS_SetPropertyStr(js, obj, "Playing", JS_NewInt32(js, (int)discordpp::ActivityTypes::Playing));
JS_SetPropertyStr(js, obj, "Streaming", JS_NewInt32(js, (int)discordpp::ActivityTypes::Streaming));
JS_SetPropertyStr(js, obj, "Listening", JS_NewInt32(js, (int)discordpp::ActivityTypes::Listening));
JS_SetPropertyStr(js, obj, "Watching", JS_NewInt32(js, (int)discordpp::ActivityTypes::Watching));
JS_SetPropertyStr(js, obj, "Competing", JS_NewInt32(js, (int)discordpp::ActivityTypes::Competing));
return obj;
)
// Function list for Discord module - simplified set
static const JSCFunctionListEntry js_discord_funcs[] = {
// Core functions
JS_CFUNC_DEF("init", 0, js_discord_init),
JS_CFUNC_DEF("shutdown", 0, js_discord_shutdown),
JS_CFUNC_DEF("run_callbacks", 0, js_discord_run_callbacks),
// Callbacks
JS_CFUNC_DEF("add_log_callback", 2, js_discord_add_log_callback),
JS_CFUNC_DEF("set_status_callback", 1, js_discord_set_status_callback),
// Connection
JS_CFUNC_DEF("connect", 0, js_discord_connect),
// Relationships
JS_CFUNC_DEF("get_relationships", 0, js_discord_get_relationships),
// Rich Presence
JS_CFUNC_DEF("update_rich_presence", 2, js_discord_update_rich_presence),
JS_CFUNC_DEF("clear_rich_presence", 0, js_discord_clear_rich_presence),
// Utilities
JS_CFUNC_DEF("get_default_presence_scopes", 0, js_discord_get_default_presence_scopes),
JS_CFUNC_DEF("get_version", 0, js_discord_get_version),
JS_CFUNC_DEF("is_ready", 0, js_discord_is_ready),
JS_CFUNC_DEF("activity_types", 0, js_discord_activity_types),
};
JSValue js_discord_use(JSContext *js) {
JSValue mod = JS_NewObject(js);
JS_SetPropertyFunctionList(js, mod, js_discord_funcs, sizeof(js_discord_funcs) / sizeof(js_discord_funcs[0]));
return mod;
}
} // extern "C"
#endif // !NDISCORD

16
source/qjs_discord.h Normal file
View File

@@ -0,0 +1,16 @@
#ifndef QJS_DISCORD_H
#define QJS_DISCORD_H
#include "quickjs.h"
#ifdef __cplusplus
extern "C" {
#endif
JSValue js_discord_use(JSContext *js);
#ifdef __cplusplus
}
#endif
#endif // QJS_DISCORD_H

View File

@@ -111,6 +111,7 @@ JSValue js_dmon_poll(JSContext *js, JSValueConst this_val, int argc, JSValueCons
JS_SetPropertyStr(js, jsevent, "file", JS_NewString(js, event.filepath));
JS_SetPropertyStr(js, jsevent, "old", JS_NewString(js, event.oldfilepath));
JS_Call(js, argv[0], JS_NULL, 1, &jsevent);
JS_FreeValue(js, jsevent);
}
return JS_NULL;
}

View File

@@ -3,14 +3,27 @@
#include "jsffi.h"
#include <fcntl.h>
#include <unistd.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <dirent.h>
#include <stdlib.h>
#include <errno.h>
#include <stdio.h>
#ifdef _WIN32
#include <io.h>
#include <direct.h>
#define mkdir(path, mode) _mkdir(path)
#define rmdir _rmdir
#define getcwd _getcwd
#define PATH_MAX _MAX_PATH
#define fsync(fd) _commit(fd)
#define S_ISLNK(m) 0
#define S_ISSOCK(m) 0
#else
#include <unistd.h>
#include <dirent.h>
#endif
// Helper to convert JS value to file descriptor
static int js2fd(JSContext *ctx, JSValueConst val)
{
@@ -180,8 +193,13 @@ JSC_CCALL(fd_fstat,
JS_SetPropertyStr(js, obj, "ino", JS_NewInt64(js, st.st_ino));
JS_SetPropertyStr(js, obj, "dev", JS_NewInt32(js, st.st_dev));
JS_SetPropertyStr(js, obj, "rdev", JS_NewInt32(js, st.st_rdev));
#ifndef _WIN32
JS_SetPropertyStr(js, obj, "blksize", JS_NewInt32(js, st.st_blksize));
JS_SetPropertyStr(js, obj, "blocks", JS_NewInt64(js, st.st_blocks));
#else
JS_SetPropertyStr(js, obj, "blksize", JS_NewInt32(js, 4096));
JS_SetPropertyStr(js, obj, "blocks", JS_NewInt64(js, st.st_size / 512));
#endif
// Add boolean properties for file type
JS_SetPropertyStr(js, obj, "isFile", JS_NewBool(js, S_ISREG(st.st_mode)));

View File

@@ -812,11 +812,25 @@ JSC_CCALL(geometry_tilemap_to_data,
// Get tilemap properties
double offset_x, offset_y, size_x, size_y;
double pos_x = 0, pos_y = 0;
JS_GETPROP(js, offset_x, tilemap_obj, offset_x, number)
JS_GETPROP(js, offset_y, tilemap_obj, offset_y, number)
JS_GETPROP(js, size_x, tilemap_obj, size_x, number)
JS_GETPROP(js, size_y, tilemap_obj, size_y, number)
// Get position properties (optional, default to 0)
JSValue pos_x_val = JS_GetPropertyStr(js, tilemap_obj, "pos_x");
if (!JS_IsNull(pos_x_val)) {
JS_ToFloat64(js, &pos_x, pos_x_val);
}
JS_FreeValue(js, pos_x_val);
JSValue pos_y_val = JS_GetPropertyStr(js, tilemap_obj, "pos_y");
if (!JS_IsNull(pos_y_val)) {
JS_ToFloat64(js, &pos_y, pos_y_val);
}
JS_FreeValue(js, pos_y_val);
JSValue tiles_array = JS_GetPropertyStr(js, tilemap_obj, "tiles");
if (!JS_IsArray(js, tiles_array)) {
JS_FreeValue(js, tiles_array);
@@ -867,8 +881,11 @@ JSC_CCALL(geometry_tilemap_to_data,
JSValue tile = JS_GetPropertyUint32(js, col, y);
if (!JS_IsNull(tile) && !JS_IsNull(tile)) {
// Calculate world position
float world_x = (x + offset_x) * size_x;
float world_y = (y + offset_y) * size_y;
// x and y are array indices, need to convert to logical coordinates
float logical_x = x + offset_x;
float logical_y = y + offset_y;
float world_x = logical_x * size_x + pos_x;
float world_y = logical_y * size_y + pos_y;
// Set vertex positions (4 corners of the tile)
int base = vertex_idx * 2;
@@ -954,6 +971,353 @@ JSC_CCALL(geometry_tilemap_to_data,
free(index_data);
)
JSC_CCALL(geometry_sprites_to_data,
JSValue sprites_array = argv[0];
if (!JS_IsArray(js, sprites_array)) {
return JS_ThrowTypeError(js, "sprites must be an array");
}
int sprite_count = JS_ArrayLength(js, sprites_array);
if (sprite_count == 0) {
return JS_NewObject(js);
}
// Allocate buffers - 4 vertices per sprite
int vertex_count = sprite_count * 4;
int index_count = sprite_count * 6;
float *xy_data = malloc(vertex_count * 2 * sizeof(float));
float *uv_data = malloc(vertex_count * 2 * sizeof(float));
SDL_FColor *color_data = malloc(vertex_count * sizeof(SDL_FColor));
uint16_t *index_data = malloc(index_count * sizeof(uint16_t));
// Generate vertices
int vertex_idx = 0;
int index_idx = 0;
for (int i = 0; i < sprite_count; i++) {
JSValue sprite = JS_GetPropertyUint32(js, sprites_array, i);
// Get sprite properties
JSValue pos_val = JS_GetPropertyStr(js, sprite, "pos");
JSValue texture_val = JS_GetPropertyStr(js, sprite, "texture");
JSValue color_val = JS_GetPropertyStr(js, sprite, "color");
double width = 32, height = 32, anchor_x = 0.5, anchor_y = 0.5;
// Try to get width/height from sprite first, otherwise use texture dimensions
JSValue width_val = JS_GetPropertyStr(js, sprite, "width");
if (!JS_IsNull(width_val)) {
JS_ToFloat64(js, &width, width_val);
} else if (!JS_IsNull(texture_val)) {
// Get width from texture
JSValue texture_width = JS_GetPropertyStr(js, texture_val, "width");
if (!JS_IsNull(texture_width)) {
JS_ToFloat64(js, &width, texture_width);
}
JS_FreeValue(js, texture_width);
}
JS_FreeValue(js, width_val);
JSValue height_val = JS_GetPropertyStr(js, sprite, "height");
if (!JS_IsNull(height_val)) {
JS_ToFloat64(js, &height, height_val);
} else if (!JS_IsNull(texture_val)) {
// Get height from texture
JSValue texture_height = JS_GetPropertyStr(js, texture_val, "height");
if (!JS_IsNull(texture_height)) {
JS_ToFloat64(js, &height, texture_height);
}
JS_FreeValue(js, texture_height);
}
JS_FreeValue(js, height_val);
JSValue anchor_x_val = JS_GetPropertyStr(js, sprite, "anchor_x");
if (!JS_IsNull(anchor_x_val)) {
JS_ToFloat64(js, &anchor_x, anchor_x_val);
}
JS_FreeValue(js, anchor_x_val);
JSValue anchor_y_val = JS_GetPropertyStr(js, sprite, "anchor_y");
if (!JS_IsNull(anchor_y_val)) {
JS_ToFloat64(js, &anchor_y, anchor_y_val);
}
JS_FreeValue(js, anchor_y_val);
HMM_Vec2 pos = js2vec2(js, pos_val);
// Calculate sprite corners with anchor
float half_w = width * 0.5f;
float half_h = height * 0.5f;
float anchor_offset_x = width * anchor_x - half_w;
float anchor_offset_y = height * anchor_y - half_h;
float left = pos.x - half_w - anchor_offset_x;
float right = pos.x + half_w - anchor_offset_x;
float bottom = pos.y - half_h - anchor_offset_y;
float top = pos.y + half_h - anchor_offset_y;
// Set vertex positions (4 corners of the sprite)
int base = vertex_idx * 2;
xy_data[base + 0] = left; // bottom-left
xy_data[base + 1] = bottom;
xy_data[base + 2] = right; // bottom-right
xy_data[base + 3] = bottom;
xy_data[base + 4] = left; // top-left
xy_data[base + 5] = top;
xy_data[base + 6] = right; // top-right
xy_data[base + 7] = top;
// Get UV coordinates from texture (if available)
if (!JS_IsNull(texture_val)) {
JSValue rect_val = JS_GetPropertyStr(js, texture_val, "rect");
if (!JS_IsNull(rect_val)) {
rect uv_rect = js2rect(js, rect_val);
// Get texture dimensions to normalize pixel coordinates
double tex_width = 1.0, tex_height = 1.0;
JSValue texture_width = JS_GetPropertyStr(js, texture_val, "width");
JSValue texture_height = JS_GetPropertyStr(js, texture_val, "height");
if (!JS_IsNull(texture_width)) {
JS_ToFloat64(js, &tex_width, texture_width);
}
if (!JS_IsNull(texture_height)) {
JS_ToFloat64(js, &tex_height, texture_height);
}
JS_FreeValue(js, texture_width);
JS_FreeValue(js, texture_height);
// The rect contains pixel coordinates, normalize them
float u0 = uv_rect.x / tex_width;
float v0 = uv_rect.y / tex_height;
float u1 = (uv_rect.x + uv_rect.w) / tex_width;
float v1 = (uv_rect.y + uv_rect.h) / tex_height;
// Set UVs based on normalized texture rect
uv_data[base + 0] = u0; uv_data[base + 1] = v1; // bottom-left
uv_data[base + 2] = u1; uv_data[base + 3] = v1; // bottom-right
uv_data[base + 4] = u0; uv_data[base + 5] = v0; // top-left
uv_data[base + 6] = u1; uv_data[base + 7] = v0; // top-right
JS_FreeValue(js, rect_val);
} else {
// Default UVs (0-1)
uv_data[base + 0] = 0.0f; uv_data[base + 1] = 1.0f;
uv_data[base + 2] = 1.0f; uv_data[base + 3] = 1.0f;
uv_data[base + 4] = 0.0f; uv_data[base + 5] = 0.0f;
uv_data[base + 6] = 1.0f; uv_data[base + 7] = 0.0f;
}
} else {
// Default UVs (0-1)
uv_data[base + 0] = 0.0f; uv_data[base + 1] = 1.0f;
uv_data[base + 2] = 1.0f; uv_data[base + 3] = 1.0f;
uv_data[base + 4] = 0.0f; uv_data[base + 5] = 0.0f;
uv_data[base + 6] = 1.0f; uv_data[base + 7] = 0.0f;
}
// Set colors
SDL_FColor default_color = {1.0f, 1.0f, 1.0f, 1.0f};
if (!JS_IsNull(color_val)) {
HMM_Vec4 color = js2color(js, color_val);
default_color.r = color.r;
default_color.g = color.g;
default_color.b = color.b;
default_color.a = color.a;
}
for (int j = 0; j < 4; j++) {
color_data[vertex_idx + j] = default_color;
}
// Set indices (two triangles per sprite)
uint16_t base_idx = vertex_idx;
index_data[index_idx++] = base_idx + 0; // triangle 1: 0,1,2
index_data[index_idx++] = base_idx + 1;
index_data[index_idx++] = base_idx + 2;
index_data[index_idx++] = base_idx + 1; // triangle 2: 1,3,2
index_data[index_idx++] = base_idx + 3;
index_data[index_idx++] = base_idx + 2;
vertex_idx += 4;
JS_FreeValue(js, pos_val);
JS_FreeValue(js, texture_val);
JS_FreeValue(js, color_val);
JS_FreeValue(js, sprite);
}
// Create result object with blob data
ret = JS_NewObject(js);
// Create blobs for each data type
JSValue xy_blob = js_new_blob_stoned_copy(js, xy_data, vertex_count * 2 * sizeof(float));
JSValue uv_blob = js_new_blob_stoned_copy(js, uv_data, vertex_count * 2 * sizeof(float));
JSValue color_blob = js_new_blob_stoned_copy(js, color_data, vertex_count * sizeof(SDL_FColor));
JSValue index_blob = js_new_blob_stoned_copy(js, index_data, index_count * sizeof(uint16_t));
JS_SetPropertyStr(js, ret, "xy", xy_blob);
JS_SetPropertyStr(js, ret, "xy_stride", JS_NewInt32(js, 2 * sizeof(float)));
JS_SetPropertyStr(js, ret, "uv", uv_blob);
JS_SetPropertyStr(js, ret, "uv_stride", JS_NewInt32(js, 2 * sizeof(float)));
JS_SetPropertyStr(js, ret, "color", color_blob);
JS_SetPropertyStr(js, ret, "color_stride", JS_NewInt32(js, sizeof(SDL_FColor)));
JS_SetPropertyStr(js, ret, "indices", index_blob);
JS_SetPropertyStr(js, ret, "num_vertices", JS_NewInt32(js, vertex_count));
JS_SetPropertyStr(js, ret, "num_indices", JS_NewInt32(js, index_count));
JS_SetPropertyStr(js, ret, "size_indices", JS_NewInt32(js, 2)); // using uint16_t
free(xy_data);
free(uv_data);
free(color_data);
free(index_data);
)
JSC_CCALL(geometry_transform_xy_blob,
// argv[0] = xy blob (contains vertex positions as float pairs)
// argv[1] = camera transform parameters [a, c, e, f]
JSValue xy_blob = argv[0];
if (!js_is_blob(js, xy_blob)) {
return JS_ThrowTypeError(js, "First argument must be an XY blob");
}
JSValue camera_params = argv[1];
if (!JS_IsArray(js, camera_params) || JS_ArrayLength(js, camera_params) != 4) {
return JS_ThrowTypeError(js, "Second argument must be an array of 4 camera transform parameters [a, c, e, f]");
}
// Get camera transform parameters
double a, c, e, f;
JSValue a_val = JS_GetPropertyUint32(js, camera_params, 0);
JSValue c_val = JS_GetPropertyUint32(js, camera_params, 1);
JSValue e_val = JS_GetPropertyUint32(js, camera_params, 2);
JSValue f_val = JS_GetPropertyUint32(js, camera_params, 3);
JS_ToFloat64(js, &a, a_val);
JS_ToFloat64(js, &c, c_val);
JS_ToFloat64(js, &e, e_val);
JS_ToFloat64(js, &f, f_val);
JS_FreeValue(js, a_val);
JS_FreeValue(js, c_val);
JS_FreeValue(js, e_val);
JS_FreeValue(js, f_val);
// Get blob data
size_t xy_size;
float *xy_data = (float*)js_get_blob_data(js, &xy_size, xy_blob);
if (!xy_data) {
return JS_ThrowTypeError(js, "Failed to get XY blob data");
}
// Calculate number of vertices (each vertex has 2 floats: x, y)
int vertex_count = xy_size / (2 * sizeof(float));
if (vertex_count * 2 * sizeof(float) != xy_size) {
return JS_ThrowTypeError(js, "XY blob size is not a multiple of vertex size");
}
// Allocate new buffer for transformed coordinates
float *transformed_xy = malloc(xy_size);
if (!transformed_xy) {
return JS_ThrowTypeError(js, "Failed to allocate memory for transformed coordinates");
}
// Apply camera transformation to each vertex
for (int i = 0; i < vertex_count; i++) {
float world_x = xy_data[i * 2 + 0];
float world_y = xy_data[i * 2 + 1];
// Apply 2D affine transformation: screen = world * camera_matrix
float screen_x = a * world_x + c;
float screen_y = e * world_y + f;
transformed_xy[i * 2 + 0] = screen_x;
transformed_xy[i * 2 + 1] = screen_y;
}
// Create new blob with transformed data
JSValue transformed_blob = js_new_blob_stoned_copy(js, transformed_xy, xy_size);
free(transformed_xy);
ret = transformed_blob;
)
// RENDERITEM SYSTEM
typedef struct {
int layer;
float y;
JSValue val;
} RenderItem;
#define MAX_RENDER_ITEMS 64000
static RenderItem render_items[MAX_RENDER_ITEMS];
static int render_item_count = 0;
JSC_CCALL(geometry_renderitem_push,
if (argc < 3) {
return JS_ThrowTypeError(js, "renderitem_push requires 3 arguments: layer, y, val");
}
if (render_item_count >= MAX_RENDER_ITEMS) {
return JS_ThrowTypeError(js, "Maximum render items exceeded");
}
int layer;
double y;
if (JS_ToInt32(js, &layer, argv[0]) < 0) {
return JS_ThrowTypeError(js, "layer must be a number");
}
if (JS_ToFloat64(js, &y, argv[1]) < 0) {
return JS_ThrowTypeError(js, "y must be a number");
}
render_items[render_item_count].layer = layer;
render_items[render_item_count].y = (float)y;
render_items[render_item_count].val = JS_DupValue(js, argv[2]);
render_item_count++;
return JS_NULL;
)
static int compare_render_items(const void *a, const void *b)
{
const RenderItem *item_a = (const RenderItem *)a;
const RenderItem *item_b = (const RenderItem *)b;
if (item_a->layer != item_b->layer) {
return item_a->layer - item_b->layer;
}
// if (item_a->y != item_b->y) {
// return (item_b->y > item_a->y) ? 1 : -1;
// }
return 0;
}
JSC_CCALL(geometry_renderitem_sort,
qsort(render_items, render_item_count, sizeof(RenderItem), compare_render_items);
JSValue result = JS_NewArray(js);
for (int i = 0; i < render_item_count; i++) {
JS_SetPropertyUint32(js, result, i, JS_DupValue(js, render_items[i].val));
}
return result;
)
JSC_CCALL(geometry_renderitem_clear,
for (int i = 0; i < render_item_count; i++) {
JS_FreeValue(js, render_items[i].val);
}
render_item_count = 0;
return JS_NULL;
)
static const JSCFunctionListEntry js_geometry_funcs[] = {
MIST_FUNC_DEF(geometry, rect_intersection, 2),
MIST_FUNC_DEF(geometry, rect_intersects, 2),
@@ -966,10 +1330,15 @@ static const JSCFunctionListEntry js_geometry_funcs[] = {
MIST_FUNC_DEF(geometry, rect_move, 2),
MIST_FUNC_DEF(geometry, rect_transform, 2),
MIST_FUNC_DEF(geometry, tilemap_to_data, 1),
MIST_FUNC_DEF(geometry, sprites_to_data, 1),
MIST_FUNC_DEF(geometry, transform_xy_blob, 2),
MIST_FUNC_DEF(gpu, tile, 4),
MIST_FUNC_DEF(gpu, slice9, 3),
MIST_FUNC_DEF(gpu, make_sprite_mesh, 2),
MIST_FUNC_DEF(gpu, make_sprite_queue, 4),
MIST_FUNC_DEF(geometry, renderitem_push, 3),
MIST_FUNC_DEF(geometry, renderitem_sort, 0),
MIST_FUNC_DEF(geometry, renderitem_clear, 0),
};
JSValue js_geometry_use(JSContext *js) {

View File

@@ -9,6 +9,28 @@
#include <stdlib.h>
#include <stdio.h>
#if defined(__MINGW32__) || defined(__MINGW64__)
static void *memmem(const void *hay, size_t haylen,
const void *ndl, size_t ndllen) {
const unsigned char *h = hay, *n = ndl;
if (!ndllen) return (void*)h;
haylen -= ndllen - 1;
for (size_t i = 0; i < haylen; i++)
if (memcmp(h + i, n, ndllen) == 0)
return (void*)(h + i);
return NULL;
}
static char *strndup(const char *s, size_t n) {
size_t len = strnlen(s, n);
char *d = malloc(len + 1);
if (!d) return NULL;
memcpy(d, s, len);
d[len] = '\0';
return d;
}
#endif
// Simple dynamic buffer for reading the response
typedef struct {
char *data;

File diff suppressed because it is too large Load Diff

17
source/qjs_imgui.h Normal file
View File

@@ -0,0 +1,17 @@
#ifndef QJS_IMGUI_H
#define QJS_IMGUI_H
#include <SDL3/SDL.h>
#ifdef __cplusplus
extern "C" {
#endif
// Function to process SDL events for ImGui
void gui_input(SDL_Event *e);
#ifdef __cplusplus
}
#endif
#endif // QJS_IMGUI_H

View File

@@ -74,6 +74,14 @@ JSC_CCALL(js_compile_unblob,
return JS_ReadObject(js, data, size, JS_READ_OBJ_BYTECODE);
)
JSC_CCALL(js_disassemble,
return js_debugger_fn_bytecode(js, argv[0]);
)
JSC_CCALL(js_fn_info,
return js_debugger_fn_info(js, argv[0]);
)
static const JSCFunctionListEntry js_js_funcs[] = {
MIST_FUNC_DEF(os, calc_mem, 0),
MIST_FUNC_DEF(os, mem_limit, 1),
@@ -85,6 +93,8 @@ static const JSCFunctionListEntry js_js_funcs[] = {
MIST_FUNC_DEF(js, eval_compile, 1),
MIST_FUNC_DEF(js, compile_blob, 1),
MIST_FUNC_DEF(js, compile_unblob, 1),
MIST_FUNC_DEF(js, disassemble, 1),
MIST_FUNC_DEF(js, fn_info, 1),
};
JSValue js_js_use(JSContext *js) {

232
source/qjs_layout.c Normal file
View File

@@ -0,0 +1,232 @@
#include "quickjs.h"
#include <stdint.h>
#include <math.h>
#define LAY_FLOAT 1
#define LAY_IMPLEMENTATION
#include "layout.h"
static JSClassID js_layout_class_id;
#define GETLAY \
lay_context *lay = JS_GetOpaque2(js, self, js_layout_class_id); \
if (!lay) return JS_EXCEPTION;
#define GETITEM(VAR, ARG) \
lay_id VAR; \
if (JS_ToUint32(js, &VAR, ARG)) return JS_EXCEPTION; \
static JSValue js_layout_context_new(JSContext *js, JSValueConst self, int argc, JSValueConst *argv) {
lay_context *lay = js_malloc(js, sizeof(*lay));
lay_init_context(lay);
JSValue obj = JS_NewObjectClass(js, js_layout_class_id);
JS_SetOpaque(obj, lay);
return obj;
}
static JSValue js_layout_item(JSContext *js, JSValueConst self, int argc, JSValueConst *argv) {
GETLAY
lay_id item_id = lay_item(lay);
return JS_NewUint32(js,item_id);
}
static JSValue js_layout_set_size(JSContext *js, JSValueConst self, int argc, JSValueConst *argv)
{
if (argc < 2) return JS_EXCEPTION;
GETLAY
GETITEM(id, argv[0])
double width = 0, height = 0;
// Check if it's an array (for backwards compatibility)
if (JS_IsArray(js, argv[1])) {
JSValue width_val = JS_GetPropertyUint32(js, argv[1], 0);
JSValue height_val = JS_GetPropertyUint32(js, argv[1], 1);
JS_ToFloat64(js, &width, width_val);
JS_ToFloat64(js, &height, height_val);
JS_FreeValue(js, width_val);
JS_FreeValue(js, height_val);
} else {
// Handle object with x,y or width,height properties
JSValue width_val = JS_GetPropertyStr(js, argv[1], "width");
if (JS_IsNull(width_val)) {
width_val = JS_GetPropertyStr(js, argv[1], "x");
}
JSValue height_val = JS_GetPropertyStr(js, argv[1], "height");
if (JS_IsNull(height_val)) {
height_val = JS_GetPropertyStr(js, argv[1], "y");
}
JS_ToFloat64(js, &width, width_val);
JS_ToFloat64(js, &height, height_val);
JS_FreeValue(js, width_val);
JS_FreeValue(js, height_val);
}
if (isnan(width)) width = 0;
if (isnan(height)) height = 0;
lay_set_size_xy(lay, id, width, height);
return JS_NULL;
}
static JSValue js_layout_set_behave(JSContext *js, JSValueConst self, int argc, JSValueConst *argv)
{
GETLAY
GETITEM(id, argv[0])
uint32_t behave_flags;
JS_ToUint32(js, &behave_flags, argv[1]);
lay_set_behave(lay, id, behave_flags);
return JS_NULL;
}
static JSValue js_layout_set_contain(JSContext *js, JSValueConst self, int argc, JSValueConst *argv)
{
GETLAY
GETITEM(id, argv[0])
uint32_t contain_flags;
JS_ToUint32(js, &contain_flags, argv[1]);
lay_set_contain(lay, id, contain_flags);
return JS_NULL;
}
#define PULLMARGIN(DIR,MARGIN) \
JSValue js_##DIR = JS_GetPropertyStr(js, argv[1], #DIR); \
if (!JS_IsNull(js_##DIR)) { \
JS_ToFloat64(js, &margins[MARGIN], js_##DIR); \
if (isnan(margins[MARGIN])) margins[MARGIN] = 0; \
JS_FreeValue(js, js_##DIR); \
}\
static JSValue js_layout_set_margins(JSContext *js, JSValueConst self, int argc, JSValueConst *argv)
{
GETLAY
GETITEM(id, argv[0])
double margins[4] = {0};
PULLMARGIN(l,0)
PULLMARGIN(r,2)
PULLMARGIN(t,1)
PULLMARGIN(b,3)
lay_set_margins_ltrb(lay, id, margins[0], margins[1], margins[2], margins[3]);
return JS_NULL;
}
static JSValue js_layout_insert(JSContext *js, JSValueConst self, int argc, JSValueConst *argv) {
GETLAY
GETITEM(parent, argv[0])
GETITEM(child, argv[1])
lay_insert(lay, parent, child);
return JS_NULL;
}
static JSValue js_layout_append(JSContext *js, JSValueConst self, int argc, JSValueConst *argv) {
GETLAY
GETITEM(earlier, argv[0])
GETITEM(later, argv[1])
lay_append(lay, earlier, later);
return JS_NULL;
}
static JSValue js_layout_push(JSContext *js, JSValueConst self, int argc, JSValueConst *argv) {
GETLAY
GETITEM(parent, argv[0])
GETITEM(child, argv[1])
lay_push(lay, parent, child);
return JS_NULL;
}
static JSValue js_layout_run(JSContext *js, JSValueConst self, int argc, JSValueConst *argv) {
GETLAY
lay_run_context(lay);
return JS_NULL;
}
static JSValue js_layout_get_rect(JSContext *js, JSValueConst self, int argc, JSValueConst *argv) {
GETLAY
GETITEM(id, argv[0])
lay_vec4 rect = lay_get_rect(lay, id);
JSValue ret = JS_NewObject(js);
JS_SetPropertyStr(js, ret, "x", JS_NewFloat64(js, rect[0]));
JS_SetPropertyStr(js, ret, "y", JS_NewFloat64(js, rect[1]));
JS_SetPropertyStr(js, ret, "width", JS_NewFloat64(js, rect[2]));
JS_SetPropertyStr(js, ret, "height", JS_NewFloat64(js, rect[3]));
return ret;
}
static JSValue js_layout_reset(JSContext *js, JSValueConst self, int argc, JSValueConst *argv) {
GETLAY
lay_reset_context(lay);
return JS_NULL;
}
static void js_layout_finalizer(JSRuntime *rt, JSValue val) {
lay_context *ctx = JS_GetOpaque(val, js_layout_class_id);
lay_destroy_context(ctx);
js_free_rt(rt, ctx);
}
static JSClassDef js_layout_class = {
"layout_context",
.finalizer = js_layout_finalizer,
};
static const JSCFunctionListEntry js_layout_proto_funcs[] = {
JS_CFUNC_DEF("item", 1, js_layout_item),
JS_CFUNC_DEF("insert", 2, js_layout_insert),
JS_CFUNC_DEF("append", 2, js_layout_append),
JS_CFUNC_DEF("push", 2, js_layout_push),
JS_CFUNC_DEF("run", 0, js_layout_run),
JS_CFUNC_DEF("get_rect", 1, js_layout_get_rect),
JS_CFUNC_DEF("reset", 0, js_layout_reset),
JS_CFUNC_DEF("set_margins", 2, js_layout_set_margins),
JS_CFUNC_DEF("set_size", 2, js_layout_set_size),
JS_CFUNC_DEF("set_contain", 2, js_layout_set_contain),
JS_CFUNC_DEF("set_behave", 2, js_layout_set_behave),
};
static const JSCFunctionListEntry js_layout_funcs[] = {
JS_CFUNC_DEF("make_context", 0, js_layout_context_new)
};
JSValue js_layout_use(JSContext *js)
{
JS_NewClassID(&js_layout_class_id);
JS_NewClass(JS_GetRuntime(js), js_layout_class_id, &js_layout_class);
JSValue proto = JS_NewObject(js);
JS_SetPropertyFunctionList(js, proto, js_layout_proto_funcs, sizeof(js_layout_proto_funcs) / sizeof(JSCFunctionListEntry));
JS_SetClassProto(js, js_layout_class_id, proto);
JSValue contain = JS_NewObject(js);
JSValue behave = JS_NewObject(js);
JS_SetPropertyStr(js, contain, "row", JS_NewUint32(js, LAY_ROW));
JS_SetPropertyStr(js, contain, "column", JS_NewUint32(js, LAY_COLUMN));
JS_SetPropertyStr(js, contain, "layout", JS_NewUint32(js, LAY_LAYOUT));
JS_SetPropertyStr(js, contain, "flex", JS_NewUint32(js, LAY_FLEX));
JS_SetPropertyStr(js, contain, "wrap", JS_NewUint32(js, LAY_WRAP));
JS_SetPropertyStr(js, contain, "nowrap", JS_NewUint32(js, LAY_NOWRAP));
JS_SetPropertyStr(js, contain, "start", JS_NewUint32(js, LAY_START));
JS_SetPropertyStr(js, contain, "middle", JS_NewUint32(js, LAY_MIDDLE));
JS_SetPropertyStr(js, contain, "end", JS_NewUint32(js, LAY_END));
JS_SetPropertyStr(js, contain, "justify", JS_NewUint32(js, LAY_JUSTIFY));
JS_SetPropertyStr(js, behave, "left", JS_NewUint32(js, LAY_LEFT));
JS_SetPropertyStr(js, behave, "top", JS_NewUint32(js, LAY_TOP));
JS_SetPropertyStr(js, behave, "right", JS_NewUint32(js, LAY_RIGHT));
JS_SetPropertyStr(js, behave, "bottom", JS_NewUint32(js, LAY_BOTTOM));
JS_SetPropertyStr(js, behave, "hfill", JS_NewUint32(js, LAY_HFILL));
JS_SetPropertyStr(js, behave, "vfill", JS_NewUint32(js, LAY_VFILL));
JS_SetPropertyStr(js, behave, "hcenter", JS_NewUint32(js, LAY_HCENTER));
JS_SetPropertyStr(js, behave, "vcenter", JS_NewUint32(js, LAY_VCENTER));
JS_SetPropertyStr(js, behave, "center", JS_NewUint32(js, LAY_CENTER));
JS_SetPropertyStr(js, behave, "fill", JS_NewUint32(js, LAY_FILL));
JS_SetPropertyStr(js, behave, "break", JS_NewUint32(js, LAY_BREAK));
JSValue export = JS_NewObject(js);
JS_SetPropertyFunctionList(js, export, js_layout_funcs, sizeof(js_layout_funcs)/sizeof(JSCFunctionListEntry));
JS_SetPropertyStr(js, export, "behave", behave);
JS_SetPropertyStr(js, export, "contain", contain);
return export;
}

8
source/qjs_layout.h Normal file
View File

@@ -0,0 +1,8 @@
#ifndef QJS_LAYOUT_H
#define QJS_LAYOUT_H
#include "cell.h"
JSValue js_layout_use(JSContext *js);
#endif

View File

@@ -219,7 +219,7 @@ static JSValue js_os_rusage(JSContext *js, JSValue self, int argc, JSValue *argv
JSValue ret = JS_NULL;
ret = JS_NewObject(js);
#ifndef _WIN32
#if defined(__linux__) || defined(__APPLE__)
struct rusage jsmem;
getrusage(RUSAGE_SELF, &jsmem);
JSJMEMRET(ru_maxrss);

View File

@@ -6,6 +6,7 @@
#include "stb_ds.h"
#include "qjs_actor.h"
#include "qjs_wota.h"
#include "qjs_imgui.h"
#include <SDL3/SDL.h>
@@ -255,7 +256,7 @@ static int event2wota_count_props(const SDL_Event *event)
case SDL_EVENT_DISPLAY_DESKTOP_MODE_CHANGED:
case SDL_EVENT_DISPLAY_CURRENT_MODE_CHANGED:
case SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED:
count += 3; // which, data1, data2
count += 3; // which, orientation/data1, data2
break;
case SDL_EVENT_MOUSE_MOTION:
@@ -344,7 +345,7 @@ static int event2wota_count_props(const SDL_Event *event)
case SDL_EVENT_WINDOW_LEAVE_FULLSCREEN:
case SDL_EVENT_WINDOW_DESTROYED:
case SDL_EVENT_WINDOW_HDR_STATE_CHANGED:
// which, data1, data2 => 3 extra
// which, x/width/display_index, y/height => 3 extra
count += 3;
break;
@@ -427,6 +428,13 @@ static void event2wota_write(WotaBuffer *wb, const SDL_Event *e, int c) {
wota_write_sym(wb, e->adevice.recording ? WOTA_TRUE : WOTA_FALSE);
break;
case SDL_EVENT_DISPLAY_ORIENTATION:
wota_write_text(wb, "which");
wota_write_number(wb, (double)e->display.displayID);
wota_write_text(wb, "orientation");
wota_write_number(wb, (double)e->display.data1);
wota_write_text(wb, "data2");
wota_write_number(wb, (double)e->display.data2);
break;
case SDL_EVENT_DISPLAY_ADDED:
case SDL_EVENT_DISPLAY_REMOVED:
case SDL_EVENT_DISPLAY_MOVED:
@@ -498,7 +506,7 @@ static void event2wota_write(WotaBuffer *wb, const SDL_Event *e, int c) {
wota_write_text(wb, "scancode");
wota_write_number(wb, (double)e->key.scancode);
wota_write_text(wb, "mod");
wota_write_number(wb, 0);
wota_write_number(wb, (double)e->key.mod);
break;
case SDL_EVENT_FINGER_MOTION:
case SDL_EVENT_FINGER_DOWN:
@@ -552,10 +560,6 @@ static void event2wota_write(WotaBuffer *wb, const SDL_Event *e, int c) {
case SDL_EVENT_WINDOW_SHOWN:
case SDL_EVENT_WINDOW_HIDDEN:
case SDL_EVENT_WINDOW_EXPOSED:
case SDL_EVENT_WINDOW_MOVED:
case SDL_EVENT_WINDOW_RESIZED:
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
case SDL_EVENT_WINDOW_METAL_VIEW_RESIZED:
case SDL_EVENT_WINDOW_MINIMIZED:
case SDL_EVENT_WINDOW_MAXIMIZED:
case SDL_EVENT_WINDOW_RESTORED:
@@ -566,14 +570,12 @@ static void event2wota_write(WotaBuffer *wb, const SDL_Event *e, int c) {
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_WINDOW_HIT_TEST:
case SDL_EVENT_WINDOW_ICCPROF_CHANGED:
case SDL_EVENT_WINDOW_DISPLAY_CHANGED:
case SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED:
case SDL_EVENT_WINDOW_SAFE_AREA_CHANGED:
case SDL_EVENT_WINDOW_OCCLUDED:
case SDL_EVENT_WINDOW_ENTER_FULLSCREEN:
case SDL_EVENT_WINDOW_LEAVE_FULLSCREEN:
case SDL_EVENT_WINDOW_DESTROYED:
case SDL_EVENT_WINDOW_HDR_STATE_CHANGED:
case SDL_EVENT_WINDOW_SAFE_AREA_CHANGED:
wota_write_text(wb, "which");
wota_write_number(wb, (double)e->window.windowID);
wota_write_text(wb, "data1");
@@ -581,6 +583,33 @@ static void event2wota_write(WotaBuffer *wb, const SDL_Event *e, int c) {
wota_write_text(wb, "data2");
wota_write_number(wb, (double)e->window.data2);
break;
case SDL_EVENT_WINDOW_MOVED:
wota_write_text(wb, "which");
wota_write_number(wb, (double)e->window.windowID);
wota_write_text(wb, "x");
wota_write_number(wb, (double)e->window.data1);
wota_write_text(wb, "y");
wota_write_number(wb, (double)e->window.data2);
break;
case SDL_EVENT_WINDOW_RESIZED:
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
case SDL_EVENT_WINDOW_METAL_VIEW_RESIZED:
wota_write_text(wb, "which");
wota_write_number(wb, (double)e->window.windowID);
wota_write_text(wb, "width");
wota_write_number(wb, (double)e->window.data1);
wota_write_text(wb, "height");
wota_write_number(wb, (double)e->window.data2);
break;
case SDL_EVENT_WINDOW_DISPLAY_CHANGED:
case SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED:
wota_write_text(wb, "which");
wota_write_number(wb, (double)e->window.windowID);
wota_write_text(wb, "display_index");
wota_write_number(wb, (double)e->window.data1);
wota_write_text(wb, "data2");
wota_write_number(wb, (double)e->window.data2);
break;
case SDL_EVENT_JOYSTICK_ADDED:
case SDL_EVENT_JOYSTICK_REMOVED:
case SDL_EVENT_JOYSTICK_UPDATE_COMPLETE:
@@ -624,16 +653,26 @@ static void event2wota_write(WotaBuffer *wb, const SDL_Event *e, int c) {
wota_write_text(wb, "which");
wota_write_number(wb, (double)e->gaxis.which);
wota_write_text(wb, "axis");
wota_write_number(wb, (double)e->gaxis.axis);
wota_write_text(wb, SDL_GetGamepadStringForAxis(e->gaxis.axis));
wota_write_text(wb, "value");
wota_write_number(wb, (double)e->gaxis.value);
// Normalize axis values
double normalized_value;
if (e->gaxis.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ||
e->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
// Triggers: 0 to 32767 -> 0 to 1
normalized_value = (double)e->gaxis.value / 32767.0;
} else {
// Thumbsticks: -32768 to 32767 -> -1 to 1
normalized_value = (double)e->gaxis.value / 32767.0;
}
wota_write_number(wb, normalized_value);
break;
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
case SDL_EVENT_GAMEPAD_BUTTON_UP:
wota_write_text(wb, "which");
wota_write_number(wb, (double)e->gbutton.which);
wota_write_text(wb, "button");
wota_write_number(wb, (double)e->gbutton.button);
wota_write_text(wb, SDL_GetGamepadStringForButton(e->gbutton.button));
wota_write_text(wb, "down");
wota_write_sym(wb, e->gbutton.down ? WOTA_TRUE : WOTA_FALSE);
break;
@@ -681,6 +720,9 @@ JSC_CCALL(input_get_events,
int event_count = 0;
while (SDL_PollEvent(&event)) {
// Process event with ImGui first
gui_input(&event);
WotaBuffer wb = event2wota(&event);
JSValue event_obj = wota2value(js, wb.data);
JS_SetPropertyUint32(js, events_array, event_count, event_obj);

View File

@@ -12,6 +12,7 @@
#include <SDL3/SDL_properties.h>
#include <stdio.h>
#include <string.h>
#include <assert.h>
#include "qjs_sdl.h"
// SDL Window free function
@@ -246,7 +247,7 @@ static JSValue js_window_constructor(JSContext *js, JSValueConst new_target, int
// Handle text input
JSValue text_input = JS_GetPropertyStr(js, opts, "textInput");
if (JS_ToBool(js, text_input)) {
SDL_StartTextInput(window);
// SDL_StartTextInput(window);
}
JS_FreeValue(js, text_input);
@@ -820,7 +821,7 @@ JSC_CCALL(renderer_point,
)
JSC_CCALL(renderer_texture,
SDL_Renderer *r = js2SDL_Renderer(js, self);
SDL_Renderer *ren = js2SDL_Renderer(js, self);
SDL_Texture *tex = js2SDL_Texture(js,argv[0]);
rect src = js2rect(js,argv[1]);
rect dst = js2rect(js,argv[2]);
@@ -830,7 +831,13 @@ JSC_CCALL(renderer_texture,
HMM_Vec2 anchor = js2vec2(js, argv[4]);
anchor.y = dst.h - anchor.y*dst.h;
anchor.x *= dst.w;
SDL_RenderTextureRotated(r, tex, &src, &dst, angle, &anchor, SDL_FLIP_NONE);
float r,g,b,a;
SDL_GetRenderDrawColorFloat(ren, &r,&g,&b,&a);
SDL_SetTextureColorModFloat(tex, r,g,b);
SDL_SetTextureAlphaModFloat(tex, a);
SDL_RenderTextureRotated(ren, tex, &src, &dst, angle, &anchor, SDL_FLIP_NONE);
SDL_SetTextureColorModFloat(tex,1,1,1);
SDL_SetTextureAlphaModFloat(tex,a);
)
JSC_CCALL(renderer_rects,
@@ -1781,8 +1788,6 @@ JSC_CCALL(sdl_createWindowAndRenderer,
#include "qjs_wota.h"
JSValue js_sdl_video_use(JSContext *js) {
printf("initing on thread %d\n", SDL_GetThreadID(NULL));
if (!SDL_Init(SDL_INIT_VIDEO))
return JS_ThrowInternalError(js, "Unable to initialize video subsystem: %s", SDL_GetError());

View File

@@ -2,12 +2,26 @@
#include "jsffi.h"
#include "qjs_blob.h"
#ifdef _WIN32
#include <winsock2.h>
#include <ws2tcpip.h>
#include <windows.h>
#pragma comment(lib, "ws2_32.lib")
#define close closesocket
#define SHUT_RD SD_RECEIVE
#define SHUT_WR SD_SEND
#define SHUT_RDWR SD_BOTH
#ifndef AF_UNIX
#define AF_UNIX 1
#endif
#else
#include <sys/types.h>
#include <sys/socket.h>
#include <netdb.h>
#include <arpa/inet.h>
#include <netinet/in.h>
#include <unistd.h>
#endif
#include <string.h>
#include <stdlib.h>
#include <errno.h>
@@ -291,7 +305,7 @@ JSC_CCALL(socket_send,
JS_FreeCString(js, data);
} else {
unsigned char *data = js_get_blob_data(js, &len, argv[1]);
sent = send(sockfd, data, len, flags);
sent = send(sockfd, (const char *)data, len, flags);
}
if (sent < 0) {
@@ -373,7 +387,7 @@ JSC_CCALL(socket_sendto,
JS_FreeCString(js, data);
} else {
unsigned char *data = js_get_blob_data(js, &len, argv[1]);
sent = sendto(sockfd, data, len, flags, to_addr, to_len);
sent = sendto(sockfd, (const char *)data, len, flags, to_addr, to_len);
}
if (sent < 0) {

File diff suppressed because it is too large Load Diff

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@@ -3,6 +3,14 @@
#include "cell.h"
#ifdef __cplusplus
extern "C" {
#endif
JSValue js_steam_use(JSContext *js);
#ifdef __cplusplus
}
#endif
#endif // QJS_STEAM_H

View File

@@ -1,7 +1,6 @@
#include "qjs_text.h"
#include "qjs_blob.h"
#include "blob.h"
#include "jsffi.h"
#include <string.h>
#include <stdlib.h>
@@ -9,81 +8,296 @@ JSC_CCALL(text_blob_to_hex,
size_t blob_len;
void *blob_data = js_get_blob_data(js, &blob_len, argv[0]);
if (!blob_data) return JS_ThrowTypeError(js, "Expected stone blob");
uint8_t *bytes = (uint8_t *)blob_data;
// Hex encoding: each byte becomes 2 hex characters
size_t hex_len = blob_len * 2;
char *hex_str = malloc(hex_len + 1);
if (!hex_str) return JS_ThrowOutOfMemory(js);
static const char hex_digits[] = "0123456789ABCDEF";
for (size_t i = 0; i < blob_len; i++) {
for (size_t i = 0; i < blob_len; ++i) {
hex_str[i * 2] = hex_digits[(bytes[i] >> 4) & 0xF];
hex_str[i * 2 + 1] = hex_digits[bytes[i] & 0xF];
}
hex_str[hex_len] = '\0';
ret = JS_NewString(js, hex_str);
JSValue val = JS_NewString(js, hex_str);
free(hex_str);
return val;
)
JSC_CCALL(text_blob_to_base32,
size_t blob_len;
void *blob_data = js_get_blob_data(js, &blob_len, argv[0]);
if (!blob_data) return JS_ThrowTypeError(js, "Expected stone blob");
uint8_t *bytes = (uint8_t *)blob_data;
static const char b32_digits[] = "ABCDEFGHIJKLMNOPQRSTUVWXYZ234567";
// Calculate output length: each 5 bytes becomes 8 base32 chars
size_t groups = (blob_len + 4) / 5;
// Calculate exact output length needed
size_t groups = (blob_len + 4) / 5; // Round up to next group of 5
size_t b32_len = groups * 8;
char *b32_str = malloc(b32_len + 1);
if (!b32_str) return JS_ThrowOutOfMemory(js);
size_t in_idx = 0;
size_t out_idx = 0;
while (in_idx < blob_len) {
// Process 5 bytes (40 bits) at a time to produce 8 base32 chars
// Read up to 5 bytes into a 40-bit buffer
uint64_t buf = 0;
int bytes_read = 0;
int bytes_to_read = (blob_len - in_idx < 5) ? (blob_len - in_idx) : 5;
// Read up to 5 bytes into buffer
for (int i = 0; i < 5 && in_idx < blob_len; i++) {
for (int i = 0; i < bytes_to_read; ++i) {
buf = (buf << 8) | bytes[in_idx++];
bytes_read++;
}
// Pad with zeros if we read fewer than 5 bytes
buf = buf << (8 * (5 - bytes_read));
// Pad buffer to 40 bits if we read fewer than 5 bytes
buf <<= 8 * (5 - bytes_to_read);
// Extract 8 groups of 5 bits from the 40-bit buffer
for (int i = 7; i >= 0; i--) {
b32_str[out_idx + i] = b32_digits[buf & 0x1F];
buf >>= 5;
// Extract 8 groups of 5 bits each
for (int i = 0; i < 8; ++i) {
b32_str[out_idx++] = b32_digits[(buf >> (35 - i * 5)) & 0x1F];
}
out_idx += 8;
}
// Replace trailing chars with padding if needed
int padding = (5 - (blob_len % 5)) % 5;
if (padding > 0) {
static const int pad_chars[] = {0, 6, 4, 3, 1};
for (int i = 0; i < pad_chars[padding]; i++) {
// Add padding if necessary
if (blob_len % 5 != 0) {
static const int pad_count[] = {0, 6, 4, 3, 1}; // padding for 0,1,2,3,4 bytes
int padding = pad_count[blob_len % 5];
for (int i = 0; i < padding; ++i) {
b32_str[b32_len - 1 - i] = '=';
}
}
b32_str[b32_len] = '\0';
ret = JS_NewString(js, b32_str);
JSValue val = JS_NewString(js, b32_str);
free(b32_str);
return val;
)
static int base32_char_to_val(char c) {
if (c >= 'A' && c <= 'Z') return c - 'A';
if (c >= 'a' && c <= 'z') return c - 'a';
if (c >= '2' && c <= '7') return c - '2' + 26;
return -1;
}
JSC_CCALL(text_base32_to_blob,
const char *str = JS_ToCString(js, argv[0]);
if (!str) return JS_ThrowTypeError(js, "Expected string");
size_t str_len = strlen(str);
if (str_len == 0) {
JS_FreeCString(js, str);
return JS_ThrowTypeError(js, "Empty base32 string");
}
// Remove padding to get effective length
size_t effective_len = str_len;
while (effective_len > 0 && str[effective_len - 1] == '=') {
effective_len--;
}
// Calculate output length: each group of 8 base32 chars -> 5 bytes
size_t output_len = (effective_len * 5) / 8;
uint8_t *output = malloc(output_len);
if (!output) {
JS_FreeCString(js, str);
return JS_ThrowOutOfMemory(js);
}
size_t in_idx = 0;
size_t out_idx = 0;
// Process in groups of 8 characters (40 bits -> 5 bytes)
while (in_idx < effective_len) {
uint64_t buf = 0;
int chars_to_read = (effective_len - in_idx < 8) ? (effective_len - in_idx) : 8;
// Read up to 8 base32 characters into buffer
for (int i = 0; i < chars_to_read; ++i) {
int val = base32_char_to_val(str[in_idx++]);
if (val < 0) {
free(output);
JS_FreeCString(js, str);
return JS_ThrowTypeError(js, "Invalid base32 character");
}
buf = (buf << 5) | val;
}
// Calculate how many bytes we can extract
int bytes_to_extract = (chars_to_read * 5) / 8;
// Shift buffer to align the most significant bits
buf <<= (40 - chars_to_read * 5);
// Extract bytes from most significant to least significant
for (int i = 0; i < bytes_to_extract && out_idx < output_len; ++i) {
output[out_idx++] = (buf >> (32 - i * 8)) & 0xFF;
}
}
JSValue val = js_new_blob_stoned_copy(js, output, output_len);
free(output);
JS_FreeCString(js, str);
return val;
)
static int base64_char_to_val_standard(char c) {
if (c >= 'A' && c <= 'Z') return c - 'A';
if (c >= 'a' && c <= 'z') return c - 'a' + 26;
if (c >= '0' && c <= '9') return c - '0' + 52;
if (c == '+') return 62;
if (c == '/') return 63;
return -1;
}
static int base64_char_to_val_url(char c) {
if (c >= 'A' && c <= 'Z') return c - 'A';
if (c >= 'a' && c <= 'z') return c - 'a' + 26;
if (c >= '0' && c <= '9') return c - '0' + 52;
if (c == '-') return 62;
if (c == '_') return 63;
return -1;
}
/*─── blob → Base64 (standard, with + and /, padded) ───────────────────*/
JSC_CCALL(text_blob_to_base64,
size_t blob_len;
void *blob_data = js_get_blob_data(js, &blob_len, argv[0]);
if (!blob_data) return JS_ThrowTypeError(js, "Expected stone blob");
const uint8_t *bytes = blob_data;
static const char b64[] = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
"abcdefghijklmnopqrstuvwxyz"
"0123456789+/";
size_t out_len = ((blob_len + 2) / 3) * 4;
char *out = malloc(out_len + 1);
if (!out) return JS_ThrowOutOfMemory(js);
size_t in_i = 0, out_i = 0;
while (in_i < blob_len) {
uint32_t buf = 0;
int to_read = (blob_len - in_i < 3 ? blob_len - in_i : 3);
for (int j = 0; j < to_read; ++j) {
buf = (buf << 8) | bytes[in_i++];
}
buf <<= 8 * (3 - to_read);
out[out_i++] = b64[(buf >> 18) & 0x3F];
out[out_i++] = b64[(buf >> 12) & 0x3F];
out[out_i++] = (to_read > 1 ? b64[(buf >> 6) & 0x3F] : '=');
out[out_i++] = (to_read > 2 ? b64[ buf & 0x3F] : '=');
}
out[out_len] = '\0';
JSValue v = JS_NewString(js, out);
free(out);
return v;
)
/*─── Base64 → blob (standard, expects + and /, pads allowed) ────────────*/
JSC_CCALL(text_base64_to_blob,
const char *str = JS_ToCString(js, argv[0]);
if (!str) return JS_ThrowTypeError(js, "Expected string");
size_t len = strlen(str);
// strip padding for length calculation
size_t eff = len;
while (eff > 0 && str[eff-1] == '=') eff--;
size_t out_len = (eff * 6) / 8;
uint8_t *out = malloc(out_len);
if (!out) { JS_FreeCString(js, str); return JS_ThrowOutOfMemory(js); }
size_t in_i = 0, out_i = 0;
while (in_i < eff) {
uint32_t buf = 0;
int to_read = (eff - in_i < 4 ? eff - in_i : 4);
for (int j = 0; j < to_read; ++j) {
int v = base64_char_to_val_standard(str[in_i++]);
if (v < 0) { free(out); JS_FreeCString(js, str);
return JS_ThrowTypeError(js, "Invalid base64 character"); }
buf = (buf << 6) | v;
}
buf <<= 6 * (4 - to_read);
int bytes_out = (to_read * 6) / 8;
for (int j = 0; j < bytes_out && out_i < out_len; ++j) {
out[out_i++] = (buf >> (16 - 8*j)) & 0xFF;
}
}
JSValue v = js_new_blob_stoned_copy(js, out, out_len);
free(out);
JS_FreeCString(js, str);
return v;
)
/*─── blob → Base64URL (no padding, - and _) ─────────────────────────────*/
JSC_CCALL(text_blob_to_base64url,
size_t blob_len;
void *blob_data = js_get_blob_data(js, &blob_len, argv[0]);
if (!blob_data) return JS_ThrowTypeError(js, "Expected stone blob");
const uint8_t *bytes = blob_data;
static const char b64url[] = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
"abcdefghijklmnopqrstuvwxyz"
"0123456789-_";
size_t raw_len = ((blob_len + 2) / 3) * 4;
// well drop any trailing '='
char *out = malloc(raw_len + 1);
if (!out) return JS_ThrowOutOfMemory(js);
size_t in_i = 0, out_i = 0;
while (in_i < blob_len) {
uint32_t buf = 0;
int to_read = (blob_len - in_i < 3 ? blob_len - in_i : 3);
for (int j = 0; j < to_read; ++j) {
buf = (buf << 8) | bytes[in_i++];
}
buf <<= 8 * (3 - to_read);
out[out_i++] = b64url[(buf >> 18) & 0x3F];
out[out_i++] = b64url[(buf >> 12) & 0x3F];
if (to_read > 1) out[out_i++] = b64url[(buf >> 6) & 0x3F];
if (to_read > 2) out[out_i++] = b64url[ buf & 0x3F];
}
out[out_i] = '\0';
JSValue v = JS_NewString(js, out);
free(out);
return v;
)
/*─── Base64URL → blob (accepts - / _, no padding needed) ─────────────────*/
JSC_CCALL(text_base64url_to_blob,
const char *str = JS_ToCString(js, argv[0]);
if (!str) return JS_ThrowTypeError(js, "Expected string");
size_t len = strlen(str);
size_t eff = len; // no '=' in URLsafe, but strip if present
while (eff > 0 && str[eff-1] == '=') eff--;
size_t out_len = (eff * 6) / 8;
uint8_t *out = malloc(out_len);
if (!out) { JS_FreeCString(js, str); return JS_ThrowOutOfMemory(js); }
size_t in_i = 0, out_i = 0;
while (in_i < eff) {
uint32_t buf = 0;
int to_read = (eff - in_i < 4 ? eff - in_i : 4);
for (int j = 0; j < to_read; ++j) {
int v = base64_char_to_val_url(str[in_i++]);
if (v < 0) { free(out); JS_FreeCString(js, str);
return JS_ThrowTypeError(js, "Invalid base64url character"); }
buf = (buf << 6) | v;
}
buf <<= 6 * (4 - to_read);
int bytes_out = (to_read * 6) / 8;
for (int j = 0; j < bytes_out && out_i < out_len; ++j) {
out[out_i++] = (buf >> (16 - 8*j)) & 0xFF;
}
}
JSValue v = js_new_blob_stoned_copy(js, out, out_len);
free(out);
JS_FreeCString(js, str);
return v;
)
static const JSCFunctionListEntry js_text_funcs[] = {
MIST_FUNC_DEF(text, blob_to_hex, 1),
MIST_FUNC_DEF(text, blob_to_base32, 1),
MIST_FUNC_DEF(text, base32_to_blob, 1),
MIST_FUNC_DEF(text, blob_to_base64, 1),
MIST_FUNC_DEF(text, base64_to_blob, 1),
MIST_FUNC_DEF(text, blob_to_base64url, 1),
MIST_FUNC_DEF(text, base64url_to_blob, 1),
};
JSValue js_text_use(JSContext *js)
@@ -91,4 +305,4 @@ JSValue js_text_use(JSContext *js)
JSValue mod = JS_NewObject(js);
JS_SetPropertyFunctionList(js, mod, js_text_funcs, countof(js_text_funcs));
return mod;
}
}

File diff suppressed because it is too large Load Diff

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@@ -455,12 +455,7 @@ typedef struct JSClassExoticMethods {
returned, the property descriptor 'desc' is filled if != NULL. */
int (*get_own_property)(JSContext *ctx, JSPropertyDescriptor *desc,
JSValueConst obj, JSAtom prop);
/* '*ptab' should hold the '*plen' property keys. Return 0 if OK,
-1 if exception. The 'is_enumerable' field is ignored.
*/
int (*get_own_property_names)(JSContext *ctx, JSPropertyEnum **ptab,
uint32_t *plen,
JSValueConst obj);
/* return < 0 if exception, or TRUE/FALSE */
int (*delete_property)(JSContext *ctx, JSValueConst obj, JSAtom prop);
/* return < 0 if exception or TRUE/FALSE */
@@ -468,26 +463,6 @@ typedef struct JSClassExoticMethods {
JSAtom prop, JSValueConst val,
JSValueConst getter, JSValueConst setter,
int flags);
/* The following methods can be emulated with the previous ones,
so they are usually not needed */
/* return < 0 if exception or TRUE/FALSE */
int (*has_property)(JSContext *ctx, JSValueConst obj, JSAtom atom);
JSValue (*get_property)(JSContext *ctx, JSValueConst obj, JSAtom atom,
JSValueConst receiver);
/* return < 0 if exception or TRUE/FALSE */
int (*set_property)(JSContext *ctx, JSValueConst obj, JSAtom atom,
JSValueConst value, JSValueConst receiver, int flags);
/* To get a consistent object behavior when get_prototype != NULL,
get_property, set_property and set_prototype must be != NULL
and the object must be created with a JS_NULL prototype. */
JSValue (*get_prototype)(JSContext *ctx, JSValueConst obj);
/* return < 0 if exception or TRUE/FALSE */
int (*set_prototype)(JSContext *ctx, JSValueConst obj, JSValueConst proto_val);
/* return < 0 if exception or TRUE/FALSE */
int (*is_extensible)(JSContext *ctx, JSValueConst obj);
/* return < 0 if exception or TRUE/FALSE */
int (*prevent_extensions)(JSContext *ctx, JSValueConst obj);
} JSClassExoticMethods;
typedef void JSClassFinalizer(JSRuntime *rt, JSValue val);
@@ -1030,6 +1005,7 @@ JSValue js_debugger_closure_variables(JSContext *ctx, JSValue fn);
JSValue js_debugger_local_variables(JSContext *ctx, int stack_index);
JSValue js_debugger_build_backtrace(JSContext *ctx, const uint8_t *cur_pc);
JSValue js_debugger_fn_info(JSContext *ctx, JSValue fn);
JSValue js_debugger_fn_bytecode(JSContext *js, JSValue fn);
#undef js_unlikely
#undef js_force_inline

View File

@@ -50,10 +50,6 @@ static inline rgba vec2rgba(HMM_Vec4 v) {
}
// rectangles are always defined with [x,y] in the bottom left
struct rect {
float x,y,w,h;
};
typedef SDL_FRect rect;
typedef SDL_Rect irect;

View File

@@ -2,7 +2,6 @@
#define SPRITE_H
#include "HandmadeMath.h"
#include "render.h"
#include "cell.h"
struct sprite{

View File

@@ -0,0 +1,670 @@
// 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 texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [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 are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Clipboard support (from Allegro 5.1.12).
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features or Issues:
// [ ] Renderer: The renderer is suboptimal as we need to 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-07-07: Fixed texture update broken on some platforms where ALLEGRO_LOCK_WRITEONLY needed all texels to be rewritten.
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture().
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 2025-01-06: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256).
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// 2022-11-30: Renderer: Restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5.
// 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 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: Stopped using al_draw_indexed_prim() as it is buggy in Allegro's DX9 backend.
// 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 "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_allegro5.h"
#include <stdint.h> // uint64_t
#include <cstring> // memcpy
// Allegro
#include <allegro5/allegro.h>
#include <allegro5/allegro_primitives.h>
#ifdef _WIN32
#include <allegro5/allegro_windows.h>
#endif
#define ALLEGRO_HAS_CLIPBOARD ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
#define ALLEGRO_HAS_DRAW_INDEXED_PRIM ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (2 << 16) | ( 5 << 8))) // DX9 implementation of al_draw_indexed_prim() got fixed in Allegro 5.2.5
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant
#endif
struct ImDrawVertAllegro
{
ImVec2 pos;
ImVec2 uv;
ALLEGRO_COLOR col;
};
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well..
// FIXME-OPT: Consider inlining al_map_rgba()?
// see https://github.com/liballeg/allegro5/blob/master/src/pixels.c#L554
// and https://github.com/liballeg/allegro5/blob/master/include/allegro5/internal/aintern_pixels.h
#define DRAW_VERT_IMGUI_TO_ALLEGRO(DST, SRC) { (DST)->pos = (SRC)->pos; (DST)->uv = (SRC)->uv; unsigned char* c = (unsigned char*)&(SRC)->col; (DST)->col = al_map_rgba(c[0], c[1], c[2], c[3]); }
// Allegro Data
struct ImGui_ImplAllegro5_Data
{
ALLEGRO_DISPLAY* Display;
ALLEGRO_BITMAP* Texture;
double Time;
ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible;
ALLEGRO_VERTEX_DECL* VertexDecl;
char* ClipboardTextData;
ImGuiMouseCursor LastCursor;
ImVector<ImDrawVertAllegro> BufVertices;
ImVector<int> BufIndices;
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; }
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;
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
if (draw_data->Textures != nullptr)
for (ImTextureData* tex : *draw_data->Textures)
if (tex->Status != ImTextureStatus_OK)
ImGui_ImplAllegro5_UpdateTexture(tex);
// 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* draw_list = draw_data->CmdLists[n];
ImVector<ImDrawVertAllegro>& vertices = bd->BufVertices;
#if ALLEGRO_HAS_DRAW_INDEXED_PRIM
vertices.resize(draw_list->VtxBuffer.Size);
for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
{
const ImDrawVert* src_v = &draw_list->VtxBuffer[i];
ImDrawVertAllegro* dst_v = &vertices[i];
DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
}
const int* indices = nullptr;
if (sizeof(ImDrawIdx) == 2)
{
// FIXME-OPT: 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.
bd->BufIndices.resize(draw_list->IdxBuffer.Size);
for (int i = 0; i < draw_list->IdxBuffer.Size; ++i)
bd->BufIndices[i] = (int)draw_list->IdxBuffer.Data[i];
indices = bd->BufIndices.Data;
}
else if (sizeof(ImDrawIdx) == 4)
{
indices = (const int*)draw_list->IdxBuffer.Data;
}
#else
// Allegro's implementation of al_draw_indexed_prim() for DX9 was broken until 5.2.5. Unindex buffers ourselves while converting vertex format.
vertices.resize(draw_list->IdxBuffer.Size);
for (int i = 0; i < draw_list->IdxBuffer.Size; i++)
{
const ImDrawVert* src_v = &draw_list->VtxBuffer[draw_list->IdxBuffer[i]];
ImDrawVertAllegro* dst_v = &vertices[i];
DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
}
#endif
// Render command lists
ImVec2 clip_off = draw_data->DisplayPos;
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_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(draw_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);
#if ALLEGRO_HAS_DRAW_INDEXED_PRIM
al_draw_indexed_prim(&vertices[0], bd->VertexDecl, texture, &indices[pcmd->IdxOffset], pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
#else
al_draw_prim(&vertices[0], bd->VertexDecl, texture, pcmd->IdxOffset, pcmd->IdxOffset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
#endif
}
}
}
// 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()
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
// 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_UpdateTexture(ImTextureData* tex)
{
if (tex->Status == ImTextureStatus_WantCreate)
{
// Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
// Create texture
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
const int new_bitmap_flags = al_get_new_bitmap_flags();
int new_bitmap_format = 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* cpu_bitmap = al_create_bitmap(tex->Width, tex->Height);
al_set_new_bitmap_flags(new_bitmap_flags);
al_set_new_bitmap_format(new_bitmap_format);
IM_ASSERT(cpu_bitmap != nullptr && "Backend failed to create texture!");
// Upload pixels
ALLEGRO_LOCKED_REGION* locked_region = al_lock_bitmap(cpu_bitmap, al_get_bitmap_format(cpu_bitmap), ALLEGRO_LOCK_WRITEONLY);
IM_ASSERT(locked_region != nullptr && "Backend failed to create texture!");
memcpy(locked_region->data, tex->GetPixels(), tex->GetSizeInBytes());
al_unlock_bitmap(cpu_bitmap);
// Convert software texture to hardware texture.
ALLEGRO_BITMAP* gpu_bitmap = al_clone_bitmap(cpu_bitmap);
al_destroy_bitmap(cpu_bitmap);
IM_ASSERT(gpu_bitmap != nullptr && "Backend failed to create texture!");
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)gpu_bitmap);
tex->SetStatus(ImTextureStatus_OK);
}
else if (tex->Status == ImTextureStatus_WantUpdates)
{
// Update selected blocks. We only ever write to textures regions which have never been used before!
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
ImTextureRect r = tex->UpdateRect; // Bounding box encompassing all individual updates
ALLEGRO_BITMAP* gpu_bitmap = (ALLEGRO_BITMAP*)(intptr_t)tex->TexID;
ALLEGRO_LOCKED_REGION* locked_region = al_lock_bitmap_region(gpu_bitmap, r.x, r.y, r.w, r.h, al_get_bitmap_format(gpu_bitmap), ALLEGRO_LOCK_WRITEONLY);
IM_ASSERT(locked_region && "Backend failed to update texture!");
for (int y = 0; y < r.h; y++)
memcpy((unsigned char*)locked_region->data + locked_region->pitch * y, tex->GetPixelsAt(r.x, r.y + y), r.w * tex->BytesPerPixel); // dst, src, block pitch
al_unlock_bitmap(gpu_bitmap);
tex->SetStatus(ImTextureStatus_OK);
}
else if (tex->Status == ImTextureStatus_WantDestroy)
{
ALLEGRO_BITMAP* backend_tex = (ALLEGRO_BITMAP*)(intptr_t)tex->TexID;
if (backend_tex)
al_destroy_bitmap(backend_tex);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
}
}
void ImGui_ImplAllegro5_InvalidateDeviceObjects()
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
{
tex->SetStatus(ImTextureStatus_WantDestroy);
ImGui_ImplAllegro5_UpdateTexture(tex);
}
// Destroy mouse cursor
if (bd->MouseCursorInvisible)
{
al_destroy_mouse_cursor(bd->MouseCursorInvisible);
bd->MouseCursorInvisible = nullptr;
}
}
#if ALLEGRO_HAS_CLIPBOARD
static const char* ImGui_ImplAllegro5_GetClipboardText(ImGuiContext*)
{
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(ImGuiContext*, const char* text)
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
al_set_clipboard_text(bd->Display, text);
}
#endif
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code);
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();
IMGUI_CHECKVERSION();
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)
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
bd->Display = display;
bd->LastCursor = ALLEGRO_SYSTEM_MOUSE_CURSOR_NONE;
// 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, offsetof(ImDrawVertAllegro, pos) },
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, uv) },
{ ALLEGRO_PRIM_COLOR_ATTR, 0, offsetof(ImDrawVertAllegro, col) },
{ 0, 0, 0 }
};
bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
#if ALLEGRO_HAS_CLIPBOARD
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
#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.BackendPlatformName = io.BackendRendererName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_RendererHasTextures);
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)
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
ImGuiIO& io = ImGui::GetIO();
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();
// Hide OS mouse cursor if imgui is drawing it
if (io.MouseDrawCursor)
imgui_cursor = ImGuiMouseCursor_None;
if (bd->LastCursor == imgui_cursor)
return;
bd->LastCursor = imgui_cursor;
if (imgui_cursor == ImGuiMouseCursor_None)
{
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_Wait: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_BUSY; break;
case ImGuiMouseCursor_Progress: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_PROGRESS; 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 && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
if (!bd->MouseCursorInvisible)
ImGui_ImplAllegro5_CreateDeviceObjects();
// Setup display size (every frame to accommodate for window resizing)
ImGuiIO& io = ImGui::GetIO();
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();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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// 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 texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [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 are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Clipboard support (from Allegro 5.1.12).
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features or 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct ALLEGRO_DISPLAY;
union ALLEGRO_EVENT;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex);
#endif // #ifndef IMGUI_DISABLE

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// 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 are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// Missing features or Issues:
// [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support.
// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// 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"
#ifndef IMGUI_DISABLE
#include "imgui_impl_android.h"
#include <time.h>
#include <android/native_window.h>
#include <android/input.h>
#include <android/keycodes.h>
#include <android/log.h>
// Android data
static double g_Time = 0.0;
static ANativeWindow* g_Window;
static char g_LogTag[] = "ImGuiExample";
static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code)
{
switch (key_code)
{
case AKEYCODE_TAB: return ImGuiKey_Tab;
case AKEYCODE_DPAD_LEFT: return ImGuiKey_LeftArrow;
case AKEYCODE_DPAD_RIGHT: return ImGuiKey_RightArrow;
case AKEYCODE_DPAD_UP: return ImGuiKey_UpArrow;
case AKEYCODE_DPAD_DOWN: return ImGuiKey_DownArrow;
case AKEYCODE_PAGE_UP: return ImGuiKey_PageUp;
case AKEYCODE_PAGE_DOWN: return ImGuiKey_PageDown;
case AKEYCODE_MOVE_HOME: return ImGuiKey_Home;
case AKEYCODE_MOVE_END: return ImGuiKey_End;
case AKEYCODE_INSERT: return ImGuiKey_Insert;
case AKEYCODE_FORWARD_DEL: return ImGuiKey_Delete;
case AKEYCODE_DEL: return ImGuiKey_Backspace;
case AKEYCODE_SPACE: return ImGuiKey_Space;
case AKEYCODE_ENTER: return ImGuiKey_Enter;
case AKEYCODE_ESCAPE: return ImGuiKey_Escape;
case AKEYCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
case AKEYCODE_COMMA: return ImGuiKey_Comma;
case AKEYCODE_MINUS: return ImGuiKey_Minus;
case AKEYCODE_PERIOD: return ImGuiKey_Period;
case AKEYCODE_SLASH: return ImGuiKey_Slash;
case AKEYCODE_SEMICOLON: return ImGuiKey_Semicolon;
case AKEYCODE_EQUALS: return ImGuiKey_Equal;
case AKEYCODE_LEFT_BRACKET: return ImGuiKey_LeftBracket;
case AKEYCODE_BACKSLASH: return ImGuiKey_Backslash;
case AKEYCODE_RIGHT_BRACKET: return ImGuiKey_RightBracket;
case AKEYCODE_GRAVE: return ImGuiKey_GraveAccent;
case AKEYCODE_CAPS_LOCK: return ImGuiKey_CapsLock;
case AKEYCODE_SCROLL_LOCK: return ImGuiKey_ScrollLock;
case AKEYCODE_NUM_LOCK: return ImGuiKey_NumLock;
case AKEYCODE_SYSRQ: return ImGuiKey_PrintScreen;
case AKEYCODE_BREAK: return ImGuiKey_Pause;
case AKEYCODE_NUMPAD_0: return ImGuiKey_Keypad0;
case AKEYCODE_NUMPAD_1: return ImGuiKey_Keypad1;
case AKEYCODE_NUMPAD_2: return ImGuiKey_Keypad2;
case AKEYCODE_NUMPAD_3: return ImGuiKey_Keypad3;
case AKEYCODE_NUMPAD_4: return ImGuiKey_Keypad4;
case AKEYCODE_NUMPAD_5: return ImGuiKey_Keypad5;
case AKEYCODE_NUMPAD_6: return ImGuiKey_Keypad6;
case AKEYCODE_NUMPAD_7: return ImGuiKey_Keypad7;
case AKEYCODE_NUMPAD_8: return ImGuiKey_Keypad8;
case AKEYCODE_NUMPAD_9: return ImGuiKey_Keypad9;
case AKEYCODE_NUMPAD_DOT: return ImGuiKey_KeypadDecimal;
case AKEYCODE_NUMPAD_DIVIDE: return ImGuiKey_KeypadDivide;
case AKEYCODE_NUMPAD_MULTIPLY: return ImGuiKey_KeypadMultiply;
case AKEYCODE_NUMPAD_SUBTRACT: return ImGuiKey_KeypadSubtract;
case AKEYCODE_NUMPAD_ADD: return ImGuiKey_KeypadAdd;
case AKEYCODE_NUMPAD_ENTER: return ImGuiKey_KeypadEnter;
case AKEYCODE_NUMPAD_EQUALS: return ImGuiKey_KeypadEqual;
case AKEYCODE_CTRL_LEFT: return ImGuiKey_LeftCtrl;
case AKEYCODE_SHIFT_LEFT: return ImGuiKey_LeftShift;
case AKEYCODE_ALT_LEFT: return ImGuiKey_LeftAlt;
case AKEYCODE_META_LEFT: return ImGuiKey_LeftSuper;
case AKEYCODE_CTRL_RIGHT: return ImGuiKey_RightCtrl;
case AKEYCODE_SHIFT_RIGHT: return ImGuiKey_RightShift;
case AKEYCODE_ALT_RIGHT: return ImGuiKey_RightAlt;
case AKEYCODE_META_RIGHT: return ImGuiKey_RightSuper;
case AKEYCODE_MENU: return ImGuiKey_Menu;
case AKEYCODE_0: return ImGuiKey_0;
case AKEYCODE_1: return ImGuiKey_1;
case AKEYCODE_2: return ImGuiKey_2;
case AKEYCODE_3: return ImGuiKey_3;
case AKEYCODE_4: return ImGuiKey_4;
case AKEYCODE_5: return ImGuiKey_5;
case AKEYCODE_6: return ImGuiKey_6;
case AKEYCODE_7: return ImGuiKey_7;
case AKEYCODE_8: return ImGuiKey_8;
case AKEYCODE_9: return ImGuiKey_9;
case AKEYCODE_A: return ImGuiKey_A;
case AKEYCODE_B: return ImGuiKey_B;
case AKEYCODE_C: return ImGuiKey_C;
case AKEYCODE_D: return ImGuiKey_D;
case AKEYCODE_E: return ImGuiKey_E;
case AKEYCODE_F: return ImGuiKey_F;
case AKEYCODE_G: return ImGuiKey_G;
case AKEYCODE_H: return ImGuiKey_H;
case AKEYCODE_I: return ImGuiKey_I;
case AKEYCODE_J: return ImGuiKey_J;
case AKEYCODE_K: return ImGuiKey_K;
case AKEYCODE_L: return ImGuiKey_L;
case AKEYCODE_M: return ImGuiKey_M;
case AKEYCODE_N: return ImGuiKey_N;
case AKEYCODE_O: return ImGuiKey_O;
case AKEYCODE_P: return ImGuiKey_P;
case AKEYCODE_Q: return ImGuiKey_Q;
case AKEYCODE_R: return ImGuiKey_R;
case AKEYCODE_S: return ImGuiKey_S;
case AKEYCODE_T: return ImGuiKey_T;
case AKEYCODE_U: return ImGuiKey_U;
case AKEYCODE_V: return ImGuiKey_V;
case AKEYCODE_W: return ImGuiKey_W;
case AKEYCODE_X: return ImGuiKey_X;
case AKEYCODE_Y: return ImGuiKey_Y;
case AKEYCODE_Z: return ImGuiKey_Z;
case AKEYCODE_F1: return ImGuiKey_F1;
case AKEYCODE_F2: return ImGuiKey_F2;
case AKEYCODE_F3: return ImGuiKey_F3;
case AKEYCODE_F4: return ImGuiKey_F4;
case AKEYCODE_F5: return ImGuiKey_F5;
case AKEYCODE_F6: return ImGuiKey_F6;
case AKEYCODE_F7: return ImGuiKey_F7;
case AKEYCODE_F8: return ImGuiKey_F8;
case AKEYCODE_F9: return ImGuiKey_F9;
case AKEYCODE_F10: return ImGuiKey_F10;
case AKEYCODE_F11: return ImGuiKey_F11;
case AKEYCODE_F12: return ImGuiKey_F12;
default: return ImGuiKey_None;
}
}
int32_t ImGui_ImplAndroid_HandleInputEvent(const 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)
{
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 (AMotionEvent_getToolType(input_event, event_pointer_index))
{
case AMOTION_EVENT_TOOL_TYPE_MOUSE:
io.AddMouseSourceEvent(ImGuiMouseSource_Mouse);
break;
case AMOTION_EVENT_TOOL_TYPE_STYLUS:
case AMOTION_EVENT_TOOL_TYPE_ERASER:
io.AddMouseSourceEvent(ImGuiMouseSource_Pen);
break;
case AMOTION_EVENT_TOOL_TYPE_FINGER:
default:
io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen);
break;
}
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).
int tool_type = AMotionEvent_getToolType(input_event, event_pointer_index);
if (tool_type == AMOTION_EVENT_TOOL_TYPE_FINGER || tool_type == 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)
{
IMGUI_CHECKVERSION();
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()
{
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = nullptr;
}
void ImGui_ImplAndroid_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int32_t window_width = ANativeWindow_getWidth(g_Window);
int32_t window_height = ANativeWindow_getHeight(g_Window);
int display_width = window_width;
int display_height = window_height;
io.DisplaySize = ImVec2((float)window_width, (float)window_height);
if (window_width > 0 && window_height > 0)
io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height);
// Setup time step
struct timespec current_timespec;
clock_gettime(CLOCK_MONOTONIC, &current_timespec);
double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0);
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
g_Time = current_time;
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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// 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 are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// Missing features or Issues:
// [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support.
// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct ANativeWindow;
struct AInputEvent;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event);
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer Backend for DirectX10
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-06-11: DirectX10: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
// 2025-05-07: DirectX10: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
// 2025-01-06: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 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"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx10.h"
// DirectX
#include <stdio.h>
#include <d3d10_1.h>
#include <d3d10.h>
#include <d3dcompiler.h>
#ifdef _MSC_VER
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
// DirectX10 data
struct ImGui_ImplDX10_Texture
{
ID3D10Texture2D* pTexture;
ID3D10ShaderResourceView* pTextureView;
};
struct ImGui_ImplDX10_Data
{
ID3D10Device* pd3dDevice;
IDXGIFactory* pFactory;
ID3D10Buffer* pVB;
ID3D10Buffer* pIB;
ID3D10VertexShader* pVertexShader;
ID3D10InputLayout* pInputLayout;
ID3D10Buffer* pVertexConstantBuffer;
ID3D10PixelShader* pPixelShader;
ID3D10SamplerState* pFontSampler;
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* device)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
// Setup viewport
D3D10_VIEWPORT vp = {};
vp.Width = (UINT)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
vp.Height = (UINT)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0;
device->RSSetViewports(1, &vp);
// 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)
{
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();
}
// Setup shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
device->IASetInputLayout(bd->pInputLayout);
device->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
device->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
device->VSSetShader(bd->pVertexShader);
device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
device->PSSetShader(bd->pPixelShader);
device->PSSetSamplers(0, 1, &bd->pFontSampler);
device->GSSetShader(nullptr);
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
device->OMSetDepthStencilState(bd->pDepthStencilState, 0);
device->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* device = bd->pd3dDevice;
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
if (draw_data->Textures != nullptr)
for (ImTextureData* tex : *draw_data->Textures)
if (tex->Status != ImTextureStatus_OK)
ImGui_ImplDX10_UpdateTexture(tex);
// 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 = {};
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 (device->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 = {};
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
if (device->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* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += draw_list->IdxBuffer.Size;
}
bd->pVB->Unmap();
bd->pIB->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;
device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
device->RSGetViewports(&old.ViewportsCount, old.Viewports);
device->RSGetState(&old.RS);
device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
device->PSGetShaderResources(0, 1, &old.PSShaderResource);
device->PSGetSamplers(0, 1, &old.PSSampler);
device->PSGetShader(&old.PS);
device->VSGetShader(&old.VS);
device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
device->GSGetShader(&old.GS);
device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
device->IAGetInputLayout(&old.InputLayout);
// Setup desired DX state
ImGui_ImplDX10_SetupRenderState(draw_data, device);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX10_RenderState render_state;
render_state.Device = bd->pd3dDevice;
render_state.SamplerDefault = bd->pFontSampler;
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
platform_io.Renderer_RenderState = &render_state;
// 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;
ImVec2 clip_scale = draw_data->FramebufferScale;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_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_ImplDX10_SetupRenderState(draw_data, device);
else
pcmd->UserCallback(draw_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
const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
device->RSSetScissorRects(1, &r);
// Bind texture, Draw
ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
device->PSSetShaderResources(0, 1, &texture_srv);
device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
}
}
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
platform_io.Renderer_RenderState = nullptr;
// Restore modified DX state
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
device->RSSetViewports(old.ViewportsCount, old.Viewports);
device->RSSetState(old.RS); if (old.RS) old.RS->Release();
device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
device->PSSetShader(old.PS); if (old.PS) old.PS->Release();
device->VSSetShader(old.VS); if (old.VS) old.VS->Release();
device->GSSetShader(old.GS); if (old.GS) old.GS->Release();
device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
device->IASetPrimitiveTopology(old.PrimitiveTopology);
device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
}
static void ImGui_ImplDX10_DestroyTexture(ImTextureData* tex)
{
ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData;
if (backend_tex == nullptr)
return;
IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID);
backend_tex->pTexture->Release();
backend_tex->pTextureView->Release();
IM_DELETE(backend_tex);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
tex->BackendUserData = nullptr;
}
void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
if (tex->Status == ImTextureStatus_WantCreate)
{
// Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
unsigned int* pixels = (unsigned int*)tex->GetPixels();
ImGui_ImplDX10_Texture* backend_tex = IM_NEW(ImGui_ImplDX10_Texture)();
// Create texture
D3D10_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = (UINT)tex->Width;
desc.Height = (UINT)tex->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;
D3D10_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture);
IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!");
// 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(backend_tex->pTexture, &srv_desc, &backend_tex->pTextureView);
IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!");
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView);
tex->SetStatus(ImTextureStatus_OK);
tex->BackendUserData = backend_tex;
}
else if (tex->Status == ImTextureStatus_WantUpdates)
{
// Update selected blocks. We only ever write to textures regions which have never been used before!
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData;
IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID);
for (ImTextureRect& r : tex->Updates)
{
D3D10_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r.h), (UINT)1 };
bd->pd3dDevice->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0);
}
tex->SetStatus(ImTextureStatus_OK);
}
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
ImGui_ImplDX10_DestroyTexture(tex);
}
bool ImGui_ImplDX10_CreateDeviceObjects()
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
if (!bd->pd3dDevice)
return false;
ImGui_ImplDX10_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX10 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// Create the vertex shader
{
static const char* vertexShader =
"cbuffer vertexBuffer : register(b0) \
{\
float4x4 ProjectionMatrix; \
};\
struct VS_INPUT\
{\
float2 pos : POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
PS_INPUT main(VS_INPUT input)\
{\
PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\
output.uv = input.uv;\
return output;\
}";
ID3DBlob* vertexShaderBlob;
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), 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)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)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);
}
// 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_CLAMP;
desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
desc.MipLODBias = 0.f;
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
}
return true;
}
void ImGui_ImplDX10_InvalidateDeviceObjects()
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
if (!bd->pd3dDevice)
return;
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
ImGui_ImplDX10_DestroyTexture(tex);
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
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();
IMGUI_CHECKVERSION();
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.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
// 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;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
void ImGui_ImplDX10_NewFrame()
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
if (!bd->pVertexShader)
if (!ImGui_ImplDX10_CreateDeviceObjects())
IM_ASSERT(0 && "ImGui_ImplDX10_CreateDeviceObjects() failed!");
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer Backend for DirectX10
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct ID3D10Device;
struct ID3D10SamplerState;
struct ID3D10Buffer;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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 bool ImGui_ImplDX10_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX10_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplDX10_RenderState
{
ID3D10Device* Device;
ID3D10SamplerState* SamplerDefault;
ID3D10Buffer* VertexConstantBuffer;
};
#endif // #ifndef IMGUI_DISABLE

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// 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 texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
// 2025-05-07: DirectX11: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
// 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler.
// 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 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_ImplDX11_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"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx11.h"
// DirectX
#include <stdio.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#ifdef _MSC_VER
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
// DirectX11 data
struct ImGui_ImplDX11_Texture
{
ID3D11Texture2D* pTexture;
ID3D11ShaderResourceView* pTextureView;
};
struct ImGui_ImplDX11_Data
{
ID3D11Device* pd3dDevice;
ID3D11DeviceContext* pd3dDeviceContext;
IDXGIFactory* pFactory;
ID3D11Buffer* pVB;
ID3D11Buffer* pIB;
ID3D11VertexShader* pVertexShader;
ID3D11InputLayout* pInputLayout;
ID3D11Buffer* pVertexConstantBuffer;
ID3D11PixelShader* pPixelShader;
ID3D11SamplerState* pFontSampler;
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* device_ctx)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
// Setup viewport
D3D11_VIEWPORT vp = {};
vp.Width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x;
vp.Height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0;
device_ctx->RSSetViewports(1, &vp);
// 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 (device_ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK)
{
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));
device_ctx->Unmap(bd->pVertexConstantBuffer, 0);
}
// Setup shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
device_ctx->IASetInputLayout(bd->pInputLayout);
device_ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
device_ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
device_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
device_ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
device_ctx->GSSetShader(nullptr, nullptr, 0);
device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
device_ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
device_ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
device_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* device = bd->pd3dDeviceContext;
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
if (draw_data->Textures != nullptr)
for (ImTextureData* tex : *draw_data->Textures)
if (tex->Status != ImTextureStatus_OK)
ImGui_ImplDX11_UpdateTexture(tex);
// 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 = {};
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 = {};
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 (device->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
return;
if (device->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* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += draw_list->IdxBuffer.Size;
}
device->Unmap(bd->pVB, 0);
device->Unmap(bd->pIB, 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;
device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
device->RSGetViewports(&old.ViewportsCount, old.Viewports);
device->RSGetState(&old.RS);
device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
device->PSGetShaderResources(0, 1, &old.PSShaderResource);
device->PSGetSamplers(0, 1, &old.PSSampler);
old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
device->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
device->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
device->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
device->IAGetInputLayout(&old.InputLayout);
// Setup desired DX state
ImGui_ImplDX11_SetupRenderState(draw_data, device);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX11_RenderState render_state;
render_state.Device = bd->pd3dDevice;
render_state.DeviceContext = bd->pd3dDeviceContext;
render_state.SamplerDefault = bd->pFontSampler;
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
platform_io.Renderer_RenderState = &render_state;
// 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;
ImVec2 clip_scale = draw_data->FramebufferScale;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_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, device);
else
pcmd->UserCallback(draw_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
const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
device->RSSetScissorRects(1, &r);
// Bind texture, Draw
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
device->PSSetShaderResources(0, 1, &texture_srv);
device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
}
}
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
platform_io.Renderer_RenderState = nullptr;
// Restore modified DX state
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
device->RSSetViewports(old.ViewportsCount, old.Viewports);
device->RSSetState(old.RS); if (old.RS) old.RS->Release();
device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
device->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();
device->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
device->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();
device->IASetPrimitiveTopology(old.PrimitiveTopology);
device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
}
static void ImGui_ImplDX11_DestroyTexture(ImTextureData* tex)
{
ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData;
if (backend_tex == nullptr)
return;
IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID);
backend_tex->pTextureView->Release();
backend_tex->pTexture->Release();
IM_DELETE(backend_tex);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
tex->BackendUserData = nullptr;
}
void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
if (tex->Status == ImTextureStatus_WantCreate)
{
// Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
unsigned int* pixels = (unsigned int*)tex->GetPixels();
ImGui_ImplDX11_Texture* backend_tex = IM_NEW(ImGui_ImplDX11_Texture)();
// Create texture
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = (UINT)tex->Width;
desc.Height = (UINT)tex->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;
D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture);
IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!");
// 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(backend_tex->pTexture, &srvDesc, &backend_tex->pTextureView);
IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!");
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView);
tex->SetStatus(ImTextureStatus_OK);
tex->BackendUserData = backend_tex;
}
else if (tex->Status == ImTextureStatus_WantUpdates)
{
// Update selected blocks. We only ever write to textures regions which have never been used before!
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData;
IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID);
for (ImTextureRect& r : tex->Updates)
{
D3D11_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r .h), (UINT)1 };
bd->pd3dDeviceContext->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0);
}
tex->SetStatus(ImTextureStatus_OK);
}
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
ImGui_ImplDX11_DestroyTexture(tex);
}
bool ImGui_ImplDX11_CreateDeviceObjects()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
if (!bd->pd3dDevice)
return false;
ImGui_ImplDX11_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// Create the vertex shader
{
static const char* vertexShader =
"cbuffer vertexBuffer : register(b0) \
{\
float4x4 ProjectionMatrix; \
};\
struct VS_INPUT\
{\
float2 pos : POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
PS_INPUT main(VS_INPUT input)\
{\
PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\
output.uv = input.uv;\
return output;\
}";
ID3DBlob* vertexShaderBlob;
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), 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)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)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);
}
// 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_CLAMP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.MipLODBias = 0.f;
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
}
return true;
}
void ImGui_ImplDX11_InvalidateDeviceObjects()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
if (!bd->pd3dDevice)
return;
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
ImGui_ImplDX11_DestroyTexture(tex);
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
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();
IMGUI_CHECKVERSION();
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.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
// 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;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
void ImGui_ImplDX11_NewFrame()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
if (!bd->pVertexShader)
if (!ImGui_ImplDX11_CreateDeviceObjects())
IM_ASSERT(0 && "ImGui_ImplDX11_CreateDeviceObjects() failed!");
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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// 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 texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct ID3D11Device;
struct ID3D11DeviceContext;
struct ID3D11SamplerState;
struct ID3D11Buffer;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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 bool ImGui_ImplDX11_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplDX11_RenderState
{
ID3D11Device* Device;
ID3D11DeviceContext* DeviceContext;
ID3D11SamplerState* SamplerDefault;
ID3D11Buffer* VertexConstantBuffer;
};
#endif // #ifndef IMGUI_DISABLE

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// 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 texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// The aim of imgui_impl_dx12.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/
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-06-19: Fixed build on MinGW. (#8702, #4594)
// 2025-06-11: DirectX12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
// 2025-05-07: DirectX12: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
// 2025-02-24: DirectX12: Fixed an issue where ImGui_ImplDX12_Init() signature change from 2024-11-15 combined with change from 2025-01-15 made legacy ImGui_ImplDX12_Init() crash. (#8429)
// 2025-01-15: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own.
// 2024-12-09: DirectX12: Let user specifies the DepthStencilView format by setting ImGui_ImplDX12_InitInfo::DSVFormat.
// 2024-11-15: DirectX12: *BREAKING CHANGE* Changed ImGui_ImplDX12_Init() signature to take a ImGui_ImplDX12_InitInfo struct. Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete).
// 2024-11-15: DirectX12: *BREAKING CHANGE* User is now required to pass function pointers to allocate/free SRV Descriptors. We provide convenience legacy fields to pass a single descriptor, matching the old API, but upcoming features will want multiple.
// 2024-10-23: DirectX12: Unmap() call specify written range. The range is informational and may be used by debug tools.
// 2024-10-07: DirectX12: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-10-07: DirectX12: Expose selected render state in ImGui_ImplDX12_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-10-07: DirectX12: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*.
// 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"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx12.h"
// DirectX
#include <d3d12.h>
#include <dxgi1_4.h>
#include <d3dcompiler.h>
#ifdef _MSC_VER
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
// MinGW workaround, see #4594
typedef decltype(D3D12SerializeRootSignature) *_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE;
// DirectX12 data
struct ImGui_ImplDX12_RenderBuffers;
struct ImGui_ImplDX12_Texture
{
ID3D12Resource* pTextureResource;
D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
ImGui_ImplDX12_Texture() { memset((void*)this, 0, sizeof(*this)); }
};
struct ImGui_ImplDX12_Data
{
ImGui_ImplDX12_InitInfo InitInfo;
ID3D12Device* pd3dDevice;
ID3D12RootSignature* pRootSignature;
ID3D12PipelineState* pPipelineState;
ID3D12CommandQueue* pCommandQueue;
bool commandQueueOwned;
DXGI_FORMAT RTVFormat;
DXGI_FORMAT DSVFormat;
ID3D12DescriptorHeap* pd3dSrvDescHeap;
UINT numFramesInFlight;
ImGui_ImplDX12_RenderBuffers* pFrameResources;
UINT frameIndex;
ImGui_ImplDX12_Texture FontTexture;
bool LegacySingleDescriptorUsed;
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
};
// 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;
}
// Buffers used during the rendering of a frame
struct ImGui_ImplDX12_RenderBuffers
{
ID3D12Resource* IndexBuffer;
ID3D12Resource* VertexBuffer;
int IndexBufferSize;
int VertexBufferSize;
};
struct VERTEX_CONSTANT_BUFFER_DX12
{
float mvp[4][4];
};
// Functions
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, 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 = {};
vp.Width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x;
vp.Height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0.0f;
command_list->RSSetViewports(1, &vp);
// Bind shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
D3D12_VERTEX_BUFFER_VIEW vbv = {};
vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
vbv.SizeInBytes = fr->VertexBufferSize * stride;
vbv.StrideInBytes = stride;
command_list->IASetVertexBuffers(0, 1, &vbv);
D3D12_INDEX_BUFFER_VIEW ibv = {};
ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
command_list->IASetIndexBuffer(&ibv);
command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
command_list->SetPipelineState(bd->pPipelineState);
command_list->SetGraphicsRootSignature(bd->pRootSignature);
command_list->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
// Setup blend factor
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
command_list->OMSetBlendFactor(blend_factor);
}
template<typename T>
static inline void SafeRelease(T*& res)
{
if (res)
res->Release();
res = nullptr;
}
// Render function
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
if (draw_data->Textures != nullptr)
for (ImTextureData* tex : *draw_data->Textures)
if (tex->Status != ImTextureStatus_OK)
ImGui_ImplDX12_UpdateTexture(tex);
// FIXME: We are assuming that this only gets called once per frame!
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 = {};
props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_DESC 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 = {};
props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_DESC 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
// During Map() we specify a null read range (as per DX12 API, this is informational and for tooling only)
void* vtx_resource, *idx_resource;
D3D12_RANGE range = { 0, 0 };
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* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += draw_list->IdxBuffer.Size;
}
// During Unmap() we specify the written range (as per DX12 API, this is informational and for tooling only)
range.End = (SIZE_T)((intptr_t)vtx_dst - (intptr_t)vtx_resource);
IM_ASSERT(range.End == draw_data->TotalVtxCount * sizeof(ImDrawVert));
fr->VertexBuffer->Unmap(0, &range);
range.End = (SIZE_T)((intptr_t)idx_dst - (intptr_t)idx_resource);
IM_ASSERT(range.End == draw_data->TotalIdxCount * sizeof(ImDrawIdx));
fr->IndexBuffer->Unmap(0, &range);
// Setup desired DX state
ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX12_RenderState render_state;
render_state.Device = bd->pd3dDevice;
render_state.CommandList = command_list;
platform_io.Renderer_RenderState = &render_state;
// 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;
ImVec2 clip_scale = draw_data->FramebufferScale;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_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, command_list, fr);
else
pcmd->UserCallback(draw_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
const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
command_list->RSSetScissorRects(1, &r);
// Bind texture, Draw
D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
texture_handle.ptr = (UINT64)pcmd->GetTexID();
command_list->SetGraphicsRootDescriptorTable(1, texture_handle);
command_list->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
}
}
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
platform_io.Renderer_RenderState = nullptr;
}
static void ImGui_ImplDX12_DestroyTexture(ImTextureData* tex)
{
ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData;
if (backend_tex == nullptr)
return;
IM_ASSERT(backend_tex->hFontSrvGpuDescHandle.ptr == (UINT64)tex->TexID);
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, backend_tex->hFontSrvCpuDescHandle, backend_tex->hFontSrvGpuDescHandle);
SafeRelease(backend_tex->pTextureResource);
backend_tex->hFontSrvCpuDescHandle.ptr = 0;
backend_tex->hFontSrvGpuDescHandle.ptr = 0;
IM_DELETE(backend_tex);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
tex->BackendUserData = nullptr;
}
void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
bool need_barrier_before_copy = true; // Do we need a resource barrier before we copy new data in?
if (tex->Status == ImTextureStatus_WantCreate)
{
// Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
ImGui_ImplDX12_Texture* backend_tex = IM_NEW(ImGui_ImplDX12_Texture)();
bd->InitInfo.SrvDescriptorAllocFn(&bd->InitInfo, &backend_tex->hFontSrvCpuDescHandle, &backend_tex->hFontSrvGpuDescHandle); // Allocate a desctriptor handle
D3D12_HEAP_PROPERTIES props = {};
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 = tex->Width;
desc.Height = tex->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));
// Create SRV
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, backend_tex->hFontSrvCpuDescHandle);
SafeRelease(backend_tex->pTextureResource);
backend_tex->pTextureResource = pTexture;
// Store identifiers
tex->SetTexID((ImTextureID)backend_tex->hFontSrvGpuDescHandle.ptr);
tex->BackendUserData = backend_tex;
need_barrier_before_copy = false; // Because this is a newly-created texture it will be in D3D12_RESOURCE_STATE_COMMON and thus we don't need a barrier
// We don't set tex->Status to ImTextureStatus_OK to let the code fallthrough below.
}
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
{
ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData;
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
// We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
// FIXME-OPT: Uploading single box even when using ImTextureStatus_WantUpdates. Could use tex->Updates[]
// - Copy all blocks contiguously in upload buffer.
// - Barrier before copy, submit all CopyTextureRegion(), barrier after copy.
const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
// Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
// This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
UINT upload_pitch_src = upload_w * tex->BytesPerPixel;
UINT upload_pitch_dst = (upload_pitch_src + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
UINT upload_size = upload_pitch_dst * upload_h;
D3D12_RESOURCE_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Alignment = 0;
desc.Width = upload_size;
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;
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;
// FIXME-OPT: Can upload buffer be reused?
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));
// Create temporary command list and execute immediately
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);
// FIXME-OPT: Create once and reuse?
ID3D12CommandAllocator* cmdAlloc = nullptr;
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
IM_ASSERT(SUCCEEDED(hr));
// FIXME-OPT: Can be use the one from user? (pass ID3D12GraphicsCommandList* to ImGui_ImplDX12_UpdateTextures)
ID3D12GraphicsCommandList* cmdList = nullptr;
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
IM_ASSERT(SUCCEEDED(hr));
// Copy to upload buffer
void* mapped = nullptr;
D3D12_RANGE range = { 0, upload_size };
hr = uploadBuffer->Map(0, &range, &mapped);
IM_ASSERT(SUCCEEDED(hr));
for (int y = 0; y < upload_h; y++)
memcpy((void*)((uintptr_t)mapped + y * upload_pitch_dst), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch_src);
uploadBuffer->Unmap(0, &range);
if (need_barrier_before_copy)
{
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = backend_tex->pTextureResource;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
cmdList->ResourceBarrier(1, &barrier);
}
D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
{
srcLocation.pResource = uploadBuffer;
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srcLocation.PlacedFootprint.Footprint.Width = upload_w;
srcLocation.PlacedFootprint.Footprint.Height = upload_h;
srcLocation.PlacedFootprint.Footprint.Depth = 1;
srcLocation.PlacedFootprint.Footprint.RowPitch = upload_pitch_dst;
dstLocation.pResource = backend_tex->pTextureResource;
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dstLocation.SubresourceIndex = 0;
}
cmdList->CopyTextureRegion(&dstLocation, upload_x, upload_y, 0, &srcLocation, nullptr);
{
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = backend_tex->pTextureResource;
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;
cmdList->ResourceBarrier(1, &barrier);
}
hr = cmdList->Close();
IM_ASSERT(SUCCEEDED(hr));
ID3D12CommandQueue* cmdQueue = bd->pCommandQueue;
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
hr = cmdQueue->Signal(fence, 1);
IM_ASSERT(SUCCEEDED(hr));
// FIXME-OPT: Suboptimal?
// - To remove this may need to create NumFramesInFlight x ImGui_ImplDX12_FrameContext in backend data (mimick docking version)
// - Store per-frame in flight: upload buffer?
// - Where do cmdList and cmdAlloc fit?
fence->SetEventOnCompletion(1, event);
::WaitForSingleObject(event, INFINITE);
cmdList->Release();
cmdAlloc->Release();
::CloseHandle(event);
fence->Release();
uploadBuffer->Release();
tex->SetStatus(ImTextureStatus_OK);
}
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames >= (int)bd->numFramesInFlight)
ImGui_ImplDX12_DestroyTexture(tex);
}
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_CLAMP;
staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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 = D3D12_FLOAT32_MAX;
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)(void*)::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.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX12 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and 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 = {};
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.DSVFormat = bd->DSVFormat;
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)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)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;
return true;
}
void ImGui_ImplDX12_InvalidateDeviceObjects()
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
if (!bd || !bd->pd3dDevice)
return;
if (bd->commandQueueOwned)
SafeRelease(bd->pCommandQueue);
bd->commandQueueOwned = false;
SafeRelease(bd->pRootSignature);
SafeRelease(bd->pPipelineState);
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
ImGui_ImplDX12_DestroyTexture(tex);
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
SafeRelease(fr->IndexBuffer);
SafeRelease(fr->VertexBuffer);
}
}
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
static void ImGui_ImplDX12_InitLegacySingleDescriptorMode(ImGui_ImplDX12_InitInfo* init_info)
{
// Wrap legacy behavior of passing space for a single descriptor
IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0);
init_info->SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd->LegacySingleDescriptorUsed == false && "Only 1 simultaneous texture allowed with legacy ImGui_ImplDX12_Init() signature!");
*out_cpu_handle = bd->InitInfo.LegacySingleSrvCpuDescriptor;
*out_gpu_handle = bd->InitInfo.LegacySingleSrvGpuDescriptor;
bd->LegacySingleDescriptorUsed = true;
};
init_info->SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_GPU_DESCRIPTOR_HANDLE)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd->LegacySingleDescriptorUsed == true);
bd->LegacySingleDescriptorUsed = false;
};
}
#endif
bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
bd->InitInfo = *init_info; // Deep copy
init_info = &bd->InitInfo;
bd->pd3dDevice = init_info->Device;
IM_ASSERT(init_info->CommandQueue != NULL);
bd->pCommandQueue = init_info->CommandQueue;
bd->RTVFormat = init_info->RTVFormat;
bd->DSVFormat = init_info->DSVFormat;
bd->numFramesInFlight = init_info->NumFramesInFlight;
bd->pd3dSrvDescHeap = init_info->SrvDescriptorHeap;
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx12";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
if (init_info->SrvDescriptorAllocFn == nullptr)
ImGui_ImplDX12_InitLegacySingleDescriptorMode(init_info);
#endif
IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr);
// Create buffers with a default size (they will later be grown as needed)
bd->frameIndex = UINT_MAX;
bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[bd->numFramesInFlight];
for (int i = 0; i < (int)bd->numFramesInFlight; i++)
{
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
fr->IndexBuffer = nullptr;
fr->VertexBuffer = nullptr;
fr->IndexBufferSize = 10000;
fr->VertexBufferSize = 5000;
}
return true;
}
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Legacy initialization API Obsoleted in 1.91.5
// 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, they must be in 'srv_descriptor_heap'
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{
ImGui_ImplDX12_InitInfo init_info;
init_info.Device = device;
init_info.NumFramesInFlight = num_frames_in_flight;
init_info.RTVFormat = rtv_format;
init_info.SrvDescriptorHeap = srv_descriptor_heap;
init_info.LegacySingleSrvCpuDescriptor = font_srv_cpu_desc_handle;
init_info.LegacySingleSrvGpuDescriptor = font_srv_gpu_desc_handle;
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.NodeMask = 1;
HRESULT hr = device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&init_info.CommandQueue));
IM_ASSERT(SUCCEEDED(hr));
bool ret = ImGui_ImplDX12_Init(&init_info);
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
bd->commandQueueOwned = true;
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures; // Using legacy ImGui_ImplDX12_Init() call with 1 SRV descriptor we cannot support multiple textures.
return ret;
}
#endif
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();
// Clean up windows and device objects
ImGui_ImplDX12_InvalidateDeviceObjects();
delete[] bd->pFrameResources;
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
void ImGui_ImplDX12_NewFrame()
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
if (!bd->pPipelineState)
if (!ImGui_ImplDX12_CreateDeviceObjects())
IM_ASSERT(0 && "ImGui_ImplDX12_CreateDeviceObjects() failed!");
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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// 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 texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// The aim of imgui_impl_dx12.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/
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
#include <dxgiformat.h> // DXGI_FORMAT
#include <d3d12.h> // D3D12_CPU_DESCRIPTOR_HANDLE
// Initialization data, for ImGui_ImplDX12_Init()
struct ImGui_ImplDX12_InitInfo
{
ID3D12Device* Device;
ID3D12CommandQueue* CommandQueue; // Command queue used for queuing texture uploads.
int NumFramesInFlight;
DXGI_FORMAT RTVFormat; // RenderTarget format.
DXGI_FORMAT DSVFormat; // DepthStencilView format.
void* UserData;
// Allocating SRV descriptors for textures is up to the application, so we provide callbacks.
// (current version of the backend will only allocate one descriptor, from 1.92 the backend will need to allocate more)
ID3D12DescriptorHeap* SrvDescriptorHeap;
void (*SrvDescriptorAllocFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle);
void (*SrvDescriptorFreeFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_desc_handle);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
D3D12_CPU_DESCRIPTOR_HANDLE LegacySingleSrvCpuDescriptor; // To facilitate transition from single descriptor to allocator callback, you may use those.
D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor;
#endif
ImGui_ImplDX12_InitInfo() { memset((void*)this, 0, sizeof(*this)); }
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* info);
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);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Legacy initialization API Obsoleted in 1.91.5
// - 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, they must be in 'srv_descriptor_heap'
// - When we introduced the ImGui_ImplDX12_InitInfo struct we also added a 'ID3D12CommandQueue* CommandQueue' field.
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
#endif
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX12_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplDX12_RenderState
{
ID3D12Device* Device;
ID3D12GraphicsCommandList* CommandList;
};
#endif // #ifndef IMGUI_DISABLE

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// 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 texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
// 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"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx9.h"
// DirectX
#include <d3d9.h>
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#endif
// DirectX data
struct ImGui_ImplDX9_Data
{
LPDIRECT3DDEVICE9 pd3dDevice;
LPDIRECT3DVERTEXBUFFER9 pVB;
LPDIRECT3DINDEXBUFFER9 pIB;
int VertexBufferSize;
int IndexBufferSize;
bool HasRgbaSupport;
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;
LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
device->SetViewport(&vp);
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
device->SetPixelShader(nullptr);
device->SetVertexShader(nullptr);
device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
device->SetRenderState(D3DRS_ZENABLE, FALSE);
device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
device->SetRenderState(D3DRS_FOGENABLE, FALSE);
device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
device->SetRenderState(D3DRS_CLIPPING, TRUE);
device->SetRenderState(D3DRS_LIGHTING, FALSE);
device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
// Setup orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
{
float L = draw_data->DisplayPos.x + 0.5f;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
float T = draw_data->DisplayPos.y + 0.5f;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } };
D3DMATRIX mat_projection =
{ { {
2.0f/(R-L), 0.0f, 0.0f, 0.0f,
0.0f, 2.0f/(T-B), 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
} } };
device->SetTransform(D3DTS_WORLD, &mat_identity);
device->SetTransform(D3DTS_VIEW, &mat_identity);
device->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;
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
if (draw_data->Textures != nullptr)
for (ImTextureData* tex : *draw_data->Textures)
if (tex->Status != ImTextureStatus_OK)
ImGui_ImplDX9_UpdateTexture(tex);
// Create and grow 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;
if (device->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 (device->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* state_block = nullptr;
if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0)
return;
if (state_block->Capture() < 0)
{
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;
device->GetTransform(D3DTS_WORLD, &last_world);
device->GetTransform(D3DTS_VIEW, &last_view);
device->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)
{
state_block->Release();
return;
}
if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
{
bd->pVB->Unlock();
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* draw_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data;
for (int i = 0; i < draw_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, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
idx_dst += draw_list->IdxBuffer.Size;
}
bd->pVB->Unlock();
bd->pIB->Unlock();
device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
device->SetIndices(bd->pIB);
device->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* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_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(draw_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 RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
device->SetScissorRect(&r);
// Bind texture, Draw
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
device->SetTexture(0, texture);
device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
}
}
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
// Restore the DX9 transform
device->SetTransform(D3DTS_WORLD, &last_world);
device->SetTransform(D3DTS_VIEW, &last_view);
device->SetTransform(D3DTS_PROJECTION, &last_projection);
// Restore the DX9 state
state_block->Apply();
state_block->Release();
}
static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format)
{
LPDIRECT3D9 pd3d = nullptr;
if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
return false;
D3DDEVICE_CREATION_PARAMETERS param = {};
D3DDISPLAYMODE mode = {};
if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
{
pd3d->Release();
return false;
}
// Font texture should support linear filter, color blend and write to render-target
bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
pd3d->Release();
return support;
}
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
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.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
bd->pd3dDevice = device;
bd->pd3dDevice->AddRef();
bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
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;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
{
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors);
#else
const bool convert_rgba_to_bgra = false;
IM_UNUSED(tex_use_colors);
#endif
for (int y = 0; y < h; y++)
{
const ImU32* src_p = (const ImU32*)(const void*)((const unsigned char*)src + src_pitch * y);
ImU32* dst_p = (ImU32*)(void*)((unsigned char*)dst + dst_pitch * y);
if (convert_rgba_to_bgra)
for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy
*dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p);
else
memcpy(dst_p, src_p, w * 4); // Raw copy
}
}
void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (tex->Status == ImTextureStatus_WantCreate)
{
// Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
LPDIRECT3DTEXTURE9 dx_tex = nullptr;
HRESULT hr = bd->pd3dDevice->CreateTexture(tex->Width, tex->Height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dx_tex, nullptr);
if (hr < 0)
{
IM_ASSERT(hr >= 0 && "Backend failed to create texture!");
return;
}
D3DLOCKED_RECT locked_rect;
if (dx_tex->LockRect(0, &locked_rect, nullptr, 0) == D3D_OK)
{
ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixels(), tex->Width * 4, (ImU32*)locked_rect.pBits, (ImU32)locked_rect.Pitch, tex->Width, tex->Height);
dx_tex->UnlockRect(0);
}
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)dx_tex);
tex->SetStatus(ImTextureStatus_OK);
}
else if (tex->Status == ImTextureStatus_WantUpdates)
{
// Update selected blocks. We only ever write to textures regions which have never been used before!
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)(intptr_t)tex->TexID;
RECT update_rect = { (LONG)tex->UpdateRect.x, (LONG)tex->UpdateRect.y, (LONG)(tex->UpdateRect.x + tex->UpdateRect.w), (LONG)(tex->UpdateRect.y + tex->UpdateRect.h) };
D3DLOCKED_RECT locked_rect;
if (backend_tex->LockRect(0, &locked_rect, &update_rect, 0) == D3D_OK)
for (ImTextureRect& r : tex->Updates)
ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixelsAt(r.x, r.y), tex->Width * 4,
(ImU32*)locked_rect.pBits + (r.x - update_rect.left) + (r.y - update_rect.top) * (locked_rect.Pitch / 4), (int)locked_rect.Pitch, r.w, r.h);
backend_tex->UnlockRect(0);
tex->SetStatus(ImTextureStatus_OK);
}
else if (tex->Status == ImTextureStatus_WantDestroy)
{
LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID;
if (backend_tex == nullptr)
return;
IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex);
backend_tex->Release();
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
}
}
bool ImGui_ImplDX9_CreateDeviceObjects()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice)
return false;
return true;
}
void ImGui_ImplDX9_InvalidateDeviceObjects()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice)
return;
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
{
tex->SetStatus(ImTextureStatus_WantDestroy);
ImGui_ImplDX9_UpdateTexture(tex);
}
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
}
void ImGui_ImplDX9_NewFrame()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
IM_UNUSED(bd);
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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// 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 texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct IDirect3DDevice9;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex);
#endif // #ifndef IMGUI_DISABLE

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// 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: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [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 are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Multiple Dear ImGui contexts support.
// Missing features or Issues:
// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct GLFWwindow;
struct GLFWmonitor;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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();
// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL)
#ifdef __EMSCRIPTEN__
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector);
//static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0
#endif
// GLFW callbacks install
// - 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);
// GFLW callbacks options:
// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
// GLFW callbacks (individual callbacks to call yourself 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);
// GLFW helpers
IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds);
IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window);
IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor);
#endif // #ifndef IMGUI_DISABLE

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// 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 are obsolete since 1.87 and not supported since 1.91.5]
// Missing features or Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing horizontal mouse wheel support.
// [ ] 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2023-04-17: BREAKING: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame(). Needs to be called from the main application loop, like with every other backends.
// 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"
#ifndef IMGUI_DISABLE
#include "imgui_impl_glut.h"
#define GL_SILENCE_DEPRECATION
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/freeglut.h>
#endif
#ifdef _MSC_VER
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
#endif
static int g_Time = 0; // Current time, in milliseconds
// Glut has one 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();
IMGUI_CHECKVERSION();
#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()
{
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = nullptr;
}
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;
}
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);
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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// 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 are obsolete since 1.87 and not supported since 1.91.5]
// Missing features or Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing horizontal mouse wheel support.
// [ ] 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#ifndef IMGUI_DISABLE
#include "imgui.h" // IMGUI_IMPL_API
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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
#endif // #ifndef IMGUI_DISABLE

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// 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 texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
//-----------------------------------------------------------------------------
// ObjC API
//-----------------------------------------------------------------------------
#ifdef __OBJC__
@class MTLRenderPassDescriptor;
@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
id<MTLCommandBuffer> commandBuffer,
id<MTLRenderCommandEncoder> commandEncoder);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
#endif
//-----------------------------------------------------------------------------
// C++ API
//-----------------------------------------------------------------------------
// Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file
// More info about using Metal from C++: https://developer.apple.com/metal/cpp/
#ifdef IMGUI_IMPL_METAL_CPP
#include <Metal/Metal.hpp>
#ifndef __OBJC__
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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_CreateDeviceObjects(MTL::Device* device);
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
#endif
#endif
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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// 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 texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture().
// 2025-02-03: Metal: Crash fix. (#8367)
// 2024-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
// 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"
#ifndef IMGUI_DISABLE
#include "imgui_impl_metal.h"
#import <time.h>
#import <Metal/Metal.h>
#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<MTLBuffer> buffer;
@property (nonatomic, assign) double lastReuseTime;
- (instancetype)initWithBuffer:(id<MTLBuffer>)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<NSCopying>
@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
@interface MetalTexture : NSObject
@property (nonatomic, strong) id<MTLTexture> metalTexture;
- (instancetype)initWithTexture:(id<MTLTexture>)metalTexture;
@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<MTLDevice> device;
@property (nonatomic, strong) id<MTLDepthStencilState> 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) NSMutableArray<MetalBuffer*>* bufferCache;
@property (nonatomic, assign) double lastBufferCachePurge;
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device;
@end
struct ImGui_ImplMetal_Data
{
MetalContext* SharedMetalContext;
ImGui_ImplMetal_Data() { memset((void*)this, 0, sizeof(*this)); }
};
static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(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<MTLDevice>)(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<MTLCommandBuffer>)(commandBuffer),
(__bridge id<MTLRenderCommandEncoder>)(commandEncoder));
}
bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
{
return ImGui_ImplMetal_CreateDeviceObjects((__bridge id<MTLDevice>)(device));
}
#endif // #ifdef IMGUI_IMPL_METAL_CPP
#pragma mark - Dear ImGui Metal Backend API
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_metal";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
bd->SharedMetalContext = [[MetalContext alloc] init];
bd->SharedMetalContext.device = device;
return true;
}
void ImGui_ImplMetal_Shutdown()
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
IM_UNUSED(bd);
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGui_ImplMetal_DestroyDeviceObjects();
ImGui_ImplMetal_DestroyBackendData();
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
}
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?");
#ifdef IMGUI_IMPL_METAL_CPP
bd->SharedMetalContext.framebufferDescriptor = [[[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]autorelease];
#else
bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
#endif
if (bd->SharedMetalContext.depthStencilState == nil)
ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device);
}
static void ImGui_ImplMetal_SetupRenderState(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer,
id<MTLRenderCommandEncoder> commandEncoder, id<MTLRenderPipelineState> 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)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x),
.height = (double)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y),
.znear = 0.0,
.zfar = 1.0
};
[commandEncoder setViewport:viewport];
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 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* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> 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)(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 || draw_data->CmdListsCount == 0)
return;
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
if (draw_data->Textures != nullptr)
for (ImTextureData* tex : *draw_data->Textures)
if (tex->Status != ImTextureStatus_OK)
ImGui_ImplMetal_UpdateTexture(tex);
// 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<MTLRenderPipelineState> 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)draw_data->TotalVtxCount * sizeof(ImDrawVert);
size_t indexBufferLength = (size_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx);
MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
// 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
size_t vertexBufferOffset = 0;
size_t indexBufferOffset = 0;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_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(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
else
pcmd->UserCallback(draw_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<MTLTexture>)(void*)(intptr_t)(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)draw_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx);
}
MetalContext* sharedMetalContext = bd->SharedMetalContext;
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
{
dispatch_async(dispatch_get_main_queue(), ^{
@synchronized(sharedMetalContext.bufferCache)
{
[sharedMetalContext.bufferCache addObject:vertexBuffer];
[sharedMetalContext.bufferCache addObject:indexBuffer];
}
});
}];
}
static void ImGui_ImplMetal_DestroyTexture(ImTextureData* tex)
{
MetalTexture* backend_tex = (__bridge_transfer MetalTexture*)(tex->BackendUserData);
if (backend_tex == nullptr)
return;
IM_ASSERT(backend_tex.metalTexture == (__bridge id<MTLTexture>)(void*)(intptr_t)tex->TexID);
backend_tex.metalTexture = nil;
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
tex->BackendUserData = nullptr;
}
void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
if (tex->Status == ImTextureStatus_WantCreate)
{
// Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
// 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.
MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
width:(NSUInteger)tex->Width
height:(NSUInteger)tex->Height
mipmapped:NO];
textureDescriptor.usage = MTLTextureUsageShaderRead;
#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
textureDescriptor.storageMode = MTLStorageModeManaged;
#else
textureDescriptor.storageMode = MTLStorageModeShared;
#endif
id <MTLTexture> texture = [bd->SharedMetalContext.device newTextureWithDescriptor:textureDescriptor];
[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)tex->Width, (NSUInteger)tex->Height) mipmapLevel:0 withBytes:tex->Pixels bytesPerRow:(NSUInteger)tex->Width * 4];
MetalTexture* backend_tex = [[MetalTexture alloc] initWithTexture:texture];
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)texture);
tex->SetStatus(ImTextureStatus_OK);
tex->BackendUserData = (__bridge_retained void*)(backend_tex);
}
else if (tex->Status == ImTextureStatus_WantUpdates)
{
// Update selected blocks. We only ever write to textures regions which have never been used before!
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
MetalTexture* backend_tex = (__bridge MetalTexture*)(tex->BackendUserData);
for (ImTextureRect& r : tex->Updates)
{
[backend_tex.metalTexture replaceRegion:MTLRegionMake2D((NSUInteger)r.x, (NSUInteger)r.y, (NSUInteger)r.w, (NSUInteger)r.h)
mipmapLevel:0
withBytes:tex->GetPixelsAt(r.x, r.y)
bytesPerRow:(NSUInteger)tex->Width * 4];
}
tex->SetStatus(ImTextureStatus_OK);
}
else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
{
ImGui_ImplMetal_DestroyTexture(tex);
}
}
bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> 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];
#ifdef IMGUI_IMPL_METAL_CPP
[depthStencilDescriptor release];
#endif
return true;
}
void ImGui_ImplMetal_DestroyDeviceObjects()
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
ImGui_ImplMetal_DestroyTexture(tex);
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
}
#pragma mark - MetalBuffer implementation
@implementation MetalBuffer
- (instancetype)initWithBuffer:(id<MTLBuffer>)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 - MetalTexture implementation
@implementation MetalTexture
- (instancetype)initWithTexture:(id<MTLTexture>)metalTexture
{
if ((self = [super init]))
self.metalTexture = metalTexture;
return self;
}
@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<MTLDevice>)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<MTLBuffer> 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<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device
{
NSError* error = nil;
NSString* shaderSource = @""
"#include <metal_stdlib>\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<half, access::sample> 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<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error];
if (library == nil)
{
NSLog(@"Error: failed to create Metal library: %@", error);
return nil;
}
id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
id<MTLFunction> 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 = offsetof(ImDrawVert, pos);
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
vertexDescriptor.attributes[0].bufferIndex = 0;
vertexDescriptor.attributes[1].offset = offsetof(ImDrawVert, uv);
vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
vertexDescriptor.attributes[1].bufferIndex = 0;
vertexDescriptor.attributes[2].offset = 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<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
if (error != nil)
NSLog(@"Error: failed to create Metal pipeline state: %@", error);
return renderPipelineState;
}
@end
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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// 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 as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// Missing features or Issues:
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// **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)
// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture().
// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-12-08: OpenGL: Fixed mishandling of 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"
#ifndef IMGUI_DISABLE
#include "imgui_impl_opengl2.h"
#include <stdint.h> // intptr_t
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
#endif
// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
#if defined(_WIN32) && !defined(APIENTRY)
#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
#endif
#if defined(_WIN32) && !defined(WINGDIAPI)
#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
#endif
#if defined(__APPLE__)
#define GL_SILENCE_DEPRECATION
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
// [Debugging]
//#define IMGUI_IMPL_OPENGL_DEBUG
#ifdef IMGUI_IMPL_OPENGL_DEBUG
#include <stdio.h>
#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_ImplOpenGL2_Data
{
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();
IMGUI_CHECKVERSION();
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";
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
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;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
void ImGui_ImplOpenGL2_NewFrame()
{
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?");
IM_UNUSED(bd);
}
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.
GL_CALL(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;
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
if (draw_data->Textures != nullptr)
for (ImTextureData* tex : *draw_data->Textures)
if (tex->Status != ImTextureStatus_OK)
ImGui_ImplOpenGL2_UpdateTexture(tex);
// 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* draw_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col)));
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_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(draw_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);
}
void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)
{
if (tex->Status == ImTextureStatus_WantCreate)
{
// Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
const void* pixels = tex->GetPixels();
GLuint gl_texture_id = 0;
// 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, &gl_texture_id));
GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP));
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id);
tex->SetStatus(ImTextureStatus_OK);
// Restore state
GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
}
else if (tex->Status == ImTextureStatus_WantUpdates)
{
// Update selected blocks. We only ever write to textures regions which have never been used before!
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
GLint last_texture;
GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id));
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width));
for (ImTextureRect& r : tex->Updates)
GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y)));
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state
tex->SetStatus(ImTextureStatus_OK);
}
else if (tex->Status == ImTextureStatus_WantDestroy)
{
GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
glDeleteTextures(1, &gl_tex_id);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
}
}
bool ImGui_ImplOpenGL2_CreateDeviceObjects()
{
return true;
}
void ImGui_ImplOpenGL2_DestroyDeviceObjects()
{
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
{
tex->SetStatus(ImTextureStatus_WantDestroy);
ImGui_ImplOpenGL2_UpdateTexture(tex);
}
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

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// 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 as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// Missing features or Issues:
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// **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
#ifndef IMGUI_DISABLE
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex);
#endif // #ifndef IMGUI_DISABLE

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// 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 as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
// - This is done automatically on iOS, Android and Emscripten targets.
// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// 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
#ifndef IMGUI_DISABLE
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);
// Configuration flags to add in your imconfig file:
//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)
//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android)
// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
#if !defined(IMGUI_IMPL_OPENGL_ES2) \
&& !defined(IMGUI_IMPL_OPENGL_ES3)
// Try to detect GLES on matching platforms
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
#else
// Otherwise imgui_impl_opengl3_loader.h will be used.
#endif
#endif
#endif // #ifndef IMGUI_DISABLE

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//-----------------------------------------------------------------------------
// 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 INCLUDING '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:
// python3 gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
//
// More info:
// https://github.com/dearimgui/gl3w_stripped
// https://github.com/ocornut/imgui/issues/4445
//-----------------------------------------------------------------------------
/*
* This file was generated with gl3w_gen.py, part of imgl3w
* (hosted at https://github.com/dearimgui/gl3w_stripped)
*
* This is free and unencumbered software released into the public domain.
*
* Anyone is free to copy, modify, publish, use, compile, sell, or
* distribute this software, either in source code form or as a compiled
* binary, for any purpose, commercial or non-commercial, and by any
* means.
*
* In jurisdictions that recognize copyright laws, the author or authors
* of this software dedicate any and all copyright interest in the
* software to the public domain. We make this dedication for the benefit
* of the public at large and to the detriment of our heirs and
* successors. We intend this dedication to be an overt act of
* relinquishment in perpetuity of all present and future rights to this
* software under copyright law.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef __gl3w_h_
#define __gl3w_h_
// Adapted from KHR/khrplatform.h to avoid including entire file.
#ifndef __khrplatform_h_
typedef float khronos_float_t;
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
#ifdef _WIN64
typedef signed long long int khronos_intptr_t;
typedef signed long long int khronos_ssize_t;
#else
typedef signed long int khronos_intptr_t;
typedef signed long int khronos_ssize_t;
#endif
#if defined(_MSC_VER) && !defined(__clang__)
typedef signed __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
#include <stdint.h>
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#else
typedef signed long long khronos_int64_t;
typedef unsigned long long khronos_uint64_t;
#endif
#endif // __khrplatform_h_
#ifndef __gl_glcorearb_h_
#define __gl_glcorearb_h_ 1
#ifdef __cplusplus
extern "C" {
#endif
/*
** Copyright 2013-2020 The Khronos Group Inc.
** SPDX-License-Identifier: MIT
**
** This header is generated from the Khronos OpenGL / OpenGL ES XML
** API Registry. The current version of the Registry, generator scripts
** used to make the header, and the header can be found at
** https://github.com/KhronosGroup/OpenGL-Registry
*/
#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#endif
#include <windows.h>
#endif
#ifndef APIENTRY
#define APIENTRY
#endif
#ifndef APIENTRYP
#define APIENTRYP APIENTRY *
#endif
#ifndef GLAPI
#define GLAPI extern
#endif
/* glcorearb.h is for use with OpenGL core profile implementations.
** It should should be placed in the same directory as gl.h and
** included as <GL/glcorearb.h>.
**
** glcorearb.h includes only APIs in the latest OpenGL core profile
** implementation together with APIs in newer ARB extensions which
** can be supported by the core profile. It does not, and never will
** include functionality removed from the core profile, such as
** fixed-function vertex and fragment processing.
**
** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or
** <GL/glext.h> in the same source file.
*/
/* Generated C header for:
* API: gl
* Profile: core
* Versions considered: .*
* Versions emitted: .*
* Default extensions included: glcore
* Additional extensions included: _nomatch_^
* Extensions removed: _nomatch_^
*/
#ifndef GL_VERSION_1_0
typedef void GLvoid;
typedef unsigned int GLenum;
typedef khronos_float_t GLfloat;
typedef int GLint;
typedef int GLsizei;
typedef unsigned int GLbitfield;
typedef double GLdouble;
typedef unsigned int GLuint;
typedef unsigned char GLboolean;
typedef khronos_uint8_t GLubyte;
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_FALSE 0
#define GL_TRUE 1
#define GL_TRIANGLES 0x0004
#define GL_ONE 1
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#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_MAX_TEXTURE_SIZE 0x0D33
#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
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_REPEAT 0x2901
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 PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
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 glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
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_2
#define GL_CLAMP_TO_EDGE 0x812F
#endif /* GL_VERSION_1_2 */
#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 GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);
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 GLboolean APIENTRY glIsProgram (GLuint program);
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_2_1
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
#endif /* GL_VERSION_2_1 */
#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;
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
#define GL_CONTEXT_PROFILE_MASK 0x9126
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 ImGL3WProcs {
GL3WglProc ptr[60];
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;
PFNGLISPROGRAMPROC IsProgram;
PFNGLLINKPROGRAMPROC LinkProgram;
PFNGLPIXELSTOREIPROC PixelStorei;
PFNGLPOLYGONMODEPROC PolygonMode;
PFNGLREADPIXELSPROC ReadPixels;
PFNGLSCISSORPROC Scissor;
PFNGLSHADERSOURCEPROC ShaderSource;
PFNGLTEXIMAGE2DPROC TexImage2D;
PFNGLTEXPARAMETERIPROC TexParameteri;
PFNGLTEXSUBIMAGE2DPROC TexSubImage2D;
PFNGLUNIFORM1IPROC Uniform1i;
PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
PFNGLUSEPROGRAMPROC UseProgram;
PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
PFNGLVIEWPORTPROC Viewport;
} gl;
};
GL3W_API extern union ImGL3WProcs 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 glIsProgram imgl3wProcs.gl.IsProgram
#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 glTexSubImage2D imgl3wProcs.gl.TexSubImage2D
#define glUniform1i imgl3wProcs.gl.Uniform1i
#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv
#define glUseProgram imgl3wProcs.gl.UseProgram
#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer
#define glViewport imgl3wProcs.gl.Viewport
#ifdef __cplusplus
}
#endif
#endif
#ifdef IMGL3W_IMPL
#ifdef __cplusplus
extern "C" {
#endif
#include <stdlib.h>
#define GL3W_ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
#if defined(_WIN32)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#endif
#include <windows.h>
static HMODULE libgl;
typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
static GL3WglGetProcAddr wgl_get_proc_address;
static int open_libgl(void)
{
libgl = LoadLibraryA("opengl32.dll");
if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN;
wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
return GL3W_OK;
}
static void close_libgl(void) { FreeLibrary(libgl); }
static GL3WglProc get_proc(const char *proc)
{
GL3WglProc res;
res = (GL3WglProc)wgl_get_proc_address(proc);
if (!res)
res = (GL3WglProc)GetProcAddress(libgl, proc);
return res;
}
#elif defined(__APPLE__)
#include <dlfcn.h>
static void *libgl;
static int open_libgl(void)
{
libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN;
return GL3W_OK;
}
static void close_libgl(void) { dlclose(libgl); }
static GL3WglProc get_proc(const char *proc)
{
GL3WglProc res;
*(void **)(&res) = dlsym(libgl, proc);
return res;
}
#else
#include <dlfcn.h>
static void* libgl; // OpenGL library
static void* libglx; // GLX library
static void* libegl; // EGL library
static GL3WGetProcAddressProc gl_get_proc_address;
static void close_libgl(void)
{
if (libgl) {
dlclose(libgl);
libgl = NULL;
}
if (libegl) {
dlclose(libegl);
libegl = NULL;
}
if (libglx) {
dlclose(libglx);
libglx = NULL;
}
}
static int is_library_loaded(const char* name, void** lib)
{
*lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD);
return *lib != NULL;
}
static int open_libs(void)
{
// On Linux we have two APIs to get process addresses: EGL and GLX.
// EGL is supported under both X11 and Wayland, whereas GLX is X11-specific.
libgl = NULL;
libegl = NULL;
libglx = NULL;
// First check what's already loaded, the windowing library might have
// already loaded either EGL or GLX and we want to use the same one.
if (is_library_loaded("libEGL.so.1", &libegl) ||
is_library_loaded("libGLX.so.0", &libglx)) {
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
if (libgl)
return GL3W_OK;
else
close_libgl();
}
if (is_library_loaded("libGL.so", &libgl))
return GL3W_OK;
if (is_library_loaded("libGL.so.1", &libgl))
return GL3W_OK;
if (is_library_loaded("libGL.so.3", &libgl))
return GL3W_OK;
// Neither is already loaded, so we have to load one. Try EGL first
// because it is supported under both X11 and Wayland.
// Load OpenGL + EGL
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
libegl = dlopen("libEGL.so.1", RTLD_LAZY | RTLD_LOCAL);
if (libgl && libegl)
return GL3W_OK;
else
close_libgl();
// Fall back to legacy libGL, which includes GLX
// While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983
libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL);
if (libgl)
return GL3W_OK;
return GL3W_ERROR_LIBRARY_OPEN;
}
static int open_libgl(void)
{
int res = open_libs();
if (res)
return res;
if (libegl)
*(void**)(&gl_get_proc_address) = dlsym(libegl, "eglGetProcAddress");
else if (libglx)
*(void**)(&gl_get_proc_address) = dlsym(libglx, "glXGetProcAddressARB");
else
*(void**)(&gl_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
if (!gl_get_proc_address) {
close_libgl();
return GL3W_ERROR_LIBRARY_OPEN;
}
return GL3W_OK;
}
static GL3WglProc get_proc(const char* proc)
{
GL3WglProc res = NULL;
// Before EGL version 1.5, eglGetProcAddress doesn't support querying core
// functions and may return a dummy function if we try, so try to load the
// function from the GL library directly first.
if (libegl)
*(void**)(&res) = dlsym(libgl, proc);
if (!res)
res = gl_get_proc_address(proc);
if (!libegl && !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 == 0 && version.minor == 0)
{
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
if (const char* gl_version = (const char*)glGetString(GL_VERSION))
sscanf(gl_version, "%d.%d", &version.major, &version.minor);
}
if (version.major < 2)
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 < 2)
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",
"glIsProgram",
"glLinkProgram",
"glPixelStorei",
"glPolygonMode",
"glReadPixels",
"glScissor",
"glShaderSource",
"glTexImage2D",
"glTexParameteri",
"glTexSubImage2D",
"glUniform1i",
"glUniformMatrix4fv",
"glUseProgram",
"glVertexAttribPointer",
"glViewport",
};
GL3W_API union ImGL3WProcs imgl3wProcs;
static void load_procs(GL3WGetProcAddressProc proc)
{
size_t i;
for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++)
imgl3wProcs.ptr[i] = proc(proc_names[i]);
}
#ifdef __cplusplus
}
#endif
#endif

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// dear imgui: Platform Backend for OSX / Cocoa
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
// - Requires linking with the GameController framework ("-framework GameController").
// Implemented features:
// [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend).
// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
// [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 are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
#ifdef __OBJC__
@class NSEvent;
@class NSView;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view);
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
#endif
//-----------------------------------------------------------------------------
// C++ API
//-----------------------------------------------------------------------------
#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS
// #include <AppKit/AppKit.hpp>
#ifndef __OBJC__
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Platform Backend for OSX / Cocoa
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
// - Requires linking with the GameController framework ("-framework GameController").
// Implemented features:
// [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend).
// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
// [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 are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#import "imgui.h"
#ifndef IMGUI_DISABLE
#import "imgui_impl_osx.h"
#import <Cocoa/Cocoa.h>
#import <Carbon/Carbon.h>
#import <GameController/GameController.h>
#import <time.h>
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-06-27: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 2025-06-12: ImGui_ImplOSX_HandleEvent() only process event for window containing our view. (#8644)
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
// 2025-01-20: Removed notification observer when shutting down. (#8331)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F20 function keys. Stopped mapping F13 into PrintScreen.
// 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen.
// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mice).
// 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;
NSWindow* Window;
ImGui_ImplOSX_Data() { memset((void*)this, 0, sizeof(*this)); }
};
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 (CFTimeInterval)(double)(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;
+ (id)busyButClickableCursor;
@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<NSTextInputClient>
@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<NSAttributedStringKey>*)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
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code);
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_VolumeUp: return ImGuiKey_;
// case kVK_VolumeDown: return ImGuiKey_;
// case kVK_Mute: return ImGuiKey_;
case kVK_F1: return ImGuiKey_F1;
case kVK_F2: return ImGuiKey_F2;
case kVK_F3: return ImGuiKey_F3;
case kVK_F4: return ImGuiKey_F4;
case kVK_F5: return ImGuiKey_F5;
case kVK_F6: return ImGuiKey_F6;
case kVK_F7: return ImGuiKey_F7;
case kVK_F8: return ImGuiKey_F8;
case kVK_F9: return ImGuiKey_F9;
case kVK_F10: return ImGuiKey_F10;
case kVK_F11: return ImGuiKey_F11;
case kVK_F12: return ImGuiKey_F12;
case kVK_F13: return ImGuiKey_F13;
case kVK_F14: return ImGuiKey_F14;
case kVK_F15: return ImGuiKey_F15;
case kVK_F16: return ImGuiKey_F16;
case kVK_F17: return ImGuiKey_F17;
case kVK_F18: return ImGuiKey_F18;
case kVK_F19: return ImGuiKey_F19;
case kVK_F20: return ImGuiKey_F20;
case 0x6E: return ImGuiKey_Menu;
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_End: return ImGuiKey_End;
case kVK_PageDown: return ImGuiKey_PageDown;
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();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
// Setup backend capabilities flags
ImGui_ImplOSX_Data* bd = IM_NEW(ImGui_ImplOSX_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_osx";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd->Observer = [ImGuiObserver new];
bd->Window = view.window ?: NSApp.orderedWindows.firstObject;
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (__bridge_retained void*)bd->Window;
// 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_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];
bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
bd->MouseCursors[ImGuiMouseCursor_Wait] = bd->MouseCursors[ImGuiMouseCursor_Progress] = [NSCursor respondsToSelector:@selector(busyButClickableCursor)] ? [NSCursor busyButClickableCursor] : [NSCursor arrowCursor];
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor];
// 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.
platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* str) -> void
{
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
[pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil];
[pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString];
};
platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) -> const char*
{
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];
if (![available isEqualToString:NSPasteboardTypeString])
return nullptr;
NSString* string = [pasteboard stringForType:NSPasteboardTypeString];
if (string == nil)
return nullptr;
const char* string_c = (const char*)[string UTF8String];
size_t string_len = strlen(string_c);
static ImVector<char> 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);
platform_io.Platform_SetImeDataFn = [](ImGuiContext*, ImGuiViewport*, 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();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
[[NSNotificationCenter defaultCenter] removeObserver:bd->Observer];
bd->Observer = nullptr;
if (bd->Monitor != nullptr)
{
[NSEvent removeMonitor:bd->Monitor];
bd->Monitor = nullptr;
}
ImGui_ImplOSX_DestroyBackendData();
ImGuiIO& io = ImGui::GetIO();
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad);
}
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 measurable 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();
#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();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOSX_Init()?");
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);
}
// Must only be called for a mouse event, otherwise an exception occurs
// (Note that NSEventTypeScrollWheel is considered "other input". Oddly enough an exception does not occur with it, but the value will sometimes be wrong!)
static ImGuiMouseSource GetMouseSource(NSEvent* event)
{
switch (event.subtype)
{
case NSEventSubtypeTabletPoint:
return ImGuiMouseSource_Pen;
// macOS considers input from relative touch devices (like the trackpad or Apple Magic Mouse) to be touch input.
// This doesn't really make sense for Dear ImGui, which expects absolute touch devices only.
// There does not seem to be a simple way to disambiguate things here so we consider NSEventSubtypeTouch events to always come from mice.
// See https://developer.apple.com/library/archive/documentation/Cocoa/Conceptual/EventOverview/HandlingTouchEvents/HandlingTouchEvents.html#//apple_ref/doc/uid/10000060i-CH13-SW24
//case NSEventSubtypeTouch:
// return ImGuiMouseSource_TouchScreen;
case NSEventSubtypeMouseEvent:
default:
return ImGuiMouseSource_Mouse;
}
}
static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
{
// Only process events from the window containing ImGui view
if (event.window != view.window)
return false;
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.AddMouseSourceEvent(GetMouseSource(event));
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.AddMouseSourceEvent(GetMouseSource(event));
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.AddMouseSourceEvent(GetMouseSource(event));
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 *= 0.01;
wheel_dy *= 0.01;
}
}
else
#endif // MAC_OS_X_VERSION_MAX_ALLOWED
{
wheel_dx = [event deltaX] * 0.1;
wheel_dy = [event deltaY] * 0.1;
}
if (wheel_dx != 0.0 || wheel_dy != 0.0)
io.AddMouseWheelEvent((float)wheel_dx, (float)wheel_dy);
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;
}
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;
}];
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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@@ -0,0 +1,893 @@
// 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: Mouse support. Can discriminate Mouse/TouchScreen.
// [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 are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-06-11: Added ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window) and ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) helper to facilitate making DPI-aware apps.
// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
// 2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array.
// 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f.
// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
// 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode().
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()).
// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3.
// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version).
// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096)
// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019)
// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
// 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"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdl2.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 "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#endif
// SDL
#include <SDL.h>
#include <SDL_syswm.h>
#include <stdio.h> // for snprintf()
#ifdef __APPLE__
#include <TargetConditionals.h>
#endif
#ifdef __EMSCRIPTEN__
#include <emscripten/em_js.h>
#endif
#undef Status // X11 headers are leaking this.
#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_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
#define SDL_HAS_OPEN_URL SDL_VERSION_ATLEAST(2,0,14)
#if SDL_HAS_VULKAN
#include <SDL_vulkan.h>
#endif
// SDL Data
struct ImGui_ImplSDL2_Data
{
SDL_Window* Window;
Uint32 WindowID;
SDL_Renderer* Renderer;
Uint64 Time;
char* ClipboardTextData;
char BackendPlatformName[48];
// Mouse handling
Uint32 MouseWindowID;
int MouseButtonsDown;
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
SDL_Cursor* MouseLastCursor;
int MouseLastLeaveFrame;
bool MouseCanUseGlobalState;
bool MouseCanUseCapture;
// Gamepad handling
ImVector<SDL_GameController*> Gamepads;
ImGui_ImplSDL2_GamepadMode GamepadMode;
bool WantUpdateGamepadsList;
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(ImGuiContext*)
{
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(ImGuiContext*, const char* text)
{
SDL_SetClipboardText(text);
}
// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
{
if (data->WantVisible)
{
SDL_Rect r;
r.x = (int)data->InputPos.x;
r.y = (int)data->InputPos.y;
r.w = 1;
r.h = (int)data->InputLineHeight;
SDL_SetTextInputRect(&r);
}
}
// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
{
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;
case SDLK_F13: return ImGuiKey_F13;
case SDLK_F14: return ImGuiKey_F14;
case SDLK_F15: return ImGuiKey_F15;
case SDLK_F16: return ImGuiKey_F16;
case SDLK_F17: return ImGuiKey_F17;
case SDLK_F18: return ImGuiKey_F18;
case SDLK_F19: return ImGuiKey_F19;
case SDLK_F20: return ImGuiKey_F20;
case SDLK_F21: return ImGuiKey_F21;
case SDLK_F22: return ImGuiKey_F22;
case SDLK_F23: return ImGuiKey_F23;
case SDLK_F24: return ImGuiKey_F24;
case SDLK_AC_BACK: return ImGuiKey_AppBack;
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
default: break;
}
// Fallback to scancode
switch (scancode)
{
case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent;
case SDL_SCANCODE_MINUS: return ImGuiKey_Minus;
case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal;
case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket;
case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket;
case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102;
case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash;
case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon;
case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
case SDL_SCANCODE_COMMA: return ImGuiKey_Comma;
case SDL_SCANCODE_PERIOD: return ImGuiKey_Period;
case SDL_SCANCODE_SLASH: return ImGuiKey_Slash;
default: break;
}
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);
}
static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
}
// 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)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
ImGuiIO& io = ImGui::GetIO();
switch (event->type)
{
case SDL_MOUSEMOTION:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr)
return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
return true;
}
case SDL_MOUSEWHEEL:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == nullptr)
return false;
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
float wheel_x = -event->wheel.preciseX;
float wheel_y = event->wheel.preciseY;
#else
float wheel_x = -(float)event->wheel.x;
float wheel_y = (float)event->wheel.y;
#endif
#if defined(__EMSCRIPTEN__) && !SDL_VERSION_ATLEAST(2,31,0)
wheel_x /= 100.0f;
#endif
io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMouseWheelEvent(wheel_x, wheel_y);
return true;
}
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == nullptr)
return false;
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.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
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:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == nullptr)
return false;
io.AddInputCharactersUTF8(event->text.text);
return true;
}
case SDL_KEYDOWN:
case SDL_KEYUP:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr)
return false;
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
//IMGUI_DEBUG_LOG("SDL_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
// (event->type == SDL_KEYDOWN) ? "DOWN" : "UP ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod);
ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
io.SetKeyEventNativeData(key, (int)event->key.keysym.sym, (int)event->key.keysym.scancode, (int)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:
{
if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == nullptr)
return false;
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
// - However we won't get a correct LEAVE event for a captured window.
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
Uint8 window_event = event->window.event;
if (window_event == SDL_WINDOWEVENT_ENTER)
{
bd->MouseWindowID = event->window.windowID;
bd->MouseLastLeaveFrame = 0;
}
if (window_event == SDL_WINDOWEVENT_LEAVE)
bd->MouseLastLeaveFrame = 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;
}
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
{
bd->WantUpdateGamepadsList = true;
return true;
}
default:
break;
}
return false;
}
#ifdef __EMSCRIPTEN__
EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
#endif
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
// Obtain compiled and runtime versions
SDL_version ver_compiled;
SDL_version ver_runtime;
SDL_VERSION(&ver_compiled);
SDL_GetVersion(&ver_runtime);
// Setup backend capabilities flags
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl2 (%u.%u.%u, %u.%u.%u)",
ver_compiled.major, ver_compiled.minor, ver_compiled.patch, ver_runtime.major, ver_runtime.minor, ver_runtime.patch);
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = bd->BackendPlatformName;
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->WindowID = SDL_GetWindowID(window);
bd->Renderer = renderer;
// Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
bd->MouseCanUseGlobalState = false;
bd->MouseCanUseCapture = false;
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
const char* sdl_backend = SDL_GetCurrentVideoDriver();
const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
for (const char* item : capture_and_global_state_whitelist)
if (strncmp(sdl_backend, item, strlen(item)) == 0)
bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true;
#endif
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
platform_io.Platform_ClipboardUserData = nullptr;
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
#ifdef __EMSCRIPTEN__
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
#elif SDL_HAS_OPEN_URL
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; };
#endif
// Gamepad handling
bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
bd->WantUpdateGamepadsList = true;
// 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_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAITARROW);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Set platform dependent data in viewport
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID;
main_viewport->PlatformHandleRaw = nullptr;
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (SDL_GetWindowWMInfo(window, &info))
{
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.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 2.0.18: Enable native IME.
// IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any.
// For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow().
#ifdef SDL_HINT_IME_SHOW_UI
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "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
(void)sdl_gl_context; // Unused in 'master' branch.
return true;
}
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context);
}
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
{
#if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
{
#if !defined(_WIN32)
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
{
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
{
return ImGui_ImplSDL2_Init(window, renderer, nullptr);
}
bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
{
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
}
static void ImGui_ImplSDL2_CloseGamepads();
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]);
ImGui_ImplSDL2_CloseGamepads();
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
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 drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture.
if (bd->MouseCanUseCapture)
{
bool want_capture = false;
for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
if (ImGui::IsMouseDragging(button_n, 1.0f))
want_capture = true;
SDL_CaptureMouse(want_capture ? 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 io.ConfigNavMoveSetMousePos 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)
const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0;
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
{
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
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_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
if (bd->MouseLastCursor != expected_cursor)
{
SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
bd->MouseLastCursor = expected_cursor;
}
SDL_ShowCursor(SDL_TRUE);
}
}
// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend.
// - Apple platforms use FramebufferScale so we always return 1.0f.
// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle.
float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window)
{
return ImGui_ImplSDL2_GetContentScaleForDisplay(SDL_GetWindowDisplayIndex(window));
}
float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index)
{
#if SDL_HAS_PER_MONITOR_DPI
#ifndef __APPLE__
float dpi = 0.0f;
if (SDL_GetDisplayDPI(display_index, &dpi, nullptr, nullptr) == 0)
return dpi / 96.0f;
#endif
#endif
IM_UNUSED(display_index);
return 1.0f;
}
static void ImGui_ImplSDL2_CloseGamepads()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
for (SDL_GameController* gamepad : bd->Gamepads)
SDL_GameControllerClose(gamepad);
bd->Gamepads.resize(0);
}
void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGui_ImplSDL2_CloseGamepads();
if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
{
IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0);
for (int n = 0; n < manual_gamepads_count; n++)
bd->Gamepads.push_back(manual_gamepads_array[n]);
}
else
{
IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
bd->WantUpdateGamepadsList = true;
}
bd->GamepadMode = mode;
}
static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no)
{
bool merged_value = false;
for (SDL_GameController* gamepad : bd->Gamepads)
merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0;
io.AddKeyEvent(key, merged_value);
}
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1)
{
float merged_value = 0.0f;
for (SDL_GameController* gamepad : bd->Gamepads)
{
float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
if (merged_value < vn)
merged_value = vn;
}
io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
}
static void ImGui_ImplSDL2_UpdateGamepads()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
// Update list of controller(s) to use
if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual)
{
ImGui_ImplSDL2_CloseGamepads();
int joystick_count = SDL_NumJoysticks();
for (int n = 0; n < joystick_count; n++)
if (SDL_IsGameController(n))
if (SDL_GameController* gamepad = SDL_GameControllerOpen(n))
{
bd->Gamepads.push_back(gamepad);
if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst)
break;
}
bd->WantUpdateGamepadsList = false;
}
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
if (bd->Gamepads.Size == 0)
return;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
// Update gamepad inputs
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
}
static void ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(SDL_Window* window, SDL_Renderer* renderer, ImVec2* out_size, ImVec2* out_framebuffer_scale)
{
int w, h;
int display_w, display_h;
SDL_GetWindowSize(window, &w, &h);
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
w = h = 0;
if (renderer != nullptr)
SDL_GetRendererOutputSize(renderer, &display_w, &display_h);
#if SDL_HAS_VULKAN
else if (SDL_GetWindowFlags(window) & SDL_WINDOW_VULKAN)
SDL_Vulkan_GetDrawableSize(window, &display_w, &display_h);
#endif
else
SDL_GL_GetDrawableSize(window, &display_w, &display_h);
if (out_size != nullptr)
*out_size = ImVec2((float)w, (float)h);
if (out_framebuffer_scale != nullptr)
*out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f);
}
void ImGui_ImplSDL2_NewFrame()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
ImGuiIO& io = ImGui::GetIO();
// Setup main viewport size (every frame to accommodate for window resizing)
ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(bd->Window, bd->Renderer, &io.DisplaySize, &io.DisplayFramebufferScale);
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
static Uint64 frequency = SDL_GetPerformanceFrequency();
Uint64 current_time = SDL_GetPerformanceCounter();
if (current_time <= bd->Time)
current_time = bd->Time + 1;
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time;
if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
{
bd->MouseWindowID = 0;
bd->MouseLastLeaveFrame = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
ImGui_ImplSDL2_UpdateMouseData();
ImGui_ImplSDL2_UpdateMouseCursor();
// Update game controllers (if enabled and available)
ImGui_ImplSDL2_UpdateGamepads();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

View File

@@ -0,0 +1,50 @@
// 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: Mouse support. Can discriminate Mouse/TouchScreen.
// [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 are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct SDL_Window;
struct SDL_Renderer;
struct _SDL_GameController;
typedef union SDL_Event SDL_Event;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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 bool ImGui_ImplSDL2_InitForOther(SDL_Window* window);
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);
// DPI-related helpers (optional)
IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window);
IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index);
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
// When using manual mode, caller is responsible for opening/closing gamepad.
enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
#endif // #ifndef IMGUI_DISABLE

View File

@@ -1,19 +1,14 @@
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// dear imgui: Platform Backend for SDL3
// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [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 are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
// Missing features or Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [x] Platform: IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// [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.
@@ -25,8 +20,17 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-09-11: (Docking) Added support for viewport->ParentViewportId field to support parenting at OS level. (#7973)
// 2025-06-27: IME: avoid calling SDL_StartTextInput() again if already active. (#8727)
// 2025-04-22: IME: honor ImGuiPlatformImeData->WantTextInput as an alternative way to call SDL_StartTextInput(), without IME being necessarily visible.
// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
// 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801)
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
// 2025-01-20: Made ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array.
// 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten.
// 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
@@ -61,11 +65,13 @@
// 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 "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#endif
// SDL
#include <SDL3/SDL.h>
#include <stdio.h> // for snprintf()
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
@@ -98,8 +104,7 @@ struct ImGui_ImplSDL3_Data
SDL_Renderer* Renderer;
Uint64 Time;
char* ClipboardTextData;
bool UseVulkan;
bool WantUpdateMonitors;
char BackendPlatformName[48];
// IME handling
SDL_Window* ImeWindow;
@@ -111,12 +116,12 @@ struct ImGui_ImplSDL3_Data
SDL_Cursor* MouseLastCursor;
int MousePendingLeaveFrame;
bool MouseCanUseGlobalState;
bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
bool MouseCanUseCapture;
// Gamepad handling
ImVector<SDL_Gamepad*> Gamepads;
ImVector<SDL_Gamepad*> Gamepads;
ImGui_ImplSDL3_GamepadMode GamepadMode;
bool WantUpdateGamepadsList;
bool WantUpdateGamepadsList;
ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@@ -130,19 +135,13 @@ static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplSDL3_UpdateMonitors();
static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context);
static void ImGui_ImplSDL3_ShutdownMultiViewportSupport();
// Functions
static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
const char* sdl_clipboard_text = SDL_GetClipboardText();
bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : nullptr;
bd->ClipboardTextData = SDL_GetClipboardText();
return bd->ClipboardTextData;
}
@@ -156,7 +155,7 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
SDL_Window* window = SDL_GetWindowFromID(window_id);
if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
if ((!(data->WantVisible || data->WantTextInput) || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
{
SDL_StopTextInput(bd->ImeWindow);
bd->ImeWindow = nullptr;
@@ -164,14 +163,15 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
if (data->WantVisible)
{
SDL_Rect r;
r.x = (int)(data->InputPos.x - viewport->Pos.x);
r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight);
r.x = (int)data->InputPos.x;
r.y = (int)data->InputPos.y;
r.w = 1;
r.h = (int)data->InputLineHeight;
SDL_SetTextInputArea(window, &r, 0);
SDL_StartTextInput(window);
bd->ImeWindow = window;
}
if (!SDL_TextInputActive(window) && (data->WantVisible || data->WantTextInput))
SDL_StartTextInput(window);
}
// Not static to allow third-party code to use that if they want to (but undocumented)
@@ -217,17 +217,17 @@ ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
case SDLK_SPACE: return ImGuiKey_Space;
case SDLK_RETURN: return ImGuiKey_Enter;
case SDLK_ESCAPE: return ImGuiKey_Escape;
case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
//case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
case SDLK_COMMA: return ImGuiKey_Comma;
case SDLK_MINUS: return ImGuiKey_Minus;
//case SDLK_MINUS: return ImGuiKey_Minus;
case SDLK_PERIOD: return ImGuiKey_Period;
case SDLK_SLASH: return ImGuiKey_Slash;
//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_GRAVE: return ImGuiKey_GraveAccent;
//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_GRAVE: return ImGuiKey_GraveAccent;
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
@@ -306,6 +306,24 @@ ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
default: break;
}
// Fallback to scancode
switch (scancode)
{
case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent;
case SDL_SCANCODE_MINUS: return ImGuiKey_Minus;
case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal;
case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket;
case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket;
case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102;
case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash;
case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon;
case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
case SDL_SCANCODE_COMMA: return ImGuiKey_Comma;
case SDL_SCANCODE_PERIOD: return ImGuiKey_Period;
case SDL_SCANCODE_SLASH: return ImGuiKey_Slash;
default: break;
}
return ImGuiKey_None;
}
@@ -318,15 +336,18 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
}
static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
{
return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id);
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
}
// 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_ImplSDL3_ProcessEvent(const SDL_Event* event)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
@@ -340,13 +361,6 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr)
return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
int window_x, window_y;
SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
mouse_pos.x += window_x;
mouse_pos.y += window_y;
}
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
return true;
@@ -392,20 +406,12 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr)
return false;
//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode, event->key.mod);
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
// (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod);
ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
io.SetKeyEventNativeData(key, event->key.key, event->key.scancode, event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
case SDL_EVENT_DISPLAY_ORIENTATION:
case SDL_EVENT_DISPLAY_ADDED:
case SDL_EVENT_DISPLAY_REMOVED:
case SDL_EVENT_DISPLAY_MOVED:
case SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED:
{
bd->WantUpdateMonitors = true;
io.SetKeyEventNativeData(key, (int)event->key.key, (int)event->key.scancode, (int)event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
case SDL_EVENT_WINDOW_MOUSE_ENTER:
@@ -435,27 +441,14 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
return true;
}
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_WINDOW_MOVED:
case SDL_EVENT_WINDOW_RESIZED:
{
ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID);
if (viewport == NULL)
return false;
if (event->type == SDL_EVENT_WINDOW_CLOSE_REQUESTED)
viewport->PlatformRequestClose = true;
if (event->type == SDL_EVENT_WINDOW_MOVED)
viewport->PlatformRequestMove = true;
if (event->type == SDL_EVENT_WINDOW_RESIZED)
viewport->PlatformRequestResize = true;
return true;
}
case SDL_EVENT_GAMEPAD_ADDED:
case SDL_EVENT_GAMEPAD_REMOVED:
{
bd->WantUpdateGamepadsList = true;
return true;
}
default:
break;
}
return false;
}
@@ -466,7 +459,7 @@ static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Win
viewport->PlatformHandleRaw = nullptr;
#if defined(_WIN32) && !defined(__WINRT__)
viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
#elif defined(__APPLE__)
viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr);
#endif
}
@@ -478,46 +471,38 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
IM_UNUSED(sdl_gl_context); // Unused in this branch
// 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
const int ver_linked = SDL_GetVersion();
// Setup backend capabilities flags
ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%d.%d.%d; %d.%d.%d)",
SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION, SDL_VERSIONNUM_MAJOR(ver_linked), SDL_VERSIONNUM_MINOR(ver_linked), SDL_VERSIONNUM_MICRO(ver_linked));
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_sdl3";
io.BackendPlatformName = bd->BackendPlatformName;
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
if (mouse_can_use_global_state)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
bd->Window = window;
bd->WindowID = SDL_GetWindowID(window);
bd->Renderer = renderer;
// SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
// We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame.
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
#ifndef __APPLE__
bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
#else
bd->MouseCanReportHoveredViewport = false;
// Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
bd->MouseCanUseGlobalState = false;
bd->MouseCanUseCapture = false;
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
const char* sdl_backend = SDL_GetCurrentVideoDriver();
const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
for (const char* item : capture_and_global_state_whitelist)
if (strncmp(sdl_backend, item, strlen(item)) == 0)
bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true;
#endif
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
// Update monitor a first time during init
ImGui_ImplSDL3_UpdateMonitors();
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; };
// Gamepad handling
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
@@ -532,6 +517,8 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER);
bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_PROGRESS);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED);
// Set platform dependent data in viewport
@@ -544,35 +531,27 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
// (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_EVENT_MOUSE_BUTTON_DOWN 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");
// SDL 3.x : see https://github.com/libsdl-org/SDL/issues/6659
SDL_SetHint("SDL_BORDERLESS_WINDOWED_STYLE", "0");
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
// We left the call to ImGui_ImplSDL3_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)
ImGui_ImplSDL3_InitMultiViewportSupport(window, sdl_gl_context);
#endif
return true;
}
// Should technically be a SDL_GLContext but due to typedef it is sane to keep it void* in public interface.
bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
}
bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
{
if (!ImGui_ImplSDL3_Init(window, nullptr, nullptr))
return false;
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
bd->UseVulkan = true;
return true;
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
@@ -611,8 +590,6 @@ void ImGui_ImplSDL3_Shutdown()
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL3_ShutdownMultiViewportSupport();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
@@ -621,11 +598,10 @@ void ImGui_ImplSDL3_Shutdown()
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
IM_DELETE(bd);
}
// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
static void ImGui_ImplSDL3_UpdateMouseData()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
@@ -633,10 +609,19 @@ static void ImGui_ImplSDL3_UpdateMouseData()
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse(bd->MouseButtonsDown != 0);
// - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture.
if (bd->MouseCanUseCapture)
{
bool want_capture = false;
for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
if (ImGui::IsMouseDragging(button_n, 1.0f))
want_capture = true;
SDL_CaptureMouse(want_capture);
}
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL));
const bool is_app_focused = (bd->Window == focused_window);
#else
SDL_Window* focused_window = bd->Window;
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
@@ -645,47 +630,20 @@ static void ImGui_ImplSDL3_UpdateMouseData()
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
if (io.WantSetMousePos)
{
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
SDL_WarpMouseGlobal(io.MousePos.x, io.MousePos.y);
else
#endif
SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
}
SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
// (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window);
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
{
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
float mouse_x, mouse_y;
float mouse_x_global, mouse_y_global;
int window_x, window_y;
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
{
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
mouse_x -= window_x;
mouse_y -= window_y;
}
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
io.AddMousePosEvent(mouse_x_global - window_x, mouse_y_global - window_y);
}
}
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
{
ImGuiID mouse_viewport_id = 0;
if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL3_GetViewportForWindowID(bd->MouseWindowID))
mouse_viewport_id = mouse_viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
}
static void ImGui_ImplSDL3_UpdateMouseCursor()
@@ -729,7 +687,7 @@ void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad*
ImGui_ImplSDL3_CloseGamepads();
if (mode == ImGui_ImplSDL3_GamepadMode_Manual)
{
IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0);
for (int n = 0; n < manual_gamepads_count; n++)
bd->Gamepads.push_back(manual_gamepads_array[n]);
}
@@ -784,9 +742,6 @@ static void ImGui_ImplSDL3_UpdateGamepads()
SDL_free(sdl_gamepads);
}
// FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
if (bd->Gamepads.Size == 0)
return;
@@ -820,36 +775,18 @@ static void ImGui_ImplSDL3_UpdateGamepads()
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
}
static void ImGui_ImplSDL3_UpdateMonitors()
static void ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(SDL_Window* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Monitors.resize(0);
bd->WantUpdateMonitors = false;
int display_count;
SDL_DisplayID* displays = SDL_GetDisplays(&display_count);
for (int n = 0; n < display_count; n++)
{
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
SDL_DisplayID display_id = displays[n];
ImGuiPlatformMonitor monitor;
SDL_Rect r;
SDL_GetDisplayBounds(display_id, &r);
monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
SDL_GetDisplayUsableBounds(display_id, &r);
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
// FIXME-VIEWPORT: On MacOS SDL reports actual monitor DPI scale, ignoring OS configuration. We may want to set
// DpiScale to cocoa_window.backingScaleFactor here.
monitor.DpiScale = SDL_GetDisplayContentScale(display_id);
monitor.PlatformHandle = (void*)(intptr_t)n;
if (monitor.DpiScale <= 0.0f)
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
platform_io.Monitors.push_back(monitor);
}
SDL_free(displays);
int w, h;
int display_w, display_h;
SDL_GetWindowSize(window, &w, &h);
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
w = h = 0;
SDL_GetWindowSizeInPixels(window, &display_w, &display_h);
if (out_size != nullptr)
*out_size = ImVec2((float)w, (float)h);
if (out_framebuffer_scale != nullptr)
*out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f);
}
void ImGui_ImplSDL3_NewFrame()
@@ -858,22 +795,10 @@ void ImGui_ImplSDL3_NewFrame()
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_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;
SDL_GetWindowSizeInPixels(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 main viewport size (every frame to accommodate for window resizing)
ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
// Update monitors
if (bd->WantUpdateMonitors)
ImGui_ImplSDL3_UpdateMonitors();
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
// Setup time step (we could also use SDL_GetTicksNS() available since SDL3)
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
static Uint64 frequency = SDL_GetPerformanceFrequency();
Uint64 current_time = SDL_GetPerformanceCounter();
@@ -889,13 +814,6 @@ void ImGui_ImplSDL3_NewFrame()
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
// Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
// Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects.
if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport;
ImGui_ImplSDL3_UpdateMouseData();
ImGui_ImplSDL3_UpdateMouseCursor();
@@ -903,254 +821,6 @@ void ImGui_ImplSDL3_NewFrame()
ImGui_ImplSDL3_UpdateGamepads();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplSDL3_ViewportData
{
SDL_Window* Window;
SDL_Window* ParentWindow;
Uint32 WindowID;
bool WindowOwned;
SDL_GLContext GLContext;
ImGui_ImplSDL3_ViewportData() { Window = ParentWindow = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
};
static SDL_Window* ImGui_ImplSDL3_GetSDLWindowFromViewportID(ImGuiID viewport_id)
{
if (viewport_id != 0)
if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
{
SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
return SDL_GetWindowFromID(window_id);
}
return nullptr;
}
static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
viewport->PlatformUserData = vd;
vd->ParentWindow = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId);
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL3_ViewportData* main_viewport_data = (ImGui_ImplSDL3_ViewportData*)main_viewport->PlatformUserData;
// Share GL resources with main context
bool use_opengl = (main_viewport_data->GLContext != nullptr);
SDL_GLContext backup_context = nullptr;
if (use_opengl)
{
backup_context = SDL_GL_GetCurrentContext();
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
}
SDL_WindowFlags sdl_flags = 0;
sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_HIGH_PIXEL_DENSITY;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_UTILITY : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
SDL_SetWindowParent(vd->Window, vd->ParentWindow);
SDL_SetWindowPosition(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
vd->WindowOwned = true;
if (use_opengl)
{
vd->GLContext = SDL_GL_CreateContext(vd->Window);
SDL_GL_SetSwapInterval(0);
}
if (use_opengl && backup_context)
SDL_GL_MakeCurrent(vd->Window, backup_context);
ImGui_ImplSDL3_SetupPlatformHandles(viewport, vd->Window);
}
static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport)
{
if (ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData)
{
if (vd->GLContext && vd->WindowOwned)
SDL_GL_DestroyContext(vd->GLContext);
if (vd->Window && vd->WindowOwned)
SDL_DestroyWindow(vd->Window);
vd->GLContext = nullptr;
vd->Window = nullptr;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
}
static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES))
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
// SDL hack: Show icon in task bar (#7989)
// Note: SDL_WINDOW_UTILITY can be used to control task bar visibility, but on Windows, it does not affect child windows.
if (!(viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon))
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style |= WS_EX_APPWINDOW;
ex_style &= ~WS_EX_TOOLWINDOW;
::ShowWindow(hwnd, SW_HIDE);
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
}
#endif
SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "0" : "1");
SDL_ShowWindow(vd->Window);
}
static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
// Update SDL3 parent if it changed _after_ creation.
// This is for advanced apps that are manipulating ParentViewportID manually.
SDL_Window* new_parent = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId);
if (new_parent != vd->ParentWindow)
{
vd->ParentWindow = new_parent;
SDL_SetWindowParent(vd->Window, vd->ParentWindow);
}
}
static ImVec2 ImGui_ImplSDL3_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
int x = 0, y = 0;
SDL_GetWindowPosition(vd->Window, &x, &y);
return ImVec2((float)x, (float)y);
}
static void ImGui_ImplSDL3_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
}
static ImVec2 ImGui_ImplSDL3_GetWindowSize(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
int w = 0, h = 0;
SDL_GetWindowSize(vd->Window, &w, &h);
return ImVec2((float)w, (float)h);
}
static void ImGui_ImplSDL3_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
}
static void ImGui_ImplSDL3_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowTitle(vd->Window, title);
}
static void ImGui_ImplSDL3_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowOpacity(vd->Window, alpha);
}
static void ImGui_ImplSDL3_SetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_RaiseWindow(vd->Window);
}
static bool ImGui_ImplSDL3_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
}
static bool ImGui_ImplSDL3_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
}
static void ImGui_ImplSDL3_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
}
static void ImGui_ImplSDL3_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
{
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
SDL_GL_SwapWindow(vd->Window);
}
}
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
#include <SDL3/SDL_vulkan.h>
static int ImGui_ImplSDL3_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
(void)vk_allocator;
bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
}
static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context)
{
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplSDL3_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplSDL3_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplSDL3_ShowWindow;
platform_io.Platform_UpdateWindow = ImGui_ImplSDL3_UpdateWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplSDL3_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplSDL3_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplSDL3_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplSDL3_GetWindowSize;
platform_io.Platform_SetWindowFocus = ImGui_ImplSDL3_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplSDL3_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL3_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplSDL3_SetWindowTitle;
platform_io.Platform_RenderWindow = ImGui_ImplSDL3_RenderWindow;
platform_io.Platform_SwapBuffers = ImGui_ImplSDL3_SwapBuffers;
platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL3_SetWindowAlpha;
platform_io.Platform_CreateVkSurface = ImGui_ImplSDL3_CreateVkSurface;
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
vd->Window = window;
vd->WindowID = SDL_GetWindowID(window);
vd->WindowOwned = false;
vd->GLContext = (SDL_GLContext)sdl_gl_context;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID;
}
static void ImGui_ImplSDL3_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)

View File

@@ -1,19 +1,14 @@
// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// dear imgui: Platform Backend for SDL3
// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [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 are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
// Missing features or Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [x] Platform: IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// [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.

View File

@@ -3,9 +3,8 @@
// Implemented features:
// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// The aim of imgui_impl_sdlgpu3.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/
@@ -19,48 +18,58 @@
// - Introduction, links and more at the top of imgui.cpp
// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
// - Unlike other backends, the user must call the function Imgui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
// CHANGELOG
// 2025-01-09: SDL_Gpu: Added the SDL_GPU3 backend.
// 2025-06-25: Mapping transfer buffer for texture update use cycle=true. Fixes artifacts e.g. on Metal backend.
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture().
// 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now.
// 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData().
// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
// 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdlgpu3.h"
#include "imgui_impl_sdlgpu3_shaders.h"
// SDL_GPU Data
struct ImGui_ImplSDLGPU3_Texture
{
SDL_GPUTexture* Texture = nullptr;
SDL_GPUTextureSamplerBinding TextureSamplerBinding = { nullptr, nullptr };
};
// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
struct ImGui_ImplSDLGPU3_FrameData
{
SDL_GPUBuffer* VertexBuffer = nullptr;
SDL_GPUBuffer* IndexBuffer = nullptr;
uint32_t VertexBufferSize = 0;
uint32_t IndexBufferSize = 0;
SDL_GPUBuffer* VertexBuffer = nullptr;
SDL_GPUTransferBuffer* VertexTransferBuffer = nullptr;
uint32_t VertexBufferSize = 0;
SDL_GPUBuffer* IndexBuffer = nullptr;
SDL_GPUTransferBuffer* IndexTransferBuffer = nullptr;
uint32_t IndexBufferSize = 0;
};
// SDL_GPU Data
struct ImGui_ImplSDLGPU3_Data
{
ImGui_ImplSDLGPU3_InitInfo GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo InitInfo;
// Graphics pipeline & shaders
SDL_GPUShader* VertexShader = nullptr;
SDL_GPUShader* FragmentShader = nullptr;
SDL_GPUGraphicsPipeline* Pipeline = nullptr;
// Font data
SDL_GPUSampler* FontSampler = nullptr;
SDL_GPUTexture* FontTexture = nullptr;
SDL_GPUTextureSamplerBinding FontBinding = { nullptr, nullptr };
SDL_GPUShader* VertexShader = nullptr;
SDL_GPUShader* FragmentShader = nullptr;
SDL_GPUGraphicsPipeline* Pipeline = nullptr;
SDL_GPUSampler* TexSampler = nullptr;
SDL_GPUTransferBuffer* TexTransferBuffer = nullptr;
uint32_t TexTransferBufferSize = 0;
// Frame data for main window
ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
};
// Forward Declarations
static bool ImGui_ImplSDLGPU3_CreateDeviceObjects();
static void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
static void ImGui_ImplSDLGPU3_DestroyFrameData();
//-----------------------------------------------------------------------------
@@ -91,8 +100,8 @@ static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGra
SDL_GPUBufferBinding index_buffer_binding = {};
index_buffer_binding.buffer = fd->IndexBuffer;
index_buffer_binding.offset = 0;
SDL_BindGPUVertexBuffers(render_pass,0,&vertex_buffer_binding,1);
SDL_BindGPUIndexBuffer(render_pass,&index_buffer_binding,sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1);
SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
}
// Setup viewport
@@ -102,8 +111,8 @@ static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGra
viewport.w = (float)fb_width;
viewport.h = (float)fb_height;
viewport.min_depth = 0.0f;
viewport.min_depth = 1.0f;
SDL_SetGPUViewport(render_pass,&viewport);
viewport.max_depth = 1.0f;
SDL_SetGPUViewport(render_pass, &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.
@@ -115,27 +124,35 @@ static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGra
SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO));
}
static void CreateOrResizeBuffer(SDL_GPUBuffer** buffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
static void CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer** transferbuffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
SDL_WaitForGPUIdle(v->GpuDevice);
SDL_ReleaseGPUBuffer(v->GpuDevice, *buffer);
// FIXME-OPT: Not optimal, but this is fairly rarely called.
SDL_WaitForGPUIdle(v->Device);
SDL_ReleaseGPUBuffer(v->Device, *buffer);
SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer);
SDL_GPUBufferCreateInfo buffer_info = {};
buffer_info.usage = usage;
buffer_info.size = new_size;
buffer_info.props = 0;
*buffer = SDL_CreateGPUBuffer(v->GpuDevice, &buffer_info);
*buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info);
*old_size = new_size;
IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
transferbuffer_info.size = new_size;
*transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
IM_ASSERT(*transferbuffer != nullptr && "Failed to create GPU Transfer Buffer, call SDL_GetError() for more information");
}
// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
// The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example),
// is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering.
void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
{
// 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);
@@ -143,32 +160,26 @@ void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
return;
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
if (draw_data->Textures != nullptr)
for (ImTextureData* tex : *draw_data->Textures)
if (tex->Status != ImTextureStatus_OK)
ImGui_ImplSDLGPU3_UpdateTexture(tex);
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
CreateOrResizeBuffer(&fd->VertexBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
CreateOrResizeBuffer(&fd->IndexBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
CreateOrResizeBuffers(&fd->IndexBuffer, &fd->IndexTransferBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
// FIXME: It feels like more code could be shared there.
SDL_GPUTransferBufferCreateInfo vertex_transferbuffer_info = {};
vertex_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
vertex_transferbuffer_info.size = vertex_size;
SDL_GPUTransferBufferCreateInfo index_transferbuffer_info = {};
index_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
index_transferbuffer_info.size = index_size;
SDL_GPUTransferBuffer* vertex_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &vertex_transferbuffer_info);
IM_ASSERT(vertex_transferbuffer != nullptr && "Failed to create the vertex transfer buffer, call SDL_GetError() for more information");
SDL_GPUTransferBuffer* index_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &index_transferbuffer_info);
IM_ASSERT(index_transferbuffer != nullptr && "Failed to create the index transfer buffer, call SDL_GetError() for more information");
ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer, true);
ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->GpuDevice, index_transferbuffer, true);
ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer, true);
ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer, true);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* draw_list = draw_data->CmdLists[n];
@@ -177,15 +188,15 @@ void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += draw_list->IdxBuffer.Size;
}
SDL_UnmapGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer);
SDL_UnmapGPUTransferBuffer(v->GpuDevice, index_transferbuffer);
SDL_UnmapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
SDL_UnmapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
SDL_GPUTransferBufferLocation vertex_buffer_location = {};
vertex_buffer_location.offset = 0;
vertex_buffer_location.transfer_buffer = vertex_transferbuffer;
vertex_buffer_location.transfer_buffer = fd->VertexTransferBuffer;
SDL_GPUTransferBufferLocation index_buffer_location = {};
index_buffer_location.offset = 0;
index_buffer_location.transfer_buffer = index_transferbuffer;
index_buffer_location.transfer_buffer = fd->IndexTransferBuffer;
SDL_GPUBufferRegion vertex_buffer_region = {};
vertex_buffer_region.buffer = fd->VertexBuffer;
@@ -198,11 +209,9 @@ void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
index_buffer_region.size = index_size;
SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region,true);
SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region,true);
SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true);
SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true);
SDL_EndGPUCopyPass(copy_pass);
SDL_ReleaseGPUTransferBuffer(v->GpuDevice, index_transferbuffer);
SDL_ReleaseGPUTransferBuffer(v->GpuDevice, vertex_transferbuffer);
}
void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
@@ -237,7 +246,12 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr)
{
pcmd->UserCallback(draw_list, pcmd);
// 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_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
else
pcmd->UserCallback(draw_list, pcmd);
}
else
{
@@ -280,102 +294,126 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
SDL_SetGPUScissor(render_pass, &scissor_rect);
}
bool ImGui_ImplSDLGPU3_CreateFontsTexture()
static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData;
if (backend_tex == nullptr)
return;
SDL_GPUTextureSamplerBinding* binding = (SDL_GPUTextureSamplerBinding*)(intptr_t)tex->BackendUserData;
IM_ASSERT(backend_tex->Texture == binding->texture);
SDL_ReleaseGPUTexture(bd->InitInfo.Device, backend_tex->Texture);
IM_DELETE(backend_tex);
// Destroy existing texture (if any)
if (bd->FontTexture)
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
tex->BackendUserData = nullptr;
}
void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
if (tex->Status == ImTextureStatus_WantCreate)
{
SDL_WaitForGPUIdle(v->GpuDevice);
ImGui_ImplSDLGPU3_DestroyFontsTexture();
}
// Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
ImGui_ImplSDLGPU3_Texture* backend_tex = IM_NEW(ImGui_ImplSDLGPU3_Texture)();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
uint32_t upload_size = width * height * 4 * sizeof(char);
// Create the Image:
{
// Create texture
SDL_GPUTextureCreateInfo texture_info = {};
texture_info.type = SDL_GPU_TEXTURETYPE_2D;
texture_info.type = SDL_GPU_TEXTURETYPE_2D;
texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
texture_info.width = width;
texture_info.height = height;
texture_info.width = tex->Width;
texture_info.height = tex->Height;
texture_info.layer_count_or_depth = 1;
texture_info.num_levels = 1;
texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
bd->FontTexture = SDL_CreateGPUTexture(v->GpuDevice, &texture_info);
IM_ASSERT(bd->FontTexture && "Failed to create font texture, call SDL_GetError() for more info");
backend_tex->Texture = SDL_CreateGPUTexture(v->Device, &texture_info);
backend_tex->TextureSamplerBinding.texture = backend_tex->Texture;
backend_tex->TextureSamplerBinding.sampler = bd->TexSampler;
IM_ASSERT(backend_tex->Texture && "Failed to create font texture, call SDL_GetError() for more info");
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)&backend_tex->TextureSamplerBinding);
tex->BackendUserData = backend_tex;
}
// Assign the texture to the TextureSamplerBinding
bd->FontBinding.texture = bd->FontTexture;
// Create all the upload structures and upload:
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
{
SDL_GPUTransferBufferCreateInfo font_transferbuffer_info = {};
font_transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
font_transferbuffer_info.size = upload_size;
ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData;
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
SDL_GPUTransferBuffer* font_transferbuffer = SDL_CreateGPUTransferBuffer(v->GpuDevice, &font_transferbuffer_info);
IM_ASSERT(font_transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
// Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
// This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
// We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
uint32_t upload_pitch = upload_w * tex->BytesPerPixel;
uint32_t upload_size = upload_w * upload_h * tex->BytesPerPixel;
void* texture_ptr = SDL_MapGPUTransferBuffer(v->GpuDevice, font_transferbuffer, false);
memcpy(texture_ptr, pixels, upload_size);
SDL_UnmapGPUTransferBuffer(v->GpuDevice, font_transferbuffer);
// Create transfer buffer
if (bd->TexTransferBufferSize < upload_size)
{
SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
transferbuffer_info.size = upload_size + 1024;
bd->TexTransferBufferSize = upload_size + 1024;
bd->TexTransferBuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
}
SDL_GPUTextureTransferInfo font_transfer_info = {};
font_transfer_info.offset = 0;
font_transfer_info.transfer_buffer = font_transferbuffer;
// Copy to transfer buffer
{
void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, bd->TexTransferBuffer, true);
for (int y = 0; y < upload_h; y++)
memcpy((void*)((uintptr_t)texture_ptr + y * upload_pitch), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch);
SDL_UnmapGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
}
SDL_GPUTextureRegion font_texture_region = {};
font_texture_region.texture = bd->FontTexture;
font_texture_region.w = width;
font_texture_region.h = height;
font_texture_region.d = 1;
SDL_GPUTextureTransferInfo transfer_info = {};
transfer_info.offset = 0;
transfer_info.transfer_buffer = bd->TexTransferBuffer;
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->GpuDevice);
SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
SDL_UploadToGPUTexture(copy_pass, &font_transfer_info, &font_texture_region, false);
SDL_EndGPUCopyPass(copy_pass);
SDL_SubmitGPUCommandBuffer(cmd);
SDL_ReleaseGPUTransferBuffer(v->GpuDevice, font_transferbuffer);
SDL_GPUTextureRegion texture_region = {};
texture_region.texture = backend_tex->Texture;
texture_region.x = (Uint32)upload_x;
texture_region.y = (Uint32)upload_y;
texture_region.w = (Uint32)upload_w;
texture_region.h = (Uint32)upload_h;
texture_region.d = 1;
// Upload
{
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
SDL_EndGPUCopyPass(copy_pass);
SDL_SubmitGPUCommandBuffer(cmd);
}
tex->SetStatus(ImTextureStatus_OK);
}
// Store our identifier
io.Fonts->SetTexID((ImTextureID)&bd->FontBinding);
return true;
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
ImGui_ImplSDLGPU3_DestroyTexture(tex);
}
// You probably never need to call this, as it is called by ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_Shutdown().
void ImGui_ImplSDLGPU3_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
if (bd->FontTexture)
{
SDL_ReleaseGPUTexture(v->GpuDevice, bd->FontTexture);
bd->FontBinding.texture = nullptr;
bd->FontTexture = nullptr;
}
io.Fonts->SetTexID(0);
}
static void Imgui_ImplSDLGPU3_CreateShaders()
static void ImGui_ImplSDLGPU3_CreateShaders()
{
// Create the shader modules
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
const char* driver = SDL_GetGPUDeviceDriver(v->GpuDevice);
const char* driver = SDL_GetGPUDeviceDriver(v->Device);
SDL_GPUShaderCreateInfo vertex_shader_info = {};
vertex_shader_info.entrypoint = "main";
@@ -404,12 +442,12 @@ static void Imgui_ImplSDLGPU3_CreateShaders()
}
else if (strcmp(driver, "direct3d12") == 0)
{
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXIL;
vertex_shader_info.code = dxil_vertex;
vertex_shader_info.code_size = sizeof(dxil_vertex);
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXIL;
fragment_shader_info.code = dxil_fragment;
fragment_shader_info.code_size = sizeof(dxil_fragment);
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
vertex_shader_info.code = dxbc_vertex;
vertex_shader_info.code_size = sizeof(dxbc_vertex);
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
fragment_shader_info.code = dxbc_fragment;
fragment_shader_info.code_size = sizeof(dxbc_fragment);
}
#ifdef __APPLE__
else
@@ -424,8 +462,8 @@ static void Imgui_ImplSDLGPU3_CreateShaders()
fragment_shader_info.code_size = sizeof(metallib_fragment);
}
#endif
bd->VertexShader = SDL_CreateGPUShader(v->GpuDevice, &vertex_shader_info);
bd->FragmentShader = SDL_CreateGPUShader(v->GpuDevice, &fragment_shader_info);
bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info);
IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information");
IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information");
}
@@ -433,8 +471,8 @@ static void Imgui_ImplSDLGPU3_CreateShaders()
static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
Imgui_ImplSDLGPU3_CreateShaders();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
ImGui_ImplSDLGPU3_CreateShaders();
SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
vertex_buffer_desc[0].slot = 0;
@@ -509,16 +547,18 @@ static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
pipeline_info.depth_stencil_state = depth_stencil_state;
pipeline_info.target_info = target_info;
bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->GpuDevice, &pipeline_info);
bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->Device, &pipeline_info);
IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information");
}
bool ImGui_ImplSDLGPU3_CreateDeviceObjects()
void ImGui_ImplSDLGPU3_CreateDeviceObjects()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
if (!bd->FontSampler)
ImGui_ImplSDLGPU3_DestroyDeviceObjects();
if (bd->TexSampler == nullptr)
{
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
SDL_GPUSamplerCreateInfo sampler_info = {};
@@ -531,45 +571,48 @@ bool ImGui_ImplSDLGPU3_CreateDeviceObjects()
sampler_info.mip_lod_bias = 0.0f;
sampler_info.min_lod = -1000.0f;
sampler_info.max_lod = 1000.0f;
sampler_info.enable_anisotropy = true;
sampler_info.enable_anisotropy = false;
sampler_info.max_anisotropy = 1.0f;
sampler_info.enable_compare = false;
bd->FontSampler = SDL_CreateGPUSampler(v->GpuDevice, &sampler_info);
bd->FontBinding.sampler = bd->FontSampler;
IM_ASSERT(bd->FontSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
bd->TexSampler = SDL_CreateGPUSampler(v->Device, &sampler_info);
IM_ASSERT(bd->TexSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
}
ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
return true;
}
void ImGui_ImplSDLGPU3_DestroyFrameData()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
SDL_ReleaseGPUBuffer(v->GpuDevice, bd->MainWindowFrameData.VertexBuffer);
SDL_ReleaseGPUBuffer(v->GpuDevice, bd->MainWindowFrameData.IndexBuffer);
bd->MainWindowFrameData.VertexBuffer = nullptr;
bd->MainWindowFrameData.IndexBuffer = nullptr;
bd->MainWindowFrameData.VertexBufferSize = 0;
bd->MainWindowFrameData.IndexBufferSize = 0;
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
SDL_ReleaseGPUBuffer(v->Device, fd->VertexBuffer);
SDL_ReleaseGPUBuffer(v->Device, fd->IndexBuffer);
SDL_ReleaseGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
SDL_ReleaseGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
fd->VertexBuffer = fd->IndexBuffer = nullptr;
fd->VertexTransferBuffer = fd->IndexTransferBuffer = nullptr;
fd->VertexBufferSize = fd->IndexBufferSize = 0;
}
void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->GPUInitInfo;
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
ImGui_ImplSDLGPU3_DestroyFrameData();
ImGui_ImplSDLGPU3_DestroyFontsTexture();
if (bd->VertexShader) { SDL_ReleaseGPUShader(v->GpuDevice, bd->VertexShader); bd->VertexShader = nullptr;}
if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->GpuDevice, bd->FragmentShader); bd->FragmentShader = nullptr;}
if (bd->FontSampler) { SDL_ReleaseGPUSampler(v->GpuDevice, bd->FontSampler); bd->FontSampler = nullptr;}
if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->GpuDevice, bd->Pipeline); bd->Pipeline = nullptr;}
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
ImGui_ImplSDLGPU3_DestroyTexture(tex);
if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; }
if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; }
if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; }
if (bd->TexSampler) { SDL_ReleaseGPUSampler(v->Device, bd->TexSampler); bd->TexSampler = nullptr; }
if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; }
}
bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
@@ -583,13 +626,12 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlgpu3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
IM_ASSERT(info->GpuDevice != nullptr);
IM_ASSERT(info->Device != nullptr);
IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
bd->GPUInitInfo = *info;
ImGui_ImplSDLGPU3_CreateDeviceObjects();
bd->InitInfo = *info;
return true;
}
@@ -603,7 +645,7 @@ void ImGui_ImplSDLGPU3_Shutdown()
ImGui_ImplSDLGPU3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
@@ -612,8 +654,8 @@ void ImGui_ImplSDLGPU3_NewFrame()
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
if (!bd->FontTexture)
ImGui_ImplSDLGPU3_CreateFontsTexture();
if (!bd->TexSampler)
ImGui_ImplSDLGPU3_CreateDeviceObjects();
}
#endif // #ifndef IMGUI_DISABLE

View File

@@ -3,9 +3,8 @@
// Implemented features:
// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// The aim of imgui_impl_sdlgpu3.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/
@@ -19,7 +18,7 @@
// - Introduction, links and more at the top of imgui.cpp
// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
// - Unline other backends, the user must call the function Imgui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
#pragma once
@@ -31,18 +30,23 @@
// - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat to query the right value
struct ImGui_ImplSDLGPU3_InitInfo
{
SDL_GPUDevice* GpuDevice = nullptr;
SDL_GPUDevice* Device = nullptr;
SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID;
SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1;
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info);
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame();
IMGUI_IMPL_API void Imgui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info);
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
#endif // #ifndef IMGUI_DISABLE

View File

@@ -46,674 +46,6 @@ const uint8_t spirv_fragment[844] = {
0,0,26,0,0,0,87,0,5,0,7,0,0,0,28,0,0,0,23,0,0,0,27,0,0,0,133,0,5,0,7,0,0,0,29,0,0,0,18,0,0,0,28,0,0,0,62,0,3,0,9,0,0,0,29,0,0,0,253,0,1,0,56,0,1,0,
};
const uint8_t dxil_vertex[4056] = {
0x44, 0x58, 0x42, 0x43, 0x1c, 0xc9, 0x66, 0x42, 0xd9, 0x4b, 0x50, 0x3e,
0x3b, 0x5c, 0x7d, 0x0c, 0xc3, 0xe3, 0x43, 0xa6, 0x01, 0x00, 0x00, 0x00,
0xd8, 0x0f, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00,
0x4c, 0x00, 0x00, 0x00, 0xc8, 0x00, 0x00, 0x00, 0x50, 0x01, 0x00, 0x00,
0x8c, 0x02, 0x00, 0x00, 0xe4, 0x08, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00,
0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 0x74, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x0f, 0x0f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x54, 0x45, 0x58, 0x43,
0x4f, 0x4f, 0x52, 0x44, 0x00, 0x00, 0x00, 0x00, 0x4f, 0x53, 0x47, 0x31,
0x80, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x68, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x0c, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x71, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0x53, 0x56, 0x5f,
0x50, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x00, 0x00, 0x00, 0x00,
0x50, 0x53, 0x56, 0x30, 0x34, 0x01, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x01, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x03, 0x03, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x2e, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0d, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x34, 0x00, 0x00, 0x00, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52,
0x44, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0x54,
0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0x54, 0x45, 0x58, 0x43,
0x4f, 0x4f, 0x52, 0x44, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52,
0x44, 0x00, 0x6d, 0x61, 0x69, 0x6e, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x10, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x42, 0x00, 0x03, 0x00, 0x00, 0x00, 0x0a, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x01, 0x42, 0x00, 0x03, 0x00, 0x00, 0x00,
0x13, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x01, 0x02, 0x44, 0x00,
0x03, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x44, 0x00, 0x03, 0x02, 0x00, 0x00, 0x25, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x01, 0x42, 0x00, 0x03, 0x02, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x02, 0x44, 0x03,
0x03, 0x04, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00,
0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0x08, 0x00, 0x00, 0x00, 0x53, 0x54, 0x41, 0x54, 0x50, 0x06, 0x00, 0x00,
0x60, 0x00, 0x01, 0x00, 0x94, 0x01, 0x00, 0x00, 0x44, 0x58, 0x49, 0x4c,
0x00, 0x01, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x38, 0x06, 0x00, 0x00,
0x42, 0x43, 0xc0, 0xde, 0x21, 0x0c, 0x00, 0x00, 0x8b, 0x01, 0x00, 0x00,
0x0b, 0x82, 0x20, 0x00, 0x02, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00,
0x07, 0x81, 0x23, 0x91, 0x41, 0xc8, 0x04, 0x49, 0x06, 0x10, 0x32, 0x39,
0x92, 0x01, 0x84, 0x0c, 0x25, 0x05, 0x08, 0x19, 0x1e, 0x04, 0x8b, 0x62,
0x80, 0x14, 0x45, 0x02, 0x42, 0x92, 0x0b, 0x42, 0xa4, 0x10, 0x32, 0x14,
0x38, 0x08, 0x18, 0x4b, 0x0a, 0x32, 0x52, 0x88, 0x48, 0x90, 0x14, 0x20,
0x43, 0x46, 0x88, 0xa5, 0x00, 0x19, 0x32, 0x42, 0xe4, 0x48, 0x0e, 0x90,
0x91, 0x22, 0xc4, 0x50, 0x41, 0x51, 0x81, 0x8c, 0xe1, 0x83, 0xe5, 0x8a,
0x04, 0x29, 0x46, 0x06, 0x51, 0x18, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
0x1b, 0x8c, 0xe0, 0xff, 0xff, 0xff, 0xff, 0x07, 0x40, 0x02, 0xa8, 0x0d,
0x84, 0xf0, 0xff, 0xff, 0xff, 0xff, 0x03, 0x20, 0x6d, 0x30, 0x86, 0xff,
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0x07, 0x73, 0x20, 0x07, 0x6d, 0x90, 0x0e, 0x78, 0xa0, 0x07, 0x73, 0x20,
0x07, 0x6d, 0x90, 0x0e, 0x71, 0x60, 0x07, 0x7a, 0x30, 0x07, 0x72, 0xd0,
0x06, 0xe9, 0x30, 0x07, 0x72, 0xa0, 0x07, 0x73, 0x20, 0x07, 0x6d, 0x90,
0x0e, 0x76, 0x40, 0x07, 0x7a, 0x60, 0x07, 0x74, 0xd0, 0x06, 0xe6, 0x10,
0x07, 0x76, 0xa0, 0x07, 0x73, 0x20, 0x07, 0x6d, 0x60, 0x0e, 0x73, 0x20,
0x07, 0x7a, 0x30, 0x07, 0x72, 0xd0, 0x06, 0xe6, 0x60, 0x07, 0x74, 0xa0,
0x07, 0x76, 0x40, 0x07, 0x6d, 0xe0, 0x0e, 0x78, 0xa0, 0x07, 0x71, 0x60,
0x07, 0x7a, 0x30, 0x07, 0x72, 0xa0, 0x07, 0x76, 0x40, 0x07, 0x43, 0x9e,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x86,
0x3c, 0x06, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x0c, 0x79, 0x10, 0x20, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x18, 0xf2, 0x34, 0x40, 0x00, 0x0c, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x30, 0xe4, 0x81, 0x80, 0x00, 0x18, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x20, 0x0b, 0x04, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00,
0x32, 0x1e, 0x98, 0x14, 0x19, 0x11, 0x4c, 0x90, 0x8c, 0x09, 0x26, 0x47,
0xc6, 0x04, 0x43, 0x22, 0x25, 0x30, 0x02, 0x50, 0x10, 0xc5, 0x50, 0x20,
0x65, 0x50, 0x04, 0xe5, 0x41, 0xa5, 0x24, 0x46, 0x00, 0x8a, 0xa0, 0x10,
0xca, 0x80, 0xea, 0x0c, 0x00, 0xd9, 0xb1, 0x1c, 0x86, 0x01, 0x11, 0x10,
0x02, 0x00, 0x08, 0x0c, 0x00, 0x20, 0x10, 0x08, 0x04, 0x00, 0x00, 0x00,
0x79, 0x18, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x00, 0x1a, 0x03, 0x4c, 0x90,
0x46, 0x02, 0x13, 0xc4, 0x31, 0x20, 0xc3, 0x1b, 0x43, 0x81, 0x93, 0x4b,
0xb3, 0x0b, 0xa3, 0x2b, 0x4b, 0x01, 0x89, 0x71, 0xc1, 0x71, 0x81, 0x71,
0xa1, 0xb1, 0xb1, 0x91, 0x01, 0x41, 0xa1, 0x89, 0xb1, 0x31, 0x0b, 0x13,
0xb3, 0x11, 0xab, 0x49, 0xd9, 0x10, 0x04, 0x13, 0x04, 0xa2, 0x98, 0x20,
0x10, 0xc6, 0x06, 0x61, 0x20, 0x26, 0x08, 0xc4, 0xb1, 0x41, 0x18, 0x0c,
0x0a, 0x76, 0x73, 0x13, 0x04, 0x02, 0xd9, 0x30, 0x20, 0x09, 0x31, 0x41,
0xa8, 0x24, 0x02, 0x13, 0x04, 0x22, 0xd9, 0x80, 0x10, 0x0b, 0x33, 0x10,
0x43, 0x03, 0x6c, 0x08, 0x9c, 0x0d, 0x04, 0x00, 0x3c, 0xc0, 0x04, 0xc1,
0x9a, 0x36, 0x04, 0xd1, 0x04, 0x41, 0x00, 0x48, 0xb4, 0x85, 0xa5, 0xb9,
0x11, 0xa1, 0x2a, 0xc2, 0x1a, 0x7a, 0x7a, 0x92, 0x22, 0x9a, 0x20, 0x14,
0xcd, 0x04, 0xa1, 0x70, 0x36, 0x04, 0xc4, 0x04, 0xa1, 0x78, 0x26, 0x08,
0x84, 0xb2, 0x41, 0xd0, 0xb4, 0x0d, 0x0b, 0x51, 0x59, 0x17, 0x76, 0x0d,
0x19, 0x71, 0x6d, 0x1b, 0x82, 0x61, 0xc3, 0x32, 0x54, 0xd6, 0xd5, 0x5d,
0x43, 0x36, 0x5c, 0xdb, 0x04, 0x81, 0x58, 0x36, 0x04, 0xdf, 0x04, 0xa1,
0x80, 0x26, 0x08, 0x04, 0xb3, 0x41, 0xd0, 0xc4, 0x60, 0xc3, 0xf2, 0x55,
0xd6, 0x05, 0x06, 0xd7, 0x10, 0x06, 0xdf, 0x35, 0x06, 0x1b, 0x06, 0xce,
0x23, 0x83, 0x0d, 0x0b, 0x51, 0x59, 0x17, 0x96, 0x0d, 0x61, 0x40, 0x5c,
0x63, 0xb0, 0x61, 0x19, 0x2a, 0xeb, 0xea, 0xb2, 0x21, 0x1b, 0xae, 0x8d,
0xcb, 0x94, 0xd5, 0x17, 0xd4, 0xdb, 0x5c, 0x1a, 0x5d, 0xda, 0x9b, 0xdb,
0x04, 0xa1, 0x88, 0x36, 0x2c, 0x1f, 0x1a, 0x58, 0x69, 0x80, 0x85, 0xc1,
0x10, 0x06, 0xdf, 0x35, 0x06, 0x1b, 0x06, 0x33, 0x38, 0x03, 0x35, 0xd8,
0x30, 0x94, 0xc1, 0x1a, 0x00, 0x1b, 0x8a, 0x89, 0x62, 0x03, 0x08, 0xa8,
0xc2, 0xc6, 0x66, 0xd7, 0xe6, 0x92, 0x46, 0x56, 0xe6, 0x46, 0x37, 0x25,
0x08, 0xaa, 0x90, 0xe1, 0xb9, 0xd8, 0x95, 0xc9, 0xcd, 0xa5, 0xbd, 0xb9,
0x4d, 0x09, 0x88, 0x26, 0x64, 0x78, 0x2e, 0x76, 0x61, 0x6c, 0x76, 0x65,
0x72, 0x53, 0x02, 0xa3, 0x0e, 0x19, 0x9e, 0xcb, 0x1c, 0x5a, 0x18, 0x59,
0x99, 0x5c, 0xd3, 0x1b, 0x59, 0x19, 0xdb, 0x94, 0x20, 0x29, 0x43, 0x86,
0xe7, 0x22, 0x57, 0x36, 0xf7, 0x56, 0x27, 0x37, 0x56, 0x36, 0x37, 0x25,
0x78, 0xea, 0x90, 0xe1, 0xb9, 0xd8, 0xa5, 0x95, 0xdd, 0x25, 0x91, 0x4d,
0xd1, 0x85, 0xd1, 0x95, 0x4d, 0x09, 0xa2, 0x3a, 0x64, 0x78, 0x2e, 0x65,
0x6e, 0x74, 0x72, 0x79, 0x50, 0x6f, 0x69, 0x6e, 0x74, 0x73, 0x53, 0x02,
0x36, 0x00, 0x00, 0x00, 0x79, 0x18, 0x00, 0x00, 0x4c, 0x00, 0x00, 0x00,
0x33, 0x08, 0x80, 0x1c, 0xc4, 0xe1, 0x1c, 0x66, 0x14, 0x01, 0x3d, 0x88,
0x43, 0x38, 0x84, 0xc3, 0x8c, 0x42, 0x80, 0x07, 0x79, 0x78, 0x07, 0x73,
0x98, 0x71, 0x0c, 0xe6, 0x00, 0x0f, 0xed, 0x10, 0x0e, 0xf4, 0x80, 0x0e,
0x33, 0x0c, 0x42, 0x1e, 0xc2, 0xc1, 0x1d, 0xce, 0xa1, 0x1c, 0x66, 0x30,
0x05, 0x3d, 0x88, 0x43, 0x38, 0x84, 0x83, 0x1b, 0xcc, 0x03, 0x3d, 0xc8,
0x43, 0x3d, 0x8c, 0x03, 0x3d, 0xcc, 0x78, 0x8c, 0x74, 0x70, 0x07, 0x7b,
0x08, 0x07, 0x79, 0x48, 0x87, 0x70, 0x70, 0x07, 0x7a, 0x70, 0x03, 0x76,
0x78, 0x87, 0x70, 0x20, 0x87, 0x19, 0xcc, 0x11, 0x0e, 0xec, 0x90, 0x0e,
0xe1, 0x30, 0x0f, 0x6e, 0x30, 0x0f, 0xe3, 0xf0, 0x0e, 0xf0, 0x50, 0x0e,
0x33, 0x10, 0xc4, 0x1d, 0xde, 0x21, 0x1c, 0xd8, 0x21, 0x1d, 0xc2, 0x61,
0x1e, 0x66, 0x30, 0x89, 0x3b, 0xbc, 0x83, 0x3b, 0xd0, 0x43, 0x39, 0xb4,
0x03, 0x3c, 0xbc, 0x83, 0x3c, 0x84, 0x03, 0x3b, 0xcc, 0xf0, 0x14, 0x76,
0x60, 0x07, 0x7b, 0x68, 0x07, 0x37, 0x68, 0x87, 0x72, 0x68, 0x07, 0x37,
0x80, 0x87, 0x70, 0x90, 0x87, 0x70, 0x60, 0x07, 0x76, 0x28, 0x07, 0x76,
0xf8, 0x05, 0x76, 0x78, 0x87, 0x77, 0x80, 0x87, 0x5f, 0x08, 0x87, 0x71,
0x18, 0x87, 0x72, 0x98, 0x87, 0x79, 0x98, 0x81, 0x2c, 0xee, 0xf0, 0x0e,
0xee, 0xe0, 0x0e, 0xf5, 0xc0, 0x0e, 0xec, 0x30, 0x03, 0x62, 0xc8, 0xa1,
0x1c, 0xe4, 0xa1, 0x1c, 0xcc, 0xa1, 0x1c, 0xe4, 0xa1, 0x1c, 0xdc, 0x61,
0x1c, 0xca, 0x21, 0x1c, 0xc4, 0x81, 0x1d, 0xca, 0x61, 0x06, 0xd6, 0x90,
0x43, 0x39, 0xc8, 0x43, 0x39, 0x98, 0x43, 0x39, 0xc8, 0x43, 0x39, 0xb8,
0xc3, 0x38, 0x94, 0x43, 0x38, 0x88, 0x03, 0x3b, 0x94, 0xc3, 0x2f, 0xbc,
0x83, 0x3c, 0xfc, 0x82, 0x3b, 0xd4, 0x03, 0x3b, 0xb0, 0xc3, 0x8c, 0xc8,
0x21, 0x07, 0x7c, 0x70, 0x03, 0x72, 0x10, 0x87, 0x73, 0x70, 0x03, 0x7b,
0x08, 0x07, 0x79, 0x60, 0x87, 0x70, 0xc8, 0x87, 0x77, 0xa8, 0x07, 0x7a,
0x98, 0x81, 0x3c, 0xe4, 0x80, 0x0f, 0x6e, 0x40, 0x0f, 0xe5, 0xd0, 0x0e,
0xf0, 0x00, 0x00, 0x00, 0x71, 0x20, 0x00, 0x00, 0x14, 0x00, 0x00, 0x00,
0x36, 0xb0, 0x0d, 0x97, 0xef, 0x3c, 0xbe, 0x10, 0x50, 0x45, 0x41, 0x44,
0xa5, 0x03, 0x0c, 0x25, 0x61, 0x00, 0x02, 0xe6, 0x17, 0xb7, 0x6d, 0x04,
0xd2, 0x70, 0xf9, 0xce, 0xe3, 0x0b, 0x11, 0x01, 0x4c, 0x44, 0x08, 0x34,
0xc3, 0x42, 0x58, 0xc0, 0x34, 0x5c, 0xbe, 0xf3, 0xf8, 0x8b, 0x03, 0x0c,
0x62, 0xf3, 0x50, 0x93, 0x5f, 0xdc, 0xb6, 0x09, 0x54, 0xc3, 0xe5, 0x3b,
0x8f, 0x2f, 0x4d, 0x4e, 0x44, 0xa0, 0xd4, 0xf4, 0x50, 0x93, 0x5f, 0xdc,
0xb6, 0x01, 0x10, 0x0c, 0x80, 0x34, 0x00, 0x00, 0x61, 0x20, 0x00, 0x00,
0x58, 0x00, 0x00, 0x00, 0x13, 0x04, 0x41, 0x2c, 0x10, 0x00, 0x00, 0x00,
0x09, 0x00, 0x00, 0x00, 0xf4, 0x46, 0x00, 0xa8, 0x94, 0x00, 0x91, 0xb2,
0x2b, 0x85, 0x42, 0x98, 0x01, 0x28, 0x39, 0x1a, 0x63, 0x04, 0x20, 0x08,
0x82, 0xf8, 0x37, 0x02, 0x30, 0x46, 0x00, 0x82, 0x20, 0x08, 0x82, 0x02,
0x00, 0x00, 0x00, 0x00, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0x00, 0x69,
0xc4, 0x83, 0x61, 0xca, 0x88, 0x41, 0x02, 0x80, 0x20, 0x18, 0x18, 0xde,
0x41, 0x65, 0x91, 0x31, 0x62, 0x90, 0x00, 0x20, 0x08, 0x06, 0xc6, 0x87,
0x54, 0xda, 0x72, 0x8c, 0x18, 0x24, 0x00, 0x08, 0x82, 0x81, 0x01, 0x06,
0x89, 0xb5, 0x49, 0xc8, 0x88, 0x41, 0x02, 0x80, 0x20, 0x18, 0x18, 0x61,
0xa0, 0x5c, 0x5c, 0x94, 0x8c, 0x18, 0x24, 0x00, 0x08, 0x82, 0x81, 0x21,
0x06, 0x8b, 0xd7, 0x55, 0xca, 0x88, 0x41, 0x02, 0x80, 0x20, 0x18, 0x18,
0x63, 0xc0, 0x7c, 0xde, 0xb3, 0x8c, 0x18, 0x24, 0x00, 0x08, 0x82, 0x81,
0x41, 0x06, 0xcd, 0xf7, 0x5d, 0xcc, 0x88, 0x41, 0x02, 0x80, 0x20, 0x18,
0x18, 0x65, 0xe0, 0x80, 0x01, 0x18, 0x44, 0xcd, 0x88, 0xc1, 0x01, 0x80,
0x20, 0x18, 0x34, 0x64, 0x10, 0x25, 0x61, 0x30, 0x9a, 0x10, 0x00, 0xa3,
0x09, 0x42, 0x60, 0x42, 0x21, 0x1f, 0x13, 0x0a, 0xf9, 0x8c, 0x26, 0x14,
0xc2, 0x68, 0x82, 0x31, 0x18, 0x21, 0xc0, 0xc7, 0x04, 0x02, 0x3e, 0x36,
0x05, 0xf1, 0x19, 0x31, 0x48, 0x00, 0x10, 0x04, 0x03, 0xe4, 0x0d, 0xb4,
0x35, 0x58, 0x83, 0x31, 0x90, 0x46, 0x0c, 0x12, 0x00, 0x04, 0xc1, 0x00,
0x79, 0x03, 0x6d, 0x0d, 0xd6, 0x80, 0x8b, 0x46, 0x0c, 0x12, 0x00, 0x04,
0xc1, 0x00, 0x79, 0x03, 0x6d, 0x0d, 0xd6, 0x40, 0x0c, 0xa0, 0x11, 0x83,
0x04, 0x00, 0x41, 0x30, 0x40, 0xde, 0x40, 0x5b, 0x83, 0x35, 0x00, 0x83,
0x67, 0xc4, 0x20, 0x01, 0x40, 0x10, 0x0c, 0x90, 0x37, 0xd0, 0xd8, 0x60,
0x0d, 0xc6, 0xc0, 0x19, 0x31, 0x48, 0x00, 0x10, 0x04, 0x03, 0xe4, 0x0d,
0x34, 0x36, 0x58, 0x03, 0xae, 0x19, 0x31, 0x48, 0x00, 0x10, 0x04, 0x03,
0xe4, 0x0d, 0x34, 0x33, 0x58, 0x83, 0x31, 0x18, 0x46, 0x0c, 0x12, 0x00,
0x04, 0xc1, 0x00, 0x79, 0x03, 0xcd, 0x0c, 0xd6, 0x80, 0x0b, 0x46, 0x0c,
0x12, 0x00, 0x04, 0xc1, 0x00, 0x79, 0x03, 0xcd, 0x0c, 0xd6, 0x40, 0x0c,
0xaa, 0x11, 0x83, 0x04, 0x00, 0x41, 0x30, 0x40, 0xde, 0x40, 0x33, 0x83,
0x35, 0x00, 0x03, 0x0b, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
};
const uint8_t dxil_fragment[3884] = {
0x44, 0x58, 0x42, 0x43, 0xf9, 0x1e, 0xd8, 0xef, 0xca, 0x7f, 0xcf, 0x8a,
0x86, 0xac, 0x74, 0x0e, 0xe6, 0xcb, 0xf0, 0x0c, 0x01, 0x00, 0x00, 0x00,
0x2c, 0x0f, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00,
0x4c, 0x00, 0x00, 0x00, 0xa8, 0x00, 0x00, 0x00, 0xe4, 0x00, 0x00, 0x00,
0xd8, 0x01, 0x00, 0x00, 0x40, 0x08, 0x00, 0x00, 0x5c, 0x08, 0x00, 0x00,
0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 0x54, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x48, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0x00, 0x00, 0x00,
0x4f, 0x53, 0x47, 0x31, 0x34, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x53, 0x56, 0x5f, 0x54, 0x61, 0x72, 0x67, 0x65, 0x74, 0x00, 0x00, 0x00,
0x50, 0x53, 0x56, 0x30, 0xec, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0x02, 0x01, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x13, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x18, 0x00, 0x00, 0x00, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52,
0x44, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0x6d,
0x61, 0x69, 0x6e, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x44, 0x00, 0x03, 0x02, 0x00, 0x00,
0x0a, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x01, 0x42, 0x00,
0x03, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x44, 0x10, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
0x0f, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x53, 0x54, 0x41, 0x54, 0x60, 0x06, 0x00, 0x00,
0x60, 0x00, 0x00, 0x00, 0x98, 0x01, 0x00, 0x00, 0x44, 0x58, 0x49, 0x4c,
0x00, 0x01, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x48, 0x06, 0x00, 0x00,
0x42, 0x43, 0xc0, 0xde, 0x21, 0x0c, 0x00, 0x00, 0x8f, 0x01, 0x00, 0x00,
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0x01, 0x41, 0xa1, 0x89, 0xb1, 0x31, 0x0b, 0x13, 0xb3, 0x11, 0xab, 0x49,
0xd9, 0x10, 0x04, 0x13, 0x04, 0xa2, 0x98, 0x20, 0x10, 0xc6, 0x06, 0x61,
0x20, 0x26, 0x08, 0xc4, 0xb1, 0x41, 0x18, 0x0c, 0x0a, 0x70, 0x73, 0x13,
0x04, 0x02, 0xd9, 0x30, 0x20, 0x09, 0x31, 0x41, 0xb0, 0x24, 0x02, 0x13,
0x04, 0x22, 0x99, 0x20, 0x10, 0xca, 0x06, 0x81, 0x70, 0x36, 0x24, 0xc4,
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0x17, 0x46, 0x57, 0x36, 0x25, 0xb0, 0xea, 0x90, 0xe1, 0xb9, 0x94, 0xb9,
0xd1, 0xc9, 0xe5, 0x41, 0xbd, 0xa5, 0xb9, 0xd1, 0xcd, 0x4d, 0x09, 0xd8,
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0x10, 0x00, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0xf4, 0x46, 0x00, 0x88,
0xcc, 0x00, 0x14, 0x42, 0x29, 0x94, 0x5c, 0xe1, 0x51, 0x29, 0x83, 0x12,
0xa0, 0x31, 0x03, 0x00, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0x00, 0x69,
0x05, 0x84, 0x61, 0xc9, 0x88, 0x41, 0x02, 0x80, 0x20, 0x18, 0x40, 0x9b,
0x41, 0x64, 0x99, 0x32, 0x62, 0x90, 0x00, 0x20, 0x08, 0x06, 0xc6, 0x97,
0x6c, 0x9a, 0xa4, 0x8c, 0x18, 0x24, 0x00, 0x08, 0x82, 0x81, 0x01, 0x06,
0x0a, 0xb7, 0x15, 0xcb, 0x88, 0x41, 0x02, 0x80, 0x20, 0x18, 0x18, 0x61,
0xb0, 0x70, 0x1c, 0xc5, 0x8c, 0x18, 0x24, 0x00, 0x08, 0x82, 0x81, 0x21,
0x06, 0x4c, 0xd7, 0x1d, 0xcd, 0x88, 0x41, 0x02, 0x80, 0x20, 0x18, 0x18,
0x63, 0xd0, 0x78, 0x5e, 0xe5, 0x8c, 0x18, 0x24, 0x00, 0x08, 0x82, 0x81,
0x41, 0x06, 0xce, 0xf7, 0x29, 0xcf, 0x88, 0xc1, 0x03, 0x80, 0x20, 0x18,
0x34, 0x63, 0xc0, 0x20, 0x87, 0x51, 0x24, 0x09, 0x18, 0x80, 0x01, 0x94,
0x8c, 0x26, 0x04, 0xc0, 0x68, 0x82, 0x10, 0x8c, 0x26, 0x0c, 0xc2, 0x68,
0x02, 0x31, 0x18, 0x91, 0xc8, 0xc7, 0x88, 0x44, 0x3e, 0x46, 0x24, 0xf2,
0x31, 0x22, 0x91, 0xcf, 0x88, 0x41, 0x02, 0x80, 0x20, 0x18, 0x20, 0x6d,
0x70, 0xa5, 0x41, 0x1a, 0x84, 0x01, 0x31, 0x62, 0x90, 0x00, 0x20, 0x08,
0x06, 0x48, 0x1b, 0x5c, 0x69, 0x90, 0x06, 0xd3, 0x30, 0x62, 0x90, 0x00,
0x20, 0x08, 0x06, 0x48, 0x1b, 0x5c, 0x69, 0x90, 0x06, 0x60, 0x20, 0x8c,
0x18, 0x24, 0x00, 0x08, 0x82, 0x01, 0xd2, 0x06, 0x57, 0x1a, 0xa4, 0x01,
0x15, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
};
const uint8_t dxbc_vertex[1064] = {
68,88,66,67,32,50,127,204,241,196,165,104,216,114,216,116,220,164,29,45,1,0,0,0,40,4,0,0,5,0,0,0,52,0,0,0,136,1,0,0,236,1,0,0,92,2,0,0,140,3,0,0,82,68,69,70,76,1,0,0,1,0,0,0,116,0,
0,0,1,0,0,0,60,0,0,0,1,5,254,255,0,5,0,0,34,1,0,0,19,19,68,37,60,0,0,0,24,0,0,0,40,0,0,0,40,0,0,0,36,0,0,0,12,0,0,0,0,0,0,0,100,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,

View File

@@ -0,0 +1,300 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL2
// (Requires: SDL 2.0.17+)
// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete.
// For a multi-platform app consider using other technologies:
// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3.
// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers.
// If your application wants to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
// and it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// You can copy and 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture().
// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
// 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"
#ifndef IMGUI_DISABLE
#include "imgui_impl_sdlrenderer2.h"
#include <stdint.h> // intptr_t
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
#endif
// SDL
#include <SDL.h>
#if !SDL_VERSION_ATLEAST(2,0,17)
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
#endif
// SDL_Renderer data
struct ImGui_ImplSDLRenderer2_Data
{
SDL_Renderer* Renderer; // Main viewport's renderer
ImGui_ImplSDLRenderer2_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_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Functions
bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
// Setup backend capabilities flags
ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
bd->Renderer = renderer;
return true;
}
void ImGui_ImplSDLRenderer2_Shutdown()
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
{
// 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(renderer, nullptr);
SDL_RenderSetClipRect(renderer, nullptr);
}
void ImGui_ImplSDLRenderer2_NewFrame()
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
IM_UNUSED(bd);
}
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{
// 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(renderer, &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;
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
if (draw_data->Textures != nullptr)
for (ImTextureData* tex : *draw_data->Textures)
if (tex->Status != ImTextureStatus_OK)
ImGui_ImplSDLRenderer2_UpdateTexture(tex);
// 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(renderer) == SDL_TRUE;
SDL_RenderGetViewport(renderer, &old.Viewport);
SDL_RenderGetClipRect(renderer, &old.ClipRect);
// Setup desired state
ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDLRenderer2_RenderState render_state;
render_state.Renderer = renderer;
platform_io.Renderer_RenderState = &render_state;
// 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
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* draw_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_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_ImplSDLRenderer2_SetupRenderState(renderer);
else
pcmd->UserCallback(draw_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(renderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + 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) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
#else
const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
#endif
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(renderer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert),
draw_list->VtxBuffer.Size - pcmd->VtxOffset,
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
}
}
}
platform_io.Renderer_RenderState = nullptr;
// Restore modified SDL_Renderer state
SDL_RenderSetViewport(renderer, &old.Viewport);
SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
}
void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
if (tex->Status == ImTextureStatus_WantCreate)
{
// Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
// Create texture
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height);
IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!");
SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch());
SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND);
SDL_SetTextureScaleMode(sdl_texture, SDL_ScaleModeLinear);
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)sdl_texture);
tex->SetStatus(ImTextureStatus_OK);
}
else if (tex->Status == ImTextureStatus_WantUpdates)
{
// Update selected blocks. We only ever write to textures regions which have never been used before!
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
for (ImTextureRect& r : tex->Updates)
{
SDL_Rect sdl_r = { r.x, r.y, r.w, r.h };
SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch());
}
tex->SetStatus(ImTextureStatus_OK);
}
else if (tex->Status == ImTextureStatus_WantDestroy)
{
SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
if (sdl_texture == nullptr)
return;
SDL_DestroyTexture(sdl_texture);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
}
}
void ImGui_ImplSDLRenderer2_CreateDeviceObjects()
{
}
void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
{
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
{
tex->SetStatus(ImTextureStatus_WantDestroy);
ImGui_ImplSDLRenderer2_UpdateTexture(tex);
}
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

View File

@@ -0,0 +1,53 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL2
// (Requires: SDL 2.0.17+)
// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete.
// For a multi-platform app consider using other technologies:
// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3.
// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers.
// If your application wants to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
// and it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#ifndef IMGUI_DISABLE
#include "imgui.h" // IMGUI_IMPL_API
struct SDL_Renderer;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer2_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplSDLRenderer2_RenderState
{
SDL_Renderer* Renderer;
};
#endif // #ifndef IMGUI_DISABLE

View File

@@ -1,20 +1,19 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.0.0+)
// (Requires: SDL 3.1.8+)
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
// Note how SDL_Renderer is an _optional_ component of SDL3.
// 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 currently offers a limited graphic API to the end-user and
// it might be difficult to step out of those boundaries.
// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete.
// For a multi-platform app consider using other technologies:
// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API.
// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers.
// If your application wants to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
// and it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -25,6 +24,8 @@
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer3_CreateFontsTexture() and ImGui_ImplSDLRenderer3_DestroyFontsTexture().
// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
@@ -40,6 +41,8 @@
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
#endif
// SDL
@@ -52,7 +55,6 @@
struct ImGui_ImplSDLRenderer3_Data
{
SDL_Renderer* Renderer; // Main viewport's renderer
SDL_Texture* FontTexture;
ImVector<SDL_FColor> ColorBuffer;
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
@@ -78,6 +80,7 @@ bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
bd->Renderer = renderer;
@@ -94,25 +97,23 @@ void ImGui_ImplSDLRenderer3_Shutdown()
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
{
// Clear out any viewports and cliprect set by the user
// 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_SetRenderViewport(renderer, nullptr);
SDL_SetRenderClipRect(renderer, nullptr);
SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderClipRect(renderer, nullptr);
}
void ImGui_ImplSDLRenderer3_NewFrame()
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
if (!bd->FontTexture)
ImGui_ImplSDLRenderer3_CreateDeviceObjects();
IM_UNUSED(bd);
}
// https://github.com/libsdl-org/SDL/issues/9009
@@ -137,21 +138,28 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// If there's a scale factor set by the user, use that instead
// 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_GetRenderScale(renderer, &rsx, &rsy);
float rsy = 1.0f;
SDL_GetRenderScale(renderer, &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;
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;
// 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;
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
if (draw_data->Textures != nullptr)
for (ImTextureData* tex : *draw_data->Textures)
if (tex->Status != ImTextureStatus_OK)
ImGui_ImplSDLRenderer3_UpdateTexture(tex);
// Backup SDL_Renderer state that will be modified to restore it afterwards
struct BackupSDLRendererState
@@ -176,9 +184,9 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
render_state.Renderer = renderer;
platform_io.Renderer_RenderState = &render_state;
// 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;
// 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
for (int n = 0; n < draw_data->CmdListsCount; n++)
@@ -219,7 +227,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
@@ -236,55 +244,67 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
}
// Called by Init/NewFrame/Shutdown
bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_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->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == nullptr)
if (tex->Status == ImTextureStatus_WantCreate)
{
SDL_Log("error creating texture");
return false;
// Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
// Create texture
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height);
IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!");
SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch());
SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND);
SDL_SetTextureScaleMode(sdl_texture, SDL_SCALEMODE_LINEAR);
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)sdl_texture);
tex->SetStatus(ImTextureStatus_OK);
}
SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
return true;
}
void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
if (bd->FontTexture)
else if (tex->Status == ImTextureStatus_WantUpdates)
{
io.Fonts->SetTexID(0);
SDL_DestroyTexture(bd->FontTexture);
bd->FontTexture = nullptr;
// Update selected blocks. We only ever write to textures regions which have never been used before!
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
for (ImTextureRect& r : tex->Updates)
{
SDL_Rect sdl_r = { r.x, r.y, r.w, r.h };
SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch());
}
tex->SetStatus(ImTextureStatus_OK);
}
else if (tex->Status == ImTextureStatus_WantDestroy)
{
SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
if (sdl_texture == nullptr)
return;
SDL_DestroyTexture(sdl_texture);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
}
}
bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
void ImGui_ImplSDLRenderer3_CreateDeviceObjects()
{
return ImGui_ImplSDLRenderer3_CreateFontsTexture();
}
void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
{
ImGui_ImplSDLRenderer3_DestroyFontsTexture();
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
{
tex->SetStatus(ImTextureStatus_WantDestroy);
ImGui_ImplSDLRenderer3_UpdateTexture(tex);
}
}
//-----------------------------------------------------------------------------

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@@ -1,20 +1,19 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.0.0+)
// (Requires: SDL 3.1.8+)
// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
// Note how SDL_Renderer is an _optional_ component of SDL3.
// 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 currently offers a limited graphic API to the end-user and
// it might be difficult to step out of those boundaries.
// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete.
// For a multi-platform app consider using other technologies:
// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API.
// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers.
// If your application wants to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
// and it might be difficult to step out of those boundaries.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -37,11 +36,12 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer3_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)

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@@ -0,0 +1,223 @@
// dear imgui: Renderer Backend for Vulkan
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// 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/
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// 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
#ifndef IMGUI_DISABLE
#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
// Convenience support for Volk
// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
//#define IMGUI_IMPL_VULKAN_USE_VOLK
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
#define VK_NO_PROTOTYPES
#endif
#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX)
#define NOMINMAX
#endif
// Vulkan includes
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
#include <volk.h>
#else
#include <vulkan/vulkan.h>
#endif
#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)
#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
#endif
// Backend uses a small number of descriptors per font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (8) // Minimum per atlas
// Initialization data, for ImGui_ImplVulkan_Init()
// [Please zero-clear before use!]
// - About descriptor pool:
// - A VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
// and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors.
// - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you.
// - About dynamic rendering:
// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
struct ImGui_ImplVulkan_InitInfo
{
uint32_t ApiVersion; // Fill with API version of Instance, e.g. VK_API_VERSION_1_3 or your value of VkApplicationInfo::apiVersion. May be lower than header version (VK_HEADER_VERSION_COMPLETE)
VkInstance Instance;
VkPhysicalDevice PhysicalDevice;
VkDevice Device;
uint32_t QueueFamily;
VkQueue Queue;
VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0
VkRenderPass RenderPass; // Ignored if using dynamic rendering
uint32_t MinImageCount; // >= 2
uint32_t ImageCount; // >= MinImageCount
VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
// (Optional)
VkPipelineCache PipelineCache;
uint32_t Subpass;
// (Optional) Set to create internal descriptor pool instead of using DescriptorPool
uint32_t DescriptorPoolSize;
// (Optional) Dynamic Rendering
// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3.
bool UseDynamicRendering;
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo;
#endif
// (Optional) Allocation, Debugging
const VkAllocationCallbacks* Allocator;
void (*CheckVkResultFn)(VkResult err);
VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
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 void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
// 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(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplVulkan_RenderState
{
VkCommandBuffer CommandBuffer;
VkPipeline Pipeline;
VkPipelineLayout PipelineLayout;
};
//-------------------------------------------------------------------------
// Internal / Miscellaneous Vulkan Helpers
//-------------------------------------------------------------------------
// Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.
//
// You probably do NOT need to use or care about those functions.
// Those functions only exist because:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
// 2) the multi-viewport / platform window implementation needs them internally.
// Generally we avoid exposing any kind of superfluous high-level helpers in the 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 if you are curious, but
// it is recommended you use you own custom tailored code to do equivalent work.
//
// We don't provide a strong guarantee that we won't change those functions API.
//
// The ImGui_ImplVulkanH_XXX functions should 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 VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance);
IMGUI_IMPL_API uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device);
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 UseDynamicRendering;
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 SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
ImVector<ImGui_ImplVulkanH_Frame> Frames;
ImVector<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;
}
};
#endif // #ifndef IMGUI_DISABLE

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@@ -0,0 +1,910 @@
// 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/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
// 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.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-06-12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. (#8465)
// 2025-02-26: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) + Update for latest webgpu-native changes.
// 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083)
// 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-09-16: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU define to handle ever-changing native implementations. (#7977)
// 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240)
// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes.
// 2024-01-22: Fixed pipeline layout leak. (#7245)
// 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults.
// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602)
// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V.
// 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470)
// 2022-11-24: Fixed validation error with default depth buffer settings.
// 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"
// When targeting native platforms (i.e. NOT emscripten), one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN
// or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details.
#ifndef __EMSCRIPTEN__
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#error exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined!
#endif
#else
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#error neither IMGUI_IMPL_WEBGPU_BACKEND_DAWN nor IMGUI_IMPL_WEBGPU_BACKEND_WGPU may be defined if targeting emscripten!
#endif
#endif
#ifndef IMGUI_DISABLE
#include "imgui_impl_wgpu.h"
#include <limits.h>
#include <webgpu/webgpu.h>
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
// Dawn renamed WGPUProgrammableStageDescriptor to WGPUComputeState (see: https://github.com/webgpu-native/webgpu-headers/pull/413)
// Using type alias until WGPU adopts the same naming convention (#8369)
using WGPUProgrammableStageDescriptor = WGPUComputeState;
#endif
// Dear ImGui prototypes from imgui_internal.h
extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed);
#define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
// WebGPU data
struct ImGui_ImplWGPU_Texture
{
WGPUTexture Texture = nullptr;
WGPUTextureView TextureView = nullptr;
};
struct RenderResources
{
WGPUSampler Sampler = nullptr; // Sampler for textures
WGPUBuffer Uniforms = nullptr; // Shader uniforms
WGPUBindGroup CommonBindGroup = nullptr; // 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)
WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
};
struct FrameResources
{
WGPUBuffer IndexBuffer;
WGPUBuffer VertexBuffer;
ImDrawIdx* IndexBufferHost;
ImDrawVert* VertexBufferHost;
int IndexBufferSize;
int VertexBufferSize;
};
struct Uniforms
{
float MVP[4][4];
float Gamma;
};
struct ImGui_ImplWGPU_Data
{
ImGui_ImplWGPU_InitInfo initInfo;
WGPUDevice wgpuDevice = nullptr;
WGPUQueue defaultQueue = nullptr;
WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
WGPURenderPipeline pipelineState = nullptr;
RenderResources renderResources;
FrameResources* pFrameResources = nullptr;
unsigned int numFramesInFlight = 0;
unsigned int frameIndex = UINT_MAX;
};
// 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_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
//-----------------------------------------------------------------------------
// SHADERS
//-----------------------------------------------------------------------------
static const char __shader_vert_wgsl[] = R"(
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) uv: vec2<f32>,
@location(2) color: vec4<f32>,
};
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) uv: vec2<f32>,
};
struct Uniforms {
mvp: mat4x4<f32>,
gamma: f32,
};
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
@vertex
fn main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.position = uniforms.mvp * vec4<f32>(in.position, 0.0, 1.0);
out.color = in.color;
out.uv = in.uv;
return out;
}
)";
static const char __shader_frag_wgsl[] = R"(
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) uv: vec2<f32>,
};
struct Uniforms {
mvp: mat4x4<f32>,
gamma: f32,
};
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
@group(0) @binding(1) var s: sampler;
@group(1) @binding(0) var t: texture_2d<f32>;
@fragment
fn main(in: VertexOutput) -> @location(0) vec4<f32> {
let color = in.color * textureSample(t, s, in.uv);
let corrected_color = pow(color.rgb, vec3<f32>(uniforms.gamma));
return vec4<f32>(corrected_color, color.a);
}
)";
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(WGPUPipelineLayout& res)
{
if (res)
wgpuPipelineLayoutRelease(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(RenderResources& res)
{
SafeRelease(res.Sampler);
SafeRelease(res.Uniforms);
SafeRelease(res.CommonBindGroup);
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(const char* wgsl_source)
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPUShaderSourceWGSL wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
#else
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
wgsl_desc.code = wgsl_source;
#endif
WGPUShaderModuleDescriptor desc = {};
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
WGPUProgrammableStageDescriptor stage_desc = {};
stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
stage_desc.entryPoint = { "main", WGPU_STRLEN };
#else
stage_desc.entryPoint = "main";
#endif
return stage_desc;
}
static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture)
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
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(bd->wgpuDevice, &image_bg_descriptor);
}
static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr)
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_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).
{
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(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP));
float gamma;
switch (bd->renderTargetFormat)
{
case WGPUTextureFormat_ASTC10x10UnormSrgb:
case WGPUTextureFormat_ASTC10x5UnormSrgb:
case WGPUTextureFormat_ASTC10x6UnormSrgb:
case WGPUTextureFormat_ASTC10x8UnormSrgb:
case WGPUTextureFormat_ASTC12x10UnormSrgb:
case WGPUTextureFormat_ASTC12x12UnormSrgb:
case WGPUTextureFormat_ASTC4x4UnormSrgb:
case WGPUTextureFormat_ASTC5x5UnormSrgb:
case WGPUTextureFormat_ASTC6x5UnormSrgb:
case WGPUTextureFormat_ASTC6x6UnormSrgb:
case WGPUTextureFormat_ASTC8x5UnormSrgb:
case WGPUTextureFormat_ASTC8x6UnormSrgb:
case WGPUTextureFormat_ASTC8x8UnormSrgb:
case WGPUTextureFormat_BC1RGBAUnormSrgb:
case WGPUTextureFormat_BC2RGBAUnormSrgb:
case WGPUTextureFormat_BC3RGBAUnormSrgb:
case WGPUTextureFormat_BC7RGBAUnormSrgb:
case WGPUTextureFormat_BGRA8UnormSrgb:
case WGPUTextureFormat_ETC2RGB8A1UnormSrgb:
case WGPUTextureFormat_ETC2RGB8UnormSrgb:
case WGPUTextureFormat_ETC2RGBA8UnormSrgb:
case WGPUTextureFormat_RGBA8UnormSrgb:
gamma = 2.2f;
break;
default:
gamma = 1.0f;
}
wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma));
}
// 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, bd->pipelineState);
wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.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
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 || draw_data->CmdListsCount == 0)
return;
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
if (draw_data->Textures != nullptr)
for (ImTextureData* tex : *draw_data->Textures)
if (tex->Status != ImTextureStatus_OK)
ImGui_ImplWGPU_UpdateTexture(tex);
// 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.
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
bd->frameIndex = bd->frameIndex + 1;
FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->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",
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
false
};
fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->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",
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
false
};
fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->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* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
idx_dst += draw_list->IdxBuffer.Size;
}
int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
// Setup desired render state
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplWGPU_RenderState render_state;
render_state.Device = bd->wgpuDevice;
render_state.RenderPassEncoder = pass_encoder;
platform_io.Renderer_RenderState = &render_state;
// 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* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_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(draw_list, pcmd);
}
else
{
// Bind custom texture
ImTextureID tex_id = pcmd->GetTexID();
ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0);
WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
if (!bind_group)
{
bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group);
}
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)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);
// Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() 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, 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 += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
// Remove all ImageBindGroups
ImGuiStorage& image_bind_groups = bd->renderResources.ImageBindGroups;
for (int i = 0; i < image_bind_groups.Data.Size; i++)
{
WGPUBindGroup bind_group = (WGPUBindGroup)image_bind_groups.Data[i].val_p;
SafeRelease(bind_group);
}
image_bind_groups.Data.resize(0);
platform_io.Renderer_RenderState = nullptr;
}
static void ImGui_ImplWGPU_DestroyTexture(ImTextureData* tex)
{
ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData;
if (backend_tex == nullptr)
return;
IM_ASSERT(backend_tex->TextureView == (WGPUTextureView)(intptr_t)tex->TexID);
wgpuTextureViewRelease(backend_tex->TextureView);
wgpuTextureRelease(backend_tex->Texture);
IM_DELETE(backend_tex);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
tex->BackendUserData = nullptr;
}
void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
if (tex->Status == ImTextureStatus_WantCreate)
{
// Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
ImGui_ImplWGPU_Texture* backend_tex = IM_NEW(ImGui_ImplWGPU_Texture)();
// Create texture
WGPUTextureDescriptor tex_desc = {};
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
tex_desc.label = { "Dear ImGui Texture", WGPU_STRLEN };
#else
tex_desc.label = "Dear ImGui Texture";
#endif
tex_desc.dimension = WGPUTextureDimension_2D;
tex_desc.size.width = tex->Width;
tex_desc.size.height = tex->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;
backend_tex->Texture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
// Create texture view
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;
backend_tex->TextureView = wgpuTextureCreateView(backend_tex->Texture, &tex_view_desc);
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)backend_tex->TextureView);
tex->BackendUserData = backend_tex;
// We don't set tex->Status to ImTextureStatus_OK to let the code fallthrough below.
}
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
{
ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData;
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
// We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
// Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
// This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPUTexelCopyTextureInfo dst_view = {};
#else
WGPUImageCopyTexture dst_view = {};
#endif
dst_view.texture = backend_tex->Texture;
dst_view.mipLevel = 0;
dst_view.origin = { (uint32_t)upload_x, (uint32_t)upload_y, 0 };
dst_view.aspect = WGPUTextureAspect_All;
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPUTexelCopyBufferLayout layout = {};
#else
WGPUTextureDataLayout layout = {};
#endif
layout.offset = 0;
layout.bytesPerRow = tex->Width * tex->BytesPerPixel;
layout.rowsPerImage = upload_h;
WGPUExtent3D write_size = { (uint32_t)upload_w, (uint32_t)upload_h, 1 };
wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, tex->GetPixelsAt(upload_x, upload_y), (uint32_t)(tex->Width * upload_h * tex->BytesPerPixel), &layout, &write_size);
tex->SetStatus(ImTextureStatus_OK);
}
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
ImGui_ImplWGPU_DestroyTexture(tex);
}
static void ImGui_ImplWGPU_CreateUniformBuffer()
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
WGPUBufferDescriptor ub_desc =
{
nullptr,
"Dear ImGui Uniform buffer",
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
MEMALIGN(sizeof(Uniforms), 16),
false
};
bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc);
}
bool ImGui_ImplWGPU_CreateDeviceObjects()
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
if (!bd->wgpuDevice)
return false;
if (bd->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 = bd->initInfo.PipelineMultisampleState;
// Bind group layouts
WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {};
common_bg_layout_entries[0].binding = 0;
common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform;
common_bg_layout_entries[1].binding = 1;
common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment;
common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {};
image_bg_layout_entries[0].binding = 0;
image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment;
image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float;
image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {};
common_bg_layout_desc.entryCount = 2;
common_bg_layout_desc.entries = common_bg_layout_entries;
WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {};
image_bg_layout_desc.entryCount = 1;
image_bg_layout_desc.entries = image_bg_layout_entries;
WGPUBindGroupLayout bg_layouts[2];
bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc);
bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc);
WGPUPipelineLayoutDescriptor layout_desc = {};
layout_desc.bindGroupLayoutCount = 2;
layout_desc.bindGroupLayouts = bg_layouts;
graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
// Create the vertex shader
WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl);
graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
// Vertex input configuration
WGPUVertexAttribute attribute_desc[] =
{
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
{ nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
{ nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
{ nullptr, WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
#else
{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
{ WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
#endif
};
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(__shader_frag_wgsl);
// 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 = bd->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 = bd->depthStencilFormat;
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
#else
depth_stencil_state.depthWriteEnabled = false;
#endif
depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always;
depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep;
depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep;
// Configure disabled depth-stencil state
graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state;
bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
ImGui_ImplWGPU_CreateUniformBuffer();
// Create 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 = WGPUMipmapFilterMode_Linear;
sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
sampler_desc.maxAnisotropy = 1;
bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
// Create resource bind group
WGPUBindGroupEntry common_bg_entries[] =
{
{ nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
{ nullptr, 1, 0, 0, 0, bd->renderResources.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;
bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
SafeRelease(vertex_shader_desc.module);
SafeRelease(pixel_shader_desc.module);
SafeRelease(graphics_pipeline_desc.layout);
SafeRelease(bg_layouts[0]);
return true;
}
void ImGui_ImplWGPU_InvalidateDeviceObjects()
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
if (!bd->wgpuDevice)
return;
SafeRelease(bd->pipelineState);
SafeRelease(bd->renderResources);
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
ImGui_ImplWGPU_DestroyTexture(tex);
for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
SafeRelease(bd->pFrameResources[i]);
}
bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
io.BackendRendererUserData = (void*)bd;
#if defined(__EMSCRIPTEN__)
io.BackendRendererName = "imgui_impl_webgpu_emscripten";
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
io.BackendRendererName = "imgui_impl_webgpu_dawn";
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
io.BackendRendererName = "imgui_impl_webgpu_wgpu";
#else
io.BackendRendererName = "imgui_impl_webgpu";
#endif
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
bd->initInfo = *init_info;
bd->wgpuDevice = init_info->Device;
bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
bd->renderTargetFormat = init_info->RenderTargetFormat;
bd->depthStencilFormat = init_info->DepthStencilFormat;
bd->numFramesInFlight = init_info->NumFramesInFlight;
bd->frameIndex = UINT_MAX;
bd->renderResources.Sampler = nullptr;
bd->renderResources.Uniforms = nullptr;
bd->renderResources.CommonBindGroup = nullptr;
bd->renderResources.ImageBindGroups.Data.reserve(100);
bd->renderResources.ImageBindGroupLayout = nullptr;
// Create buffers with a default size (they will later be grown as needed)
bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
{
FrameResources* fr = &bd->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_Data* bd = ImGui_ImplWGPU_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWGPU_InvalidateDeviceObjects();
delete[] bd->pFrameResources;
bd->pFrameResources = nullptr;
wgpuQueueRelease(bd->defaultQueue);
bd->wgpuDevice = nullptr;
bd->numFramesInFlight = 0;
bd->frameIndex = UINT_MAX;
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
void ImGui_ImplWGPU_NewFrame()
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
if (!bd->pipelineState)
if (!ImGui_ImplWGPU_CreateDeviceObjects())
IM_ASSERT(0 && "ImGui_ImplWGPU_CreateDeviceObjects() failed!");
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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