diff --git a/archive/OTFCG/Awesome-Game-Analysis.txt b/archive/OTFCG/Awesome-Game-Analysis.txt new file mode 100644 index 00000000..8517ab08 --- /dev/null +++ b/archive/OTFCG/Awesome-Game-Analysis.txt @@ -0,0 +1,3937 @@ +Project Path: arc_OTFCG_Awesome-Game-Analysis_cxhkx6kp + +Source Tree: + +```txt +arc_OTFCG_Awesome-Game-Analysis_cxhkx6kp +├── CODE_OF_CONDUCT.md +├── CONTRIBUTING.md +├── LICENSE +├── LOGO.png +├── README.md +├── TODO.md +├── data +│ ├── epilogue.md +│ ├── games.toml +│ ├── preface.md +│ └── references.md +└── scripts + ├── generate_contributors.py + ├── requirements.txt + ├── toml_formatter.py + └── toml_markdown.py + +``` + +`CODE_OF_CONDUCT.md`: + +```md +# Contributor Covenant Code of Conduct + +## Our Pledge + +We as members, contributors, and leaders pledge to make participation in our +community a harassment-free experience for everyone, regardless of age, body +size, visible or invisible disability, ethnicity, sex characteristics, gender +identity and expression, level of experience, education, socio-economic status, +nationality, personal appearance, race, religion, or sexual identity +and orientation. + +We pledge to act and interact in ways that contribute to an open, welcoming, +diverse, inclusive, and healthy community. + +## Our Standards + +Examples of behavior that contributes to a positive environment for our +community include: + +* Demonstrating empathy and kindness toward other people +* Being respectful of differing opinions, viewpoints, and experiences +* Giving and gracefully accepting constructive feedback +* Accepting responsibility and apologizing to those affected by our mistakes, + and learning from the experience +* Focusing on what is best not just for us as individuals, but for the + overall community + +Examples of unacceptable behavior include: + +* The use of sexualized language or imagery, and sexual attention or + advances of any kind +* Trolling, insulting or derogatory comments, and personal or political attacks +* Public or private harassment +* Publishing others' private information, such as a physical or email + address, without their explicit permission +* Other conduct which could reasonably be considered inappropriate in a + professional setting + +## Enforcement Responsibilities + +Community leaders are responsible for clarifying and enforcing our standards of +acceptable behavior and will take appropriate and fair corrective action in +response to any behavior that they deem inappropriate, threatening, offensive, +or harmful. + +Community leaders have the right and responsibility to remove, edit, or reject +comments, commits, code, wiki edits, issues, and other contributions that are +not aligned to this Code of Conduct, and will communicate reasons for moderation +decisions when appropriate. + +## Scope + +This Code of Conduct applies within all community spaces, and also applies when +an individual is officially representing the community in public spaces. +Examples of representing our community include using an official e-mail address, +posting via an official social media account, or acting as an appointed +representative at an online or offline event. + +## Enforcement + +Instances of abusive, harassing, or otherwise unacceptable behavior may be +reported to the community leaders responsible for enforcement at +kingstom.chen@gmail.com. +All complaints will be reviewed and investigated promptly and fairly. + +All community leaders are obligated to respect the privacy and security of the +reporter of any incident. + +## Enforcement Guidelines + +Community leaders will follow these Community Impact Guidelines in determining +the consequences for any action they deem in violation of this Code of Conduct: + +### 1. Correction + +**Community Impact**: Use of inappropriate language or other behavior deemed +unprofessional or unwelcome in the community. + +**Consequence**: A private, written warning from community leaders, providing +clarity around the nature of the violation and an explanation of why the +behavior was inappropriate. A public apology may be requested. + +### 2. Warning + +**Community Impact**: A violation through a single incident or series +of actions. + +**Consequence**: A warning with consequences for continued behavior. No +interaction with the people involved, including unsolicited interaction with +those enforcing the Code of Conduct, for a specified period of time. This +includes avoiding interactions in community spaces as well as external channels +like social media. Violating these terms may lead to a temporary or +permanent ban. + +### 3. Temporary Ban + +**Community Impact**: A serious violation of community standards, including +sustained inappropriate behavior. + +**Consequence**: A temporary ban from any sort of interaction or public +communication with the community for a specified period of time. No public or +private interaction with the people involved, including unsolicited interaction +with those enforcing the Code of Conduct, is allowed during this period. +Violating these terms may lead to a permanent ban. + +### 4. Permanent Ban + +**Community Impact**: Demonstrating a pattern of violation of community +standards, including sustained inappropriate behavior, harassment of an +individual, or aggression toward or disparagement of classes of individuals. + +**Consequence**: A permanent ban from any sort of public interaction within +the community. + +## Attribution + +This Code of Conduct is adapted from the [Contributor Covenant][homepage], +version 2.0, available at +https://www.contributor-covenant.org/version/2/0/code_of_conduct.html. + +Community Impact Guidelines were inspired by [Mozilla's code of conduct +enforcement ladder](https://github.com/mozilla/diversity). + +[homepage]: https://www.contributor-covenant.org + +For answers to common questions about this code of conduct, see the FAQ at +https://www.contributor-covenant.org/faq. Translations are available at +https://www.contributor-covenant.org/translations. + +``` + +`CONTRIBUTING.md`: + +```md +# Contribution Guide + +This guide outlines the steps to contribute to our game information repository. We appreciate your interest and effort to help improve our database. + +Example PR: [click here](https://github.com/OTFCG/Awesome-Game-Analysis/pull/12). + +## Step 0: Gather Game Information + +Before you begin contributing, make sure you've collected all the required game information. This includes: + +- The title of the game +- The game's developer(studio) +- The engine used to develop the game +- The year the game was released +- Any links relevant to the game's analysis + +Such information can be obtained from reliable sources like official game websites, developer interviews, or public resources like Wikipedia. + +## Step 1: Add the Game Information + +After you've collected all the necessary data, add it to the `data/games.toml` file following the provided format. Please append this information to the end of the file. + +The required format is as follows: + +```toml +["Game Name"] +Developer = "Developer" +Engine = "Engine Used" +Year = "Year of Release" +Analysis = [ + ["Title of Link 1", "https://link1.com"], + ["Title of Link 2", "https://link2.com"], + .... +] +``` + +Replace the placeholders with the appropriate game information. For the Analysis section, list all the analysis links you've obtained in the same way. + +## Step 2 (optional): Test README.md File Generation + +Once you've added the game information to the `data/games.toml` file, it's good practice to check if the `README.md` file generation works correctly. + +Run the following command in the `scripts/toml_markdown.py` script: + +``` bash +$ python scripts/toml_markdown.py -i data/games.toml -t toml --readme +``` + +This command converts the `data/games.toml` file into a `README.md` file. Note that the file conversion is automatically executed by our Continuous Integration (CI) system. + + +## Step 3: Create a Pull Request + +Finally, create a pull request with the changes you made to the `data/games.toml` file. Please provide a brief yet comprehensive description of the changes you've made (e.g., new game entries, typo corrections) in the pull request. + +We appreciate your contribution and efforts to enhance our game information repository. Thank you for making our community stronger and more informed! + +``` + +`LICENSE`: + +``` +Creative Commons Legal Code + +CC0 1.0 Universal + + CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE + LEGAL SERVICES. DISTRIBUTION OF THIS DOCUMENT DOES NOT CREATE AN + ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS + INFORMATION ON AN "AS-IS" BASIS. CREATIVE COMMONS MAKES NO WARRANTIES + REGARDING THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS + PROVIDED HEREUNDER, AND DISCLAIMS LIABILITY FOR DAMAGES RESULTING FROM + THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS PROVIDED + HEREUNDER. + +Statement of Purpose + +The laws of most jurisdictions throughout the world automatically confer +exclusive Copyright and Related Rights (defined below) upon the creator +and subsequent owner(s) (each and all, an "owner") of an original work of +authorship and/or a database (each, a "Work"). + +Certain owners wish to permanently relinquish those rights to a Work for +the purpose of contributing to a commons of creative, cultural and +scientific works ("Commons") that the public can reliably and without fear +of later claims of infringement build upon, modify, incorporate in other +works, reuse and redistribute as freely as possible in any form whatsoever +and for any purposes, including without limitation commercial purposes. +These owners may contribute to the Commons to promote the ideal of a free +culture and the further production of creative, cultural and scientific +works, or to gain reputation or greater distribution for their Work in +part through the use and efforts of others. + +For these and/or other purposes and motivations, and without any +expectation of additional consideration or compensation, the person +associating CC0 with a Work (the "Affirmer"), to the extent that he or she +is an owner of Copyright and Related Rights in the Work, voluntarily +elects to apply CC0 to the Work and publicly distribute the Work under its +terms, with knowledge of his or her Copyright and Related Rights in the +Work and the meaning and intended legal effect of CC0 on those rights. + +1. Copyright and Related Rights. A Work made available under CC0 may be +protected by copyright and related or neighboring rights ("Copyright and +Related Rights"). Copyright and Related Rights include, but are not +limited to, the following: + + i. the right to reproduce, adapt, distribute, perform, display, + communicate, and translate a Work; + ii. moral rights retained by the original author(s) and/or performer(s); +iii. publicity and privacy rights pertaining to a person's image or + likeness depicted in a Work; + iv. rights protecting against unfair competition in regards to a Work, + subject to the limitations in paragraph 4(a), below; + v. rights protecting the extraction, dissemination, use and reuse of data + in a Work; + vi. database rights (such as those arising under Directive 96/9/EC of the + European Parliament and of the Council of 11 March 1996 on the legal + protection of databases, and under any national implementation + thereof, including any amended or successor version of such + directive); and +vii. other similar, equivalent or corresponding rights throughout the + world based on applicable law or treaty, and any national + implementations thereof. + +2. Waiver. To the greatest extent permitted by, but not in contravention +of, applicable law, Affirmer hereby overtly, fully, permanently, +irrevocably and unconditionally waives, abandons, and surrenders all of +Affirmer's Copyright and Related Rights and associated claims and causes +of action, whether now known or unknown (including existing as well as +future claims and causes of action), in the Work (i) in all territories +worldwide, (ii) for the maximum duration provided by applicable law or +treaty (including future time extensions), (iii) in any current or future +medium and for any number of copies, and (iv) for any purpose whatsoever, +including without limitation commercial, advertising or promotional +purposes (the "Waiver"). Affirmer makes the Waiver for the benefit of each +member of the public at large and to the detriment of Affirmer's heirs and +successors, fully intending that such Waiver shall not be subject to +revocation, rescission, cancellation, termination, or any other legal or +equitable action to disrupt the quiet enjoyment of the Work by the public +as contemplated by Affirmer's express Statement of Purpose. + +3. Public License Fallback. Should any part of the Waiver for any reason +be judged legally invalid or ineffective under applicable law, then the +Waiver shall be preserved to the maximum extent permitted taking into +account Affirmer's express Statement of Purpose. In addition, to the +extent the Waiver is so judged Affirmer hereby grants to each affected +person a royalty-free, non transferable, non sublicensable, non exclusive, +irrevocable and unconditional license to exercise Affirmer's Copyright and +Related Rights in the Work (i) in all territories worldwide, (ii) for the +maximum duration provided by applicable law or treaty (including future +time extensions), (iii) in any current or future medium and for any number +of copies, and (iv) for any purpose whatsoever, including without +limitation commercial, advertising or promotional purposes (the +"License"). The License shall be deemed effective as of the date CC0 was +applied by Affirmer to the Work. Should any part of the License for any +reason be judged legally invalid or ineffective under applicable law, such +partial invalidity or ineffectiveness shall not invalidate the remainder +of the License, and in such case Affirmer hereby affirms that he or she +will not (i) exercise any of his or her remaining Copyright and Related +Rights in the Work or (ii) assert any associated claims and causes of +action with respect to the Work, in either case contrary to Affirmer's +express Statement of Purpose. + +4. Limitations and Disclaimers. + + a. No trademark or patent rights held by Affirmer are waived, abandoned, + surrendered, licensed or otherwise affected by this document. + b. Affirmer offers the Work as-is and makes no representations or + warranties of any kind concerning the Work, express, implied, + statutory or otherwise, including without limitation warranties of + title, merchantability, fitness for a particular purpose, non + infringement, or the absence of latent or other defects, accuracy, or + the present or absence of errors, whether or not discoverable, all to + the greatest extent permissible under applicable law. + c. Affirmer disclaims responsibility for clearing rights of other persons + that may apply to the Work or any use thereof, including without + limitation any person's Copyright and Related Rights in the Work. + Further, Affirmer disclaims responsibility for obtaining any necessary + consents, permissions or other rights required for any use of the + Work. + d. Affirmer understands and acknowledges that Creative Commons is not a + party to this document and has no duty or obligation with respect to + this CC0 or use of the Work. + +``` + +`README.md`: + +```md +# Awesome Game Analysis [![Awesome](https://awesome.re/badge.svg)](https://awesome.re) + +[](https://github.com/OTFCG/Awesome-Game-Analysis) + +> This repository serves as a comprehensive collection of video game technology analysis resources. + +We want to create a community-driven platform where everyone can contribute and benefit from the shared knowledge to understand the mechanics behind games and inspire game development. + +**Contributing:** +If you're interested in contributing, we've made the process straightforward. Check out our [contributing guideline](https://github.com/OTFCG/Awesome-Game-Analysis/blob/main/CONTRIBUTING.md) and a [sample PR](https://github.com/OTFCG/Awesome-Game-Analysis/pull/13/files) to get started. Suggestions are welcome for this repository, please use the issue tracker to submit your ideas. + +**Important:** +In order to maintain the structure of this repository, please don't directly make changes to the `README.md` file. + +## Contents + +* [Analysis - Games](#analysis---games) +* [References](#references) + +--- + +## Analysis - Games +|Game|Developer|Engine|Year|Analysis| +|:---|:---|:---|:---|:---| +|The Witcher 4|CD Projekt Red|UE5|2027|
Expand• [Unreal Engine 5 Demo](https://www.youtube.com/watch?v=xPR305id0H0)
| +|Grand Theft Auto VI|Rockstar Games|RAGE|2026|
Expand• [Grand Theft Auto 6 Trailer 2 Tech Breakdown](https://www.eurogamer.net/digitalfoundry-2025-gta-6-trailer-2-tech-breakdown-incredible-realism-impressive-rt-astonishing-detail)
| +|Death Stranding 2|Kojima Productions|Decima|2025|
Expand• [Death Stranding 2 tech review: one of the best-looking games of this console generation](https://www.eurogamer.net/digitalfoundry-2025-death-stranding-2-tech-review)
| +|Clair Obscur: Expedition 33|Sandfall Interactive|UE5|2025|
Expand• [Nanite Virtual Geometry Workflow](https://www.eurogamer.net/digitalfoundry-2025-clair-obscur-expedition-33-pc-tech-review)
| +|Assassin's Creed Shadows|Ubisoft|Anvil Engine|2025|
Expand• [Inside the technologically revamped Anvil Engine](https://www.eurogamer.net/digitalfoundry-2025-assassins-creed-shadows-tech-qa-rtgi-shader-compilation-taa-and-more)
• [How Ubisoft Brought Feudal Japan to Life: Rendering 'Assassin's Creed Shadows' with Nicolas Lopez](https://www.youtube.com/watch?v=Z0TMRCTuKsc)
• [Anvil Rendering Architecture](https://enginearchitecture.org/2025.htm#4)
| +|Oblivion Remastered|Bethesda Game Studios|UE5|2025|
Expand• [Nanite vs Traditional LOD System Comparison](https://www.eurogamer.net/digitalfoundry-2025-oblivion-remastered-is-one-of-the-worst-performing-pc-games-weve-ever-tested)
| +|Doom: The Dark Ages|id Software|id Tech 8|2025|
Expand• [Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages](https://martinfullerblog.wordpress.com/2025/09/26/anisotropic-scaling-in-indiana-jones-and-the-great-circle-and-doom-the-dark-ages/)
| +|Avowed|Obsidian|UE5|2025|
Expand• [Avowed: A GPU Technical Retrospective | Unreal Fest Orlando 2025](https://www.youtube.com/watch?v=BKaAzhMHJZ0)
| +|Tempest Rising|Slipgate Ironworks|UE5|2025|
Expand• [Modern RTS Rendering Techniques in Unreal Engine 5](https://www.eurogamer.net/digitalfoundry-2025-tempest-rising-tech-review-a-modern-classic-rts-built-on-unreal-engine-5)
• [Procedural Destruction System White Paper](https://enginearchitecture.org/downloads/REAC_2024_Slipgate.pdf)
| +|Monster Hunter Wilds|Capcom|RE Engine|2025|
Expand• [Is Rendering Still Evolving?](https://www.docswell.com/s/CAPCOM_RandD/524Y6M-RE2023)
• [New Rendering Features Rundown](https://www.docswell.com/s/CAPCOM_RandD/KENVMJ-RE2023)
• [RE ENGINE Meshlet Rendering Pipeline](https://enginearchitecture.org/2025.htm#2)
| +|Elden Ring: Nightreign|FromSoftware|Proprietary|2025|
Expand• [Multiplayer Spin-Off Technical Limitations Analysis](https://www.eurogamer.net/digitalfoundry-2025-elden-ring-nightreins-network-test-beta-impresses-on-ps5-ps5-pro-and-xbox-series-xs)
| +|Delta Force|TiMi J3 Studio|Unreal|2025|
Expand• [GDC 2025《三角洲行动》:高性能高品质的端手地形和生态技术(上篇)](https://mp.weixin.qq.com/s/1iM8YENV1MB3IyU2xd01pA)
• [GDC 2025《三角洲行动》:高性能高品质的端手地形和生态技术(下篇)](https://mp.weixin.qq.com/s/DE_tXqxMuHYlyE-zq4jyfw)
| +|Warhammer 40000: Space Marine 2|Saber Interactive|Internal|2024|
Expand• [Geometry rendering and shaders infrastructure](https://enginearchitecture.org/2025.htm#1)
| +|Indiana Jones and the Great Circle|MachineGames|id Tech 7|2024|
Expand• [Inside Indiana Jones and the Great Circle: The Ray Tracing Breakdown](https://www.youtube.com/watch?v=k2SBZSm2mOw)
• [Eurogamer tech review](https://www.eurogamer.net/digitalfoundry-2024-indiana-jones-and-the-great-circle-tech-review)
• [Gaming Bolt graphcis analysis](https://gamingbolt.com/indiana-jones-and-the-great-circle-graphics-analysis-a-masterclass-on-pc-and-xbox-series-x)
• [Ray Traced Global Illumination Breakdown](https://www.eurogamer.net/digitalfoundry-2025-indiana-jones-and-the-great-circle-on-ps5-excellent-game-solid-port)
• [Texture Streaming System Analysis](https://machinegames.com/tech-blog/id-tech7-texture-streaming)
• [Path Tracing Architecture & Denoising Solutions](https://schedule.gdconf.com/session/advanced-graphics-summit-path-tracing-deep-dive-indiana-jones-and-the-great-circle/910009)
• [Dynamic Acceleration Structure Management](https://machinegames.com/tech-blog/id-tech7-das)
• [Pushing 60hz. Shipping Indiana Jones and The Great Circle](https://enginearchitecture.org/2025.htm#5)
• [Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages](https://martinfullerblog.wordpress.com/2025/09/26/anisotropic-scaling-in-indiana-jones-and-the-great-circle-and-doom-the-dark-ages/)
| +|Dragon Age: The Veilguard|BioWare|Frostbite|2024|
Expand• [GI, RT, Character Creator and other systems](https://enginearchitecture.org/2025.htm#6)
| +|Senua's Saga: Hellblade II|Ninja Theory|UE5|2024|
Expand• [Nanite Virtualized Geometry Optimization Patterns](https://www.techpowerup.com/review/senuas-saga-hellblade-2-benchmark/6.html)
• [Volumetric Fog & Cloud System Technical White Paper](https://kotaku.com/hellblade-2-saga-steam-deck-pc-graphics-black-dots-1851491857)
| +|Dragon's Dogma 2|Capcom|RE Engine|2024|
Expand• [RTGI Implementation in Open World RPG](https://www.eurogamer.net/digitalfoundry-2024-dragons-dogma-2-the-digital-foundry-tech-review)
• [NPC Behavior Tree Optimization](https://gamingbolt.com/dragons-dogma-2-ps5-vs-pc-graphics-comparison-frame-rate-performance-tech-analysis-and-more)
• [RE ENGINE Meshlet Rendering Pipeline](https://enginearchitecture.org/2025.htm#2)
| +|Avatar: Frontiers of Pandora|Ubisoft Massive|Snowdrop|2024|
Expand• [Ray Traced Global Illumination Pipeline Deep Dive](https://thescreenzone.com/blog/avatar-frontiers-of-pandora-pc-performance-review/)
• [Procedural Ecosystem Generation Technical Blog](https://massive.se/blog/avatar-tech-blog-2024)
| +|Star Wars Outlaws|Ubisoft Massive|Snowdrop|2024|
Expand• [Physicalized Audio System Technical Breakdown](https://www.youtube.com/watch?v=g3irLCjQTOA)
• [Ray Traced Reflections in Desert Environments](https://enginearchitecture.org/downloads/REAC_2024_Ubisoft.pdf)
| +|Path of the Goddess|Capcom|RE Engine|2024|
Expand• [Procedural Vegetation Interaction System](https://www.docswell.com/s/CAPCOM_RandD/524Y6M-RE2023)
• [RE Engine 10: Next-Gen Material Pipeline](https://cedil.cesa.or.jp/cedil_sessions/view/2741)
| +|STALKER 2|GSC Game World|UE5|2024|
Expand• [Technical Breakdown](https://www.linkedin.com/posts/mikhail-dergauz_as-promised-heres-a-post-with-a-technical-activity-7265754056915099649-dQsK/)
• [Eurogamer Digital Foundry Tech Review](https://www.eurogamer.net/digitalfoundry-2024-stalker-2-heart-of-chornobyl-tech-review-pc-xbox-series-x-s)
| +|Metaphor: ReFantazio|Studio Zero|Internal|2024|
Expand• [Performance and frame analysis - Metaphor ReFantazio](https://vkguide.dev/docs/extra-chapter/graphics_analysis_metafor/)
• [FSR 3 Frame Generation Integration](https://atlus.com/tech-blog/metaphor-rendering-2024)
| +|GRANBLUE FANTASY: Relink| Osaka Cygames|PlatinumGames Engine|2024|
Expand• [『GRANBLUE FANTASY: Relink』イラストを再現する為のキャラクターモデル制作事例](https://www.youtube.com/watch?v=rrDDT2nKseg&list=PLSx6MdBnoFbBwxTSwPsa3AaIWJ-mO-hO9&index=11)
• [『GRANBLUE FANTASY_ Relink』角色渲染环节技术分享](https://www.bilibili.com/video/BV1oKC5Y7E55/)
| +|黑暗之潮|掌趣|Unity|2024|
Expand• [[Unity 活动]-游戏专场|Unity 2019 新特性在次时代手游 《黑暗之潮》中的应用经验及技术分享](https://www.bilibili.com/video/BV1ca4y1W7wN/)
• [Unity线上技术大会干货盘点(2020)-《黑暗之潮》中次时代技术的应用经验及技术](https://zhuanlan.zhihu.com/p/355729231)
| +|Alan Wake 2|Remedy|Northlight|2023|
Expand• [Modernizing geometry rendering in Alan Wake 2](https://enginearchitecture.org/downloads/REAC_2024_Remedy.pdf)
• [How Northlight makes Alan Wake 2 shine](https://www.remedygames.com/article/how-northlight-makes-alan-wake-2-shine)
• [Developing Northlight: OpenUSD content workflows](https://www.remedygames.com/article/developing-northlight-openusd-content-workflows)
• [Northlight in 2023](https://www.remedygames.com/article/northlight-in-2023)
• [A Deep Dive into Path Tracing Technology](https://www.nvidia.com/en-us/on-demand/session/gdc24-gdc1003)
• [GPU driven Rendering with Mesh Shaders in Alan Wake 2](https://www.youtube.com/watch?v=EtX7WnFhxtQ)
• [Procedural Damage System for Live Content](https://www.remedygames.com/article/northlight-2024-update)
| +|Starfield|Bethesda|Creation Engine 2|2023|
Expand• [DF Tech Review](https://www.eurogamer.net/digitalfoundry-2023-starfield-the-digital-foundry-tech-review)
• [Gaming Bolt Graphics Analysis](https://gamingbolt.com/starfield-graphics-analysis-xbox-series-x-vs-pc-comparison-and-more)
• [A Reddit user's tech analysis](https://www.reddit.com/r/Starfield/comments/15o9pvz/oc_an_enthusiasts_perspective_on_starfields_tech/)
• [Analyzing Starfield’s Performance on Nvidia’s 4090 and AMD’s 7900 XTX](https://chipsandcheese.com/2023/09/14/analyzing-starfields-performance-on-nvidias-4090-and-amds-7900-xtx/)
| +|Hifi Rush|Tango Gameworks|UE4|2023|
Expand• [3D Toon Rendering in 'Hi-Fi RUSH'](https://gdcvault.com/play/1034330/3D-Toon-Rendering-in-Hi)
• [DF Tech Review](https://www.youtube.com/watch?v=8qppoWhanwk)
• [CGWorldJP: Character, motion, and effects edition](https://cgworld.jp/article/202306-hifirush01.html)
• [CGWorldJP: Background/Lighting](https://cgworld.jp/article/202306-hifirush02.html)
| +|Diablo 4|Blizzard Albany, Team 3|Internal|2023|
Expand• [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-diablo-iv/)
• [Peeling Back The Varnish: The Graphics Of Diablo IV](https://news.blizzard.com/en-us/diablo4/23964183/peeling-back-the-varnish-the-graphics-of-diablo-iv)
• [Developers talk ray tracing](https://www.shacknews.com/article/115065/diablo-4-developers-talk-ray-tracing-an-all-new-game-engine)
• [Ray Tracing in Diablo IV](https://enginearchitecture.org/downloads/REAC_2024_Blizzard.pdf)
| +|Ys X: Nordics|Nihon Falcom|Internal|2023|
Expand• [PC Optimization Journey](https://store.steampowered.com/news/app/2731870/view/4666382742870026335)
| +|Final Fantasy 16|Square Enix|Internal|2023|
Expand• [Shadow Techniques from Final Fantasy XVI](http://www.jp.square-enix.com/tech/library/pdf/2023_FFXVIShadowTechPaper.pdf)
• [Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics](https://www.youtube.com/watch?v=ItwtpX1SFcA)
• [The DF Tech Review](https://www.eurogamer.net/digitalfoundry-2023-final-fantasy-16-as-close-to-flawless-as-weve-seen-in-a-long-time)
• [GamingBolt Tech Analysis](https://gamingbolt.com/final-fantasy-16-ps5-graphics-analysis-a-generational-leap)
| +|F1 2023|Codemasters|EGO|2023|
Expand• [PS5 vs Xbox Series X/S vs PC – Ray Tracing](https://www.youtube.com/watch?v=DVakUY6lqj8)
| +|Company of Heroes 3|Relic Entertainment|Essence Engine 4.0|2023|
Expand• [Company of Heroes 3 - From PC to Consoles](https://www.youtube.com/watch?v=Q7_PSmWxOv8)
| +|Resident Evil 4 Re|Capcom|RE Engine|2023|
Expand• [DF Tech Review](https://www.youtube.com/watch?v=N1QOYoNjAO0)
| +|Horizon: Call of the Mountain|Guerrilla|Decima|2023|
Expand• [Inside PSVR2 - Horizon: Call of the Mountain Gameplay + Tech Breakdown](https://www.youtube.com/watch?v=Q43vcKl2axY)
| +|Dead Space Remake|Motive Studios|Frostbite|2023|
Expand• [DF Tech Review](https://www.youtube.com/watch?v=JpqAAOgUrCg)
| +|Remnant2 |Gunfire Games|UE5|2023|
Expand• [Remnant 2 review – a war across worlds](https://www.videogamer.com/reviews/remnant-2-review/)
| +|Baldur's Gate 3|Larian Studios, Elverils|Divinity 4.0|2023|
Expand• [DF Tech Review - Graphics Analysis + Optimised Settings](https://www.eurogamer.net/digitalfoundry-2023-baldurs-gate-3-pc-tech-review-polish-that-puts-other-aaa-games-to-shame)
| +|Immortals of Aveum|Ascendant Studios|UE5|2023|
Expand• [IMMORTALS OF AVEUM™: UE5.1, PC OPTIMIZATION, & MORE](https://www.ea.com/games/immortals-of-aveum/immortals-of-aveum/news/technology)
• [Nanite Virtual Shadow Maps Analysis](https://ascendantstudios.com/tech-blog/nanite-virtual-shadow-maps)
| +|Overwatch 2|Blizzard Entertainment|Internal|2022|
Expand• [Evolving Global Illumination in Overwatch 2](https://enginearchitecture.org/2025.htm#3)
| +|Elden Ring|FromSoftware|Internal|2022|
Expand• [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-elden-ring/)
• [狭間の地へようこそ!「ELDEN RING」における オープンフィールドおもてなし術](https://cedil.cesa.or.jp/cedil_sessions/view/2673)
• [DF Tech Analysis about Elden Ring's RT upgrade](https://www.eurogamer.net/digitalfoundry-2023-ray-tracing-comes-to-elden-ring-ps5-series-x-pc)
• [The Elden Ring tech report](https://www.eurogamer.net/digitalfoundry-2022-elden-ring-ps5-xbox-series-tech-report)
| +|Pokémon Scarlet/Violet|Game Freak|Internal|2022|
Expand• [【アルセウス+スカーレット・バイオレット】ポケモン2つを同時に作る、ポケモンモデル制作環境](https://cedil.cesa.or.jp/cedil_sessions/view/2586)
| +|Pokémon Arceus|Game Freak|Internal|2022|
Expand• [【アルセウス+スカーレット・バイオレット】ポケモン2つを同時に作る、ポケモンモデル制作環境](https://cedil.cesa.or.jp/cedil_sessions/view/2586)
| +|God of War Ragnarok|Santa Monica Studio|Internal|2022|
Expand• ['God of War Ragnarok's' Visual Scripting Solution](https://www.gdcvault.com/play/1028787/-God-of-War-Ragnarok)
• [Breaking Barriers: Combat Accessibility in 'God of War Ragnarök'](https://www.youtube.com/watch?v=iA8tpcHwVtg)
• [Rendering 'God of War Ragnarök'](https://sms.playstation.com/media/documents/GOWR_Stephen_Mcauley_RenderingGOWR_GDC23.pdf)
• [Real-Time Neural Texture Upsampling in 'God of War Ragnarök'](https://sms.playstation.com/media/documents/GOWR_Neural_Image_Upsampling_Zhou_Xuanyi_GDC23.pdf)
• [A Deep Dive Into God of War Ragnarök's User Interface](https://80.lv/articles/a-deep-dive-into-god-of-war-ragnar-k-s-user-interface/)
• [Maya as Editor: The game development approach of Santa Monica Studio](https://enginearchitecture.org/downloads/REAC_2024_SMS.pdf)
| +|Horizon Forbidden West|Guerrilla|Decima|2022|
Expand• [Architecting Jolt Physics For Horizon Forbidden West](https://www.guerrilla-games.com/read/architecting-jolt-physics-for-horizon-forbidden-west)
• [Adventures With Deferred Texturing](https://www.guerrilla-games.com/read/adventures-with-deferred-texturing-in-horizon-forbidden-west)
• [Building Machines For A Better Future In Horizon](https://www.guerrilla-games.com/read/building-machines-for-a-better-future-in-horizon)
• [Space-Efficient Content Packaging](https://www.guerrilla-games.com/read/space-efficient-content-packaging-for-horizon-forbidden-west)
• [Scaling Tools For Millions of Assets](https://www.guerrilla-games.com/read/scaling-tools-for-millions-of-assets-for-horizon-forbidden-west)
• [Creating The Many Faces of Horizon Forbidden West](https://www.guerrilla-games.com/read/creating-the-many-faces-of-horizon-forbidden-west)
• [CEDEC 2019 - Making Tools for Big Games](https://d3d3g8mu99pzk9.cloudfront.net/MichielVanDerLeeuw/CEDEC%202019%20-%20Making%20Tools%20for%20Big%20Games.pdf)
• [SIGGRAPH 2022 Real-Time Live](https://www.youtube.com/watch?v=MAXJWEoKbxY&t=357s)
• [The Cinematics of 'Horizon Forbidden West'](https://www.youtube.com/watch?v=gSzOv4e1ej4&list=PL2e4mYbwSTbaw1l65rE0Gv6_B9ctOzYyW&index=2)
• [Building Machines for a Better Future in 'Horizon'](https://www.youtube.com/watch?v=dr17S0I_h78)
• [Knocking on Death's Door: Designing a New Bunker for 'Horizon Forbidden West'](https://www.youtube.com/watch?v=KxcXUYx3eLQ)
• [Cross-Gen Rendering Strategies: PS4 to PS5 Pro](https://www.eurogamer.net/digitalfoundry-2022-horizon-forbidden-west-the-digital-foundry-tech-review)
• [PC Port Optimization vs Console Baseline](https://www.youtube.com/watch?v=xTwEGy6HHKo)
• [PSSR vs FSR 3 Upscaling Comparison](https://www.eurogamer.net/digitalfoundry-2025-horizon-forbidden-west-ps5-pro-tech-review)
• [Volumetric Cloud System Breakdown](https://www.guerrilla-games.com/read/nubis-realtime-volumetric-cloudscapes-in-a-nutshell)
| +|The Quarry|Supermassive Games|UE4|2022|
Expand• [Case Study: Creating Realistic Facial Motion for 'The Quarry'](https://www.youtube.com/watch?v=DJ99mv52fVo)
| +|Forspoken|Luminous Productions|Luminous Engine|2022|
Expand• [DF Tech Review](https://www.youtube.com/watch?v=j8_HcLb4ajY)
| +|Warhammer 40,000: Darktide|Fatshark|Internal|2022|
Expand• [How FatShark constructed their central asset pipeline with Simplygon](https://www.youtube.com/watch?v=RZxo-2cAFk0)
| +|Xenoblade Chronicles 3|Monolith Soft|Internal|2022|
Expand• [DF Tech Review](https://www.eurogamer.net/digitalfoundry-2022-xenoblade-chronicles-3-nintendo-switch-tech-review)
• [「生と死」を物語る陰影表現とは――『Xenoblade3(ゼノブレイド3)』のキャラクターを魅せる2灯トゥーンシェーディング、世界を描くアップサンプリング【CEDEC+KYUSHU 2022】](https://gamemakers.jp/article/2023_03_22_33475/)
| +|Gran Turismo 7|Polyphony Digital|Internal|2022|
Expand• [Rendering Technologies behind Gran Turismo 7: VR, Ray Tracing and Sky Simulation](https://s3.amazonaws.com/gran-turismo.com/pdi_publications/SIGGRAPH2023_RenderingTechBehindGT7.pdf)
| +|The Callisto Protocol|Striking Distance Studios|UE4|2022|
Expand• [SIGGRAPH2023-Advances-The-Rendering-of-The-Callisto-Protocol-JimenezPetersen.pptx](https://advances.realtimerendering.com/s2023/SIGGRAPH2023-Advances-The-Rendering-of-The-Callisto-Protocol-JimenezPetersen.pptx)
| +|The Gunk|Image & Form Games|UE4|2021|
Expand• [Raymarching The Gunk](https://jarllarsson.github.io/gen/gunkraymarcher.html)
| +|Halo Infinite|343 Industries|Slipspace|2021|
Expand• [One Frame in 'Halo Infinite'](https://www.gdcvault.com/play/1027657/One-Frame-in-Halo-Infinite)
| +|Diablo 2 Resurrected|Blizzard, Vicarious Visions|Internal|2021|
Expand• [DF Tech Analysis](https://www.youtube.com/watch?v=bSdg5sgt6hY)
• [An Overview of the 'Diablo II: Resurrected' Renderer](https://gdcvault.com/play/1027558/An-Overview-of-the-Diablo)
| +|Knockout City|Velan Studios|Internal|2021|
Expand• [Knockout City's Parallel Play](https://www.gdcvault.com/play/1027634/-Knockout-City-s-Parallel)
| +|Forza Horizon 5|Playground Games|ForzaTech|2021|
Expand• [How Parameters Drive the Particle Effects of 'Forza Horizon 5'](https://www.youtube.com/watch?v=8Pk-yAp7J_8)
• [PS5 Pro Enhancements: Foliage Density and Ray Tracing](https://www.youtube.com/watch?v=82ceExNpBQA)
| +|Returnal|Housemarque|UE4|2021|
Expand• [Can We Do It with Particles?: VFX Learnings from 'Returnal'](https://www.youtube.com/watch?v=qbkb8ap7vts)
• [Particle System and Volumetric Lighting Deep Dive](https://www.eurogamer.net/digitalfoundry-2021-returnal-absolute-housemarque)
• [PSSR Upscaling Implementation Analysis](https://www.eurogamer.net/digitalfoundry-2025-returnals-ps5-pro-upgrade-delivers-a-huge-resolution-boost-and-improved-performance)
• [VRS and Mesh Shading Utilization](https://housemarque.com/news/returnal-ps5-pro-tech-breakdown)
| +|Ratchet and Clank: Rift Apart|Insomniac Games|Internal|2021|
Expand• [Recalibrating Our Limits: Lighting on 'Ratchet and Clank: Rift Apart'](https://www.youtube.com/watch?v=geErfczxwjc)
• [DF Blog](https://www.eurogamer.net/digitalfoundry-2023-df-weekly-how-will-ratchet-and-clank-pc-handle-the-ps5s-ssd-requirement)
| +|Far Cry 6|Ubisoft Toronto|Dunia Engine|2021|
Expand• [Simulating Tropical Weather in 'Far Cry 6'](https://www.youtube.com/watch?v=mGHCOOnI5aE)
• [GDC 2022 - Performant Reflective Beauty: Hybrid Raytracing with Far Cry 6](https://www.youtube.com/watch?v=nTZpKD600eQ)
| +|Dreamscaper|Afterburner Studios|UE4|2021|
Expand• [Dreamscaper: Killer Combat on an Indie Budget](https://www.youtube.com/watch?v=3Omb5exWpd4)
| +|FIFA 22|EA Vancouver, EA Romania|Frostbite 3|2021|
Expand• ['FIFA 22's' Hypermotion: Full-Match Mocap Driving Machine Learning Technology](https://www.youtube.com/watch?v=lJYmMCQ2r-0)
| +|Dyson Sphere Program|Youthcat Studio|Unity|2021|
Expand• [birth-of-dyson-sphere](https://indienova.com/indie-game-news/birth-of-dyson-sphere/)
• [dyson-sphere-devlog-2](https://indienova.com/indie-game-development/dyson-sphere-devlog-2/)
• [dyson-sphere-devlog-3](https://indienova.com/indie-game-news/dyson-sphere-devlog-3/)
• [dyson-sphere-devlog-4](https://indienova.com/indie-game-development/dyson-sphere-devlog-4/)
| +|Cyberpunk 2077|CD Projekt Red|REDengine 4|2020|
Expand• [Hallucinations re: the rendering of Cyberpunk 2077](https://c0de517e.blogspot.com/2020/12/hallucinations-re-rendering-of.html)
• [Hang Zhang's Blog](https://zhangdoa.com/rendering-analysis-cyberpunk-2077)
• [Shader Execution Reordering](https://chipsandcheese.com/2023/05/16/shader-execution-reordering-nvidia-tackles-divergence/)
• [Tech Focus: Cyberpunk 2077 RT Overdrive](https://www.youtube.com/watch?v=vigxRma2EPA)
• [Overdrive Technology Preview on RTX 4090](https://www.youtube.com/watch?v=I-ORt8313Og)
• [Next-Gen Tech Analysis: Ray Tracing and Night City Density](https://www.eurogamer.net/digitalfoundry-2020-cyberpunk-2077-high-end-pc-tech-analysis)
| +|Doom Eternal|id Software|id Tech 7|2020|
Expand• [Simon Coenen's Blog](https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy.html)
| +|Mafia: Definitive Edition|Hangar 13|Mafia III engine|2020|
Expand• [The Code Corsair](https://www.elopezr.com/the-rendering-of-mafia-definitive-edition/)
| +|Teardown|Tuxedo Labs|Internal|2020|
Expand• [Frame Teardown](https://acko.net/blog/teardown-frame-teardown/)
• [Teardown Breakdown](https://juandiegomontoya.github.io/teardown_breakdown.html)
| +|Final Fantasy 7 Remake|Square Enix|UE4|2020|
Expand• [機械学習によるリップシンクアニメーション自動生成技術と FINAL FANTASY VII REMAKEのアセットを訓練データとした実装実例](http://www.jp.square-enix.com/tech/library/pdf/CEDEC2022_LipSyncML_all.pdf)
• ['Final Fantasy VII' Remake: Automating Quality Assurance and the Tools for the Future](https://www.youtube.com/watch?v=L2bJ4E_4zN8)
• [How Square Enix leveraged Unreal Engine to modernize FINAL FANTASY VII REMAKE](https://www.unrealengine.com/en-US/developer-interviews/how-square-enix-leveraged-unreal-engine-to-modernize-final-fantasy-vii-remake)
| +|Ghost of Tsushima|Sucker Punch|Internal|2020|
Expand• [Blowing from the West: Simulating Wind in 'Ghost of Tsushima'](https://www.youtube.com/watch?v=d61_o4CGQd8)
• [Exploration in 'Ghost of Tsushima': Letting the Island Guide You](https://www.youtube.com/watch?v=b5rUPBWgwuw)
• [Procedural Grass in 'Ghost of Tsushima'](https://www.youtube.com/watch?v=Ibe1JBF5i5Y)
• [Master of the Katana: Melee Combat in 'Ghost of Tsushima'](https://www.youtube.com/watch?v=1ih5BxnJu2I)
• [Honoring the Blade: Lethality and Combat Balance in 'Ghost of Tsushima'](https://www.youtube.com/watch?v=dKS2kaI3aXE)
• [Zen of Streaming: Building and Loading 'Ghost of Tsushima'](https://www.youtube.com/watch?v=Ur53sJdS8rQ)
• [Samurai Shading in Ghost of Tsushima](https://blog.selfshadow.com/publications/s2020-shading-course/patry/slides/)
| +|Wild Rift|Riot Games|Internal|2020|
Expand• [The Art of Not Reinventing the Wheel in 'Wild Rift' Asset Pipeline](https://www.youtube.com/watch?v=fupHL5p-MtQ)
| +|Spelunky 2|Mossmouth, BlitWorks|Internal|2020|
Expand• [Breaking the Ankh: Deterministic Propagation Netcode in 'Spelunky 2'](https://www.youtube.com/watch?v=mss6S2IO8Mw)
| +|Marvel's Spider-Man: Miles Morales|Insomniac Games|Internal|2020|
Expand• [An Explosive New Spider-Man: Creating VFX for Miles Morales](https://www.youtube.com/watch?v=hvU2EVGTOp0)
• [Real-Time Cloth Solutions on 'Marvel's Spider-Man'](https://www.youtube.com/watch?v=kGvqlLlZUis)
• [Ray Traced Reflections and Performance Mode Analysis](https://www.youtube.com/watch?v=mGTNTpuJspo)
| +|The Last of Us: Part II|Naughty Dog|Internal|2020|
Expand• [Crafting an Interactive Guitar](https://www.youtube.com/watch?v=bEjUIHEeKQU)
• [80lv's Interview](https://80.lv/articles/how-naughty-dog-created-the-immersive-world-of-the-last-of-us-part-ii/)
• [The Museum Level Design](https://www.ehilldesign.com/the-last-of-us-part-ii/the-museum)
• [The Chalet Level Design](https://www.ehilldesign.com/the-last-of-us-part-ii/the-chalet)
• [The Overlook Level Design](https://www.ehilldesign.com/the-last-of-us-part-ii/the-overlook)
• [Dialogue Scripting Level Design](https://www.ehilldesign.com/the-last-of-us-part-ii/dialogue-scripting)
• [Finding Strings Level Design](https://www.ehilldesign.com/the-last-of-us-part-ii/finding-strings)
• [Breathing Life Into 'The Last of Us': Part I and II](https://www.youtube.com/watch?v=8PEcUX4HA8Q)
| +|Noita|Nolla Games|Falling Everything|2020|
Expand• [80lv's Interview](https://80.lv/articles/noita-a-game-based-on-falling-sand-simulation/)
| +|Dragon Ball Z Kakarot|Cyber Connect 2|UE4|2020|
Expand• [Thomas @ Stylized Station's Twitter thread](https://twitter.com/StylizedStation/status/1656434559590846464)
| +|Genshin impact|Mihoyo|Unity|2020|
Expand• [[Unity 活动]-游戏专场|从手机走向主机 -《原神》主机版渲染技术分享](https://www.bilibili.com/video/BV1Za4y1s7VL/)
• [《原神》主机版渲染技术要点和解决方案](https://zhuanlan.zhihu.com/p/356435019)
| +|Death Stranding|Kojima Productions|Decima|2019|
Expand• [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-death-stranding/)
• ['Death Stranding': An AI Postmortem](https://www.youtube.com/watch?v=yqZE5O8VPAU)
• [DF Tech Review(PC)](https://www.eurogamer.net/digitalfoundry-2020-death-stranding-pc-tech-review)
• [DF Performance Analysis](https://www.eurogamer.net/digitalfoundry-2019-death-stranding-ps4-ps4-pro-performance-analysis)
• [Decima Engine: Advances in Lighting and AA](https://www.guerrilla-games.com/read/decima-engine-advances-in-lighting-and-aa)
| +|Resident-evil II Re|Capcom Division 1|RE Engine|2019|
Expand• [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-resident-evil/)
• [Anton Schreiner's Blog](https://aschrein.github.io/2019/08/01/re2_breakdown.html)
| +|Metro Exodus|4A Games|4A Engine|2019|
Expand• [Resource Management Architecture in 4A Engine](https://enginearchitecture.org/downloads/REAC_2024_4A.pdf)
• [Anton Schreiner's Blog](https://aschrein.github.io/2019/08/11/metro_breakdown.html)
• [Balázs Török's Blog](http://morad.in/2019/03/27/observations-about-the-rendering-of-metro-exodus/)
• [Full Ray Tracing Overhaul Technical Breakdown](https://www.eurogamer.net/digitalfoundry-2021-metro-exodus-enhanced-edition-tech-review)
| +|Control|Remedy|Northlight Engine|2019|
Expand• [Frame Analysis](https://alain.xyz/blog/frame-analysis-control)
• [Destructible Environments in Control: Lessons in Procedural Destruction](https://www.youtube.com/watch?v=kODJsQGXanU)
• [Control PC's Stealth Upgrade](https://www.youtube.com/watch?v=HyLA3lhRdwM)
| +|Mortal Kombat 11|NetherRealm Studios|UE3|2019|
Expand• [Frame Analysis](https://alain.xyz/blog/frame-analysis-mk11)
| +|A Plague Tale: Innocence|Asobo Studio|Internal|2019|
Expand• [Dissecting A Plague Tale: Innocence](http://morad.in/2019/06/16/dissecting-a-plague-tale-innocence/)
• [Gamingbolt Graphics Analysis](https://gamingbolt.com/a-plague-tale-innocence-graphics-analysis-one-of-the-best-looking-games-of-this-gen)
| +|Star Wars Jedi: Fallen Order|Respawn|UE4|2019|
Expand• [Analysis of Water Effects](https://simonschreibt.de/gat/jedi-fallen-order-splishy-splashy/)
• [Physical Animation in Star Wars Jedi: Fallen Order](https://www.youtube.com/watch?v=TmAU8aPekEo)
| +|Call of Duty: Modern Warfare|Infinity Ward|IW engine|2019|
Expand• [Handling Network Latency Variation in Call of Duty: Modern Warfare](https://www.gdcvault.com/play/1026896/Handling-Network-Latency-Variation-in)
• [Handling Network Latency Variation in Call of Duty: Modern Warfare](https://www.gdcvault.com/play/1026833/Handling-Network-Latency-Variation-in)
| +|Gears of War 5|The Coalition|UE5|2019|
Expand• [The making of Gears 5: how the Coalition hit 60fps - and improved visual quality](https://www.eurogamer.net/digitalfoundry-2019-gears-5-tech-interview)
| +|Days Gone|Bend Studio|UE4|2019|
Expand• [Squad Coordination in Days Gone](https://www.youtube.com/watch?v=7TQ-WS3MPlE)
• [Screen Space Shadows​](https://www.bendstudio.com/blog/inside-bend-screen-space-shadows/)
| +|Sea of Solitude|Jo-Mei Games|Unity|2019|
Expand• [Paint It Black: The Art of 'Sea of Solitude'](https://www.youtube.com/watch?v=yreVq5fWv0Y)
| +|Untitled Goose Game|House House|Unity|2019|
Expand• [Google Maps, Not Greyboxes: Digital Location Scouting for 'Untitled Goose Game'](https://www.youtube.com/watch?v=tA-64QuWgLk)
| +|Tom Clancy's The Division 2|Massive Entertainment|Snowdrop|2019|
Expand• [Game Server Performance on Tom Clancy's The Division 2](https://www.youtube.com/watch?v=bcXxyKqgV0c)
| +|Super Mario Maker 2|Nintendo|Internal|2019|
Expand• [What Cause Lag in Super Mario Maker 2's Online](https://oatmealdome.me/blog/what-causes-lag-in-super-mario-maker-2s-online/)
| +|Epitasis|Epitasis Games|UE4|2019|
Expand• [80lv's Interview](https://80.lv/articles/development-of-epitasis-world-music-skybox/)
| +|God of War 4|Santa Monica Studio|Internal|2018|
Expand• [God of War Tech Analysis: A New Benchmark for PS4](https://www.eurogamer.net/digitalfoundry-2018-god-of-war-tech-analysis)
• [PC Port Deep Dive: From Checkerboarding to Native 4K](https://www.eurogamer.net/digitalfoundry-2022-god-of-war-on-pc-is-a-simply-sensational-port)
• [Raising Atreus for Battle in God of War](https://www.youtube.com/watch?v=lbyGzzcKg9U)
• [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-god-of-war/)
| +|Red Dead Redemption 2|Rockstar San Diego|RAGE|2018|
Expand• [imgeself's Blog](https://imgeself.github.io/posts/2020-06-19-graphics-study-rdr2/)
• [SIG 2019: Creating the Atmospheric World](https://www.youtube.com/watch?v=9-HTvoBi0Iw&t=7100s)
• [Technical Masterpiece: Breaking Down Rockstar's Open World](https://www.eurogamer.net/digitalfoundry-2018-red-dead-redemption-2-tech-analysis)
| +|Detroit Become Human|Quantic Dream|Internal|2018|
Expand• [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-detroit-become-human/)
| +|Jurassic World: Evolution|Frontier|Cobra|2018|
Expand• [The Code Corsair](https://www.elopezr.com/the-rendering-of-jurassic-world-evolution/)
| +|Ni no Kuni II|Level-5|Internal|2018|
Expand• [Thomas' Blog](https://blog.thomaspoulet.fr/ninokuni2-frame/)
| +|Shadows of the Tomb Raider|Eidos-Montréal|Foundation engine|2018|
Expand• [Shadows of the Tomb Raider](https://www.gdcvault.com/play/1026163/-Shadows-of-the-Tomb)
| +|Kingdom Come: Deliverance|Warhorse Studios|CryEngine|2018|
Expand• [Adaptive Clothing System in Kingdom Come: Deliverance](https://www.gdcvault.com/play/1022822/Adaptive-Clothing-System-in-Kingdom)
| +|The Walking Dead: Our World|Next Games|Unity|2018|
Expand• [Social Depth of Location-Based Play in 'The Walking Dead: Our World'](https://www.youtube.com/watch?v=um1N4kafV5I)
| +|Just Cause 4|Avalanche Studios|Apex|2018|
Expand• [Building a Mixing Sandbox for 'Just Cause 4'](https://www.youtube.com/watch?v=uN8RxOvrxMM)
• [Vehicle Physics and Tire Dynamics in Just Cause 4](https://www.youtube.com/watch?v=0jsENVOmkxc)
| +|Sea of Thieves|Rare|UE4|2018|
Expand• [Automated Testing of Gameplay Features in 'Sea of Thieves'](https://www.youtube.com/watch?v=X673tOi8pU8)
| +|Tetris Effect|Monstars Inc. and Resonair|UE4|2018|
Expand• [Making 'Tetris Effect'-ive](https://www.youtube.com/watch?v=2BjgXfGiJ1A)
| +|Battlefield V|DICE|Frostbite|2018|
Expand• [AI for Testing: The Development of Bots that Play Battlefield V](https://www.youtube.com/watch?v=s1JOSbUR6KE)
• [It Just Works: Ray-Traced Reflections in Battlefield V](https://www.youtube.com/watch?v=ncUNLDQZMzQ)
• [REAC 2024 DAY 1 Testing Rendering Code at Frostbite](https://www.youtube.com/watch?v=1OhWTLNESlc)
| +|Marvel's Spider-Man|Insomniac Games|Internal|2018|
Expand• [Marvel's Spider-Man: Procedural Lighting Tools](https://www.youtube.com/watch?v=HnguuY9IRro)
• [Marvel's Spider-Man AI Postmortem](https://www.youtube.com/watch?v=LxWq65CZBU8)
• [Marvel's Spider-Man: A Technical Postmortem](https://www.youtube.com/watch?v=KDhKyIZd3O8)
| +|Frostpunk|11 bit studios|Liquid Engine|2018|
Expand• [Content Fueled Gameplay Programming in Frostpunk](https://www.youtube.com/watch?v=9rOtJCUDjtQ)
| +|Astro Bot Rescue Mission|SIE Japan Studio|Internal|2018|
Expand• [Taming Technologies Behind Astro Bot Rescue Mission](https://www.youtube.com/watch?v=jCCSMhAFHUQ)
| +|Assassin's Creed Odyssey|Ubisoft Quebec|AnvilNext 2.0|2018|
Expand• [Procedural Generation of Cinematic Dialogues in Assassin's Creed Odyssey](https://www.youtube.com/watch?v=DFM5zbekZ7c)
| +|Detroit: Become Human|Quantic Dream|Internal|2018|
Expand• [The Lighting Technology of Detroit: Become Human](https://www.youtube.com/watch?v=7dVv6XwkLbM)
| +|Far Cry 5|Ubisoft Montreal|Dunia Engine|2018|
Expand• [Water Rendering in Far Cry 5](https://www.youtube.com/watch?v=4oDtGnQNCx4)
| +|Prismata|Lunarch Studios|Internal|2018|
Expand• [Playing Your Cards Right: The Hierarchical Portfolio Search AI of Prismata](https://www.youtube.com/watch?v=sQSL9j7W7uA)
| +|Below|Capybara Games|Internal|2018|
Expand• [The Rendering of Below](https://www.youtube.com/watch?v=4D5uX8wL1V8)
| +|Shadow of the Colossus Remake|Bluepoint|Internal|2018|
Expand• [DF Tech Complete Analysis](https://www.digitalfoundry.net/shadow-of-the-colossus-ps4-complete-tech-analysis)
• [DF Tech Interview](https://www.digitalfoundry.net/shadow-of-the-colossus-bluepoint-tech-interview)
• [DF's Article](https://www.eurogamer.net/digitalfoundry-2018-shadow-of-the-colossus-tech-analysis)
• [Beyond the Remake of 'Shadow of the Colossus': A Technical Perspective](https://www.youtube.com/watch?v=fcBZEZWGYek)
| +|Octopath Traveler|Square Enix, Acquire|UE4|2018|
Expand• [DF Tech Analysis](https://www.youtube.com/watch?v=2jKOJsoVcro)
• [DF PC vs Switch](https://www.digitalfoundry.net/octopath-traveler-pc-vs-switch-graphics-comparison-60fps-and-4k-unleashed)
• [Unreal Fest Europe 2019](https://www.youtube.com/watch?v=K6wW0pO08LE)
| +|Destiny 2|Bungie|Tiger Engine|2017|
Expand• [GDC 2018: Physically Inspired Shading in 'Destiny 2'](https://www.gdcvault.com/play/1025290/Translating-Art-into-Technology-Physically)
• [Destiny's Multithreaded Rendering Architecture](https://www.youtube.com/watch?v=0nTDFLMLX9k)
• [GDC 17: Destiny Shader Pipeline](https://www.gdcvault.com/play/1033914/-Destiny-Shader)
| +|Minecraft (Bedrock)|Mojang Studios|RenderDragon|2017|
Expand• [Frame Analysis - RTX](https://alain.xyz/blog/frame-analysis-minecraftrtx)
• [Microsoft Game Dev](https://www.youtube.com/watch?v=PyIgZTE66eM)
• [DF's Minecraft RTX Deep Dive](https://www.youtube.com/watch?v=TVtSsJf86_Y)
• [GTC 2020](https://developer.nvidia.com/gtc/2020/video/s22677)
| +|Slime Rancher|Monomi Park|Unity|2017|
Expand• [A frame of Slime Rancher](https://pixelalchemy.dev/posts/a-frame-of-slime-rancher/)
| +|Divinity: Original Sin 2|Larian Studios|Divinity Engine|2017|
Expand• [Divine Fire: A deep dive into the VFX](https://simonschreibt.de/gat/divine-fire/)
| +|Star Wars Battlefront II|EA DICE, Criterion Games, Motive Studios|Frostbite|2017|
Expand• [Battlefront II Layered Explosion](https://simonschreibt.de/gat/battlefront-ii-layered-explosion/)
• [Precomputed Global Illumination in Frostbite](https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/gdc2018-precomputedgiobalilluminationinfrostbite.pdf)
| +|Zelda: Breath of the Wild|Nintendo|Internal|2017|
Expand• [The Bling-Bling Offset](https://simonschreibt.de/gat/zelda-the-bling-bling-offset/)
| +|RIME|Tequila Works|UE4|2017|
Expand• [Stylized VFX in RIME](https://simonschreibt.de/gat/stylized-vfx-in-rime/)
| +|Middle-earth: Shadow of War|Monolith|Lithtech|2017|
Expand• [Middle-earth: Shadow of War](https://www.gdcvault.com/play/1025199/-Middle-earth-Shadow-of)
| +|FAITH|Airdorf Games|Unity|2017|
Expand• [MORTIS 101: 'FAITH's' Horror Design Toolkit](https://www.youtube.com/watch?v=04bt3aFwKc8)
| +|Assassin's Creed: Origins|Ubisoft Montreal|AnvilNext 2.0|2017|
Expand• [Virtual Insanity: Meta AI on Assassin's Creed: Origins](https://www.youtube.com/watch?v=a09vnDjmY_E)
| +|Battlefield 1|DICE|Frostbite 3|2017|
Expand• [4K Checkerboard in Battlefield 1 and Mass Effect Andromeda](https://www.youtube.com/watch?v=RkS8DmGqUmk)
| +|Mass Effect Andromeda|BioWare|Frostbite 3|2017|
Expand• [4K Checkerboard in Battlefield 1 and Mass Effect Andromeda](https://www.youtube.com/watch?v=RkS8DmGqUmk)
| +|Horizon: Zero Dawn|Guerrilla Games|Decima|2017|
Expand• [80lv's Interview](https://80.lv/articles/horizon-zero-dawn-interview-with-the-team/)
• [GPU-Based Run-Time Procedural Placement in Horizon: Zero Dawn](https://www.youtube.com/watch?v=ToCozpl1sYY)
• [Horizon Zero Dawn: A QA Open World Case Study](https://www.youtube.com/watch?v=2VDlX3Dqm0w)
• [Creating a Tools Pipeline for Horizon: Zero Dawn](https://www.youtube.com/watch?v=KRJkBxKv1VM)
• [Streaming the World of Horizon Zero Dawn](https://www.guerrilla-games.com/read/Streaming-the-World-of-Horizon-Zero-Dawn)
• [Nubis: RealTime Volumetric Cloudscapes In A Nutshell](https://www.guerrilla-games.com/read/nubis-realtime-volumetric-cloudscapes-in-a-nutshell)
• [Horizon Zero Dawn: A Game Design Postmortem](https://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem)
• [Creating New AI Systems](https://www.guerrilla-games.com/read/beyond-killzone-creating-new-ai-systems-for-horizon-zero-dawn)
• [Decima Engine: Visibility](https://www.guerrilla-games.com/read/decima-engine-visibility-in-horizon-zero-dawn)
| +|For Honor|Ubisoft Montreal|AnvilNext 2.0|2017|
Expand• [Deterministic vs. Replicated AI: Building the Battlefield of For Honor](https://www.youtube.com/watch?v=4Z0aUEBp_Os)
• [Data-Driven Dynamic Gameplay Effects on For Honor](https://www.youtube.com/watch?v=JgSvuSaXs3E)
| +|Injustice 2|NetherRealm Studios|UE3|2017|
Expand• [8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2](https://www.youtube.com/watch?v=7jb0FOcImdg)
| +|Night in the Woods|Infinite Fall|Unity|2017|
Expand• [Making Night in the Woods Better with Open Source](https://www.youtube.com/watch?v=Qsiu-zzDYww)
| +|Resident Evil 7|Capcom|RE Engine|2017|
Expand• [RE Engine Analysis](https://cgworld.jp/feature/201702-cgw222T2-bio.html)
• [Next-Gen Ray Tracing and High Frame-Rate Implementation](https://www.eurogamer.net/digitalfoundry-2021-resident-evil-village-tech-review)
| +|Splatoon 2|Nintendo|Internal|2017|
Expand• [Datamining New Splatoon 2 Maps](https://oatmealdome.me/blog/datamining-new-splatoon-2-maps-without-homebrew/)
• [Ranking System Analysis](https://oatmealdome.me/blog/an-in-depth-look-at-the-splatoon-2-ranking-system/)
• [Netcode and Matchmaking](https://oatmealdome.me/blog/splatoon-2s-netcode-an-in-depth-look/)
• [How Does the Region Lock Work](https://oatmealdome.me/blog/how-does-the-splatoon-2-region-lock-work/)
• [The Mechanics of Clam Blitz](https://oatmealdome.me/blog/the-mechanics-of-clam-blitz/)
| +|Escape From Tarkov|Battlestate|Unity|2017|
Expand• [Game Tech Overview](https://80.lv/articles/escape-from-tarkov-game-tech-overview/)
| +|Hellblade: Senua's Sacrifice|Ninja Theory|UE4|2017|
Expand• [Digital Humans: Crossing the Uncanny Valley in UE4](https://www.youtube.com/watch?v=ILacgSf1vck)
| +|Doom|id Software|id Tech 6|2016|
Expand• [The Devil is in the details](https://advances.realtimerendering.com/s2016/Siggraph2016_idTech6.pdf)
• [Graphics Study](https://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/)
• [DF Interview](https://www.eurogamer.net/digitalfoundry-2016-doom-tech-interview)
• [Bringing Hell to Life: AI and Full Body Animation in DOOM](https://www.youtube.com/watch?v=3lO1q8mQrrg)
• [GamesBeat Interview](https://venturebeat.com/games/the-definitive-interview-on-the-making-of-doom/)
• [DSOGaming Interview](https://www.dsogaming.com/interviews/id-software-tech-interview-dx12-vulkan-mega-textures-pbr-global-illumination-more/)
• [QuakeCon P1](https://www.twitch.tv/videos/81946710)
• [QuakeCon P2](https://www.twitch.tv/videos/81950107)
| +|Overwatch|Blizzard, Iron Galaxy|Internal|2016|
Expand• [Alain Galvan's Blog](https://alain.xyz/blog/frame-analysis-overwatch)
• [Replay Technology in Overwatch: Kill Cam, Gameplay, and Highlights](https://www.youtube.com/watch?v=W4oZq4tn57w)
• [Overwatch Gameplay Architecture and Netcode](https://www.youtube.com/watch?v=W3aieHjyNvw)
• [Playtesting Overwatch](https://www.youtube.com/watch?v=4R9fNm8GeKs)
• [Networking Scripted Weapons and Abilities in Overwatch](https://www.youtube.com/watch?v=ScyZjcjTlA4)
• [Overwatch - The Elusive Goal: Play by Sound](https://www.youtube.com/watch?v=zF_jcrTCMsA)
| +|Shadow Tactics: Blades of the Shogun|Mimimi Productions|Unity|2016|
Expand• [Kosmonaut's Blog](https://kosmonautblog.wordpress.com/2017/01/09/shadow-tactics-rendering-breakdown/)
| +|The Witness|Thekla|Internal|2016|
Expand• [The Witness Frame Part 1](https://blog.thomaspoulet.fr/the-witness-frame-part-1)
| +|Dark Maus|Daniel Wright|Internal|2016|
Expand• [Dark Maus: Topdown Trees](http://simonschreibt.de/gat/darkmaus-topdown-trees/)
| +|Gears of War 4|The Coalition|UE4|2016|
Expand• [GDC Vault Gears of War 4](https://www.gdcvault.com/play/1024008/-Gears-of-War-4)
| +|Battleborn|Gearbox Software|UE3|2016|
Expand• [The VFX Process Behind 'Battleborn'](https://www.youtube.com/watch?v=DdV1_TOvi0s)
| +|Mafia III|Hangar 13|Illusion|2016|
Expand• [Triage on the Front Line: Improving Mafia III AI in a Live Product](https://www.youtube.com/watch?v=lGPdPZC6Xvk)
| +|Final Fantasy 15|Square Enix Business Division 2|Luminous Studio|2016|
Expand• [Eos is Alive: The AI Systems of Final Fantasy XV](https://www.youtube.com/watch?v=ygNRNru1B_s)
• [Prompto's Facebook: How a Buddy-AI Auto-Snapshots Your Adventure in FFXV](https://www.youtube.com/watch?v=ictRlPZQCZI)
• [障害物を乗り越えるアニメーションの制御手法とその応用](http://www.jp.square-enix.com/tech/library/pdf/CEDEC2017_Kawachi.pdf)
• [FINAL FANTASY XVにおけるキャラクターナビゲーションパイプライン ~パス検索とステアリングとアニメーションの連携~](http://www.jp.square-enix.com/tech/library/pdf/CEDEC_Navigation_2017_08_30_final.pdf)
• [Rendering Techniques of Final Fantasy XV](http://www.jp.square-enix.com/tech/library/pdf/s16_final.pdf)
• [Physics Simulation R&D at Square Enix](http://www.jp.square-enix.com/tech/library/pdf/SA2015_slides.pdf)
• [FINAL FANTASY XV -EPISODE DUSCAE-のエフェクトはこうして作られた~Luminous VFX Editorの紹介~](http://www.jp.square-enix.com/tech/library/pdf/CEDEC2015_Luminous_FFXV_VFX.pdf)
• [FINAL FANTASY XV -EPISODE DUSCAE-におけるキャラクターAIの意思決定システム (P1)](https://gdl.square-enix.com/tech/library/pdf/2015cedec_FFXV_AI_English_part1.pdf)
• [FINAL FANTASY XV -EPISODE DUSCAE-におけるキャラクターAIの意思決定システム (P2)](https://gdl.square-enix.com/tech/library/pdf/2015cedec_FFXV_AI_English_part2.pdf)
• [FINAL FANTASY XV -EPISODE DUSCAE- のアニメーション ~接地感向上のためのとりくみ~](http://www.jp.square-enix.com/tech/library/pdf/CEDEC2015_Luminous_FFXV_Animation.pdf)
| +|Far Cry Primal|Ubisoft Toronto|Dunia Engine|2016|
Expand• [Character Pipeline and Customization System for Far Cry Primal](https://www.youtube.com/watch?v=um8ZMcenXIA)
| +|Watch Dogs 2|Ubisoft Montreal|Disrupt|2016|
Expand• [Replicating Chaos: Vehicle Replication in Watch Dogs 2](https://www.youtube.com/watch?v=_8A2gzRrWLk)
• [Hacking into the Combat AI of Watch Dogs 2](https://www.youtube.com/watch?v=c06DZ81Tbmk)
• [Helping It All Emerge: Managing Crowd AI in Watch Dogs 2](https://www.youtube.com/watch?v=LHEcpy4DjNc)
| +|Titanfall 2|Respawn Entertainment|Source|2016|
Expand• [Efficient Texture Streaming in Titanfall 2](https://www.youtube.com/watch?v=4BuvKotqpWo)
| +|Uncharted 4|Naughty Dog|Naughty Dog Engine|2016|
Expand• [The Science of Off-Roading: Uncharted 4's 4x4](https://www.youtube.com/watch?v=SKXqWcaoTGE)
| +|Dishonored 2|Arkane Studios|Void Engine|2016|
Expand• [Taking Back What's Ours: The AI of Dishonored 2](https://www.youtube.com/watch?v=VoXSJBVqdek)
| +|Tom Clancy's The Division|Massive Entertainment|Snowdrop|2016|
Expand• [Global Illumination in Tom Clancy's The Division](https://www.youtube.com/watch?v=04YUZ3bWAyg)
• [Blending Autonomy and Control: Creating NPCs for Tom Clancy's The Division](https://www.youtube.com/watch?v=Vre9qqoEBpE)
• [Tom Clancy's The Division: AI Behavior Editing and Debugging](https://www.youtube.com/watch?v=rYQQRIY_zcM)
| +|The Flame in The Flood|The Molasses Flood|UE4|2016|
Expand• [Forging The River in The Flame in The Flood](https://www.youtube.com/watch?v=6N56YpHCHBM)
| +|INSIDE|Playdead|Unity|2016|
Expand• [Temporal Reprojection Anti-Aliasing in INSIDE](https://www.youtube.com/watch?v=2XXS5UyNjjU)
• [Low Complexity, High Fidelity: The Rendering of INSIDE](https://www.youtube.com/watch?v=RdN06E6Xn9E)
| +|Stellaris|Paradox Development Studio|Clausewitz Engine|2016|
Expand• [Creating Complex AI Behavior in Stellaris Through Data-Driven Design](https://www.youtube.com/watch?v=Z5LMUbjyFQM)
| +|Total War: Warhammer|Creative Assembly|Warscape|2016|
Expand• [Siege Battle AI in Total War: Warhammer](https://www.youtube.com/watch?v=sHolirTf9CI)
| +|No Man's Sky|Hello Games|Internal|2016|
Expand• [Continuous World Generation in No Man's Sky](https://www.youtube.com/watch?v=sCRzxEEcO2Y)
• [Building Worlds in No Man's Sky Using Math(s)](https://www.youtube.com/watch?v=C9RyEzMiU)
| +|Dying Light|Techland|Chrome Engine 6|2015|
Expand• [Deferred rendering in Dying Light](https://www.slideshare.net/maciejjamrozik/deferred-rendering-in-dying-light)
| +|The Witcher 3|CD Projekt Red|RED Engine 3|2015|
Expand• [Mateusz's Blog](https://astralcode.blogspot.com/2018/11/reverse-engineering-rendering-of.html)
• ['Witcher 3' on the Nintendo Switch](https://www.gdcvault.com/play/1026635/-Witcher-3-on-the)
| +|Metal Gear Solid V|Kojima Productions|Fox Engine|2015|
Expand• [Graphics Study](https://www.adriancourreges.com/blog/2017/12/15/mgs-v-graphics-study/)
• [GDC 13](https://www.gdcvault.com/play/1018086/Photorealism-Through-the-Eyes-of)
• [DigitalFoundry Tech Analysis](https://www.eurogamer.net/digitalfoundry-tech-analysis-mgs5-fox-engine)
• [NVIDIA Performance Guide](https://www.nvidia.com/en-us/geforce/news/metal-gear-solid-v-the-phantom-pain-graphics-and-performance-guide/)
| +|Rise of the Tomb Raider|Crystal Dynamics|Foundation Engine|2015|
Expand• [The Code Corsair](https://www.elopezr.com/the-rendering-of-rise-of-the-tomb-raider/)
| +|Yakuza 0|Ryu Ga Gotoku Studio|Dragon Engine|2015|
Expand• [Fixing attempts for Yakuza 0](https://cookieplmonster.github.io/2019/02/24/yakuza-0-fixing-attempts/)
| +|Waves 2: Notorious|Rob "Squid" Hale|UE4|2015|
Expand• [A Frame of Waves 2](https://pixelalchemy.dev/posts/a-frame-of-waves-2)
| +|Batman: Arkham Knight|Rocksteady|UE3|2015|
Expand• [Unmasking Arkham Knight](http://morad.in/2020/04/03/unmasking-arkham-knight/)
| +|Fallout 4|Bethesda Game Studios|Creation Engine|2015|
Expand• [Game Art Tricks](http://simonschreibt.de/gat/fallout4-wasteland-eyes/)
• [Game Art Tricks](http://simonschreibt.de/gat/fallout-4-the-mushroom-case/)
| +|Assassin's Creed Syndicate|Ubisoft Quebec|AnvilNext 2|2015|
Expand• [Assassin's Creed Syndicate: London Wasn't Built in a Day](https://www.youtube.com/watch?v=k7sizxMamls)
• [Assassin's Creed Syndicate: A Technical Postmortem](https://www.gdcvault.com/play/1023305/-Assassin-s-Creed-Syndicate)
• [What Are You Driving At? Vehicle AI in Assassin's Creed Syndicate](https://www.youtube.com/watch?v=tB88gTpdk48)
| +|Caves of Qud|Freehold Games|Unity|2015|
Expand• [Tile-Based Map Generation using Wave Function Collapse in 'Caves of Qud'](https://www.youtube.com/watch?v=AdCgi9E90jw)
• [End-to-End Procedural Generation in Caves of Qud](https://www.youtube.com/watch?v=jV-DZqdKlnE)
| +|Halo 5: Guardians|343 Industries|Halo engine|2015|
Expand• [Geometry Caching Optimizations in Halo 5: Guardians](https://www.youtube.com/watch?v=uYAjUOlEgwI)
| +|Just Cause 3|Avalanche Studios|Avalanche Engine|2015|
Expand• [Tree's Company: Systemic AI Design in Just Cause 3](https://www.youtube.com/watch?v=SurYVTMINhg)
| +|Rocket League|Psyonix|UE3|2015|
Expand• [Rocket League: Language Ban System Postmortem](https://www.youtube.com/watch?v=-E9PowOZhGM)
• [It IS Rocket Science! The Physics of Rocket League Detailed](https://www.youtube.com/watch?v=ueEmiDM94IE)
• ['Rocket League': Scaling for Free to Play](https://www.youtube.com/watch?v=W52Lm505300)
| +|Rainbow Six Siege|Ubisoft Montreal|AnvilNext 2.0|2015|
Expand• [Rendering Rainbow Six Siege](https://www.youtube.com/watch?v=RAy8UoO2blc)
• [The Art of Destruction in Rainbow Six: Siege](https://www.youtube.com/watch?v=SjkQxowsL0I)
| +|Call of Duty: Black Ops III|Treyarch|IW engine|2015|
Expand• [Fighting Latency on Call of Duty: Black Ops III](https://www.youtube.com/watch?v=EtLHLfNpu84)
| +|The Order: 1886|Ready at Dawn|Ready at Dawn Engine 4.0|2015|
Expand• [Rendering The Alternate History of The Order: 1886 (SIGGRAPH 2015)](https://www.youtube.com/watch?v=nj4puag4hwc)
• [The Order: 1886 Retrospective + PS5 60fps Gameplay - Made in 2015, Still Stunning Today](https://www.youtube.com/watch?v=QJm0wreAOK0)
• [RAD_SIGGRAPH_2015_Character_embed.pptx](https://readyatdawn.com/share_file/Public_Presentations/SIGGRAPH_2015/RAD_SIGGRAPH_2015_Character_embed.pptx)
| +|Middle-earth: Shadow of Mordor|Monolith Productions|LithTech Jupiter EX|2014|
Expand• [The Code Corsair](https://www.elopezr.com/the-rendering-of-middle-earth-shadow-of-mordor/)
| +|Castlevania: Lords of Shadow 2|MercurySteam|Mercury|2014|
Expand• [The Code Corsair](https://www.elopezr.com/castlevania-lords-of-shadow-2-graphics-study/)
| +|COD: Advanced Warfare|Sledgehammer Games|Internal|2014|
Expand• [Next Generation Post Processing](https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare)
| +|Alien Isolation|Creative Assembly|Custom|2014|
Expand• [Alien vs Wolfenstein: Cutting Torch](https://simonschreibt.de/gat/alien-vs-wolfenstein-cutting-torch/)
• [Inside Alien Isolation Graphics](https://gen-graphics.blogspot.com/2018/01/inside-alien-isolation-graphics.html)
• [High Tech Fear: Alien Isolation](https://community.amd.com/community/gaming/blog/2015/05/12/high-tech-fear--alien-isolation)
| +|Wolfenstein: The New Order|MachineGames|id Tech 5|2014|
Expand• [Alien vs Wolfenstein: Cutting Torch](https://simonschreibt.de/gat/alien-vs-wolfenstein-cutting-torch/)
| +|Adventure Capitalist|Hyper Hippo|Unity|2014|
Expand• [Adventure Capitalist Postmortem or](https://www.gdcvault.com/play/1023119/-Adventure-Capitalist-Postmortem-or)
| +|Far Cry 4|Ubisoft Montreal|Dunia Engine 2|2014|
Expand• [Adaptive Virtual Texture Rendering](https://www.gdcvault.com/play/1021760/Adaptive-Virtual-Texture-Rendering-in)
• [Rendering the World of Far Cry 4](https://www.youtube.com/watch?v=rD6KcxcCl_8)
• [Fast Iteration for Far Cry 4 - Optimizing Key Parts of the Dunia Pipeline](https://www.youtube.com/watch?v=AhmlFG1u1wE)
| +|The Jackbox Party Pack|Jackbox Games|Internal|2014|
Expand• [The Jackbox Party Pack Unboxed: How and Why We Make a Pack of 5 Games Every Year](https://www.youtube.com/watch?v=2zLGrF_T8qY)
| +|Assassin's Creed Unity|Ubisoft Montreal|AnvilNext 2.0|2014|
Expand• [Massive Crowd on Assassin's Creed Unity: AI Recycling](https://www.youtube.com/watch?v=Rz2cNWVLncI)
• [Developing Systemic Crowd Events in Assassin's Creed Unity](https://www.youtube.com/watch?v=FaV88JAWnbQ)
• [SIGGRAPH 2015](https://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf)
| +|Titanfall|Respawn Entertainment|Source|2014|
Expand• [Extreme SIMD: Optimized Collision Detection in Titanfall](https://www.youtube.com/watch?v=6BIfqfC1i7U)
| +|Destiny|Bungie|Tiger Engine|2014|
Expand• [Tools-Based Rigging in Bungie's Destiny](https://www.youtube.com/watch?v=U_4u0kbf-JE)
• [Shared World Shooter: Destiny's Networked Mission Architecture](https://www.youtube.com/watch?v=Iryq1WA3bzw)
| +|Metal Gear Solid Ground Zeroes|Kojima Productions|Fox Engine|2014|
Expand• [Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes (Sponsored)](https://www.youtube.com/watch?v=WsmxBE9Gw6A)
| +|The Elder Scrolls Online|ZeniMax Online Studios|Havok|2014|
Expand• [Tech Art in Tamriel: The Elder Scrolls Online's Character Tools and Pipeline](https://www.youtube.com/watch?v=5YBJaXHFoSA)
| +|Dragon Age Inquisition|BioWare|Frostbite 3|2014|
Expand• [Getting Inquisitive About the AI of Dragon Age Inquisition](https://www.youtube.com/watch?v=vt6kf9PP92U)
| +|Yandere Simulator|Alex Mahan (YandereDev)|Unity|2014|
Expand• [Yandere Simulator Complete Source Code Analysis - Code Review](https://www.youtube.com/watch?v=LleJbZ3FOPU)
| +|GTA 5|Rockstar North|RAGE|2013|
Expand• [Game Art Tricks: Underestimated Glow](https://simonschreibt.de/gat/gta-v-underestimated-glow/)
• [Game Art Tricks: The Wormy Fountain](https://simonschreibt.de/gat/gta-v-wormy-fountain/)
• [Graphics Study](https://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/)
• [NVIDIA Performance Guide](https://www.nvidia.com/en-us/geforce/news/grand-theft-auto-v-pc-graphics-and-performance-guide/)
| +|Pokémon X/Y|Game Freak|Internal|2013|
Expand• [Game Art Tricks](https://simonschreibt.de/gat/pokemon-rapidash/)
| +|Assassin's Creed: Black Flag|Ubisoft Montreal|AnvilNext|2013|
Expand• [Black Flag Waterplane](https://simonschreibt.de/gat/black-flag-waterplane/)
• [SSAO with temporal supersampling](https://bartwronski.com/2014/04/27/temporal-supersampling-pt-2-ssao-demonstration/)
• [GameDev's Tech Talk](http://www.gamedev.net/topic/652966-assassins-creed-iv-black-flag-ocean-technology-talk/)
• [FxGuide's Article](https://www.fxguide.com/featured/5-things-you-need-to-know-about-the-tech-of-assassins-creed-iv-black-flag/)
• [Gamer Nexus's Graphics Analysis](http://www.gamersnexus.net/gg/1205-assassins-creed-4-black-flag-graphics-analysis)
• [Tech Demo](https://www.youtube.com/watch?app=desktop&v=SMTj3J4H6Gk&t=1m37s)
• [GDC 2014: Road to next-gen graphics](https://bartwronski.files.wordpress.com/2014/03/ac4_gdc.pdf)
• [NVIDIA's Graphics & Performance Guide](https://www.nvidia.com/en-us/geforce/news/assassins-creed-iv-black-flag-graphics-and-performance-guide/)
| +|Don't Starve|Klei Entertainment|Custom|2013|
Expand• [Don't Starve & Diablo Parallax](http://simonschreibt.de/gat/dont-starve-diablo-parallax-7/)
| +|Tomb Raider 9|Crystal Dynamics|Crystal|2013|
Expand• [Tomb Raider Lara's Hot Secrets](http://simonschreibt.de/gat/tomb-raider-laras-hot-secrets/)
• [Hair in Tomb Raider](https://www.linkedin.com/in/wolfgangengel/overlay/50585969/single-media-viewer/?type=DOCUMENT&profileId=ACoAAAAGU30Bo2akEMGwNg-C9yHq2Lrtt3NGvPU)
| +|Bioshock Infinite|Irrational Games|UE3|2013|
Expand• [BioShock Infinite Lighting](https://solid-angle.blogspot.com/2014/03/bioshock-infinite-lighting.html)
| +|Dead Space 3|Visceral Games|Frostbite 3|2013|
Expand• [Dead Space 3 Diffuse Reflections](http://simonschreibt.de/gat/dead-space-3-diffuse-reflections/)
| +|Metal Gear Rising|Platinum qGames|Internal|2013|
Expand• [Metal Gear Rising Slicing](http://simonschreibt.de/gat/metal-gear-rising-slicing/)
| +|The Last of Us|Naughty Dog|Internal|2013|
Expand• [Lighting Technology of The Last Of Us](http://miciwan.com/SIGGRAPH2013/Lighting%20Technology%20of%20The%20Last%20Of%20Us.pdf)
• [GDC 14: A Context-Aware Character Dialog System](https://www.gdcvault.com/play/1020386/A-Context-Aware-Character-Dialog)
• [The Motion Capture Pipeline of The Last of Us](https://www.youtube.com/watch?v=2GoDlM1Z7BU)
• [Parallelizing the Naughty Dog Engine Using Fibers](https://www.gdcvault.com/play/1022186/Parallelizing-the-Naughty-Dog-Engine)
| +|Battlefield 4|DICE|Frostbite|2013|
Expand• [Rendering Battlefield 4 with Mantle by Yuriy ODonnell](https://www.slideshare.net/DevCentralAMD/rendering-battlefield-4-with-mantle-yuriy-o-donnell)
| +|Crysis 3|Crytek|CryEngine|2013|
Expand• [Crafting the world of Crysis](https://archive.org/download/crytek_presentations/Crafting%20the%20World%20of%20Crysis.pptx)
• [Shining the Light on Crysis 3](https://archive.org/download/crytek_presentations/gdce2013_shining_the_light_on_crysis_3_donzallaz_final_plus_bonus.pdf)
| +|Splinter Cell: Blacklist|Ubisoft Toronto|UE2.5|2013|
Expand• [Modeling AI Perception and Awareness in Splinter Cell: Blacklist](https://www.youtube.com/watch?v=RFWrKHM0vAg)
| +|Forza Motorsport 5|Turn 10 Studios|ForzaTech|2013|
Expand• [Capturing Reality: Gathering Reference for Forza Motorsport 5](https://www.youtube.com/watch?v=lVVuoymwJoE)
| +|Killer Instinct|Rare, Double Helix Games, Iron Galaxy Studios, Dlala Studios|HexEngine|2013|
Expand• [Designing AI for Killer Instinct](https://www.youtube.com/watch?v=9yydYjQ1GLg)
| +|Path of Exile|Grinding Gear Games|Internal|2013|
Expand• [Procedural World Generation in Path of Exile](https://www.youtube.com/watch?v=EXnoHTqO7TE)
• [ExileCon Dev Talk - Creating Game Effects in Path of Exile](https://www.youtube.com/watch?v=KxXJn1DOuzw)
| +|Diablo 3|Blizzard Albany, Team 3|Internal|2012|
Expand• [Game Art Tricks](http://simonschreibt.de/gat/diablo-3-wings-of-angels/)
• [Game Art Tricks](http://simonschreibt.de/gat/diablo-3-trees/)
• [Game Art Tricks](http://simonschreibt.de/gat/diablo-3-resource-bubbles/)
• [Game Art Tricks](http://simonschreibt.de/gat/diablo-3-the-sacred-spiderweb/)
| +|007 Legends : Moonraker|Eurocom|UE3|2012|
Expand• [007 Legends The World](http://simonschreibt.de/gat/007-legends-the-world/)
| +|Assassins Creed 3|Ubisoft Montreal|AnvilNext|2012|
Expand• [Assassins Creed 3 Bouncing Light](http://simonschreibt.de/gat/assassins-creed-3-bouncing-light/)
• [Assassins Creed 3 LOD Blending](http://simonschreibt.de/gat/assassins-creed-3-lod-blending/)
• [Rendering Assassin's Creed III](https://www.gdcvault.com/play/1017710/Rendering-Assassin-s-Creed)
| +|Hitman: Absolution|IO Interactive|Glacier 2|2012|
Expand• [Creating the AI for the Characters of Hitman: Absolution](https://www.gdcvault.com/play/1019353/Creating-the-AI-for-the)
| +|Ghost Recon Future Soldier|Ubisoft Paris|Internal|2012|
Expand• [A Different Approach for Continuous Physics in Ghost Recon Future Soldier](https://www.gdcvault.com/play/1015856/A-Different-Approach-for-Continuous)
| +|Blade & Soul|NCSOFT|UE3|2012|
Expand• [Reinforcement Learning in Action: Creating Arena Battle AI for 'Blade & Soul'](https://www.youtube.com/watch?v=ADS1GKFb2T8)
• [Ray Traced Global Illumination Implementation](https://www.eurogamer.net/digitalfoundry-2025-days-gone-remastered-ps5-ps5-pro-tech-review)
• [Texture Streaming Improvements Analysis](https://www.bendstudio.com/blog/technical-deep-dive-days-gone-remastered/)
| +|Counter-Strike: Global Offensive|Valve Corporation, Hidden Path Entertainment|Source|2012|
Expand• [Robocalypse Now: Using Deep Learning to Combat Cheating in Counter-Strike: Global Offensive](https://www.youtube.com/watch?v=kTiP0zKF9bc)
• [Building the Content that Drives the Counter-Strike: Global Offensive Economy](https://web.archive.org/web/20170606025840/http://media.steampowered.com/apps/valve/2014/gdc_2014_grimes_csgo_econ_content.pdf)
| +|Final Fantasy Agni's Philosophy (Tech Demo)|Square Enix|Luminous Studio|2012|
Expand• [Web Page](http://www.agnisphilosophy.com/en/index.html)
• [Practical Applications of Compute for Simulation in Agni's Philosophy](http://www.jp.square-enix.com/tech/library/pdf/SiggraphAsia2014_simulation.pdf)
| +|Journey|Thatgamecompany|PhyreEngine|2012|
Expand• [Sand Rendering in Journey](https://www.youtube.com/watch?v=wt2yYnBRD3U)
| +|Batman : Arkham City|Rocksteady Studios|UE3|2011|
Expand• [Froyok's Blog](https://www.froyok.fr/blog/2012-09-breakdown-batman-arkham-city/)
| +|Deus Ex: Human Revolution|Eidos-Montréal|Crystal|2011|
Expand• [Graphics Study](https://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolution-graphics-study/)
• [GDC 2012](https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2012/slides/Programming%20Track/DeSmedt_Matthijs_Deus%20Ex%20Is.pdf)
• [Reimagining a Classic: The Design](https://gdcvault.com/play/1015489/Reimagining-a-Classic-The-Design)
• [Building the Story-driven Experience](https://www.gdcvault.com/play/1015027/Building-the-Story-driven-Experience)
• [Game Art Tricks: Alpha Terrain](https://simonschreibt.de/gat/deus-ex-alpha-terrain/)
| +|Binding of Isaac|Edmund McMillen, Florian Himsl|Flash|2011|
Expand• [Binding of Isaac Composition](http://simonschreibt.de/gat/binding-of-isaac-composition/)
| +|Battlefield 3|DICE|Frostbite|2011|
Expand• [Culling the Battlefield: Data Oriented Design in Practice](https://www.gamedevs.org/uploads/culling-the-battlefield-battlefield3.pdf)
• [DirectX 11 Rendering in Battlefield 3](https://www.slideshare.net/DICEStudio/directx-11-rendering-in-battlefield-3)
| +|Crysis 2|Crytek|CryEngine 3|2011|
Expand• [Crysis 2 Multiplayer: A Programmer's Postmortem](https://www.gdcvault.com/play/1014886/Crysis-2-Multiplayer-A-Programmer)
| +|Mortal Kombat|NetherRealm Studios|UE3|2011|
Expand• [8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2](https://www.youtube.com/watch?v=7jb0FOcImdg)
| +|Skylanders|Toys for Bob|Internal|2011|
Expand• [Supercharged! Vehicle Physics in Skylanders](https://www.youtube.com/watch?v=Db1AgGavL8E)
| +|Portal 2|Valve|Source|2011|
Expand• [Making and Using Non-Standard Textures: Manipulating UVs through Color Data in Portal 2.](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2011/gdc_2011_grimes_nonstandard_textures.pdf)
• [Water Flow in Portal 2.](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf)
| +|God of War 3|Santa Monica Studio|Internal|2010|
Expand• [Morphological Antialiasing](https://www.realtimerendering.com/blog/morphological-antialiasing-in-god-of-war-iii/)
• [More on God of War III Antialiasing](https://www.realtimerendering.com/blog/more-on-god-of-war-iii-antialiasing/)
• [DF article](https://www.eurogamer.net/digitalfoundry-mlaa-360-pc-article)
• [Sig 2019: Interactive Wind and Vegetation](https://www.youtube.com/watch?v=9-HTvoBi0Iw&t=145s)
• [Playtesting 'God of War'](https://www.youtube.com/watch?v=Zr4u5Kf_CT4)
• [Evolving Combat in 'God of War' for a New Perspective](https://www.youtube.com/watch?v=hE5tWF-Ou2k)
• [Keyframes and Cardboard Props: The Cinematic Process Behind 'God of War'](https://www.youtube.com/watch?v=MNinZWlhprE)
• [Disintegrating Meshes with Particles in 'God of War'](https://www.youtube.com/watch?v=ajNSrTprWsg)
• [Wind Simulation in God of War](https://www.youtube.com/watch?v=dDgyBKkSf7A)
| +|Mafia II|2K Czech|Internal|2010|
Expand• [Hat vs Hair](https://simonschreibt.de/gat/mafia-ii-hat-vs-hair/)
| +|Starcraft 2|Blizzard Entertainment|SC2 Engine|2010|
Expand• [Starcraft 2 Localization](http://simonschreibt.de/gat/starcraft-2-localization/)
| +|Battlefield Bad Company 2|DICE|Frostbite 1.5|2010|
Expand• [Battlefield Bad Company 2 Smoke Column](http://simonschreibt.de/gat/battlefield-bad-company-2-smoke-column/)
| +|CityVille|Zynga|Flash|2010|
Expand• [CityVille: Lessons Learned & Tools Used](https://www.gdcvault.com/play/1016594/CityVille-Lessons-Learned-Tools-Used)
| +|Dead Rising 2|Capcom Vancouver|MT Framework|2010|
Expand• [1000s of Zombies, 1000s of Problems, 1000s of Dollars](https://www.gdcvault.com/play/1014616/1000s-of-Zombies-1000s-of)
| +|Two Worlds II|Reality Pump|GRACE 2|2010|
Expand• [Advanced Material](https://www.gdcvault.com/play/1013725/Advanced-Material)
| +|Skate 3|EA Black Box|RenderWare|2010|
Expand• [Building Game UI with Scaleform](https://www.gdcvault.com/play/1013151/Building-Game-UI-with)
| +|World of Tanks: Mercenaries|Wargaming|BigWorld|2010|
Expand• [Bringing Replays to World of Tanks: Mercenaries](https://www.youtube.com/watch?v=uLAt840vwbM)
| +|Assassin's Creed Brotherhood|Ubisoft Montreal|Anvil|2010|
Expand• [AI & Animation in Assassin's Creed Brotherhood](https://www.youtube.com/watch?v=HzhDjbsXA9s)
| +|Halo: Reach|Bungie|Halo Engine|2010|
Expand• [I Shot You First: Networking the Gameplay of Halo: Reach](https://www.youtube.com/watch?v=h47zZrqjgLc)
| +|ALAN WAKE|Remedy|Northlight|2010|
Expand• [ALAN WAKE: The Writer Who Made Us Rewrite Our Engine](https://www.youtube.com/watch?v=73KjaHcsdlo)
| +|Assassin's Creed II|Ubisoft Montréal|Anvil Engine|2009|
Expand• [Froyok's Blog](https://www.froyok.fr/blog/2015-12-breakdown-assassins-creed-ii-2/)
| +|Left 4 Dead 2|Valve|Source|2009|
Expand• [Left 4 Dead 2 Puke](http://simonschreibt.de/gat/left-4-dead-2-puke/)
• [Rendering Wounds in Left 4 Dead 2](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2010/gdc2010_vlachos_l4d2wounds.pdf)
• [Shading a Bigger, Better Sequel: Techniques in Left 4 Dead 2](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2010/GDC10_ShaderTechniquesL4D2.pdf)
| +|League of Legends|Riot Games|Internal|2009|
Expand• [Building the Chat Service for League of Legends](https://www.gdcvault.com/play/1015092/Building-the-Chat-Service-for)
• [League of Legends: Scaling to Millions of Summoners](https://www.youtube.com/watch?v=yRMM2cEQ89c)
• [A Trip Down The LoL Graphics Pipeline](https://technology.riotgames.com/news/trip-down-lol-graphics-pipeline)
• [Performance analysis in esports part 1](https://files.osf.io/v1/resources/sm3nj/providers/osfstorage/5d9d8304a7bc73000ce81d40?action=download&direct&version=2)
| +|Forza Motorsport 3|Turn 10 Studios|ForzaTech|2009|
Expand• [Forza Motorsport 3 Audio Design](https://www.gdcvault.com/play/1013160/Forza-Motorsport-3-Audio-Design)
| +|Velvet Assassin|Replay Studios|UE3|2009|
Expand• [Building a Dynamic Lighting Engine](https://www.gdcvault.com/play/1012013/Building-a-Dynamic-Lighting-Engine)
| +|Dragon Age|BioWare|Frostbite 3|2009|
Expand• [Connecting Players and Franchise Across Console Generations in the Dragon Age Keep](https://www.youtube.com/watch?v=XxtTD6QlOLc)
| +|Halo Wars|Ensemble Studios, 343 Industries, Creative Assembly|Havok|2009|
Expand• [The Terrain of Halo Wars](https://www.youtube.com/watch?v=In1wzUDopLM)
| +|Final Fantasy 13|Square Enix|Crystal Tools|2009|
Expand• [Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics](https://www.youtube.com/watch?v=ItwtpX1SFcA)
| +|Fallout 3|Bethesda Game Studios|Gamebryo|2008|
Expand• [Game Art Tricks](http://simonschreibt.de/gat/fallout-3-edges/)
| +|Digital Combat Simulator|Eagle Dynamics|Internal|2008|
Expand• [DCS Frame Analysis](https://blog.thomaspoulet.fr/dcs-frame/)
| +|Mirror's Edge|DICE|UE3|2008|
Expand• [Henrikgdc09 Compat](https://fr.slideshare.net/DICEStudio/henrikgdc09-compat)
• [The Unique Lighting of Mirror's Edge](https://www.slideshare.net/DICEStudio/henrikgdc09-compat)
| +|Sacred 2|Ascaron|Internal|2008|
Expand• [Burning Map Effect in Sacred 2](http://simonschreibt.de/gat/sacred-2-burning-map/)
• [Pulse Shader in Sacred 2](http://simonschreibt.de/gat/sacred-2-pulse-shader/)
• [Crystal Reflection in Sacred 2](http://simonschreibt.de/gat/sacred-2-crystal-reflexion/)
• [Sacred 2 Fake Mirror](http://simonschreibt.de/gat/sacred-2-fake-mirror/)
| +|Battlefield Bad Company|DICE|Frostbite 1.0|2008|
Expand• [Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite](https://www.slideshare.net/DICEStudio/audio-for-multiplayer-beyond-mixing-case-studies-from-battlefield-bad-company-frostbite)
| +|Left 4 Dead|Valve|Source|2008|
Expand• [The AI Systems of Left 4 Dead](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdf)
• [Replayable Cooperative Game Design: Left 4 Dead](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2009/GDC2009_ReplayableCooperativeGameDesign_Left4Dead.pdf)
| +|NARUTO: Ultimate Ninja STORM|Cyber Connect 2|Internal|2008|
Expand• [GDC: Cinematic Next-Generation Action NARUTO](https://www.gdcvault.com/play/1354/Cinematic-Next-Generation-Action-NARUTO)
| +|Halo 3|Bungie|Internal|2007|
Expand• [Lighting Research at Bungie](https://web.archive.org/web/20120517153910/http://www.bungie.net/images/Inside/publications/siggraph/Bungie/SIGGRAPH09_LightingResearch.pptx)
| +|Supreme Commander|Gas Powered Games|Internal|2007|
Expand• [Supreme Commander Graphics Study](https://www.adriancourreges.com/blog/2015/06/23/supreme-commander-graphics-study/)
• [Wiki of Height Map](https://supcom.fandom.com/wiki/Height-_/_Texturemaps_with_image_editing_tools)
• [GameSpot's article](http://web.archive.org/web/20070807085133/http://www.gamespot.com/features/totalstory/)
| +|Enemy Territory: Quake Wars|Splash Damage|id Tech 4|2007|
Expand• [Oblivion Territory Tree vs Palm](http://simonschreibt.de/gat/oblivion-territory-tree-vs-palm/)
| +|Bioshock|2K Boston, 2K Australia|UE2.5|2007|
Expand• [Bioshock Glossiness](http://simonschreibt.de/gat/bioshock-glossiness/)
• [The Cutting Room Floor](https://tcrf.net/BioShock)
| +|Crysis|Crytek|CryEngine|2007|
Expand• [Crysis Next Gen Effects](https://archive.org/download/crytek_presentations/GDC08_SousaT_CrysisEffects.ppt)
• [Crysis and DX10](https://archive.org/download/crytek_presentations/SIGGRAPH2007_CrysisDX10.ppt)
• [The Crysis of Audio](https://archive.org/download/crytek_presentations/The_Crysis_of_Audio.pps)
| +|S.T.A.L.K.E.R.|GSC Game World|X-Ray Engine|2007|
Expand• [GPU Gems2: Chapter 9](https://developer.nvidia.com/gpugems/gpugems2/part-ii-shading-lighting-and-shadows/chapter-9-deferred-shading-stalker)
| +|Team Fortress 2|Valve|Source|2007|
Expand• [Lessons learned porting Team Fortress 2 to Virtual Reality.](https://web.archive.org/web/20170606025840/http://media.steampowered.com/apps/valve/2013/Team_Fortress_in_VR_GDC.pdf)
• [TF2 - From The Orange Box to Free to Play in 'Just' Four Years!](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2012/TF2_Orange_Box_To_Free_To_Play_GDC2012.pdf)
• [Stylization With a Purpose: The Illustrative World of Team Fortress 2](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2008/GDC2008_StylizationWithAPurpose_TF2.pdf)
• [Illustrative Rendering in Team Fortress 2](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf)
| +|Portal|Valve|Source|2007|
Expand• [Integrating Narrative and Design: A Portal Post-Mortem](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2008/GDC2008_PortalPostMortem.pdf)
| +|TES: Oblivion|Bethesda Game Studios|Gamebryo|2006|
Expand• [Oblivion Territory Tree vs Palm](http://simonschreibt.de/gat/oblivion-territory-tree-vs-palm/)
| +|Company of Heroes|Relic Entertainment|Essence Engine|2006|
Expand• [Company of Heroes Flamethrower](http://simonschreibt.de/gat/company-of-heroes-flamethrower/)
• [Company of Heroes Shaded Smoke](http://simonschreibt.de/gat/company-of-heroes-shaded-smoke/)
| +|Lost Planet|Spark Unlimited, Capcom, HexaDrive|MT Framework|2006|
Expand• [CEDEC 2007: Capcom on Lost Planet Part I](https://www.beyond3d.com/content/news/496)
• [CEDEC 2007: Capcom on Lost Planet Part II](https://www.beyond3d.com/content/news/499)
• [カプコン次世代ゲームエンジンの真実! 早くも「ロストプラネット2」のハイテクビジュアルの秘密を公開!!](https://game.watch.impress.co.jp/docs/series/3dcg/283112.html)
| +|Shadow of the Colossus|Japan Studio, Team Ico|Internal|2005|
Expand• [Froyok's Blog](https://www.froyok.fr/blog/2012-10-breakdown-shadow-of-the-colossus-pal-ps2/page.html)
• [DF Retro](https://www.youtube.com/watch?v=FAQjESB4WOk)
| +|Battlefield 2|DICE|Frostbite 2|2005|
Expand• [Battlefield 2 Flag Sound](http://simonschreibt.de/gat/battlefield-2-flag-sound/)
| +|Doom 3|id Software|id Tech 4|2004|
Expand• [Game Art Tricks](https://simonschreibt.de/gat/gat-doom-3-hdui/)
• [Game Art Tricks](http://simonschreibt.de/gat/doom-3-volumetric-glow/)
• [Source code review](https://fabiensanglard.net/doom3_bfg/)
• [Vulkan Port](https://github.com/DustinHLand/vkDOOM3)
• [The DOOM III Network Architecture](https://fabiensanglard.net/doom3_documentation/The-DOOM-III-Network-Architecture.pdf)
| +|World of Warcraft|Blizzard|Internal|2004|
Expand• [World of Warcraft Balloon](http://simonschreibt.de/gat/world-of-warcraft-balloon/)
| +|Far Cry|Crytek|Cry Engine|2004|
Expand• [Far Cry and DX9](https://archive.org/download/crytek_presentations/GDC2005_FarCryAndDX9.ppt)
| +|Half-Life 2|Valve|Source|2004|
Expand• [Valve's Design Process for Creating Half-Life 2.](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2006/GDC2006_HL2DesignProcess.pdf)
• [Physical Gameplay in Half-Life 2](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2006/GDC2006_PhysicalGameplayInHL2.pdf)
• [Half-Life 2 / Valve Source Shading](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2004/GDC2004_Half-Life2_Shading.pdf)
| +|EVE Online|CCP Games|Trinity|2003|
Expand• [Quasar, Brightest in the Galaxy: Expanding 'EVE Online's' Server Potential with gRPC](https://www.youtube.com/watch?v=RR0YTEEMLFg)
| +|Call of Duty|Infinity Ward, Treyarch, Sledgehammer Games, Raven Software|IW engine, Treyarch NGL|2003|
Expand• [Automated Testing and Profiling for Call of Duty](https://www.youtube.com/watch?v=8d0wzyiikXM)
• [Optimizing the UI’s CPU bound frame rate in Call of Duty](https://enginearchitecture.org/downloads/REAC_2024_ATVI.pdf)
| +|Eve Online|CCP Games|Trinity|2003|
Expand• [The Benefits and Challenges of Supporting Third-Party Developers in Eve Online](https://www.youtube.com/watch?v=uS9BgDtQ5Rw)
| +|Zelda - Wind Waker|Nintendo EAD|Internal|2002|
Expand• [Nathan Gordon's Blog](https://medium.com/@gordonnl/wind-waker-graphics-analysis-a0b575a31127)
• [Soenke Seidel's Blog](https://polycount.com/discussion/104415/zelda-wind-waker-tech-and-texture-analysis-picture-heavy)
• [Game Art Tricks](http://simonschreibt.de/gat/zelda-wind-waker-hyrule-travel-guide/)
• [Zelda Windwaker Textures Yay or Nay ?!](https://polycount.com/discussion/102634/zelda-windwaker-textures-yay-or-nay)
• [Zelda: Wind waker Tech and Texture Analysis *picture heavy*](https://polycount.com/discussion/104415/zelda-wind-waker-tech-and-texture-analysis-picture-heavy)
| +|Divine Divinity|Larian Studios|Internal|2002|
Expand• [Divine Divinity 2D Reflexion](http://simonschreibt.de/gat/divine-divinity-2d-reflexion/)
| +|Warcraft 3|Blizzard|Internal|2002|
Expand• [Warcraft 3 Billboards](http://simonschreibt.de/gat/warcraft-3-billboards/)
| +|Halo|Bungie, 343 Industries|Slipspace Engine|2001|
Expand• [Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective](https://www.youtube.com/watch?v=65_lBJbAxnk)
| +|Diablo 2|Blizzard North|Internal|2000|
Expand• [Don't Starve & Diablo Parallax](http://simonschreibt.de/gat/dont-starve-diablo-parallax-7/)
| +|1nsane|Invictus Games|Internal|2000|
Expand• [1nsane Carpet 2 Repetitive Worlds](http://simonschreibt.de/gat/1nsane-carpet-2-repetitive-worlds/)
| +|Deus Ex|Ion Storm|UE1|2000|
Expand• [Deus Ex Scanlines](http://simonschreibt.de/gat/deus-ex-scanlines/)
• [Deus Ex Occlusion](http://simonschreibt.de/gat/deus-ex-occlusion/)
| +|Dungeon Keeper 2|Bullfrog|Internal|1999|
Expand• [Wonky walls](https://simonschreibt.de/gat/dungeon-keeper-2-walls/)
• [Grid-based lighting](https://www.reddit.com/r/gamedev/comments/hrz910/fake_lights_and_shadows_in_dungeon_keeper_2/)
| +|Age of EmpiresI&II|Ensemble Studios|Genie|1999|
Expand• [GDC 2001: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond](https://zoo.cs.yale.edu/classes/cs538/readings/papers/terrano_1500arch.pdf)
| +|MiMaze|Christophe DIOT and Laurent GAUTIER|Internal|1999|
Expand• [Bucket Synchonization](https://www.cs.ubc.ca/~krasic/cpsc538a/papers/diot99distributed.pdf)
| +|Half-Life|Valve|GoldSrc|1998|
Expand• [The Cabal: Valve’s Design Process For Creating Half-Life](https://web.archive.org/web/20170606025840/http://www.gamasutra.com/features/19991210/birdwell_01.htm)
• [A Full RT/Path-Traced Upgrade For The OG PC Classic Tested!](https://www.youtube.com/watch?v=BrRmQhaxtF4)
| +|GoldenEye 007|Rare|Internal|1997|
Expand• [DF Retro EX](https://www.youtube.com/watch?v=ZxuFc0VkxEw)
| +|Panzer Dragoon Series|Team Andromeda|Internal|1995|
Expand• [Classic Game Postmortem](https://www.youtube.com/watch?v=gMOMsEmde-w)
| +|Super Mario Bros. 3|Nintendo|Source|1988|
Expand• [Super Mario Bros. 3 - The Cutting Room Floor](https://tcrf.net/Super_Mario_Bros._3)
| +|Kid Icarus|Nintendo R&D1|Internal|1986|
Expand• [Kid Icarus Tricks](http://simonschreibt.de/gat/kid-icarus-tricks/)
| +|FIFA|EA Vancouver|Frostbite|N/A|
Expand• [How FIFA Delivers Live Content to Users Fast](https://www.youtube.com/watch?v=YmNgREFUXh0)
| +|Path of Exile 2|Grinding Gear Games|Internal|N/A|
Expand• [The rendering techniques of Path of Exile (Alexander Sannikov)](https://www.youtube.com/watch?v=B-ODrtmtpzM)
| + +--- + +## References +* [Behind the Pretty Frames](https://mamoniem.com/category/behind-the-pretty-frames/) +* [imgself's Blog](https://imgeself.github.io/posts/) +* [Froyok's Blog](https://www.froyok.fr/articles.html) +* [Anton Schreiner's Blog](https://aschrein.github.io/) +* [Frame Analysis](https://alain.xyz/blog) +* [The Code Corsair](https://www.elopezr.com/) +* [Graphics Studies](https://www.adriancourreges.com/blog/) +* [Silent's Blog](https://cookieplmonster.github.io/) +* [Nathan Gordon's Blog](https://medium.com/@gordonnl) +* [Thomas' Blog](https://blog.thomaspoulet.fr) +* [IRYOKU's Blog](https://www.iryoku.com/) +* [Game Art Tricks](https://simonschreibt.de/game-art-tricks/) +* [The Cutting Room Floor](https://tcrf.net/The_Cutting_Room_Floor) +* [Crytek Presentations](https://archive.org/download/crytek_presentations) +* [r/TheMakingOfGames](https://www.reddit.com/r/TheMakingOfGames/) +* [r/videogamescience](https://www.reddit.com/r/videogamescience/) +* [GDC Vault](https://www.gdcvault.com/) +* [GDC's Programming Talks](https://www.youtube.com/playlist?list=PL2e4mYbwSTbaw1l65rE0Gv6_B9ctOzYyW) +* [SIGGRAPH courses](https://advances.realtimerendering.com/) +* [Guerrilla's News feed](https://www.guerrilla-games.com/read) +* [Digital Foundry](https://www.digitalfoundry.net/) +* [Anything about game](https://github.com/killop/anything_about_game/blob/master/FamousGame.md) +* [CGWorld.jp](https://cgworld.jp/game/) +* [Gaming Bolt](https://gamingbolt.com/category/graphics-analysis) +* [80lv](https://80.lv/) +* [Evan Hill's Blog](https://www.ehilldesign.com/) +* [SQUARE ENIX Library](http://www.jp.square-enix.com/tech/publications.html) +* [ExileCon 2019](https://www.youtube.com/playlist?list=PLt5SL2R19SuLYtQ4zvGExBhQTozFRn5z3) +* [Open Source Game Clones](https://osgameclones.com/) +* [Open source games list (OSGL)](https://trilarion.github.io/opensourcegames/index.html) +* [Vegard Wiki](https://vegard.wiki/w/Frame_analysis) +* [EA/Dice Slideshare](https://www.slideshare.net/DICEStudio/presentations) +* [AMD Developer Central Slideshare](https://www.slideshare.net/DevCentralAMD/presentations) +* [AMD Gpu Open](https://gpuopen.com/) +* [Poly Count](https://polycount.com/) +* [Bart Wronski's Blog](https://bartwronski.com/) +* [Game Opedia](https://www.gameopedia.com/) +* [CEDEC](https://cedil.cesa.or.jp/) +* [B3D Forum](https://forum.beyond3d.com/) +* [Naughty Dog's Presentations from GDC08](https://web.archive.org/web/20160312011838/http://www.naughtydog.com/site/post/presentations_from_game_developers_conference_2008) +* [Valve's Publications](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/company/publications.html) +* [Game Watch](https://game.watch.impress.co.jp/docs/series/3dcg/) +* [MrElusive](https://www.mrelusive.com/publications/pubs_bytype.html) +* [fabiensanglard](https://fabiensanglard.net/doom3_documentation/) +* [Activision Tech Reports](https://research.activision.com/tech-reports) +* [Activision Publications](https://research.activision.com/publications) +* [Capcom R&D (docswell)](https://www.docswell.com/user/CAPCOM_RandD) + + +--- + +## Contributing + + + + |
K1ngst0m
|
RTM945
|
wyryyds
|
Trass3r
|
Chaphlagical
| +| :---: | :---: | :---: | :---: | :---: | + |
1961629480
|
WeebOwO
|
irimsky
|
manhua-man
|
rubyKC
| + |
mingshi2333
| + + +``` + +`TODO.md`: + +```md +# TODO + +- [X] new workflow: manipulate raw data, then generate markdown table +- [ ] fill with more resources of one game and references +- [ ] refine some of the link descriptions in brackets that are too trivial. +- [ ] move to [otfcg.github.io](https://otfcg.github.io/)/awesome/games + +``` + +`data/epilogue.md`: + +```md + +## Contributing + + + + + + + + + + +``` + +`data/games.toml`: + +```toml +title = "Analysis - Games" + +["Death Stranding 2"] +Developer = "Kojima Productions" +Engine = "Decima" +Year = "2025" +Analysis = [ + ["Death Stranding 2 tech review: one of the best-looking games of this console generation", "https://www.eurogamer.net/digitalfoundry-2025-death-stranding-2-tech-review"], +] + +["The Witcher 4"] +Developer = "CD Projekt Red" +Engine = "UE5" +Year = "2027" +Analysis = [ + ["Unreal Engine 5 Demo", "https://www.youtube.com/watch?v=xPR305id0H0"], +] + +["Grand Theft Auto VI"] +Developer = "Rockstar Games" +Engine = "RAGE" +Year = "2026" +Analysis = [ + ["Grand Theft Auto 6 Trailer 2 Tech Breakdown", "https://www.eurogamer.net/digitalfoundry-2025-gta-6-trailer-2-tech-breakdown-incredible-realism-impressive-rt-astonishing-detail"], +] + +["Clair Obscur: Expedition 33"] +Developer = "Sandfall Interactive" +Engine = "UE5" +Year = "2025" +Analysis = [ + ["Nanite Virtual Geometry Workflow", "https://www.eurogamer.net/digitalfoundry-2025-clair-obscur-expedition-33-pc-tech-review"], +] + +["Assassin's Creed Shadows"] +Developer = "Ubisoft" +Engine = "Anvil Engine" +Year = "2025" +Analysis = [ + ["Inside the technologically revamped Anvil Engine", "https://www.eurogamer.net/digitalfoundry-2025-assassins-creed-shadows-tech-qa-rtgi-shader-compilation-taa-and-more"], + ["How Ubisoft Brought Feudal Japan to Life: Rendering 'Assassin's Creed Shadows' with Nicolas Lopez", "https://www.youtube.com/watch?v=Z0TMRCTuKsc"], + ["Anvil Rendering Architecture", "https://enginearchitecture.org/2025.htm#4"] +] + +["Warhammer 40000: Space Marine 2"] +Developer = "Saber Interactive" +Engine = "Internal" +Year = "2024" +Analysis = [ + ["Geometry rendering and shaders infrastructure", "https://enginearchitecture.org/2025.htm#1"], +] + +["Oblivion Remastered"] +Developer = "Bethesda Game Studios" +Engine = "UE5" +Year = "2025" +Analysis = [ + ["Nanite vs Traditional LOD System Comparison", "https://www.eurogamer.net/digitalfoundry-2025-oblivion-remastered-is-one-of-the-worst-performing-pc-games-weve-ever-tested"], +] + +["Doom: The Dark Ages"] +Developer = "id Software" +Engine = "id Tech 8" +Year = "2025" +Analysis = [ + ["Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages","https://martinfullerblog.wordpress.com/2025/09/26/anisotropic-scaling-in-indiana-jones-and-the-great-circle-and-doom-the-dark-ages/"] +] + +["Indiana Jones and the Great Circle"] +Developer = "MachineGames" +Engine = "id Tech 7" +Year = "2024" +Analysis = [ + ["Inside Indiana Jones and the Great Circle: The Ray Tracing Breakdown", "https://www.youtube.com/watch?v=k2SBZSm2mOw"], + ["Eurogamer tech review", "https://www.eurogamer.net/digitalfoundry-2024-indiana-jones-and-the-great-circle-tech-review"], + ["Gaming Bolt graphcis analysis", "https://gamingbolt.com/indiana-jones-and-the-great-circle-graphics-analysis-a-masterclass-on-pc-and-xbox-series-x"], + ["Ray Traced Global Illumination Breakdown", "https://www.eurogamer.net/digitalfoundry-2025-indiana-jones-and-the-great-circle-on-ps5-excellent-game-solid-port"], + ["Texture Streaming System Analysis", "https://machinegames.com/tech-blog/id-tech7-texture-streaming"], + ["Path Tracing Architecture & Denoising Solutions", "https://schedule.gdconf.com/session/advanced-graphics-summit-path-tracing-deep-dive-indiana-jones-and-the-great-circle/910009"], + ["Dynamic Acceleration Structure Management", "https://machinegames.com/tech-blog/id-tech7-das"], + ["Pushing 60hz. Shipping Indiana Jones and The Great Circle", "https://enginearchitecture.org/2025.htm#5"], + ["Anisotropic Scaling in Indiana Jones and the Great Circle and DOOM: The Dark Ages","https://martinfullerblog.wordpress.com/2025/09/26/anisotropic-scaling-in-indiana-jones-and-the-great-circle-and-doom-the-dark-ages/"] +] + +["Dragon Age: The Veilguard"] +Developer = "BioWare" +Engine = "Frostbite" +Year = "2024" +Analysis = [ + ["GI, RT, Character Creator and other systems", "https://enginearchitecture.org/2025.htm#6"], +] + +["Avowed"] +Developer = "Obsidian" +Engine = "UE5" +Year = "2025" +Analysis = [ + ["Avowed: A GPU Technical Retrospective | Unreal Fest Orlando 2025", "https://www.youtube.com/watch?v=BKaAzhMHJZ0"], +] + +["Senua's Saga: Hellblade II"] +Developer = "Ninja Theory" +Engine = "UE5" +Year = "2024" +Analysis = [ + ["Nanite Virtualized Geometry Optimization Patterns", "https://www.techpowerup.com/review/senuas-saga-hellblade-2-benchmark/6.html"], + ["Volumetric Fog & Cloud System Technical White Paper", "https://kotaku.com/hellblade-2-saga-steam-deck-pc-graphics-black-dots-1851491857"] +] + +["Dragon's Dogma 2"] +Developer = "Capcom" +Engine = "RE Engine" +Year = "2024" +Analysis = [ + ["RTGI Implementation in Open World RPG", "https://www.eurogamer.net/digitalfoundry-2024-dragons-dogma-2-the-digital-foundry-tech-review"], + ["NPC Behavior Tree Optimization", "https://gamingbolt.com/dragons-dogma-2-ps5-vs-pc-graphics-comparison-frame-rate-performance-tech-analysis-and-more"], + ["RE ENGINE Meshlet Rendering Pipeline", "https://enginearchitecture.org/2025.htm#2"], +] + +["Avatar: Frontiers of Pandora"] +Developer = "Ubisoft Massive" +Engine = "Snowdrop" +Year = "2024" +Analysis = [ + ["Ray Traced Global Illumination Pipeline Deep Dive", "https://thescreenzone.com/blog/avatar-frontiers-of-pandora-pc-performance-review/"], + ["Procedural Ecosystem Generation Technical Blog", "https://massive.se/blog/avatar-tech-blog-2024"] +] + +["Star Wars Outlaws"] +Developer = "Ubisoft Massive" +Engine = "Snowdrop" +Year = "2024" +Analysis = [ + ["Physicalized Audio System Technical Breakdown", "https://www.youtube.com/watch?v=g3irLCjQTOA"], + ["Ray Traced Reflections in Desert Environments", "https://enginearchitecture.org/downloads/REAC_2024_Ubisoft.pdf"] +] + +["Path of the Goddess"] +Developer = "Capcom" +Engine = "RE Engine" +Year = "2024" +Analysis = [ + ["Procedural Vegetation Interaction System", "https://www.docswell.com/s/CAPCOM_RandD/524Y6M-RE2023"], + ["RE Engine 10: Next-Gen Material Pipeline", "https://cedil.cesa.or.jp/cedil_sessions/view/2741"] +] + +["The Gunk"] +Developer = "Image & Form Games" +Engine = "UE4" +Year = "2021" +Analysis = [ + ["Raymarching The Gunk", "https://jarllarsson.github.io/gen/gunkraymarcher.html"], +] + +["Alan Wake 2"] +Developer = "Remedy" +Engine = "Northlight" +Year = "2023" +Analysis = [ + ["Modernizing geometry rendering in Alan Wake 2", "https://enginearchitecture.org/downloads/REAC_2024_Remedy.pdf"], + ["How Northlight makes Alan Wake 2 shine", "https://www.remedygames.com/article/how-northlight-makes-alan-wake-2-shine"], + ["Developing Northlight: OpenUSD content workflows", "https://www.remedygames.com/article/developing-northlight-openusd-content-workflows"], + ["Northlight in 2023", "https://www.remedygames.com/article/northlight-in-2023"], + ["A Deep Dive into Path Tracing Technology", "https://www.nvidia.com/en-us/on-demand/session/gdc24-gdc1003"], + ["GPU driven Rendering with Mesh Shaders in Alan Wake 2", "https://www.youtube.com/watch?v=EtX7WnFhxtQ"], + ["Procedural Damage System for Live Content", "https://www.remedygames.com/article/northlight-2024-update"] +] + +["STALKER 2"] +Developer = "GSC Game World" +Engine = "UE5" +Year = "2024" +Analysis = [ + ["Technical Breakdown", "https://www.linkedin.com/posts/mikhail-dergauz_as-promised-heres-a-post-with-a-technical-activity-7265754056915099649-dQsK/"], + ["Eurogamer Digital Foundry Tech Review", "https://www.eurogamer.net/digitalfoundry-2024-stalker-2-heart-of-chornobyl-tech-review-pc-xbox-series-x-s"] +] + +["Tempest Rising"] +Developer = "Slipgate Ironworks" +Engine = "UE5" +Year = "2025" +Analysis = [ + ["Modern RTS Rendering Techniques in Unreal Engine 5", "https://www.eurogamer.net/digitalfoundry-2025-tempest-rising-tech-review-a-modern-classic-rts-built-on-unreal-engine-5"], + ["Procedural Destruction System White Paper", "https://enginearchitecture.org/downloads/REAC_2024_Slipgate.pdf"] +] + + +["Monster Hunter Wilds"] +Developer = "Capcom" +Engine = "RE Engine" +Year = "2025" +Analysis = [ + ["Is Rendering Still Evolving?", "https://www.docswell.com/s/CAPCOM_RandD/524Y6M-RE2023"], + ["New Rendering Features Rundown", "https://www.docswell.com/s/CAPCOM_RandD/KENVMJ-RE2023"], + ["RE ENGINE Meshlet Rendering Pipeline", "https://enginearchitecture.org/2025.htm#2"], +] + +["Metaphor: ReFantazio"] +Developer = "Studio Zero" +Engine = "Internal" +Year = "2024" +Analysis = [ + ["Performance and frame analysis - Metaphor ReFantazio", "https://vkguide.dev/docs/extra-chapter/graphics_analysis_metafor/"], + ["FSR 3 Frame Generation Integration", "https://atlus.com/tech-blog/metaphor-rendering-2024"] +] + +["Starfield"] +Developer = "Bethesda" +Engine = "Creation Engine 2" +Year = "2023" +Analysis = [ + ["DF Tech Review", "https://www.eurogamer.net/digitalfoundry-2023-starfield-the-digital-foundry-tech-review"], + ["Gaming Bolt Graphics Analysis", "https://gamingbolt.com/starfield-graphics-analysis-xbox-series-x-vs-pc-comparison-and-more"], + ["A Reddit user's tech analysis", "https://www.reddit.com/r/Starfield/comments/15o9pvz/oc_an_enthusiasts_perspective_on_starfields_tech/"], + ["Analyzing Starfield’s Performance on Nvidia’s 4090 and AMD’s 7900 XTX", "https://chipsandcheese.com/2023/09/14/analyzing-starfields-performance-on-nvidias-4090-and-amds-7900-xtx/"], +] + +["Hifi Rush"] +Developer = "Tango Gameworks" +Engine = "UE4" +Year = "2023" +Analysis = [ + ["3D Toon Rendering in 'Hi-Fi RUSH'", "https://gdcvault.com/play/1034330/3D-Toon-Rendering-in-Hi"], + ["DF Tech Review", "https://www.youtube.com/watch?v=8qppoWhanwk"], + ["CGWorldJP: Character, motion, and effects edition", "https://cgworld.jp/article/202306-hifirush01.html"], + ["CGWorldJP: Background/Lighting", "https://cgworld.jp/article/202306-hifirush02.html"], +] + + +["Doom"] +Developer = "id Software" +Engine = "id Tech 6" +Year = "2016" +Analysis = [ + ["The Devil is in the details", "https://advances.realtimerendering.com/s2016/Siggraph2016_idTech6.pdf"], + ["Graphics Study", "https://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/"], + ["DF Interview", "https://www.eurogamer.net/digitalfoundry-2016-doom-tech-interview"], + ["Bringing Hell to Life: AI and Full Body Animation in DOOM", "https://www.youtube.com/watch?v=3lO1q8mQrrg"], + ["GamesBeat Interview", "https://venturebeat.com/games/the-definitive-interview-on-the-making-of-doom/"], + ["DSOGaming Interview", "https://www.dsogaming.com/interviews/id-software-tech-interview-dx12-vulkan-mega-textures-pbr-global-illumination-more/"], + ["QuakeCon P1", "https://www.twitch.tv/videos/81946710"], + ["QuakeCon P2", "https://www.twitch.tv/videos/81950107"], +] + +["Cyberpunk 2077"] +Developer = "CD Projekt Red" +Engine = "REDengine 4" +Year = "2020" +Analysis = [ + ["Hallucinations re: the rendering of Cyberpunk 2077", "https://c0de517e.blogspot.com/2020/12/hallucinations-re-rendering-of.html"], + ["Hang Zhang's Blog", "https://zhangdoa.com/rendering-analysis-cyberpunk-2077"], + ["Shader Execution Reordering", "https://chipsandcheese.com/2023/05/16/shader-execution-reordering-nvidia-tackles-divergence/"], + ["Tech Focus: Cyberpunk 2077 RT Overdrive", "https://www.youtube.com/watch?v=vigxRma2EPA"], + ["Overdrive Technology Preview on RTX 4090", "https://www.youtube.com/watch?v=I-ORt8313Og"], + ["Next-Gen Tech Analysis: Ray Tracing and Night City Density", "https://www.eurogamer.net/digitalfoundry-2020-cyberpunk-2077-high-end-pc-tech-analysis"] +] + +["Overwatch 2"] +Developer = "Blizzard Entertainment" +Engine = "Internal" +Year = "2022" +Analysis = [ + ["Evolving Global Illumination in Overwatch 2", "https://enginearchitecture.org/2025.htm#3"], +] + +["Diablo 4"] +Developer = "Blizzard Albany, Team 3" +Engine = "Internal" +Year = "2023" +Analysis = [ + ["Behind the Pretty Frames", "https://mamoniem.com/behind-the-pretty-frames-diablo-iv/"], + ["Peeling Back The Varnish: The Graphics Of Diablo IV", "https://news.blizzard.com/en-us/diablo4/23964183/peeling-back-the-varnish-the-graphics-of-diablo-iv"], + ["Developers talk ray tracing", "https://www.shacknews.com/article/115065/diablo-4-developers-talk-ray-tracing-an-all-new-game-engine"], + ["Ray Tracing in Diablo IV", "https://enginearchitecture.org/downloads/REAC_2024_Blizzard.pdf"], +] + +["Death Stranding"] +Developer = "Kojima Productions" +Engine = "Decima" +Year = "2019" +Analysis = [ + ["Behind the Pretty Frames", "https://mamoniem.com/behind-the-pretty-frames-death-stranding/"], + ["'Death Stranding': An AI Postmortem", "https://www.youtube.com/watch?v=yqZE5O8VPAU"], + ["DF Tech Review(PC)", "https://www.eurogamer.net/digitalfoundry-2020-death-stranding-pc-tech-review"], + ["DF Performance Analysis", "https://www.eurogamer.net/digitalfoundry-2019-death-stranding-ps4-ps4-pro-performance-analysis"], + ["Decima Engine: Advances in Lighting and AA", "https://www.guerrilla-games.com/read/decima-engine-advances-in-lighting-and-aa"] +] + +["Doom Eternal"] +Developer = "id Software" +Engine = "id Tech 7" +Year = "2020" +Analysis = [ + ["Simon Coenen's Blog", "https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy.html"], +] + +["Resident-evil II Re"] +Developer = "Capcom Division 1" +Engine = "RE Engine" +Year = "2019" +Analysis = [ + ["Behind the Pretty Frames", "https://mamoniem.com/behind-the-pretty-frames-resident-evil/"], + ["Anton Schreiner's Blog", "https://aschrein.github.io/2019/08/01/re2_breakdown.html"], +] + + +["God of War 4"] +Developer = "Santa Monica Studio" +Engine = "Internal" +Year = "2018" +Analysis = [ + ["God of War Tech Analysis: A New Benchmark for PS4", "https://www.eurogamer.net/digitalfoundry-2018-god-of-war-tech-analysis"], + ["PC Port Deep Dive: From Checkerboarding to Native 4K", "https://www.eurogamer.net/digitalfoundry-2022-god-of-war-on-pc-is-a-simply-sensational-port"], + ["Raising Atreus for Battle in God of War", "https://www.youtube.com/watch?v=lbyGzzcKg9U"], + ["Behind the Pretty Frames", "https://mamoniem.com/behind-the-pretty-frames-god-of-war/"], +] + +["Elden Ring"] +Developer = "FromSoftware" +Engine = "Internal" +Year = "2022" +Analysis = [ + ["Behind the Pretty Frames", "https://mamoniem.com/behind-the-pretty-frames-elden-ring/"], + ["狭間の地へようこそ!「ELDEN RING」における オープンフィールドおもてなし術", "https://cedil.cesa.or.jp/cedil_sessions/view/2673"], + ["DF Tech Analysis about Elden Ring's RT upgrade", "https://www.eurogamer.net/digitalfoundry-2023-ray-tracing-comes-to-elden-ring-ps5-series-x-pc"], + ["The Elden Ring tech report", "https://www.eurogamer.net/digitalfoundry-2022-elden-ring-ps5-xbox-series-tech-report"] +] + +["Elden Ring: Nightreign"] +Developer = "FromSoftware" +Engine = "Proprietary" +Year = "2025" +Analysis = [ + ["Multiplayer Spin-Off Technical Limitations Analysis", "https://www.eurogamer.net/digitalfoundry-2025-elden-ring-nightreins-network-test-beta-impresses-on-ps5-ps5-pro-and-xbox-series-xs"] +] + +["Red Dead Redemption 2"] +Developer = "Rockstar San Diego" +Engine = "RAGE" +Year = "2018" +Analysis = [ + ["imgeself's Blog", "https://imgeself.github.io/posts/2020-06-19-graphics-study-rdr2/"], + ["SIG 2019: Creating the Atmospheric World", "https://www.youtube.com/watch?v=9-HTvoBi0Iw&t=7100s"], + ["Technical Masterpiece: Breaking Down Rockstar's Open World", "https://www.eurogamer.net/digitalfoundry-2018-red-dead-redemption-2-tech-analysis"], +] + +["Ys X: Nordics"] +Developer = "Nihon Falcom" +Engine = "Internal" +Year = "2023" +Analysis = [ + ["PC Optimization Journey", "https://store.steampowered.com/news/app/2731870/view/4666382742870026335"], +] + +["Detroit Become Human"] +Developer = "Quantic Dream" +Engine = "Internal" +Year = "2018" +Analysis = [ + ["Behind the Pretty Frames", "https://mamoniem.com/behind-the-pretty-frames-detroit-become-human/"], +] + +["Dying Light"] +Developer = "Techland" +Engine = "Chrome Engine 6" +Year = "2015" +Analysis = [ + ["Deferred rendering in Dying Light", "https://www.slideshare.net/maciejjamrozik/deferred-rendering-in-dying-light"], +] + +["The Witcher 3"] +Developer = "CD Projekt Red" +Engine = "RED Engine 3" +Year = "2015" +Analysis = [ + ["Mateusz's Blog", "https://astralcode.blogspot.com/2018/11/reverse-engineering-rendering-of.html"], + ["'Witcher 3' on the Nintendo Switch", "https://www.gdcvault.com/play/1026635/-Witcher-3-on-the"], +] + +["GTA 5"] +Developer = "Rockstar North" +Engine = "RAGE" +Year = "2013" +Analysis = [ + ["Game Art Tricks: Underestimated Glow", "https://simonschreibt.de/gat/gta-v-underestimated-glow/"], + ["Game Art Tricks: The Wormy Fountain", "https://simonschreibt.de/gat/gta-v-wormy-fountain/"], + ["Graphics Study", "https://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/"], + ["NVIDIA Performance Guide", "https://www.nvidia.com/en-us/geforce/news/grand-theft-auto-v-pc-graphics-and-performance-guide/"], +] + +["Destiny 2"] +Developer = "Bungie" +Engine = "Tiger Engine" +Year = "2017" +Analysis = [ + ["GDC 2018: Physically Inspired Shading in 'Destiny 2'", "https://www.gdcvault.com/play/1025290/Translating-Art-into-Technology-Physically"], + ["Destiny's Multithreaded Rendering Architecture", "https://www.youtube.com/watch?v=0nTDFLMLX9k"], + ["GDC 17: Destiny Shader Pipeline", "https://www.gdcvault.com/play/1033914/-Destiny-Shader"], +] + +["Batman : Arkham City"] +Developer = "Rocksteady Studios" +Engine = "UE3" +Year = "2011" +Analysis = [ + ["Froyok's Blog", "https://www.froyok.fr/blog/2012-09-breakdown-batman-arkham-city/"], +] + +["Assassin's Creed II"] +Developer = "Ubisoft Montréal" +Engine = "Anvil Engine" +Year = "2009" +Analysis = [ + ["Froyok's Blog", "https://www.froyok.fr/blog/2015-12-breakdown-assassins-creed-ii-2/"], +] + + + +["Shadow of the Colossus"] +Developer = "Japan Studio, Team Ico" +Engine = "Internal" +Year = "2005" +Analysis = [ + ["Froyok's Blog", "https://www.froyok.fr/blog/2012-10-breakdown-shadow-of-the-colossus-pal-ps2/page.html"], + ["DF Retro", "https://www.youtube.com/watch?v=FAQjESB4WOk"] +] + + + +["Pokémon X/Y"] +Developer = "Game Freak" +Engine = "Internal" +Year = "2013" +Analysis = [ + ["Game Art Tricks", "https://simonschreibt.de/gat/pokemon-rapidash/"], +] + +["Pokémon Scarlet/Violet"] +Developer = "Game Freak" +Engine = "Internal" +Year = "2022" +Analysis = [ + ["【アルセウス+スカーレット・バイオレット】ポケモン2つを同時に作る、ポケモンモデル制作環境", "https://cedil.cesa.or.jp/cedil_sessions/view/2586"], +] + +["Pokémon Arceus"] +Developer = "Game Freak" +Engine = "Internal" +Year = "2022" +Analysis = [ + ["【アルセウス+スカーレット・バイオレット】ポケモン2つを同時に作る、ポケモンモデル制作環境", "https://cedil.cesa.or.jp/cedil_sessions/view/2586"], +] + +["Metal Gear Solid V"] +Developer = "Kojima Productions" +Engine = "Fox Engine" +Year = "2015" +Analysis = [ + ["Graphics Study", "https://www.adriancourreges.com/blog/2017/12/15/mgs-v-graphics-study/"], + ["GDC 13", "https://www.gdcvault.com/play/1018086/Photorealism-Through-the-Eyes-of"], + ["DigitalFoundry Tech Analysis", "https://www.eurogamer.net/digitalfoundry-tech-analysis-mgs5-fox-engine"], + ["NVIDIA Performance Guide", "https://www.nvidia.com/en-us/geforce/news/metal-gear-solid-v-the-phantom-pain-graphics-and-performance-guide/"], +] + +["Overwatch"] +Developer = "Blizzard, Iron Galaxy" +Engine = "Internal" +Year = "2016" +Analysis = [ + ["Alain Galvan's Blog", "https://alain.xyz/blog/frame-analysis-overwatch"], + ["Replay Technology in Overwatch: Kill Cam, Gameplay, and Highlights", "https://www.youtube.com/watch?v=W4oZq4tn57w"], + ["Overwatch Gameplay Architecture and Netcode", "https://www.youtube.com/watch?v=W3aieHjyNvw"], + ["Playtesting Overwatch", "https://www.youtube.com/watch?v=4R9fNm8GeKs"], + ["Networking Scripted Weapons and Abilities in Overwatch", "https://www.youtube.com/watch?v=ScyZjcjTlA4"], + ["Overwatch - The Elusive Goal: Play by Sound", "https://www.youtube.com/watch?v=zF_jcrTCMsA"], +] + +["Metro Exodus"] +Developer = "4A Games" +Engine = "4A Engine" +Year = "2019" +Analysis = [ + ["Resource Management Architecture in 4A Engine", "https://enginearchitecture.org/downloads/REAC_2024_4A.pdf"], + ["Anton Schreiner's Blog", "https://aschrein.github.io/2019/08/11/metro_breakdown.html"], + ["Balázs Török's Blog", "http://morad.in/2019/03/27/observations-about-the-rendering-of-metro-exodus/"], + ["Full Ray Tracing Overhaul Technical Breakdown", "https://www.eurogamer.net/digitalfoundry-2021-metro-exodus-enhanced-edition-tech-review"], +] + +["Zelda - Wind Waker"] +Developer = "Nintendo EAD" +Engine = "Internal" +Year = "2002" +Analysis = [ + ["Nathan Gordon's Blog", "https://medium.com/@gordonnl/wind-waker-graphics-analysis-a0b575a31127"], + ["Soenke Seidel's Blog", "https://polycount.com/discussion/104415/zelda-wind-waker-tech-and-texture-analysis-picture-heavy"], + ["Game Art Tricks", "http://simonschreibt.de/gat/zelda-wind-waker-hyrule-travel-guide/"], + ["Zelda Windwaker Textures Yay or Nay ?!", "https://polycount.com/discussion/102634/zelda-windwaker-textures-yay-or-nay"], + ["Zelda: Wind waker Tech and Texture Analysis *picture heavy*", "https://polycount.com/discussion/104415/zelda-wind-waker-tech-and-texture-analysis-picture-heavy"], +] + +["Doom 3"] +Developer = "id Software" +Engine = "id Tech 4" +Year = "2004" +Analysis = [ + ["Game Art Tricks", "https://simonschreibt.de/gat/gat-doom-3-hdui/"], + ["Game Art Tricks", "http://simonschreibt.de/gat/doom-3-volumetric-glow/"], + ["Source code review", "https://fabiensanglard.net/doom3_bfg/"], + ["Vulkan Port", "https://github.com/DustinHLand/vkDOOM3"], + ["The DOOM III Network Architecture", "https://fabiensanglard.net/doom3_documentation/The-DOOM-III-Network-Architecture.pdf"], +] + +["Control"] +Developer = "Remedy" +Engine = "Northlight Engine" +Year = "2019" +Analysis = [ + ["Frame Analysis", "https://alain.xyz/blog/frame-analysis-control"], + ["Destructible Environments in Control: Lessons in Procedural Destruction", "https://www.youtube.com/watch?v=kODJsQGXanU"], + ["Control PC's Stealth Upgrade", "https://www.youtube.com/watch?v=HyLA3lhRdwM"], +] + + + +["Minecraft (Bedrock)"] +Developer = "Mojang Studios" +Engine = "RenderDragon" +Year = "2017" +Analysis = [ + ["Frame Analysis - RTX", "https://alain.xyz/blog/frame-analysis-minecraftrtx"], + ["Microsoft Game Dev", "https://www.youtube.com/watch?v=PyIgZTE66eM"], + ["DF's Minecraft RTX Deep Dive", "https://www.youtube.com/watch?v=TVtSsJf86_Y"], + ["GTC 2020", "https://developer.nvidia.com/gtc/2020/video/s22677"], +] + + + +["Mortal Kombat 11"] +Developer = "NetherRealm Studios" +Engine = "UE3" +Year = "2019" +Analysis = [ + ["Frame Analysis", "https://alain.xyz/blog/frame-analysis-mk11"], +] + + + +["Halo Infinite"] +Developer = "343 Industries" +Engine = "Slipspace" +Year = "2021" +Analysis = [ + ["One Frame in 'Halo Infinite'", "https://www.gdcvault.com/play/1027657/One-Frame-in-Halo-Infinite"], +] + +["Halo 3"] +Developer = "Bungie" +Engine = "Internal" +Year = "2007" +Analysis = [ + ["Lighting Research at Bungie", "https://web.archive.org/web/20120517153910/http://www.bungie.net/images/Inside/publications/siggraph/Bungie/SIGGRAPH09_LightingResearch.pptx"], +] + +["Rise of the Tomb Raider"] +Developer = "Crystal Dynamics" +Engine = "Foundation Engine" +Year = "2015" +Analysis = [ + ["The Code Corsair", "https://www.elopezr.com/the-rendering-of-rise-of-the-tomb-raider/"], +] + + + +["Mafia: Definitive Edition"] +Developer = "Hangar 13" +Engine = "Mafia III engine" +Year = "2020" +Analysis = [ + ["The Code Corsair", "https://www.elopezr.com/the-rendering-of-mafia-definitive-edition/"], +] + + + +["Jurassic World: Evolution"] +Developer = "Frontier" +Engine = "Cobra" +Year = "2018" +Analysis = [ + ["The Code Corsair", "https://www.elopezr.com/the-rendering-of-jurassic-world-evolution/"], +] + + + +["Middle-earth: Shadow of Mordor"] +Developer = "Monolith Productions" +Engine = "LithTech Jupiter EX" +Year = "2014" +Analysis = [ + ["The Code Corsair", "https://www.elopezr.com/the-rendering-of-middle-earth-shadow-of-mordor/"], +] + + + +["Castlevania: Lords of Shadow 2"] +Developer = "MercurySteam" +Engine = "Mercury" +Year = "2014" +Analysis = [ + ["The Code Corsair", "https://www.elopezr.com/castlevania-lords-of-shadow-2-graphics-study/"], +] + + + +["God of War 3"] +Developer = "Santa Monica Studio" +Engine = "Internal" +Year = "2010" +Analysis = [ + ["Morphological Antialiasing", "https://www.realtimerendering.com/blog/morphological-antialiasing-in-god-of-war-iii/"], + ["More on God of War III Antialiasing", "https://www.realtimerendering.com/blog/more-on-god-of-war-iii-antialiasing/"], + ["DF article", "https://www.eurogamer.net/digitalfoundry-mlaa-360-pc-article"], + ["Sig 2019: Interactive Wind and Vegetation", "https://www.youtube.com/watch?v=9-HTvoBi0Iw&t=145s"], + ["Playtesting 'God of War'", "https://www.youtube.com/watch?v=Zr4u5Kf_CT4"], + ["Evolving Combat in 'God of War' for a New Perspective", "https://www.youtube.com/watch?v=hE5tWF-Ou2k"], + ["Keyframes and Cardboard Props: The Cinematic Process Behind 'God of War'", "https://www.youtube.com/watch?v=MNinZWlhprE"], + ["Disintegrating Meshes with Particles in 'God of War'", "https://www.youtube.com/watch?v=ajNSrTprWsg"], + ["Wind Simulation in God of War", "https://www.youtube.com/watch?v=dDgyBKkSf7A"] +] + + + +["Teardown"] +Developer = "Tuxedo Labs" +Engine = "Internal" +Year = "2020" +Analysis = [ + ["Frame Teardown", "https://acko.net/blog/teardown-frame-teardown/"], + ["Teardown Breakdown", "https://juandiegomontoya.github.io/teardown_breakdown.html"], +] + + + +["A Plague Tale: Innocence"] +Developer = "Asobo Studio" +Engine = "Internal" +Year = "2019" +Analysis = [ + ["Dissecting A Plague Tale: Innocence", "http://morad.in/2019/06/16/dissecting-a-plague-tale-innocence/"], + ["Gamingbolt Graphics Analysis", "https://gamingbolt.com/a-plague-tale-innocence-graphics-analysis-one-of-the-best-looking-games-of-this-gen"] +] + + + +["Ni no Kuni II"] +Developer = "Level-5" +Engine = "Internal" +Year = "2018" +Analysis = [ + ["Thomas' Blog", "https://blog.thomaspoulet.fr/ninokuni2-frame/"], +] + + + +["Yakuza 0"] +Developer = "Ryu Ga Gotoku Studio" +Engine = "Dragon Engine" +Year = "2015" +Analysis = [ + ["Fixing attempts for Yakuza 0", "https://cookieplmonster.github.io/2019/02/24/yakuza-0-fixing-attempts/"], +] + + + +["Slime Rancher"] +Developer = "Monomi Park" +Engine = "Unity" +Year = "2017" +Analysis = [ + ["A frame of Slime Rancher", "https://pixelalchemy.dev/posts/a-frame-of-slime-rancher/"], +] + + + +["Shadow Tactics: Blades of the Shogun"] +Developer = "Mimimi Productions" +Engine = "Unity" +Year = "2016" +Analysis = [ + ["Kosmonaut's Blog", "https://kosmonautblog.wordpress.com/2017/01/09/shadow-tactics-rendering-breakdown/"], +] + + + +["The Witness"] +Developer = "Thekla" +Engine = "Internal" +Year = "2016" +Analysis = [ + ["The Witness Frame Part 1", "https://blog.thomaspoulet.fr/the-witness-frame-part-1"], +] + + + +["Waves 2: Notorious"] +Developer = "Rob \"Squid\" Hale" +Engine = "UE4" +Year = "2015" +Analysis = [ + ["A Frame of Waves 2", "https://pixelalchemy.dev/posts/a-frame-of-waves-2"], +] + + + +["Batman: Arkham Knight"] +Developer = "Rocksteady" +Engine = "UE3" +Year = "2015" +Analysis = [ + ["Unmasking Arkham Knight", "http://morad.in/2020/04/03/unmasking-arkham-knight/"], +] + + + +["Deus Ex: Human Revolution"] +Developer = "Eidos-Montréal" +Engine = "Crystal" +Year = "2011" +Analysis = [ + ["Graphics Study", "https://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolution-graphics-study/"], + ["GDC 2012", "https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2012/slides/Programming%20Track/DeSmedt_Matthijs_Deus%20Ex%20Is.pdf"], + ["Reimagining a Classic: The Design", "https://gdcvault.com/play/1015489/Reimagining-a-Classic-The-Design"], + ["Building the Story-driven Experience", "https://www.gdcvault.com/play/1015027/Building-the-Story-driven-Experience"], + ["Game Art Tricks: Alpha Terrain", "https://simonschreibt.de/gat/deus-ex-alpha-terrain/"], +] + + + +["Supreme Commander"] +Developer = "Gas Powered Games" +Engine = "Internal" +Year = "2007" +Analysis = [ + ["Supreme Commander Graphics Study", "https://www.adriancourreges.com/blog/2015/06/23/supreme-commander-graphics-study/"], + ["Wiki of Height Map", "https://supcom.fandom.com/wiki/Height-_/_Texturemaps_with_image_editing_tools"], + ["GameSpot's article", "http://web.archive.org/web/20070807085133/http://www.gamespot.com/features/totalstory/"], +] + + + +["Diablo 3"] +Developer = "Blizzard Albany, Team 3" +Engine = "Internal" +Year = "2012" +Analysis = [ + ["Game Art Tricks", "http://simonschreibt.de/gat/diablo-3-wings-of-angels/"], + ["Game Art Tricks", "http://simonschreibt.de/gat/diablo-3-trees/"], + ["Game Art Tricks", "http://simonschreibt.de/gat/diablo-3-resource-bubbles/"], + ["Game Art Tricks", "http://simonschreibt.de/gat/diablo-3-the-sacred-spiderweb/"], +] + + + +["Fallout 3"] +Developer = "Bethesda Game Studios" +Engine = "Gamebryo" +Year = "2008" +Analysis = [ + ["Game Art Tricks", "http://simonschreibt.de/gat/fallout-3-edges/"], +] + + + +["Fallout 4"] +Developer = "Bethesda Game Studios" +Engine = "Creation Engine" +Year = "2015" +Analysis = [ + ["Game Art Tricks", "http://simonschreibt.de/gat/fallout4-wasteland-eyes/"], + ["Game Art Tricks", "http://simonschreibt.de/gat/fallout-4-the-mushroom-case/"], +] + + + +["Digital Combat Simulator"] +Developer = "Eagle Dynamics" +Engine = "Internal" +Year = "2008" +Analysis = [ + ["DCS Frame Analysis", "https://blog.thomaspoulet.fr/dcs-frame/"], +] + + + +["COD: Advanced Warfare"] +Developer = "Sledgehammer Games" +Engine = "Internal" +Year = "2014" +Analysis = [ + ["Next Generation Post Processing", "https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare"], +] + + + +["Star Wars Jedi: Fallen Order"] +Developer = "Respawn" +Engine = "UE4" +Year = "2019" +Analysis = [ + ["Analysis of Water Effects", "https://simonschreibt.de/gat/jedi-fallen-order-splishy-splashy/"], + ["Physical Animation in Star Wars Jedi: Fallen Order", "https://www.youtube.com/watch?v=TmAU8aPekEo"] +] + + + +["Divinity: Original Sin 2"] +Developer = "Larian Studios" +Engine = "Divinity Engine" +Year = "2017" +Analysis = [ + ["Divine Fire: A deep dive into the VFX", "https://simonschreibt.de/gat/divine-fire/"], +] + + + +["Star Wars Battlefront II"] +Developer = "EA DICE, Criterion Games, Motive Studios" +Engine = "Frostbite" +Year = "2017" +Analysis = [ + ["Battlefront II Layered Explosion", "https://simonschreibt.de/gat/battlefront-ii-layered-explosion/"], + ["Precomputed Global Illumination in Frostbite", "https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/gdc2018-precomputedgiobalilluminationinfrostbite.pdf"], +] + + + +["Mafia II"] +Developer = "2K Czech" +Engine = "Internal" +Year = "2010" +Analysis = [ + ["Hat vs Hair", "https://simonschreibt.de/gat/mafia-ii-hat-vs-hair/"], +] + + + +["Zelda: Breath of the Wild"] +Developer = "Nintendo" +Engine = "Internal" +Year = "2017" +Analysis = [ + ["The Bling-Bling Offset", "https://simonschreibt.de/gat/zelda-the-bling-bling-offset/"], +] + + + +["Assassin's Creed: Black Flag"] +Developer = "Ubisoft Montreal" +Engine = "AnvilNext" +Year = "2013" +Analysis = [ + ["Black Flag Waterplane", "https://simonschreibt.de/gat/black-flag-waterplane/"], + ["SSAO with temporal supersampling", "https://bartwronski.com/2014/04/27/temporal-supersampling-pt-2-ssao-demonstration/"], + ["GameDev's Tech Talk", "http://www.gamedev.net/topic/652966-assassins-creed-iv-black-flag-ocean-technology-talk/"], + ["FxGuide's Article", "https://www.fxguide.com/featured/5-things-you-need-to-know-about-the-tech-of-assassins-creed-iv-black-flag/"], + ["Gamer Nexus's Graphics Analysis", "http://www.gamersnexus.net/gg/1205-assassins-creed-4-black-flag-graphics-analysis"], + ["Tech Demo", "https://www.youtube.com/watch?app=desktop&v=SMTj3J4H6Gk&t=1m37s"], + ["GDC 2014: Road to next-gen graphics", "https://bartwronski.files.wordpress.com/2014/03/ac4_gdc.pdf"], + ["NVIDIA's Graphics & Performance Guide", "https://www.nvidia.com/en-us/geforce/news/assassins-creed-iv-black-flag-graphics-and-performance-guide/"], +] + + + +["Alien Isolation"] +Developer = "Creative Assembly" +Engine = "Custom" +Year = "2014" +Analysis = [ + ["Alien vs Wolfenstein: Cutting Torch", "https://simonschreibt.de/gat/alien-vs-wolfenstein-cutting-torch/"], + ["Inside Alien Isolation Graphics", "https://gen-graphics.blogspot.com/2018/01/inside-alien-isolation-graphics.html"], + ["High Tech Fear: Alien Isolation", "https://community.amd.com/community/gaming/blog/2015/05/12/high-tech-fear--alien-isolation"], +] + + + +["Wolfenstein: The New Order"] +Developer = "MachineGames" +Engine = "id Tech 5" +Year = "2014" +Analysis = [ + ["Alien vs Wolfenstein: Cutting Torch", "https://simonschreibt.de/gat/alien-vs-wolfenstein-cutting-torch/"], +] + + + +["RIME"] +Developer = "Tequila Works" +Engine = "UE4" +Year = "2017" +Analysis = [ + ["Stylized VFX in RIME", "https://simonschreibt.de/gat/stylized-vfx-in-rime/"], +] + + + +["Dark Maus"] +Developer = "Daniel Wright" +Engine = "Internal" +Year = "2016" +Analysis = [ + ["Dark Maus: Topdown Trees", "http://simonschreibt.de/gat/darkmaus-topdown-trees/"], +] + +["Diablo 2"] +Developer = "Blizzard North" +Engine = "Internal" +Year = "2000" +Analysis = [ + ["Don't Starve & Diablo Parallax", "http://simonschreibt.de/gat/dont-starve-diablo-parallax-7/"], +] + +["Diablo 2 Resurrected"] +Developer = "Blizzard, Vicarious Visions" +Engine = "Internal" +Year = "2021" +Analysis = [ + ["DF Tech Analysis", "https://www.youtube.com/watch?v=bSdg5sgt6hY"], + ["An Overview of the 'Diablo II: Resurrected' Renderer", "https://gdcvault.com/play/1027558/An-Overview-of-the-Diablo"] +] + +["Don't Starve"] +Developer = "Klei Entertainment" +Engine = "Custom" +Year = "2013" +Analysis = [ + ["Don't Starve & Diablo Parallax", "http://simonschreibt.de/gat/dont-starve-diablo-parallax-7/"], +] + + + +["Tomb Raider 9"] +Developer = "Crystal Dynamics" +Engine = "Crystal" +Year = "2013" +Analysis = [ + ["Tomb Raider Lara's Hot Secrets", "http://simonschreibt.de/gat/tomb-raider-laras-hot-secrets/"], + ["Hair in Tomb Raider", "https://www.linkedin.com/in/wolfgangengel/overlay/50585969/single-media-viewer/?type=DOCUMENT&profileId=ACoAAAAGU30Bo2akEMGwNg-C9yHq2Lrtt3NGvPU"], +] + + + +["TES: Oblivion"] +Developer = "Bethesda Game Studios" +Engine = "Gamebryo" +Year = "2006" +Analysis = [ + ["Oblivion Territory Tree vs Palm", "http://simonschreibt.de/gat/oblivion-territory-tree-vs-palm/"], +] + + + +["Enemy Territory: Quake Wars"] +Developer = "Splash Damage" +Engine = "id Tech 4" +Year = "2007" +Analysis = [ + ["Oblivion Territory Tree vs Palm", "http://simonschreibt.de/gat/oblivion-territory-tree-vs-palm/"], +] + + + +["Company of Heroes"] +Developer = "Relic Entertainment" +Engine = "Essence Engine" +Year = "2006" +Analysis = [ + ["Company of Heroes Flamethrower", "http://simonschreibt.de/gat/company-of-heroes-flamethrower/"], + ["Company of Heroes Shaded Smoke", "http://simonschreibt.de/gat/company-of-heroes-shaded-smoke/"], +] + + + +["Binding of Isaac"] +Developer = "Edmund McMillen, Florian Himsl" +Engine = "Flash" +Year = "2011" +Analysis = [ + ["Binding of Isaac Composition", "http://simonschreibt.de/gat/binding-of-isaac-composition/"], +] + + + +["1nsane"] +Developer = "Invictus Games" +Engine = "Internal" +Year = "2000" +Analysis = [ + ["1nsane Carpet 2 Repetitive Worlds", "http://simonschreibt.de/gat/1nsane-carpet-2-repetitive-worlds/"], +] + + + +["Starcraft 2"] +Developer = "Blizzard Entertainment" +Engine = "SC2 Engine" +Year = "2010" +Analysis = [ + ["Starcraft 2 Localization", "http://simonschreibt.de/gat/starcraft-2-localization/"], +] + + + +["Bioshock"] +Developer = "2K Boston, 2K Australia" +Engine = "UE2.5" +Year = "2007" +Analysis = [ + ["Bioshock Glossiness", "http://simonschreibt.de/gat/bioshock-glossiness/"], + ["The Cutting Room Floor", "https://tcrf.net/BioShock"], +] + +["Bioshock Infinite"] +Developer = "Irrational Games" +Engine = "UE3" +Year = "2013" +Analysis = [ + ["BioShock Infinite Lighting", "https://solid-angle.blogspot.com/2014/03/bioshock-infinite-lighting.html"], +] + +["007 Legends : Moonraker"] +Developer = "Eurocom" +Engine = "UE3" +Year = "2012" +Analysis = [ + ["007 Legends The World", "http://simonschreibt.de/gat/007-legends-the-world/"], +] + + + +["Dead Space 3"] +Developer = "Visceral Games" +Engine = "Frostbite 3" +Year = "2013" +Analysis = [ + ["Dead Space 3 Diffuse Reflections", "http://simonschreibt.de/gat/dead-space-3-diffuse-reflections/"], +] + + + +["Metal Gear Rising"] +Developer = "Platinum qGames" +Engine = "Internal" +Year = "2013" +Analysis = [ + ["Metal Gear Rising Slicing", "http://simonschreibt.de/gat/metal-gear-rising-slicing/"], +] + + + +["Assassins Creed 3"] +Developer = "Ubisoft Montreal" +Engine = "AnvilNext" +Year = "2012" +Analysis = [ + ["Assassins Creed 3 Bouncing Light", "http://simonschreibt.de/gat/assassins-creed-3-bouncing-light/"], + ["Assassins Creed 3 LOD Blending", "http://simonschreibt.de/gat/assassins-creed-3-lod-blending/"], + ["Rendering Assassin's Creed III", "https://www.gdcvault.com/play/1017710/Rendering-Assassin-s-Creed"], +] + + + +["Mirror's Edge"] +Developer = "DICE" +Engine = "UE3" +Year = "2008" +Analysis = [ + ["Henrikgdc09 Compat", "https://fr.slideshare.net/DICEStudio/henrikgdc09-compat"], + ["The Unique Lighting of Mirror's Edge", "https://www.slideshare.net/DICEStudio/henrikgdc09-compat"] +] + + + +["The Last of Us"] +Developer = "Naughty Dog" +Engine = "Internal" +Year = "2013" +Analysis = [ + ["Lighting Technology of The Last Of Us", "http://miciwan.com/SIGGRAPH2013/Lighting%20Technology%20of%20The%20Last%20Of%20Us.pdf"], + ["GDC 14: A Context-Aware Character Dialog System", "https://www.gdcvault.com/play/1020386/A-Context-Aware-Character-Dialog"], + ["The Motion Capture Pipeline of The Last of Us", "https://www.youtube.com/watch?v=2GoDlM1Z7BU"], + ["Parallelizing the Naughty Dog Engine Using Fibers", "https://www.gdcvault.com/play/1022186/Parallelizing-the-Naughty-Dog-Engine"], +] + + + +["Sacred 2"] +Developer = "Ascaron" +Engine = "Internal" +Year = "2008" +Analysis = [ + ["Burning Map Effect in Sacred 2", "http://simonschreibt.de/gat/sacred-2-burning-map/"], + ["Pulse Shader in Sacred 2", "http://simonschreibt.de/gat/sacred-2-pulse-shader/"], + ["Crystal Reflection in Sacred 2", "http://simonschreibt.de/gat/sacred-2-crystal-reflexion/"], + ["Sacred 2 Fake Mirror", "http://simonschreibt.de/gat/sacred-2-fake-mirror/"], +] + + + +["Kid Icarus"] +Developer = "Nintendo R&D1" +Engine = "Internal" +Year = "1986" +Analysis = [ + ["Kid Icarus Tricks", "http://simonschreibt.de/gat/kid-icarus-tricks/"], +] + + + +["Deus Ex"] +Developer = "Ion Storm" +Engine = "UE1" +Year = "2000" +Analysis = [ + ["Deus Ex Scanlines", "http://simonschreibt.de/gat/deus-ex-scanlines/"], + ["Deus Ex Occlusion", "http://simonschreibt.de/gat/deus-ex-occlusion/"], +] + + + +["Divine Divinity"] +Developer = "Larian Studios" +Engine = "Internal" +Year = "2002" +Analysis = [ + ["Divine Divinity 2D Reflexion", "http://simonschreibt.de/gat/divine-divinity-2d-reflexion/"], +] + + + +["Warcraft 3"] +Developer = "Blizzard" +Engine = "Internal" +Year = "2002" +Analysis = [ + ["Warcraft 3 Billboards", "http://simonschreibt.de/gat/warcraft-3-billboards/"], +] + + + +["World of Warcraft"] +Developer = "Blizzard" +Engine = "Internal" +Year = "2004" +Analysis = [ + ["World of Warcraft Balloon", "http://simonschreibt.de/gat/world-of-warcraft-balloon/"], +] + + + +["Battlefield 2"] +Developer = "DICE" +Engine = "Frostbite 2" +Year = "2005" +Analysis = [ + ["Battlefield 2 Flag Sound", "http://simonschreibt.de/gat/battlefield-2-flag-sound/"], +] + + +["Battlefield 3"] +Developer = "DICE" +Engine = "Frostbite" +Year = "2011" +Analysis = [ + ["Culling the Battlefield: Data Oriented Design in Practice", "https://www.gamedevs.org/uploads/culling-the-battlefield-battlefield3.pdf"], + ["DirectX 11 Rendering in Battlefield 3", "https://www.slideshare.net/DICEStudio/directx-11-rendering-in-battlefield-3"] +] + +["Battlefield 4"] +Developer = "DICE" +Engine = "Frostbite" +Year = "2013" +Analysis = [ + ["Rendering Battlefield 4 with Mantle by Yuriy ODonnell", "https://www.slideshare.net/DevCentralAMD/rendering-battlefield-4-with-mantle-yuriy-o-donnell"], +] + +["Battlefield Bad Company 2"] +Developer = "DICE" +Engine = "Frostbite 1.5" +Year = "2010" +Analysis = [ + ["Battlefield Bad Company 2 Smoke Column", "http://simonschreibt.de/gat/battlefield-bad-company-2-smoke-column/"], +] + +["Battlefield Bad Company"] +Developer = "DICE" +Engine = "Frostbite 1.0" +Year = "2008" +Analysis = [ + ["Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite", "https://www.slideshare.net/DICEStudio/audio-for-multiplayer-beyond-mixing-case-studies-from-battlefield-bad-company-frostbite"], +] + +["Left 4 Dead"] +Developer = "Valve" +Engine = "Source" +Year = "2008" +Analysis = [ + ["The AI Systems of Left 4 Dead", "https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdf"], + ["Replayable Cooperative Game Design: Left 4 Dead", "https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2009/GDC2009_ReplayableCooperativeGameDesign_Left4Dead.pdf"], +] + +["Left 4 Dead 2"] +Developer = "Valve" +Engine = "Source" +Year = "2009" +Analysis = [ + ["Left 4 Dead 2 Puke", "http://simonschreibt.de/gat/left-4-dead-2-puke/"], + ["Rendering Wounds in Left 4 Dead 2", "https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2010/gdc2010_vlachos_l4d2wounds.pdf"], + ["Shading a Bigger, Better Sequel: Techniques in Left 4 Dead 2", "https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2010/GDC10_ShaderTechniquesL4D2.pdf"], +] + +["God of War Ragnarok"] +Developer = "Santa Monica Studio" +Engine = "Internal" +Year = "2022" +Analysis = [ + ["'God of War Ragnarok's' Visual Scripting Solution", "https://www.gdcvault.com/play/1028787/-God-of-War-Ragnarok"], + ["Breaking Barriers: Combat Accessibility in 'God of War Ragnarök'", "https://www.youtube.com/watch?v=iA8tpcHwVtg"], + ["Rendering 'God of War Ragnarök'", "https://sms.playstation.com/media/documents/GOWR_Stephen_Mcauley_RenderingGOWR_GDC23.pdf"], + ["Real-Time Neural Texture Upsampling in 'God of War Ragnarök'", "https://sms.playstation.com/media/documents/GOWR_Neural_Image_Upsampling_Zhou_Xuanyi_GDC23.pdf"], + ["A Deep Dive Into God of War Ragnarök's User Interface", "https://80.lv/articles/a-deep-dive-into-god-of-war-ragnar-k-s-user-interface/"], + ["Maya as Editor: The game development approach of Santa Monica Studio", "https://enginearchitecture.org/downloads/REAC_2024_SMS.pdf"], +] + +["Knockout City"] +Developer = "Velan Studios" +Engine = "Internal" +Year = "2021" +Analysis = [ + ["Knockout City's Parallel Play", "https://www.gdcvault.com/play/1027634/-Knockout-City-s-Parallel"], +] + + + +["Final Fantasy 7 Remake"] +Developer = "Square Enix" +Engine = "UE4" +Year = "2020" +Analysis = [ + ["機械学習によるリップシンクアニメーション自動生成技術と FINAL FANTASY VII REMAKEのアセットを訓練データとした実装実例", "http://www.jp.square-enix.com/tech/library/pdf/CEDEC2022_LipSyncML_all.pdf"], + ["'Final Fantasy VII' Remake: Automating Quality Assurance and the Tools for the Future", "https://www.youtube.com/watch?v=L2bJ4E_4zN8"], + ["How Square Enix leveraged Unreal Engine to modernize FINAL FANTASY VII REMAKE", "https://www.unrealengine.com/en-US/developer-interviews/how-square-enix-leveraged-unreal-engine-to-modernize-final-fantasy-vii-remake"] +] + +["Call of Duty: Modern Warfare"] +Developer = "Infinity Ward" +Engine = "IW engine" +Year = "2019" +Analysis = [ + ["Handling Network Latency Variation in Call of Duty: Modern Warfare", "https://www.gdcvault.com/play/1026896/Handling-Network-Latency-Variation-in"], + ["Handling Network Latency Variation in Call of Duty: Modern Warfare", "https://www.gdcvault.com/play/1026833/Handling-Network-Latency-Variation-in"], +] + + + +["Shadows of the Tomb Raider"] +Developer = "Eidos-Montréal" +Engine = "Foundation engine" +Year = "2018" +Analysis = [ + ["Shadows of the Tomb Raider", "https://www.gdcvault.com/play/1026163/-Shadows-of-the-Tomb"], +] + + + +["Middle-earth: Shadow of War"] +Developer = "Monolith" +Engine = "Lithtech" +Year = "2017" +Analysis = [ + ["Middle-earth: Shadow of War", "https://www.gdcvault.com/play/1025199/-Middle-earth-Shadow-of"], +] + + + +["Gears of War 4"] +Developer = "The Coalition" +Engine = "UE4" +Year = "2016" +Analysis = [ + ["GDC Vault Gears of War 4", "https://www.gdcvault.com/play/1024008/-Gears-of-War-4"], +] + +["Gears of War 5"] +Developer = "The Coalition" +Engine = "UE5" +Year = "2019" +Analysis = [ + ["The making of Gears 5: how the Coalition hit 60fps - and improved visual quality", "https://www.eurogamer.net/digitalfoundry-2019-gears-5-tech-interview"], +] + +["Adventure Capitalist"] +Developer = "Hyper Hippo" +Engine = "Unity" +Year = "2014" +Analysis = [ + ["Adventure Capitalist Postmortem or", "https://www.gdcvault.com/play/1023119/-Adventure-Capitalist-Postmortem-or"], +] + + + +["Assassin's Creed Syndicate"] +Developer = "Ubisoft Quebec" +Engine = "AnvilNext 2" +Year = "2015" +Analysis = [ + ["Assassin's Creed Syndicate: London Wasn't Built in a Day", "https://www.youtube.com/watch?v=k7sizxMamls"], + ["Assassin's Creed Syndicate: A Technical Postmortem", "https://www.gdcvault.com/play/1023305/-Assassin-s-Creed-Syndicate"], + ["What Are You Driving At? Vehicle AI in Assassin's Creed Syndicate", "https://www.youtube.com/watch?v=tB88gTpdk48"], +] + + + +["Kingdom Come: Deliverance"] +Developer = "Warhorse Studios" +Engine = "CryEngine" +Year = "2018" +Analysis = [ + ["Adaptive Clothing System in Kingdom Come: Deliverance", "https://www.gdcvault.com/play/1022822/Adaptive-Clothing-System-in-Kingdom"], +] + + + +["Far Cry 4"] +Developer = "Ubisoft Montreal" +Engine = "Dunia Engine 2" +Year = "2014" +Analysis = [ + ["Adaptive Virtual Texture Rendering", "https://www.gdcvault.com/play/1021760/Adaptive-Virtual-Texture-Rendering-in"], + ["Rendering the World of Far Cry 4", "https://www.youtube.com/watch?v=rD6KcxcCl_8"], + ["Fast Iteration for Far Cry 4 - Optimizing Key Parts of the Dunia Pipeline", "https://www.youtube.com/watch?v=AhmlFG1u1wE"], +] + +["Hitman: Absolution"] +Developer = "IO Interactive" +Engine = "Glacier 2" +Year = "2012" +Analysis = [ + ["Creating the AI for the Characters of Hitman: Absolution", "https://www.gdcvault.com/play/1019353/Creating-the-AI-for-the"], +] + +["CityVille"] +Developer = "Zynga" +Engine = "Flash" +Year = "2010" +Analysis = [ + ["CityVille: Lessons Learned & Tools Used", "https://www.gdcvault.com/play/1016594/CityVille-Lessons-Learned-Tools-Used"], +] + + + +["Ghost Recon Future Soldier"] +Developer = "Ubisoft Paris" +Engine = "Internal" +Year = "2012" +Analysis = [ + ["A Different Approach for Continuous Physics in Ghost Recon Future Soldier", "https://www.gdcvault.com/play/1015856/A-Different-Approach-for-Continuous"], +] + + + +["League of Legends"] +Developer = "Riot Games" +Engine = "Internal" +Year = "2009" +Analysis = [ + ["Building the Chat Service for League of Legends", "https://www.gdcvault.com/play/1015092/Building-the-Chat-Service-for"], + ["League of Legends: Scaling to Millions of Summoners", "https://www.youtube.com/watch?v=yRMM2cEQ89c"], + ["A Trip Down The LoL Graphics Pipeline", "https://technology.riotgames.com/news/trip-down-lol-graphics-pipeline"], + ["Performance analysis in esports part 1", "https://files.osf.io/v1/resources/sm3nj/providers/osfstorage/5d9d8304a7bc73000ce81d40?action=download&direct&version=2"], +] + +["Crysis"] +Developer = "Crytek" +Engine = "CryEngine" +Year = "2007" +Analysis = [ + ["Crysis Next Gen Effects", "https://archive.org/download/crytek_presentations/GDC08_SousaT_CrysisEffects.ppt"], + ["Crysis and DX10","https://archive.org/download/crytek_presentations/SIGGRAPH2007_CrysisDX10.ppt"], + ["The Crysis of Audio", "https://archive.org/download/crytek_presentations/The_Crysis_of_Audio.pps"], +] + + + +["Crysis 2"] +Developer = "Crytek" +Engine = "CryEngine 3" +Year = "2011" +Analysis = [ + ["Crysis 2 Multiplayer: A Programmer's Postmortem", "https://www.gdcvault.com/play/1014886/Crysis-2-Multiplayer-A-Programmer"], +] + + + +["Crysis 3"] +Developer = "Crytek" +Engine = "CryEngine" +Year = "2013" +Analysis = [ + ["Crafting the world of Crysis", "https://archive.org/download/crytek_presentations/Crafting%20the%20World%20of%20Crysis.pptx"], + ["Shining the Light on Crysis 3", "https://archive.org/download/crytek_presentations/gdce2013_shining_the_light_on_crysis_3_donzallaz_final_plus_bonus.pdf"], +] + + + +["Far Cry"] +Developer = "Crytek" +Engine = "Cry Engine" +Year = "2004" +Analysis = [ + ["Far Cry and DX9", "https://archive.org/download/crytek_presentations/GDC2005_FarCryAndDX9.ppt"], +] + + + +["Dead Rising 2"] +Developer = "Capcom Vancouver" +Engine = "MT Framework" +Year = "2010" +Analysis = [ + ["1000s of Zombies, 1000s of Problems, 1000s of Dollars", "https://www.gdcvault.com/play/1014616/1000s-of-Zombies-1000s-of"], +] + + + +["Two Worlds II"] +Developer = "Reality Pump" +Engine = "GRACE 2" +Year = "2010" +Analysis = [ + ["Advanced Material", "https://www.gdcvault.com/play/1013725/Advanced-Material"], +] + + + +["Skate 3"] +Developer = "EA Black Box" +Engine = "RenderWare" +Year = "2010" +Analysis = [ + ["Building Game UI with Scaleform", "https://www.gdcvault.com/play/1013151/Building-Game-UI-with"], +] + + + +["Forza Motorsport 3"] +Developer = "Turn 10 Studios" +Engine = "ForzaTech" +Year = "2009" +Analysis = [ + ["Forza Motorsport 3 Audio Design", "https://www.gdcvault.com/play/1013160/Forza-Motorsport-3-Audio-Design"], +] + + + +["Velvet Assassin"] +Developer = "Replay Studios" +Engine = "UE3" +Year = "2009" +Analysis = [ + ["Building a Dynamic Lighting Engine", "https://www.gdcvault.com/play/1012013/Building-a-Dynamic-Lighting-Engine"], +] + + + +["Horizon Forbidden West"] +Developer = "Guerrilla" +Engine = "Decima" +Year = "2022" +Analysis = [ + ["Architecting Jolt Physics For Horizon Forbidden West", "https://www.guerrilla-games.com/read/architecting-jolt-physics-for-horizon-forbidden-west"], + ["Adventures With Deferred Texturing", "https://www.guerrilla-games.com/read/adventures-with-deferred-texturing-in-horizon-forbidden-west"], + ["Building Machines For A Better Future In Horizon", "https://www.guerrilla-games.com/read/building-machines-for-a-better-future-in-horizon"], + ["Space-Efficient Content Packaging", "https://www.guerrilla-games.com/read/space-efficient-content-packaging-for-horizon-forbidden-west"], + ["Scaling Tools For Millions of Assets", "https://www.guerrilla-games.com/read/scaling-tools-for-millions-of-assets-for-horizon-forbidden-west"], + ["Creating The Many Faces of Horizon Forbidden West", "https://www.guerrilla-games.com/read/creating-the-many-faces-of-horizon-forbidden-west"], + ["CEDEC 2019 - Making Tools for Big Games", "https://d3d3g8mu99pzk9.cloudfront.net/MichielVanDerLeeuw/CEDEC%202019%20-%20Making%20Tools%20for%20Big%20Games.pdf"], + ["SIGGRAPH 2022 Real-Time Live", "https://www.youtube.com/watch?v=MAXJWEoKbxY&t=357s"], + ["The Cinematics of 'Horizon Forbidden West'", "https://www.youtube.com/watch?v=gSzOv4e1ej4&list=PL2e4mYbwSTbaw1l65rE0Gv6_B9ctOzYyW&index=2"], + ["Building Machines for a Better Future in 'Horizon'", "https://www.youtube.com/watch?v=dr17S0I_h78"], + ["Knocking on Death's Door: Designing a New Bunker for 'Horizon Forbidden West'", "https://www.youtube.com/watch?v=KxcXUYx3eLQ"], + ["Cross-Gen Rendering Strategies: PS4 to PS5 Pro", "https://www.eurogamer.net/digitalfoundry-2022-horizon-forbidden-west-the-digital-foundry-tech-review"], + ["PC Port Optimization vs Console Baseline", "https://www.youtube.com/watch?v=xTwEGy6HHKo"], + ["PSSR vs FSR 3 Upscaling Comparison", "https://www.eurogamer.net/digitalfoundry-2025-horizon-forbidden-west-ps5-pro-tech-review"], + ["Volumetric Cloud System Breakdown", "https://www.guerrilla-games.com/read/nubis-realtime-volumetric-cloudscapes-in-a-nutshell"] +] + + + +["S.T.A.L.K.E.R."] +Developer = "GSC Game World" +Engine = "X-Ray Engine" +Year = "2007" +Analysis = [ + ["GPU Gems2: Chapter 9", "https://developer.nvidia.com/gpugems/gpugems2/part-ii-shading-lighting-and-shadows/chapter-9-deferred-shading-stalker"], +] + + + +["The Quarry"] +Developer = "Supermassive Games" +Engine = "UE4" +Year = "2022" +Analysis = [ + ["Case Study: Creating Realistic Facial Motion for 'The Quarry'", "https://www.youtube.com/watch?v=DJ99mv52fVo"], +] + + +["Ghost of Tsushima"] +Developer = "Sucker Punch" +Engine = "Internal" +Year = "2020" +Analysis = [ +["Blowing from the West: Simulating Wind in 'Ghost of Tsushima'", "https://www.youtube.com/watch?v=d61_o4CGQd8"], +["Exploration in 'Ghost of Tsushima': Letting the Island Guide You", "https://www.youtube.com/watch?v=b5rUPBWgwuw"], +["Procedural Grass in 'Ghost of Tsushima'", "https://www.youtube.com/watch?v=Ibe1JBF5i5Y"], +["Master of the Katana: Melee Combat in 'Ghost of Tsushima'", "https://www.youtube.com/watch?v=1ih5BxnJu2I"], +["Honoring the Blade: Lethality and Combat Balance in 'Ghost of Tsushima'", "https://www.youtube.com/watch?v=dKS2kaI3aXE"], +["Zen of Streaming: Building and Loading 'Ghost of Tsushima'", "https://www.youtube.com/watch?v=Ur53sJdS8rQ"], +["Samurai Shading in Ghost of Tsushima", "https://blog.selfshadow.com/publications/s2020-shading-course/patry/slides/"], +] + + + +["Forza Horizon 5"] +Developer = "Playground Games" +Engine = "ForzaTech" +Year = "2021" +Analysis = [ + ["How Parameters Drive the Particle Effects of 'Forza Horizon 5'", "https://www.youtube.com/watch?v=8Pk-yAp7J_8"], + ["PS5 Pro Enhancements: Foliage Density and Ray Tracing", "https://www.youtube.com/watch?v=82ceExNpBQA"], +] + + + +["Returnal"] +Developer = "Housemarque" +Engine = "UE4" +Year = "2021" +Analysis = [ +["Can We Do It with Particles?: VFX Learnings from 'Returnal'", "https://www.youtube.com/watch?v=qbkb8ap7vts"], +["Particle System and Volumetric Lighting Deep Dive", "https://www.eurogamer.net/digitalfoundry-2021-returnal-absolute-housemarque"], +["PSSR Upscaling Implementation Analysis", "https://www.eurogamer.net/digitalfoundry-2025-returnals-ps5-pro-upgrade-delivers-a-huge-resolution-boost-and-improved-performance"], +["VRS and Mesh Shading Utilization", "https://housemarque.com/news/returnal-ps5-pro-tech-breakdown"] +] + + + +["EVE Online"] +Developer = "CCP Games" +Engine = "Trinity" +Year = "2003" +Analysis = [ +["Quasar, Brightest in the Galaxy: Expanding 'EVE Online's' Server Potential with gRPC", "https://www.youtube.com/watch?v=RR0YTEEMLFg"] +] + + + +["Ratchet and Clank: Rift Apart"] +Developer = "Insomniac Games" +Engine = "Internal" +Year = "2021" +Analysis = [ +["Recalibrating Our Limits: Lighting on 'Ratchet and Clank: Rift Apart'", "https://www.youtube.com/watch?v=geErfczxwjc"], +["DF Blog", "https://www.eurogamer.net/digitalfoundry-2023-df-weekly-how-will-ratchet-and-clank-pc-handle-the-ps5s-ssd-requirement"], +] + + + +["Far Cry 6"] +Developer = "Ubisoft Toronto" +Engine = "Dunia Engine" +Year = "2021" +Analysis = [ +["Simulating Tropical Weather in 'Far Cry 6'", "https://www.youtube.com/watch?v=mGHCOOnI5aE"], +["GDC 2022 - Performant Reflective Beauty: Hybrid Raytracing with Far Cry 6", "https://www.youtube.com/watch?v=nTZpKD600eQ"], +] + + + +["Dreamscaper"] +Developer = "Afterburner Studios" +Engine = "UE4" +Year = "2021" +Analysis = [ +["Dreamscaper: Killer Combat on an Indie Budget", "https://www.youtube.com/watch?v=3Omb5exWpd4"] +] + + + +["Wild Rift"] +Developer = "Riot Games" +Engine = "Internal" +Year = "2020" +Analysis = [ +["The Art of Not Reinventing the Wheel in 'Wild Rift' Asset Pipeline", "https://www.youtube.com/watch?v=fupHL5p-MtQ"], +] + + + +["FIFA 22"] +Developer = "EA Vancouver, EA Romania" +Engine = "Frostbite 3" +Year = "2021" +Analysis = [ +["'FIFA 22's' Hypermotion: Full-Match Mocap Driving Machine Learning Technology", "https://www.youtube.com/watch?v=lJYmMCQ2r-0"], +] + +["Caves of Qud"] +Developer = "Freehold Games" +Engine = "Unity" +Year = "2015" +Analysis = [ +["Tile-Based Map Generation using Wave Function Collapse in 'Caves of Qud'", "https://www.youtube.com/watch?v=AdCgi9E90jw"], +["End-to-End Procedural Generation in Caves of Qud", "https://www.youtube.com/watch?v=jV-DZqdKlnE"] +] + +["Spelunky 2"] +Developer = "Mossmouth, BlitWorks" +Engine = "Internal" +Year = "2020" +Analysis = [ +["Breaking the Ankh: Deterministic Propagation Netcode in 'Spelunky 2'", "https://www.youtube.com/watch?v=mss6S2IO8Mw"], +] + +["Battleborn"] +Developer = "Gearbox Software" +Engine = "UE3" +Year = "2016" +Analysis = [ +["The VFX Process Behind 'Battleborn'", "https://www.youtube.com/watch?v=DdV1_TOvi0s"], +] + + + +["Days Gone"] +Developer = "Bend Studio" +Engine = "UE4" +Year = "2019" +Analysis = [ +["Squad Coordination in Days Gone", "https://www.youtube.com/watch?v=7TQ-WS3MPlE"], +["Screen Space Shadows​", "https://www.bendstudio.com/blog/inside-bend-screen-space-shadows/"], +] + + + +["Blade & Soul"] +Developer = "NCSOFT" +Engine = "UE3" +Year = "2012" +Analysis = [ + ["Reinforcement Learning in Action: Creating Arena Battle AI for 'Blade & Soul'", "https://www.youtube.com/watch?v=ADS1GKFb2T8"], + ["Ray Traced Global Illumination Implementation", "https://www.eurogamer.net/digitalfoundry-2025-days-gone-remastered-ps5-ps5-pro-tech-review"], + ["Texture Streaming Improvements Analysis", "https://www.bendstudio.com/blog/technical-deep-dive-days-gone-remastered/"] +] + + + +["Marvel's Spider-Man: Miles Morales"] +Developer = "Insomniac Games" +Engine = "Internal" +Year = "2020" +Analysis = [ +["An Explosive New Spider-Man: Creating VFX for Miles Morales", "https://www.youtube.com/watch?v=hvU2EVGTOp0"], +["Real-Time Cloth Solutions on 'Marvel's Spider-Man'", "https://www.youtube.com/watch?v=kGvqlLlZUis"], +["Ray Traced Reflections and Performance Mode Analysis", "https://www.youtube.com/watch?v=mGTNTpuJspo"] +] + + + +["FAITH"] +Developer = "Airdorf Games" +Engine = "Unity" +Year = "2017" +Analysis = [ +["MORTIS 101: 'FAITH's' Horror Design Toolkit", "https://www.youtube.com/watch?v=04bt3aFwKc8"], +] + + + +["The Walking Dead: Our World"] +Developer = "Next Games" +Engine = "Unity" +Year = "2018" +Analysis = [ +["Social Depth of Location-Based Play in 'The Walking Dead: Our World'", "https://www.youtube.com/watch?v=um1N4kafV5I"], +] + + + +["Sea of Solitude"] +Developer = "Jo-Mei Games" +Engine = "Unity" +Year = "2019" +Analysis = [ +["Paint It Black: The Art of 'Sea of Solitude'", "https://www.youtube.com/watch?v=yreVq5fWv0Y"], +] + + + +["Just Cause 4"] +Developer = "Avalanche Studios" +Engine = "Apex" +Year = "2018" +Analysis = [ +["Building a Mixing Sandbox for 'Just Cause 4'", "https://www.youtube.com/watch?v=uN8RxOvrxMM"], +["Vehicle Physics and Tire Dynamics in Just Cause 4", "https://www.youtube.com/watch?v=0jsENVOmkxc"] +] + + + +["Untitled Goose Game"] +Developer = "House House" +Engine = "Unity" +Year = "2019" +Analysis = [ +["Google Maps, Not Greyboxes: Digital Location Scouting for 'Untitled Goose Game'", "https://www.youtube.com/watch?v=tA-64QuWgLk"], +] + + + +["Sea of Thieves"] +Developer = "Rare" +Engine = "UE4" +Year = "2018" +Analysis = [ +["Automated Testing of Gameplay Features in 'Sea of Thieves'", "https://www.youtube.com/watch?v=X673tOi8pU8"], +] + + + +["Tetris Effect"] +Developer = "Monstars Inc. and Resonair" +Engine = "UE4" +Year = "2018" +Analysis = [ +["Making 'Tetris Effect'-ive", "https://www.youtube.com/watch?v=2BjgXfGiJ1A"], +] + + + +["The Last of Us: Part II"] +Developer = "Naughty Dog" +Engine = "Internal" +Year = "2020" +Analysis = [ +["Crafting an Interactive Guitar", "https://www.youtube.com/watch?v=bEjUIHEeKQU"], +["80lv's Interview", "https://80.lv/articles/how-naughty-dog-created-the-immersive-world-of-the-last-of-us-part-ii/"], +["The Museum Level Design", "https://www.ehilldesign.com/the-last-of-us-part-ii/the-museum"], +["The Chalet Level Design", "https://www.ehilldesign.com/the-last-of-us-part-ii/the-chalet"], +["The Overlook Level Design", "https://www.ehilldesign.com/the-last-of-us-part-ii/the-overlook"], +["Dialogue Scripting Level Design", "https://www.ehilldesign.com/the-last-of-us-part-ii/dialogue-scripting"], +["Finding Strings Level Design", "https://www.ehilldesign.com/the-last-of-us-part-ii/finding-strings"], +["Breathing Life Into 'The Last of Us': Part I and II", "https://www.youtube.com/watch?v=8PEcUX4HA8Q"], +] + + + +["The Jackbox Party Pack"] +Developer = "Jackbox Games" +Engine = "Internal" +Year = "2014" +Analysis = [ +["The Jackbox Party Pack Unboxed: How and Why We Make a Pack of 5 Games Every Year", "https://www.youtube.com/watch?v=2zLGrF_T8qY"], +] + + + +["Battlefield V"] +Developer = "DICE" +Engine = "Frostbite" +Year = "2018" +Analysis = [ +["AI for Testing: The Development of Bots that Play Battlefield V", "https://www.youtube.com/watch?v=s1JOSbUR6KE"], +["It Just Works: Ray-Traced Reflections in Battlefield V", "https://www.youtube.com/watch?v=ncUNLDQZMzQ"], +["REAC 2024 DAY 1 Testing Rendering Code at Frostbite", "https://www.youtube.com/watch?v=1OhWTLNESlc"] +] + +["Marvel's Spider-Man"] +Developer = "Insomniac Games" +Engine = "Internal" +Year = "2018" +Analysis = [ +["Marvel's Spider-Man: Procedural Lighting Tools", "https://www.youtube.com/watch?v=HnguuY9IRro"], +["Marvel's Spider-Man AI Postmortem", "https://www.youtube.com/watch?v=LxWq65CZBU8"], +["Marvel's Spider-Man: A Technical Postmortem", "https://www.youtube.com/watch?v=KDhKyIZd3O8"], +] + +["Frostpunk"] +Developer = "11 bit studios" +Engine = "Liquid Engine" +Year = "2018" +Analysis = [["Content Fueled Gameplay Programming in Frostpunk", "https://www.youtube.com/watch?v=9rOtJCUDjtQ"]] + + + +["Astro Bot Rescue Mission"] +Developer = "SIE Japan Studio" +Engine = "Internal" +Year = "2018" +Analysis = [["Taming Technologies Behind Astro Bot Rescue Mission", "https://www.youtube.com/watch?v=jCCSMhAFHUQ"]] + + + +["Assassin's Creed Odyssey"] +Developer = "Ubisoft Quebec" +Engine = "AnvilNext 2.0" +Year = "2018" +Analysis = [["Procedural Generation of Cinematic Dialogues in Assassin's Creed Odyssey", "https://www.youtube.com/watch?v=DFM5zbekZ7c"]] + + + +["Mafia III"] +Developer = "Hangar 13" +Engine = "Illusion" +Year = "2016" +Analysis = [["Triage on the Front Line: Improving Mafia III AI in a Live Product", "https://www.youtube.com/watch?v=lGPdPZC6Xvk"]] + + + +["Assassin's Creed: Origins"] +Developer = "Ubisoft Montreal" +Engine = "AnvilNext 2.0" +Year = "2017" +Analysis = [["Virtual Insanity: Meta AI on Assassin's Creed: Origins", "https://www.youtube.com/watch?v=a09vnDjmY_E"]] + + + +["Assassin's Creed Unity"] +Developer = "Ubisoft Montreal" +Engine = "AnvilNext 2.0" +Year = "2014" +Analysis = [ +["Massive Crowd on Assassin's Creed Unity: AI Recycling", "https://www.youtube.com/watch?v=Rz2cNWVLncI"], +["Developing Systemic Crowd Events in Assassin's Creed Unity", "https://www.youtube.com/watch?v=FaV88JAWnbQ"], +["SIGGRAPH 2015", "https://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf"], +] + +["Detroit: Become Human"] +Developer = "Quantic Dream" +Engine = "Internal" +Year = "2018" +Analysis = [["The Lighting Technology of Detroit: Become Human", "https://www.youtube.com/watch?v=7dVv6XwkLbM"]] + +["Titanfall"] +Developer = "Respawn Entertainment" +Engine = "Source" +Year = "2014" +Analysis = [ +["Extreme SIMD: Optimized Collision Detection in Titanfall", "https://www.youtube.com/watch?v=6BIfqfC1i7U"] +] + +["Counter-Strike: Global Offensive"] +Developer = "Valve Corporation, Hidden Path Entertainment" +Engine = "Source" +Year = "2012" +Analysis = [ +["Robocalypse Now: Using Deep Learning to Combat Cheating in Counter-Strike: Global Offensive", "https://www.youtube.com/watch?v=kTiP0zKF9bc"], +["Building the Content that Drives the Counter-Strike: Global Offensive Economy", "https://web.archive.org/web/20170606025840/http://media.steampowered.com/apps/valve/2014/gdc_2014_grimes_csgo_econ_content.pdf"], +] + +["Tom Clancy's The Division 2"] +Developer = "Massive Entertainment" +Engine = "Snowdrop" +Year = "2019" +Analysis = [ +["Game Server Performance on Tom Clancy's The Division 2", "https://www.youtube.com/watch?v=bcXxyKqgV0c"], +] + +["World of Tanks: Mercenaries"] +Developer = "Wargaming" +Engine = "BigWorld" +Year = "2010" +Analysis = [ +["Bringing Replays to World of Tanks: Mercenaries", "https://www.youtube.com/watch?v=uLAt840vwbM"], +] + +["Battlefield 1"] +Developer = "DICE" +Engine = "Frostbite 3" +Year = "2017" +Analysis = [ +["4K Checkerboard in Battlefield 1 and Mass Effect Andromeda", "https://www.youtube.com/watch?v=RkS8DmGqUmk"], +] + +["Mass Effect Andromeda"] +Developer = "BioWare" +Engine = "Frostbite 3" +Year = "2017" +Analysis = [ +["4K Checkerboard in Battlefield 1 and Mass Effect Andromeda", "https://www.youtube.com/watch?v=RkS8DmGqUmk"], +] + +["Final Fantasy 15"] +Developer = "Square Enix Business Division 2" +Engine = "Luminous Studio" +Year = "2016" +Analysis = [ +["Eos is Alive: The AI Systems of Final Fantasy XV", "https://www.youtube.com/watch?v=ygNRNru1B_s"], +["Prompto's Facebook: How a Buddy-AI Auto-Snapshots Your Adventure in FFXV", "https://www.youtube.com/watch?v=ictRlPZQCZI"], +["障害物を乗り越えるアニメーションの制御手法とその応用", "http://www.jp.square-enix.com/tech/library/pdf/CEDEC2017_Kawachi.pdf"], +["FINAL FANTASY XVにおけるキャラクターナビゲーションパイプライン ~パス検索とステアリングとアニメーションの連携~", "http://www.jp.square-enix.com/tech/library/pdf/CEDEC_Navigation_2017_08_30_final.pdf"], +["Rendering Techniques of Final Fantasy XV", "http://www.jp.square-enix.com/tech/library/pdf/s16_final.pdf"], +["Physics Simulation R&D at Square Enix", "http://www.jp.square-enix.com/tech/library/pdf/SA2015_slides.pdf"], +["FINAL FANTASY XV -EPISODE DUSCAE-のエフェクトはこうして作られた~Luminous VFX Editorの紹介~", "http://www.jp.square-enix.com/tech/library/pdf/CEDEC2015_Luminous_FFXV_VFX.pdf"], +["FINAL FANTASY XV -EPISODE DUSCAE-におけるキャラクターAIの意思決定システム (P1)", "https://gdl.square-enix.com/tech/library/pdf/2015cedec_FFXV_AI_English_part1.pdf"], +["FINAL FANTASY XV -EPISODE DUSCAE-におけるキャラクターAIの意思決定システム (P2)", "https://gdl.square-enix.com/tech/library/pdf/2015cedec_FFXV_AI_English_part2.pdf"], +["FINAL FANTASY XV -EPISODE DUSCAE- のアニメーション ~接地感向上のためのとりくみ~", "http://www.jp.square-enix.com/tech/library/pdf/CEDEC2015_Luminous_FFXV_Animation.pdf"], +] + +["Final Fantasy Agni's Philosophy (Tech Demo)"] +Developer = "Square Enix" +Engine = "Luminous Studio" +Year = "2012" +Analysis = [ +["Web Page", "http://www.agnisphilosophy.com/en/index.html"], +["Practical Applications of Compute for Simulation in Agni's Philosophy", "http://www.jp.square-enix.com/tech/library/pdf/SiggraphAsia2014_simulation.pdf"], +] + +["Call of Duty"] +Developer = "Infinity Ward, Treyarch, Sledgehammer Games, Raven Software" +Engine = "IW engine, Treyarch NGL" +Year = "2003" +Analysis = [ +["Automated Testing and Profiling for Call of Duty", "https://www.youtube.com/watch?v=8d0wzyiikXM"], +["Optimizing the UI’s CPU bound frame rate in Call of Duty", "https://enginearchitecture.org/downloads/REAC_2024_ATVI.pdf"], +] + +["Horizon: Zero Dawn"] +Developer = "Guerrilla Games" +Engine = "Decima" +Year = "2017" +Analysis = [ +["80lv's Interview", "https://80.lv/articles/horizon-zero-dawn-interview-with-the-team/"], +["GPU-Based Run-Time Procedural Placement in Horizon: Zero Dawn", "https://www.youtube.com/watch?v=ToCozpl1sYY"], +["Horizon Zero Dawn: A QA Open World Case Study", "https://www.youtube.com/watch?v=2VDlX3Dqm0w"], +["Creating a Tools Pipeline for Horizon: Zero Dawn", "https://www.youtube.com/watch?v=KRJkBxKv1VM"], +["Streaming the World of Horizon Zero Dawn", "https://www.guerrilla-games.com/read/Streaming-the-World-of-Horizon-Zero-Dawn"], +["Nubis: RealTime Volumetric Cloudscapes In A Nutshell", "https://www.guerrilla-games.com/read/nubis-realtime-volumetric-cloudscapes-in-a-nutshell"], +["Horizon Zero Dawn: A Game Design Postmortem", "https://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem"], +["Creating New AI Systems", "https://www.guerrilla-games.com/read/beyond-killzone-creating-new-ai-systems-for-horizon-zero-dawn"], +["Decima Engine: Visibility", "https://www.guerrilla-games.com/read/decima-engine-visibility-in-horizon-zero-dawn"], +] + +["Far Cry 5"] +Developer = "Ubisoft Montreal" +Engine = "Dunia Engine" +Year = "2018" +Analysis = [ +["Water Rendering in Far Cry 5", "https://www.youtube.com/watch?v=4oDtGnQNCx4"], +] + + +["Far Cry Primal"] +Developer = "Ubisoft Toronto" +Engine = "Dunia Engine" +Year = "2016" +Analysis = [ +["Character Pipeline and Customization System for Far Cry Primal", "https://www.youtube.com/watch?v=um8ZMcenXIA"], +] + +["Watch Dogs 2"] +Developer = "Ubisoft Montreal" +Engine = "Disrupt" +Year = "2016" +Analysis = [ +["Replicating Chaos: Vehicle Replication in Watch Dogs 2", "https://www.youtube.com/watch?v=_8A2gzRrWLk"], +["Hacking into the Combat AI of Watch Dogs 2", "https://www.youtube.com/watch?v=c06DZ81Tbmk"], +["Helping It All Emerge: Managing Crowd AI in Watch Dogs 2", "https://www.youtube.com/watch?v=LHEcpy4DjNc"], +] + +["For Honor"] +Developer = "Ubisoft Montreal" +Engine = "AnvilNext 2.0" +Year = "2017" +Analysis = [ +["Deterministic vs. Replicated AI: Building the Battlefield of For Honor", "https://www.youtube.com/watch?v=4Z0aUEBp_Os"], +["Data-Driven Dynamic Gameplay Effects on For Honor", "https://www.youtube.com/watch?v=JgSvuSaXs3E"], +] + +["Halo 5: Guardians"] +Developer = "343 Industries" +Engine = "Halo engine" +Year = "2015" +Analysis = [ +["Geometry Caching Optimizations in Halo 5: Guardians", "https://www.youtube.com/watch?v=uYAjUOlEgwI"], +] + +["Titanfall 2"] +Developer = "Respawn Entertainment" +Engine = "Source" +Year = "2016" +Analysis = [ +["Efficient Texture Streaming in Titanfall 2", "https://www.youtube.com/watch?v=4BuvKotqpWo"], +] + +["Prismata"] +Developer = "Lunarch Studios" +Engine = "Internal" +Year = "2018" +Analysis = [ +["Playing Your Cards Right: The Hierarchical Portfolio Search AI of Prismata", "https://www.youtube.com/watch?v=sQSL9j7W7uA"], +] + +["Panzer Dragoon Series"] +Developer = "Team Andromeda" +Engine = "Internal" +Year = "1995" +Analysis = [ +["Classic Game Postmortem", "https://www.youtube.com/watch?v=gMOMsEmde-w"], +] + +["Just Cause 3"] +Developer = "Avalanche Studios" +Engine = "Avalanche Engine" +Year = "2015" +Analysis = [ +["Tree's Company: Systemic AI Design in Just Cause 3", "https://www.youtube.com/watch?v=SurYVTMINhg"], +] + +["Mortal Kombat"] +Developer = "NetherRealm Studios" +Engine = "UE3" +Year = "2011" +Analysis = [ +["8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2", "https://www.youtube.com/watch?v=7jb0FOcImdg"], +] + +["Injustice 2"] +Developer = "NetherRealm Studios" +Engine = "UE3" +Year = "2017" +Analysis = [ +["8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2", "https://www.youtube.com/watch?v=7jb0FOcImdg"], +] + +["Uncharted 4"] +Developer = "Naughty Dog" +Engine = "Naughty Dog Engine" +Year = "2016" +Analysis = [ +["The Science of Off-Roading: Uncharted 4's 4x4", "https://www.youtube.com/watch?v=SKXqWcaoTGE"], +] + +["Dishonored 2"] +Developer = "Arkane Studios" +Engine = "Void Engine" +Year = "2016" +Analysis = [ +["Taking Back What's Ours: The AI of Dishonored 2", "https://www.youtube.com/watch?v=VoXSJBVqdek"], +] + + +["Assassin's Creed Brotherhood"] +Developer = "Ubisoft Montreal" +Engine = "Anvil" +Year = "2010" +Analysis = [ +["AI & Animation in Assassin's Creed Brotherhood", "https://www.youtube.com/watch?v=HzhDjbsXA9s"], +] + +["Halo: Reach"] +Developer = "Bungie" +Engine = "Halo Engine" +Year = "2010" +Analysis = [ +["I Shot You First: Networking the Gameplay of Halo: Reach", "https://www.youtube.com/watch?v=h47zZrqjgLc"], +] + +["Skylanders"] +Developer = "Toys for Bob" +Engine = "Internal" +Year = "2011" +Analysis = [ +["Supercharged! Vehicle Physics in Skylanders", "https://www.youtube.com/watch?v=Db1AgGavL8E"], +] + +["Rocket League"] +Developer = "Psyonix" +Engine = "UE3" +Year = "2015" +Analysis = [ +["Rocket League: Language Ban System Postmortem", "https://www.youtube.com/watch?v=-E9PowOZhGM"], +["It IS Rocket Science! The Physics of Rocket League Detailed", "https://www.youtube.com/watch?v=ueEmiDM94IE"], +["'Rocket League': Scaling for Free to Play", "https://www.youtube.com/watch?v=W52Lm505300"], +] + +["Destiny"] +Developer = "Bungie" +Engine = "Tiger Engine" +Year = "2014" +Analysis = [ +["Tools-Based Rigging in Bungie's Destiny", "https://www.youtube.com/watch?v=U_4u0kbf-JE"], +["Shared World Shooter: Destiny's Networked Mission Architecture", "https://www.youtube.com/watch?v=Iryq1WA3bzw"], +] + +["Tom Clancy's The Division"] +Developer = "Massive Entertainment" +Engine = "Snowdrop" +Year = "2016" +Analysis = [ +["Global Illumination in Tom Clancy's The Division", "https://www.youtube.com/watch?v=04YUZ3bWAyg"], +["Blending Autonomy and Control: Creating NPCs for Tom Clancy's The Division", "https://www.youtube.com/watch?v=Vre9qqoEBpE"], +["Tom Clancy's The Division: AI Behavior Editing and Debugging", "https://www.youtube.com/watch?v=rYQQRIY_zcM"], +] + +["Metal Gear Solid Ground Zeroes"] +Developer = "Kojima Productions" +Engine = "Fox Engine" +Year = "2014" +Analysis = [ +["Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes (Sponsored)", "https://www.youtube.com/watch?v=WsmxBE9Gw6A"], +] + +["The Flame in The Flood"] +Developer = "The Molasses Flood" +Engine = "UE4" +Year = "2016" +Analysis = [ +["Forging The River in The Flame in The Flood", "https://www.youtube.com/watch?v=6N56YpHCHBM"], +] + +["INSIDE"] +Developer = "Playdead" +Engine = "Unity" +Year = "2016" +Analysis = [ +["Temporal Reprojection Anti-Aliasing in INSIDE", "https://www.youtube.com/watch?v=2XXS5UyNjjU"], +["Low Complexity, High Fidelity: The Rendering of INSIDE", "https://www.youtube.com/watch?v=RdN06E6Xn9E"], +] + +["Rainbow Six Siege"] +Developer = "Ubisoft Montreal" +Engine = "AnvilNext 2.0" +Year = "2015" +Analysis = [ +["Rendering Rainbow Six Siege", "https://www.youtube.com/watch?v=RAy8UoO2blc"], +["The Art of Destruction in Rainbow Six: Siege", "https://www.youtube.com/watch?v=SjkQxowsL0I"], +] + +["Splinter Cell: Blacklist"] +Developer = "Ubisoft Toronto" +Engine = "UE2.5" +Year = "2013" +Analysis = [ +["Modeling AI Perception and Awareness in Splinter Cell: Blacklist", "https://www.youtube.com/watch?v=RFWrKHM0vAg"], +] + +["FIFA"] +Developer = "EA Vancouver" +Engine = "Frostbite" +Year = "N/A" +Analysis = [ +["How FIFA Delivers Live Content to Users Fast", "https://www.youtube.com/watch?v=YmNgREFUXh0"], +] + +["Journey"] +Developer = "Thatgamecompany" +Engine = "PhyreEngine" +Year = "2012" +Analysis = [ +["Sand Rendering in Journey", "https://www.youtube.com/watch?v=wt2yYnBRD3U"], +] +["Forza Motorsport 5"] +Developer = "Turn 10 Studios" +Engine = "ForzaTech" +Year = "2013" +Analysis = [ +["Capturing Reality: Gathering Reference for Forza Motorsport 5", "https://www.youtube.com/watch?v=lVVuoymwJoE"], +] + +["Halo"] +Developer = "Bungie, 343 Industries" +Engine = "Slipspace Engine" +Year = "2001" +Analysis = [ +["Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective", "https://www.youtube.com/watch?v=65_lBJbAxnk"], +] + +["The Elder Scrolls Online"] +Developer = "ZeniMax Online Studios" +Engine = "Havok" +Year = "2014" +Analysis = [ +["Tech Art in Tamriel: The Elder Scrolls Online's Character Tools and Pipeline", "https://www.youtube.com/watch?v=5YBJaXHFoSA"], +] + +["Dragon Age"] +Developer = "BioWare" +Engine = "Frostbite 3" +Year = "2009" +Analysis = [ +["Connecting Players and Franchise Across Console Generations in the Dragon Age Keep", "https://www.youtube.com/watch?v=XxtTD6QlOLc"], +] + +["Stellaris"] +Developer = "Paradox Development Studio" +Engine = "Clausewitz Engine" +Year = "2016" +Analysis = [ +["Creating Complex AI Behavior in Stellaris Through Data-Driven Design", "https://www.youtube.com/watch?v=Z5LMUbjyFQM"], +] + +["Total War: Warhammer"] +Developer = "Creative Assembly" +Engine = "Warscape" +Year = "2016" +Analysis = [ +["Siege Battle AI in Total War: Warhammer", "https://www.youtube.com/watch?v=sHolirTf9CI"], +] + +["Killer Instinct"] +Developer = "Rare, Double Helix Games, Iron Galaxy Studios, Dlala Studios" +Engine = "HexEngine" +Year = "2013" +Analysis = [ +["Designing AI for Killer Instinct", "https://www.youtube.com/watch?v=9yydYjQ1GLg"], +] + +["Dragon Age Inquisition"] +Developer = "BioWare" +Engine = "Frostbite 3" +Year = "2014" +Analysis = [ +["Getting Inquisitive About the AI of Dragon Age Inquisition", "https://www.youtube.com/watch?v=vt6kf9PP92U"], +] + +["No Man's Sky"] +Developer = "Hello Games" +Engine = "Internal" +Year = "2016" +Analysis = [ +["Continuous World Generation in No Man's Sky", "https://www.youtube.com/watch?v=sCRzxEEcO2Y"], +["Building Worlds in No Man's Sky Using Math(s)", "https://www.youtube.com/watch?v=C9RyEzMiU"], +] + +["Halo Wars"] +Developer = "Ensemble Studios, 343 Industries, Creative Assembly" +Engine = "Havok" +Year = "2009" +Analysis = [ +["The Terrain of Halo Wars", "https://www.youtube.com/watch?v=In1wzUDopLM"], +] + +["Below"] +Developer = "Capybara Games" +Engine = "Internal" +Year = "2018" +Analysis = [ +["The Rendering of Below", "https://www.youtube.com/watch?v=4D5uX8wL1V8"], +] + +["Eve Online"] +Developer = "CCP Games" +Engine = "Trinity" +Year = "2003" +Analysis = [ +["The Benefits and Challenges of Supporting Third-Party Developers in Eve Online", "https://www.youtube.com/watch?v=uS9BgDtQ5Rw"], +] + +["Night in the Woods"] +Developer = "Infinite Fall" +Engine = "Unity" +Year = "2017" +Analysis = [ +["Making Night in the Woods Better with Open Source", "https://www.youtube.com/watch?v=Qsiu-zzDYww"], +] + +["Call of Duty: Black Ops III"] +Developer = "Treyarch" +Engine = "IW engine" +Year = "2015" +Analysis = [ +["Fighting Latency on Call of Duty: Black Ops III", "https://www.youtube.com/watch?v=EtLHLfNpu84"], +] + +["ALAN WAKE"] +Developer = "Remedy" +Engine = "Northlight" +Year = "2010" +Analysis = [ +["ALAN WAKE: The Writer Who Made Us Rewrite Our Engine", "https://www.youtube.com/watch?v=73KjaHcsdlo"], +] + +["Final Fantasy 13"] +Developer = "Square Enix" +Engine = "Crystal Tools" +Year = "2009" +Analysis = [ +["Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics", "https://www.youtube.com/watch?v=ItwtpX1SFcA"], +] + +["Final Fantasy 16"] +Developer = "Square Enix" +Engine = "Internal" +Year = "2023" +Analysis = [ +["Shadow Techniques from Final Fantasy XVI", "http://www.jp.square-enix.com/tech/library/pdf/2023_FFXVIShadowTechPaper.pdf"], +["Tech Evolution: Final Fantasy 13 CGI vs Final Fantasy 16 Real-Time Graphics", "https://www.youtube.com/watch?v=ItwtpX1SFcA"], +["The DF Tech Review", "https://www.eurogamer.net/digitalfoundry-2023-final-fantasy-16-as-close-to-flawless-as-weve-seen-in-a-long-time"], +["GamingBolt Tech Analysis", "https://gamingbolt.com/final-fantasy-16-ps5-graphics-analysis-a-generational-leap"], +] + +["F1 2023"] +Developer = "Codemasters" +Engine = "EGO" +Year = "2023" +Analysis = [ +["PS5 vs Xbox Series X/S vs PC – Ray Tracing", "https://www.youtube.com/watch?v=DVakUY6lqj8"], +] + +["Company of Heroes 3"] +Developer = "Relic Entertainment" +Engine = "Essence Engine 4.0" +Year = "2023" +Analysis = [ +["Company of Heroes 3 - From PC to Consoles", "https://www.youtube.com/watch?v=Q7_PSmWxOv8"], +] + +["Resident Evil 4 Re"] +Developer = "Capcom" +Engine = "RE Engine" +Year = "2023" +Analysis = [ +["DF Tech Review", "https://www.youtube.com/watch?v=N1QOYoNjAO0"], +] + +["Resident Evil 7"] +Developer = "Capcom" +Engine = "RE Engine" +Year = "2017" +Analysis = [ +["RE Engine Analysis", "https://cgworld.jp/feature/201702-cgw222T2-bio.html"], +["Next-Gen Ray Tracing and High Frame-Rate Implementation", "https://www.eurogamer.net/digitalfoundry-2021-resident-evil-village-tech-review"] +] + +["Half-Life"] +Developer = "Valve" +Engine = "GoldSrc" +Year = "1998" +Analysis = [ +["The Cabal: Valve’s Design Process For Creating Half-Life", "https://web.archive.org/web/20170606025840/http://www.gamasutra.com/features/19991210/birdwell_01.htm"], +["A Full RT/Path-Traced Upgrade For The OG PC Classic Tested!", "https://www.youtube.com/watch?v=BrRmQhaxtF4"], +] + +["Half-Life 2"] +Developer = "Valve" +Engine = "Source" +Year = "2004" +Analysis = [ +["Valve's Design Process for Creating Half-Life 2.", "https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2006/GDC2006_HL2DesignProcess.pdf"], +["Physical Gameplay in Half-Life 2", "https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2006/GDC2006_PhysicalGameplayInHL2.pdf"], +["Half-Life 2 / Valve Source Shading", "https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2004/GDC2004_Half-Life2_Shading.pdf"], +] + +["Horizon: Call of the Mountain"] +Developer = "Guerrilla" +Engine = "Decima" +Year = "2023" +Analysis = [ +["Inside PSVR2 - Horizon: Call of the Mountain Gameplay + Tech Breakdown", "https://www.youtube.com/watch?v=Q43vcKl2axY"], +] + +["GoldenEye 007"] +Developer = "Rare" +Engine = "Internal" +Year = "1997" +Analysis = [ +["DF Retro EX", "https://www.youtube.com/watch?v=ZxuFc0VkxEw"], +] + +["Dead Space Remake"] +Developer = "Motive Studios" +Engine = "Frostbite" +Year = "2023" +Analysis = [ +["DF Tech Review", "https://www.youtube.com/watch?v=JpqAAOgUrCg"], +] + +["Forspoken"] +Developer = "Luminous Productions" +Engine = "Luminous Engine" +Year = "2022" +Analysis = [ +["DF Tech Review", "https://www.youtube.com/watch?v=j8_HcLb4ajY"], +] + +["Shadow of the Colossus Remake"] +Developer = "Bluepoint" +Engine = "Internal" +Year = "2018" +Analysis = [ +["DF Tech Complete Analysis", "https://www.digitalfoundry.net/shadow-of-the-colossus-ps4-complete-tech-analysis"], +["DF Tech Interview", "https://www.digitalfoundry.net/shadow-of-the-colossus-bluepoint-tech-interview"], +["DF's Article", "https://www.eurogamer.net/digitalfoundry-2018-shadow-of-the-colossus-tech-analysis"], +["Beyond the Remake of 'Shadow of the Colossus': A Technical Perspective", "https://www.youtube.com/watch?v=fcBZEZWGYek"] +] + +["Dyson Sphere Program"] +Developer = "Youthcat Studio" +Engine = "Unity" +Year = "2021" +Analysis = [ + ["birth-of-dyson-sphere", "https://indienova.com/indie-game-news/birth-of-dyson-sphere/"], + ["dyson-sphere-devlog-2", "https://indienova.com/indie-game-development/dyson-sphere-devlog-2/"], + ["dyson-sphere-devlog-3", "https://indienova.com/indie-game-news/dyson-sphere-devlog-3/"], + ["dyson-sphere-devlog-4", "https://indienova.com/indie-game-development/dyson-sphere-devlog-4/"] +] + +["Splatoon 2"] +Developer = "Nintendo" +Engine = "Internal" +Year = "2017" +Analysis = [ + ["Datamining New Splatoon 2 Maps", "https://oatmealdome.me/blog/datamining-new-splatoon-2-maps-without-homebrew/"], + ["Ranking System Analysis", "https://oatmealdome.me/blog/an-in-depth-look-at-the-splatoon-2-ranking-system/"], + ["Netcode and Matchmaking", "https://oatmealdome.me/blog/splatoon-2s-netcode-an-in-depth-look/"], + ["How Does the Region Lock Work", "https://oatmealdome.me/blog/how-does-the-splatoon-2-region-lock-work/"], + ["The Mechanics of Clam Blitz", "https://oatmealdome.me/blog/the-mechanics-of-clam-blitz/"], +] + +["Super Mario Maker 2"] +Developer = "Nintendo" +Engine = "Internal" +Year = "2019" +Analysis = [ + ["What Cause Lag in Super Mario Maker 2's Online", "https://oatmealdome.me/blog/what-causes-lag-in-super-mario-maker-2s-online/"], +] + +["Super Mario Bros. 3"] +Developer = "Nintendo" +Engine = "Source" +Year = "1988" +Analysis = [ + ["Super Mario Bros. 3 - The Cutting Room Floor", "https://tcrf.net/Super_Mario_Bros._3"], +] + +["Remnant2 "] +Developer = "Gunfire Games" +Engine = "UE5" +Year = "2023" +Analysis = [ + ["Remnant 2 review – a war across worlds", "https://www.videogamer.com/reviews/remnant-2-review/"], +] + +["Octopath Traveler"] +Developer = "Square Enix, Acquire" +Engine = "UE4" +Year = "2018" +Analysis = [ + ["DF Tech Analysis", "https://www.youtube.com/watch?v=2jKOJsoVcro"], + ["DF PC vs Switch", "https://www.digitalfoundry.net/octopath-traveler-pc-vs-switch-graphics-comparison-60fps-and-4k-unleashed"], + ["Unreal Fest Europe 2019", "https://www.youtube.com/watch?v=K6wW0pO08LE"], +] + +["Escape From Tarkov"] +Developer = "Battlestate" +Engine = "Unity" +Year = "2017" +Analysis = [ + ["Game Tech Overview", "https://80.lv/articles/escape-from-tarkov-game-tech-overview/"], +] + +["Noita"] +Developer = "Nolla Games" +Engine = "Falling Everything" +Year = "2020" +Analysis = [ + ["80lv's Interview", "https://80.lv/articles/noita-a-game-based-on-falling-sand-simulation/"], +] + +["Epitasis"] +Developer = "Epitasis Games" +Engine = "UE4" +Year = "2019" +Analysis = [ + ["80lv's Interview", "https://80.lv/articles/development-of-epitasis-world-music-skybox/"], +] + +["Dragon Ball Z Kakarot"] +Developer = "Cyber Connect 2" +Engine = "UE4" +Year = "2020" +Analysis = [ + ["Thomas @ Stylized Station's Twitter thread", "https://twitter.com/StylizedStation/status/1656434559590846464"], +] + +["NARUTO: Ultimate Ninja STORM"] +Developer = "Cyber Connect 2" +Engine = "Internal" +Year = "2008" +Analysis = [ + ["GDC: Cinematic Next-Generation Action NARUTO", "https://www.gdcvault.com/play/1354/Cinematic-Next-Generation-Action-NARUTO"], +] + +["Hellblade: Senua's Sacrifice"] +Developer = "Ninja Theory" +Engine = "UE4" +Year = "2017" +Analysis = [ + ["Digital Humans: Crossing the Uncanny Valley in UE4", "https://www.youtube.com/watch?v=ILacgSf1vck"], +] + +["Warhammer 40,000: Darktide"] +Developer = "Fatshark" +Engine = "Internal" +Year = "2022" +Analysis = [ + ["How FatShark constructed their central asset pipeline with Simplygon", "https://www.youtube.com/watch?v=RZxo-2cAFk0"], +] + +["Path of Exile"] +Developer = "Grinding Gear Games" +Engine = "Internal" +Year = "2013" +Analysis = [ + ["Procedural World Generation in Path of Exile", "https://www.youtube.com/watch?v=EXnoHTqO7TE"], + ["ExileCon Dev Talk - Creating Game Effects in Path of Exile", "https://www.youtube.com/watch?v=KxXJn1DOuzw"], +] + +["Path of Exile 2"] +Developer = "Grinding Gear Games" +Engine = "Internal" +Year = "N/A" +Analysis = [ + ["The rendering techniques of Path of Exile (Alexander Sannikov)", "https://www.youtube.com/watch?v=B-ODrtmtpzM"], +] + +["Xenoblade Chronicles 3"] +Developer = "Monolith Soft" +Engine = "Internal" +Year = "2022" +Analysis = [ +["DF Tech Review", "https://www.eurogamer.net/digitalfoundry-2022-xenoblade-chronicles-3-nintendo-switch-tech-review"], +["「生と死」を物語る陰影表現とは――『Xenoblade3(ゼノブレイド3)』のキャラクターを魅せる2灯トゥーンシェーディング、世界を描くアップサンプリング【CEDEC+KYUSHU 2022】", "https://gamemakers.jp/article/2023_03_22_33475/"] +] + +["Lost Planet"] +Developer = "Spark Unlimited, Capcom, HexaDrive" +Engine = "MT Framework" +Year = "2006" +Analysis = [ +["CEDEC 2007: Capcom on Lost Planet Part I", "https://www.beyond3d.com/content/news/496"], +["CEDEC 2007: Capcom on Lost Planet Part II", "https://www.beyond3d.com/content/news/499"], +["カプコン次世代ゲームエンジンの真実! 早くも「ロストプラネット2」のハイテクビジュアルの秘密を公開!!", "https://game.watch.impress.co.jp/docs/series/3dcg/283112.html"], +] + +["Team Fortress 2"] +Developer = "Valve" +Engine = "Source" +Year = "2007" +Analysis = [ +["Lessons learned porting Team Fortress 2 to Virtual Reality.", "https://web.archive.org/web/20170606025840/http://media.steampowered.com/apps/valve/2013/Team_Fortress_in_VR_GDC.pdf"], +["TF2 - From The Orange Box to Free to Play in 'Just' Four Years!", "https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2012/TF2_Orange_Box_To_Free_To_Play_GDC2012.pdf"], +["Stylization With a Purpose: The Illustrative World of Team Fortress 2", "https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2008/GDC2008_StylizationWithAPurpose_TF2.pdf"], +["Illustrative Rendering in Team Fortress 2", "https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf"], +] + +["Portal"] +Developer = "Valve" +Engine = "Source" +Year = "2007" +Analysis = [ +["Integrating Narrative and Design: A Portal Post-Mortem", "https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2008/GDC2008_PortalPostMortem.pdf"], +] + +["Portal 2"] +Developer = "Valve" +Engine = "Source" +Year = "2011" +Analysis = [ +["Making and Using Non-Standard Textures: Manipulating UVs through Color Data in Portal 2.", "https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2011/gdc_2011_grimes_nonstandard_textures.pdf"], +["Water Flow in Portal 2.", "https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf"], +] + +["Baldur's Gate 3"] +Developer = "Larian Studios, Elverils" +Engine = "Divinity 4.0" +Year = "2023" +Analysis = [ +["DF Tech Review - Graphics Analysis + Optimised Settings", "https://www.eurogamer.net/digitalfoundry-2023-baldurs-gate-3-pc-tech-review-polish-that-puts-other-aaa-games-to-shame"], +] + +["The Order: 1886"] +Developer = "Ready at Dawn" +Engine = "Ready at Dawn Engine 4.0" +Year = "2015" +Analysis = [ +["Rendering The Alternate History of The Order: 1886 (SIGGRAPH 2015)", "https://www.youtube.com/watch?v=nj4puag4hwc"], +["The Order: 1886 Retrospective + PS5 60fps Gameplay - Made in 2015, Still Stunning Today", "https://www.youtube.com/watch?v=QJm0wreAOK0"], +["RAD_SIGGRAPH_2015_Character_embed.pptx","https://readyatdawn.com/share_file/Public_Presentations/SIGGRAPH_2015/RAD_SIGGRAPH_2015_Character_embed.pptx"], +] + +["Gran Turismo 7"] +Developer = "Polyphony Digital" +Engine = "Internal" +Year = "2022" +Analysis = [ +["Rendering Technologies behind Gran Turismo 7: VR, Ray Tracing and Sky Simulation", "https://s3.amazonaws.com/gran-turismo.com/pdi_publications/SIGGRAPH2023_RenderingTechBehindGT7.pdf"], +] + +["Immortals of Aveum"] +Developer = "Ascendant Studios" +Engine = "UE5" +Year = "2023" +Analysis = [ +["IMMORTALS OF AVEUM™: UE5.1, PC OPTIMIZATION, & MORE", "https://www.ea.com/games/immortals-of-aveum/immortals-of-aveum/news/technology"], +["Nanite Virtual Shadow Maps Analysis", "https://ascendantstudios.com/tech-blog/nanite-virtual-shadow-maps"], +] + +["Dungeon Keeper 2"] +Developer = "Bullfrog" +Engine = "Internal" +Year = "1999" +Analysis = [ + ["Wonky walls", "https://simonschreibt.de/gat/dungeon-keeper-2-walls/"], + ["Grid-based lighting", "https://www.reddit.com/r/gamedev/comments/hrz910/fake_lights_and_shadows_in_dungeon_keeper_2/"], +] + +["Age of EmpiresI&II"] +Developer = "Ensemble Studios" +Engine = "Genie" +Year = "1999" +Analysis = [ + ["GDC 2001: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond", "https://zoo.cs.yale.edu/classes/cs538/readings/papers/terrano_1500arch.pdf"], +] + +["MiMaze"] +Developer = "Christophe DIOT and Laurent GAUTIER" +Engine = "Internal" +Year = "1999" +Analysis = [ + ["Bucket Synchonization", "https://www.cs.ubc.ca/~krasic/cpsc538a/papers/diot99distributed.pdf"], +] + +["Yandere Simulator"] +Developer = "Alex Mahan (YandereDev)" +Engine = "Unity" +Year = "2014" +Analysis = [ + ["Yandere Simulator Complete Source Code Analysis - Code Review", "https://www.youtube.com/watch?v=LleJbZ3FOPU"], +] + +["The Callisto Protocol"] +Developer = "Striking Distance Studios" +Engine = "UE4" +Year = "2022" +Analysis = [ + ["SIGGRAPH2023-Advances-The-Rendering-of-The-Callisto-Protocol-JimenezPetersen.pptx", "https://advances.realtimerendering.com/s2023/SIGGRAPH2023-Advances-The-Rendering-of-The-Callisto-Protocol-JimenezPetersen.pptx"], +] + +["GRANBLUE FANTASY: Relink"] +Developer = " Osaka Cygames" +Engine = "PlatinumGames Engine" +Year = "2024" +Analysis = [ + ["『GRANBLUE FANTASY: Relink』イラストを再現する為のキャラクターモデル制作事例", "https://www.youtube.com/watch?v=rrDDT2nKseg&list=PLSx6MdBnoFbBwxTSwPsa3AaIWJ-mO-hO9&index=11"], + ["『GRANBLUE FANTASY_ Relink』角色渲染环节技术分享", "https://www.bilibili.com/video/BV1oKC5Y7E55/"], +] + +["黑暗之潮"] +Developer = "掌趣" +Engine = "Unity" +Year = "2024" +Analysis = [ + ["[Unity 活动]-游戏专场|Unity 2019 新特性在次时代手游 《黑暗之潮》中的应用经验及技术分享", "https://www.bilibili.com/video/BV1ca4y1W7wN/"], + ["Unity线上技术大会干货盘点(2020)-《黑暗之潮》中次时代技术的应用经验及技术", "https://zhuanlan.zhihu.com/p/355729231"], +] + +["Genshin impact"] +Developer = "Mihoyo" +Engine = "Unity" +Year = "2020" +Analysis = [ + ["[Unity 活动]-游戏专场|从手机走向主机 -《原神》主机版渲染技术分享", "https://www.bilibili.com/video/BV1Za4y1s7VL/"], + ["《原神》主机版渲染技术要点和解决方案", "https://zhuanlan.zhihu.com/p/356435019"], +] + +["Delta Force"] +Developer = "TiMi J3 Studio" +Engine = "Unreal" +Year = "2025" +Analysis = [ + ["GDC 2025《三角洲行动》:高性能高品质的端手地形和生态技术(上篇)", "https://mp.weixin.qq.com/s/1iM8YENV1MB3IyU2xd01pA"], + ["GDC 2025《三角洲行动》:高性能高品质的端手地形和生态技术(下篇)", "https://mp.weixin.qq.com/s/DE_tXqxMuHYlyE-zq4jyfw"], +] + +``` + +`data/preface.md`: + +```md +# Awesome Game Analysis [![Awesome](https://awesome.re/badge.svg)](https://awesome.re) + +[](https://github.com/OTFCG/Awesome-Game-Analysis) + +> This repository serves as a comprehensive collection of video game technology analysis resources. + +We want to create a community-driven platform where everyone can contribute and benefit from the shared knowledge to understand the mechanics behind games and inspire game development. + +**Contributing:** +If you're interested in contributing, we've made the process straightforward. Check out our [contributing guideline](https://github.com/OTFCG/Awesome-Game-Analysis/blob/main/CONTRIBUTING.md) and a [sample PR](https://github.com/OTFCG/Awesome-Game-Analysis/pull/13/files) to get started. Suggestions are welcome for this repository, please use the issue tracker to submit your ideas. + +**Important:** +In order to maintain the structure of this repository, please don't directly make changes to the `README.md` file. + +## Contents + +* [Analysis - Games](#analysis---games) +* [References](#references) + +``` + +`data/references.md`: + +```md + +## References +* [Behind the Pretty Frames](https://mamoniem.com/category/behind-the-pretty-frames/) +* [imgself's Blog](https://imgeself.github.io/posts/) +* [Froyok's Blog](https://www.froyok.fr/articles.html) +* [Anton Schreiner's Blog](https://aschrein.github.io/) +* [Frame Analysis](https://alain.xyz/blog) +* [The Code Corsair](https://www.elopezr.com/) +* [Graphics Studies](https://www.adriancourreges.com/blog/) +* [Silent's Blog](https://cookieplmonster.github.io/) +* [Nathan Gordon's Blog](https://medium.com/@gordonnl) +* [Thomas' Blog](https://blog.thomaspoulet.fr) +* [IRYOKU's Blog](https://www.iryoku.com/) +* [Game Art Tricks](https://simonschreibt.de/game-art-tricks/) +* [The Cutting Room Floor](https://tcrf.net/The_Cutting_Room_Floor) +* [Crytek Presentations](https://archive.org/download/crytek_presentations) +* [r/TheMakingOfGames](https://www.reddit.com/r/TheMakingOfGames/) +* [r/videogamescience](https://www.reddit.com/r/videogamescience/) +* [GDC Vault](https://www.gdcvault.com/) +* [GDC's Programming Talks](https://www.youtube.com/playlist?list=PL2e4mYbwSTbaw1l65rE0Gv6_B9ctOzYyW) +* [SIGGRAPH courses](https://advances.realtimerendering.com/) +* [Guerrilla's News feed](https://www.guerrilla-games.com/read) +* [Digital Foundry](https://www.digitalfoundry.net/) +* [Anything about game](https://github.com/killop/anything_about_game/blob/master/FamousGame.md) +* [CGWorld.jp](https://cgworld.jp/game/) +* [Gaming Bolt](https://gamingbolt.com/category/graphics-analysis) +* [80lv](https://80.lv/) +* [Evan Hill's Blog](https://www.ehilldesign.com/) +* [SQUARE ENIX Library](http://www.jp.square-enix.com/tech/publications.html) +* [ExileCon 2019](https://www.youtube.com/playlist?list=PLt5SL2R19SuLYtQ4zvGExBhQTozFRn5z3) +* [Open Source Game Clones](https://osgameclones.com/) +* [Open source games list (OSGL)](https://trilarion.github.io/opensourcegames/index.html) +* [Vegard Wiki](https://vegard.wiki/w/Frame_analysis) +* [EA/Dice Slideshare](https://www.slideshare.net/DICEStudio/presentations) +* [AMD Developer Central Slideshare](https://www.slideshare.net/DevCentralAMD/presentations) +* [AMD Gpu Open](https://gpuopen.com/) +* [Poly Count](https://polycount.com/) +* [Bart Wronski's Blog](https://bartwronski.com/) +* [Game Opedia](https://www.gameopedia.com/) +* [CEDEC](https://cedil.cesa.or.jp/) +* [B3D Forum](https://forum.beyond3d.com/) +* [Naughty Dog's Presentations from GDC08](https://web.archive.org/web/20160312011838/http://www.naughtydog.com/site/post/presentations_from_game_developers_conference_2008) +* [Valve's Publications](https://web.archive.org/web/20170606025840/http://www.valvesoftware.com/company/publications.html) +* [Game Watch](https://game.watch.impress.co.jp/docs/series/3dcg/) +* [MrElusive](https://www.mrelusive.com/publications/pubs_bytype.html) +* [fabiensanglard](https://fabiensanglard.net/doom3_documentation/) +* [Activision Tech Reports](https://research.activision.com/tech-reports) +* [Activision Publications](https://research.activision.com/publications) +* [Capcom R&D (docswell)](https://www.docswell.com/user/CAPCOM_RandD) + + +``` + +`scripts/generate_contributors.py`: + +```py +import requests +import json +import sys +import os + +# Replace with your repository's details +username = 'OTFCG' +repo = 'Awesome-Game-Analysis' + +# Replace with your GitHub token +token = os.getenv('GITHUB_TOKEN') + +headers = { + 'Authorization': f'token {token}', +} + +try: + # Call GitHub API for contributors + response = requests.get(f'https://api.github.com/repos/{username}/{repo}/contributors', headers=headers) + + # If the request was successful + if response.status_code != 200: + print(f"Error: Received status code {response.status_code}") + sys.exit(-1) + + contributors = json.loads(response.content) + + # Build the list of contributors as Markdown + contributors_list = [] + for contributor in contributors: + if contributor["login"] == 'github-actions[bot]': + continue + contributor_info = ( + f'' + f'
{contributor["login"]}' + f'
' + ) + contributors_list.append(contributor_info) + # Read the existing README + with open('README.md', 'r') as f: + readme = f.read() + + # Add the contributors list to the README, replacing the old one + start_marker = '' + end_marker = '' + start_index = readme.find(start_marker) + end_index = readme.find(end_marker) + if start_index != -1 and end_index != -1: + rows = [] + for i in range(0, len(contributors_list), 5): + row = contributors_list[i:i + 5] + row_text = ' | '.join(row) + row_text = ' | ' + row_text + ' | ' + rows.append(row_text) + if i == 0: + rows.append('| :---: | :---: | :---: | :---: | :---: |') + table_text = '\n'.join(rows) + + new_readme = ( + readme[:start_index] + + start_marker + + '\n\n' + + table_text + + '\n' + + readme[end_index:] + ) + with open('README.md', 'w') as f: + f.write(new_readme) + else: + print(f"Error: Couldn't find markers in the README file") + sys.exit(-1) + + + +except Exception as e: + print(f"An error occurred: {e}") + sys.exit(-1) + +# If everything executed successfully +sys.exit(0) + + +``` + +`scripts/requirements.txt`: + +```txt +Markdown==3.4.3 +toml==0.10.2 +requests + +``` + +`scripts/toml_formatter.py`: + +```py +import toml +import argparse + +def escape_quotes(s): + return s.replace('"', '\\"') + +def format_value(value): + if isinstance(value, list): + print(' = [') + for item in value: + print(' [', end='') + print(', '.join([f'"{x}"' if isinstance(x, str) else str(x) for x in item]), end='') + print('],') + print(']') + else: + print(f' = "{escape_quotes(str(value))}"') + +def format_toml(toml_string): + data = toml.loads(toml_string) + + for key, value in data.items(): + if isinstance(value, dict): + print(f'["{key}"]') + for sub_key, sub_value in value.items(): + print(f'{sub_key}', end='') + format_value(sub_value) + else: + print(f'{key} = "{value}"') + print("\n\n") + +def test(): + original_toml = """ + title = "Analysis - Games" + + [Doom] + Developer = "id Software" + Engine = "id Tech 6" + Year = 2016 + Analysis = [ [ "The Devil is in the details", "https://advances.realtimerendering.com/s2016/Siggraph2016_idTech6.pdf",], [ "Graphics Study", "https://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/",], [ "DigitalFoundry Interview", "https://www.eurogamer.net/digitalfoundry-2016-doom-tech-interview",], [ "GamesBeat Interview", "https://venturebeat.com/games/the-definitive-interview-on-the-making-of-doom/",], [ "DSOGaming Interview", "https://www.dsogaming.com/interviews/id-software-tech-interview-dx12-vulkan-mega-textures-pbr-global-illumination-more/",], [ "QuakeCon P1", "https://www.twitch.tv/videos/81946710",], [ "QuakeCon P2", "https://www.twitch.tv/videos/81950107",],] + + ["Doom Eternal"] + Developer = "id Software" + Engine = "id Tech 7" + Year = 2020 + Analysis = [ [ "Simon Coenen's Blog", "https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy.html",],] + + ["Death Stranding"] + Developer = "Kojima Productions" + Engine = "Decima" + Year = 2019 + Analysis = [ [ "Behind the Pretty Frames", "https://mamoniem.com/behind-the-pretty-frames-death-stranding/",],] + """ + format_toml(original_toml) + +def main(): + parser = argparse.ArgumentParser() + parser.add_argument('file', help='The TOML file to format') + args = parser.parse_args() + + with open(args.file, 'r') as file: + toml_data = file.read() + format_toml(toml_data) + +if __name__ == "__main__": + main() + +``` + +`scripts/toml_markdown.py`: + +```py +import toml +import re +import argparse +import difflib +import markdown +import sys +import traceback + +''' +- For converting a TOML file to Markdown: +$ python toml_markdown.py -i input.toml -t toml + +- For converting a Markdown file to TOML: +$ python toml_markdown.py -i input.md -t markdown + +- For generating a full README.md from TOML file, use the --readme flag. +This will include all sections at the top and bottom of the output: +$ python toml_markdown.py -i input.toml -t toml --readme + +- All of these commands print the result to standard output (the console), +but you can redirect this to a file like so: +$ python toml_markdown.py -i input.toml -t toml --readme > README.md +''' + +def markdown_to_toml(md_table_entry): + lines = md_table_entry.split("\n") + # Extract table data + game_info = [i.strip() for i in lines[0].split('|') if i.strip()] + title, developer, engine, year, analysis_raw = game_info + # Extract links + analysis = re.findall(r'\[(.*?)\]\((.*?)\)', analysis_raw) + # Create toml + toml_dict = {title: {"Developer": developer, "Engine": engine, "Year": int(year), "Analysis": analysis}} + return toml.dumps(toml_dict) + +def toml_to_markdown(toml_string): + toml_dict = toml.loads(toml_string) + index = 0 + if 'title' in toml_dict: + title_section = toml_dict['title'] + index = 1 + md_table_entry="" + item_index = 0 + sorted_data_list = sorted(list(toml_dict.items())[index:], key=lambda x: int(x[1]['Year']) if x[1]['Year'].isdigit() else 0, reverse=True) + for item in sorted_data_list: + title, game_info = item + developer = game_info["Developer"] + engine = game_info["Engine"] + year = game_info["Year"] + analysis = game_info["Analysis"] + # Create markdown + if item_index < 3: + md_table_entry += f"|{title}|{developer}|{engine}|{year}|
Expand" + else: + md_table_entry += f"|{title}|{developer}|{engine}|{year}|
Expand" + item_index += 1 + for a in analysis: + md_table_entry += f"• [{a[0]}]({a[1]})
" + md_table_entry += "
|\n" + return md_table_entry + +# Test +def test_single(): + markdown_table_entry = """ + |Doom|id Software|id Tech 6|2016|
Expand- [The Devil is in the details](https://advances.realtimerendering.com/s2016/Siggraph2016_idTech6.pdf)
- [Graphics Study](https://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/)
- [DigitalFoundry Interview](https://www.eurogamer.net/digitalfoundry-2016-doom-tech-interview)
- [GamesBeat Interview](https://venturebeat.com/games/the-definitive-interview-on-the-making-of-doom/)
- [DSOGaming Interview](https://www.dsogaming.com/interviews/id-software-tech-interview-dx12-vulkan-mega-textures-pbr-global-illumination-more/)
- [QuakeCon P1](https://www.twitch.tv/videos/81946710)
- [QuakeCon P2](https://www.twitch.tv/videos/81950107)
| + """.strip() + + toml_blocks = """ + [Doom] + Developer="id Software" + Engine="id Tech 6" + Year=2016 + Analysis=[ + ["The Devil is in the details","https://advances.realtimerendering.com/s2016/Siggraph2016_idTech6.pdf"], + ["Graphics Study","https://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/"], + ["DigitalFoundry Interview","https://www.eurogamer.net/digitalfoundry-2016-doom-tech-interview"], + ["GamesBeat Interview","https://venturebeat.com/games/the-definitive-interview-on-the-making-of-doom/"], + ["DSOGaming Interview","https://www.dsogaming.com/interviews/id-software-tech-interview-dx12-vulkan-mega-textures-pbr-global-illumination-more/"], + ["QuakeCon P1","https://www.twitch.tv/videos/81946710"], + ["QuakeCon P2","https://www.twitch.tv/videos/81950107"], + ] + """.strip() + + # Testing markdown_to_toml + print("-- Testing markdown_to_toml --") + print("```") + print(markdown_to_toml(markdown_table_entry)) + print("```") + + # Testing toml_to_markdown + print("\n-- Testing toml_to_markdown --") + print("```") + print(toml_to_markdown(toml_blocks)) + print("```") + +def test_multiple(): + markdown_list = """|Doom|id Software|id Tech 6|2016|
Expand- [The Devil is in the details](https://advances.realtimerendering.com/s2016/Siggraph2016_idTech6.pdf)
- [Graphics Study](https://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/)
- [DigitalFoundry Interview](https://www.eurogamer.net/digitalfoundry-2016-doom-tech-interview)
- [GamesBeat Interview](https://venturebeat.com/games/the-definitive-interview-on-the-making-of-doom/)
- [DSOGaming Interview](https://www.dsogaming.com/interviews/id-software-tech-interview-dx12-vulkan-mega-textures-pbr-global-illumination-more/)
- [QuakeCon P1](https://www.twitch.tv/videos/81946710)
- [QuakeCon P2](https://www.twitch.tv/videos/81950107)
| +|Doom Eternal|id Software|id Tech 7|2020|
Expand- [Simon Coenen's Blog](https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy.html)
| +|Death Stranding|Kojima Productions|Decima|2019|
Expand- [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-death-stranding/)
|  +|Diablo IV|Blizzard Albany, Team 3|Internal|2023|
Expand- [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-diablo-iv/)
- [Blizzard](https://news.blizzard.com/en-us/diablo4/23964183/peeling-back-the-varnish-the-graphics-of-diablo-iv)
|  +|Resident-evil II Re|Capcom Division 1|RE Engine|2019|
Expand- [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-resident-evil/)
- [Anton Schreiner's Blog](https://aschrein.github.io/2019/08/01/re2_breakdown.html)
| +|God of war 4|Santa Monica Studio|Internal|2018|
Expand- [Behind the Pretty Frames](https://mamoniem.com/behind-the-pretty-frames-god-of-war/)
|""".strip().split('\n') + + toml_block_list=""" + title = "Analysis - Games" + + [Doom] + Developer = "id Software" + Engine = "id Tech 6" + Year = 2016 + Analysis = [ [ "The Devil is in the details", "https://advances.realtimerendering.com/s2016/Siggraph2016_idTech6.pdf",], [ "Graphics Study", "https://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/",], [ "DigitalFoundry Interview", "https://www.eurogamer.net/digitalfoundry-2016-doom-tech-interview",], [ "GamesBeat Interview", "https://venturebeat.com/games/the-definitive-interview-on-the-making-of-doom/",], [ "DSOGaming Interview", "https://www.dsogaming.com/interviews/id-software-tech-interview-dx12-vulkan-mega-textures-pbr-global-illumination-more/",], [ "QuakeCon P1", "https://www.twitch.tv/videos/81946710",], [ "QuakeCon P2", "https://www.twitch.tv/videos/81950107",],] + + + + ["Doom Eternal"] + Developer = "id Software" + Engine = "id Tech 7" + Year = 2020 + Analysis = [ [ "Simon Coenen's Blog", "https://simoncoenen.com/blog/programming/graphics/DoomEternalStudy.html",],] + """ + + # markdown + for item in markdown_list: + print() + print(markdown_to_toml(item)) + print() + + # toml + print(toml_to_markdown(toml_block_list)) + +def compare_files(file1, file2): + # Open file for reading in text mode + with open(file1, 'r') as f1, open(file2, 'r') as f2: + # Read the lines of each file + f1_text = f1.readlines() + f2_text = f2.readlines() + + # Find and print the differences + for line in difflib.unified_diff(f1_text, f2_text, fromfile=file1, tofile=file2): + print(line) + +def markdown_to_dict(file): + with open(file, 'r', encoding='utf-8') as file: + markdown_text = file.read() + + game_info_dict = {} + table_pattern = r'\|(.+)\|' + table_matches = re.findall(table_pattern, markdown_text, re.MULTILINE) + table_data = table_matches[2:] + + for row in table_data: + game_info = [cell.strip() for cell in row.split('|')] + title, developer, engine, year, analysis_raw = game_info + analysis = re.findall(r'\[(.*?)\]\((.*?)\)', analysis_raw) + game_info = { + "Developer": developer, + "Engine": engine, + "Year": year, + "Analysis": analysis, + } + game_info_dict[title] = game_info + + return game_info_dict + +def toml_to_dict(toml_string): + toml_dict = toml.loads(toml_string) + del toml_dict["title"] + return toml_dict + +def check_change(olddict, newdict): + for title, game_info in newdict.items(): + old_game_info = olddict.get(title) + if old_game_info is not None: + if ( + old_game_info["Developer"] != game_info["Developer"] + or old_game_info["Engine"] != game_info["Engine"] + or old_game_info["Year"] != game_info["Year"] + or old_game_info["Analysis"] != game_info["Analysis"] + ): + return True + else: + return True + + return False + +if __name__ == "__main__": + parser = argparse.ArgumentParser( + prog='Toml-Markdown Converter', + description='''This program converts between TOML blocks and markdown table entries. It's designed to help + you generate markdown table entries or README.md files from TOML input. You can provide a file + as input (-i, --input) and specify the type of the file (-t, --type). Currently, the script + supports two types: 'toml' and 'markdown' (which can also be denoted as 'md'). + The script also allows you to check for the presence of a '--readme' flag, + without any associated value. If this flag is provided, the script will + generate the entire README.md content, including game analysis, top section and reference section.''') + parser.add_argument('-i', '--input', required=True) + parser.add_argument('-t', '--type', required=True, choices=['toml', 'markdown', 'md']) + parser.add_argument('--readme', required=False, action='store_true') + + args = parser.parse_args() + + # using the std output, you can redirect directly to the README.md or README.temp.md for comparasion + with open(args.input, 'r') as f, open('data/preface.md', 'r') as preface, open('data/references.md', 'r') as references, open('data/epilogue.md', 'r') as epilogue: + if args.type == 'toml': + if args.readme: + try: + # FIXME: prevent it parse the ## contributor + # olddict = markdown_to_dict('README.md') + # newdict = toml_to_dict(f.read()) + # change = check_change(olddict, newdict) + # if not change : + # sys.exit(1) + section_games='''## Analysis - Games'''.strip() + "\n" + section_games+='''|Game|Developer|Engine|Year|Analysis|\n|:---|:---|:---|:---|:---|'''.strip() + "\n" + f.seek(0) + section_games += toml_to_markdown(f.read()) + res = "" + res += preface.read() + res += "\n---\n\n" + res += section_games + res += "\n---\n" + res += references.read() + res += "\n---\n" + res += epilogue.read() + readme = open("README.md", "w") + readme.write(res) + readme.close() + except Exception as e: + print("Error occurred:", e) + traceback_str = traceback.format_exc() + print("Error location:\n", traceback_str) + sys.exit(-1) + else: + print(toml_to_markdown(f.read())) + else: + print(markdown_to_toml(f.read())) + +``` \ No newline at end of file diff --git a/archive/gmh5225/gtav-sourcecode-build-guide.txt b/archive/gmh5225/gtav-sourcecode-build-guide.txt new file mode 100644 index 00000000..1ff1f03b --- /dev/null +++ b/archive/gmh5225/gtav-sourcecode-build-guide.txt @@ -0,0 +1,2205 @@ +Project Path: arc_gmh5225_gtav-sourcecode-build-guide_t89aq88l + +Source Tree: + +```txt +arc_gmh5225_gtav-sourcecode-build-guide_t89aq88l +├── README.md +├── misc +│ ├── Keyboard_Overview.pdf +│ ├── LAUNCHPARAMS_GTAV.txt +│ ├── gtavdirectory.png +│ ├── icon.psd +│ └── pricedown bl.otf +└── workingstatus.md + +``` + +`README.md`: + +```md +![Icon](https://github.com/WH0LEWHALE/gtav-sourcecode-build-guide/assets/146978592/39674bde-9c2e-4800-99e5-7fc3a05a08f4) +# GTA V Modified Source Code Build Tutorial/Guide + +Github edition with fixed links and added some files and features!
Based on this [rentry.co](https://www.rentry.co/gtavbuildguide) tutorial, But this tutorial is better than that.
+ +**Working Status:** [See here for the status of tools and the game](/workingstatus.md) + +## Requirements +### Base + - Minimum 150GB Free Space + - GTA V Files from Steam, Epic Games or Social Club (Minimum v2699) + - Cracked Game files is not recommended because maybe some problems can happen. + - GTAVSP.7z
+ - **Download Link: [All Available Download Links](https://pastebin.com/rnZp9VWD)** + - You can verify the authenticity of the file by its SHA1 hash: `ca39323730ed644fa534a2946506d4287f92a799`
+ - To verify with 7-Zip, right click the file and select `7-Zip > CRC SHA > SHA1`
+ - Archive password: `Mi76#b>9mRed` + - [update.rpf and update2.rpf from GTA V build 2699](https://mega.nz/file/3j5yAYzR#guzO1Yw80efLfmHIPdY8gcPFAHJn7ncF1voadjdpaLE) + +### Dependencies + - Windows 10/11 + - [LTSC 2021](https://archive.org/download/Windows10EnterpriseLTSC202164Bit/en-us_windows_10_enterprise_ltsc_2021_x64_dvd_d289cf96.iso) Recommended, but you can use Normal Windows 10/11 too. + - [Visual Studio 2012](https://files.dog/MSDN/Visual%20Studio%202012/en_visual_studio_ultimate_2012_x86_dvd_2262106.iso) + - [Update 4 for Visual Studio 2012](https://files.dog/MSDN/Visual%20Studio%202012%20Update%204/mu_visual_studio_2012_update_4_x86_dvd_3161759.iso) + - [DirectX SDK June 2010](https://download.microsoft.com/download/A/E/7/AE743F1F-632B-4809-87A9-AA1BB3458E31/DXSDK_Jun10.exe) + - [Incredibuild 4.0](https://xoreax-incredibuild.software.informer.com/4.0/) + - This is only needed for Compiling Shaders and Game Scripts. + - [7-Zip](https://7-zip.org/a/7z2301-x64.exe) + - For extracting the archives. + - [OpenIV](https://openiv.com/WebIV/guest.php?get=1) + - For editing the game files. + +### Miscellaneous + - [Rush Patches and DLL Patches](https://pastebin.com/rnZp9VWD) + - (OPTIONAL) [3rdParty Folder](https://cdn.discordapp.com/attachments/1191001559794995220/1218742498948550666/3rdParty.7z?ex=6611ffe6&is=65ff8ae6&hm=0324e5011bcd288924df7e1edeada857a7ca201029c08ded7acd1ab418e941a3&) + - Extract and Put the folder to `X:\gta5\` + - (OPTIONAL) [Fixed ShortcutMenu](https://github.com/WH0LEWHALE/gtav-sourcecode-build-guide/files/14735751/fixedshortcut.zip) + - Extract and put the folder to `X:\gta5\tools_ng\bin\` + - (OPTIONAL) [3D Studio Max 2010 SDK](https://archive.org/details/sdk-3ds-max-2010) + - (VERY OPTIONAL) [Some Game Assets](https://big.fileditchnew.ch/b9/gIKgDXuVHNzIgXkiwpB.zip) + +## Prebuilt Files + - [Shaders](https://github.com/WH0LEWHALE/gtav-sourcecode-build-guide/files/14649717/common.zip) + - [Scripts](https://drive.google.com/file/d/1AVMC_MBPpqKp0BIrOI-_lLq98QmwRn46/view) + +> [!NOTE] +> It is recommended to create a virtual machine for this build process,
although the build process can be done on your Real PC.
+> VMWare/Hyper-V are recommended to run the VM due to their performance. + +## Prerequisite Setup +1. Install DirectX SDK June 2010 and 7-Zip +2. Install Visual Studio 2012 + - Uncheck all optional components in the installer **except "Microsoft Foundation Classes for C++"** to save space, none of them are needed for the build. +3. Install Update 4 for Visual Studio 2012 +4. Install Incredibuild 4.0 (Only needed for compiling shaders and scripts) + - If you encounter the error that the installer is "Blocked by your administrator", follow these steps: + 1. Hold Shift and right click the `incredibuild4_0.exe` file, select "Copy as path" + 2. Open Command Prompt as Administrator + 3. Paste the path and press Enter + - Select to install "Incredibuild Agent", "Incredibuild Coordinator", and the extension for Visual Studio +5. Install OpenIV +6. Install Miscellaneous Files +8. Create X:\ Drive by following the steps at the bottom + 1. Open Command Prompt + 2. Create a new folder called "GTA" to the Desktop or anywhere that you want. + 3. Run `net use X: \\localhost\c$\ /persistent:yes` + - Example: `net use X: \\localhost\c$\Users\abcd\Desktop\GTA /persistent:yes` +9. Create the folder `X:\gta5` and copy all folders from `GTAVSP.7z\GTA V Source` into it + - By the end, you should have the folders `X:\gta5\src`, `X:\gta5\script`, and `X:\gta5\tools_ng`. If the paths are different or some folders are missing, try re-extracting or moving as needed. +10. Right click the folder `X:\gta5`, select "Properties", uncheck "Read-only", click Apply then OK +11. Copy all folders in `dll_patches.zip` to `X:\gta5\tools_ng\bin`, make sure to overwrite when copying +12. Open Command Prompt as Administrator and run the following commands, then close: +```batch +setx /m RS_TOOLSROOT X:\gta5\tools_ng +setx /m DXSDK_DIR "C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)" +setx /m RS_CODEBRANCH X:\gta5\src\dev_ng +setx /m RS_PROJECT gta5 +``` +12. To ensure changes are finalized, restart build machine. + +## Patching The Source Code +1. Open `rush_patches-master.zip` +2. Copy `game` and `rage` folders to `X:\gta5\src\dev_ng`, make sure to overwrite when copying +3. (OPTIONAL) To skip launcher requirement for running the game, copy `game` and `rage` folders from `OPTIONAL_FIXES` to the same folder + +## Building The Game Binary +1. Run `X:\gta5\src\dev_ng\game\VS_Project\load_sln_unity_2012.bat` + - If prompted with "How do you want to open this file?", check "Always use this app to open .sln files" and click OK. +2. Once the solution loads, open the dropdown menu that says "Debug" at the top, select "Configuration Manager" +3. Change "Active Solution Platform" to "x64" and close the configuration window +4. Hold Ctrl key and click all projects under "GameLibs" and "Rage", right-click and select "Properties" +5. In the "Configuration" dropdown, select "All Configurations" +6. Select `C/C++ > All options`, under "Look for options or switches", search "err" and set "Treat Warnings as Errors" to "No (/WX-)", then click "Apply" and "OK" + - For faster compiles, search "mul" and set "Multiprocessor Compilation" to "Yes (/MP)". + - If you get the error `C1060: Compiler is out of heap space` during build, come back to the above setting and turn it off. +7. Right-click the "game" project and select "Properties" and do step 5 again +8. Change build the type at the top of the window from "Debug" to "BankRelease" +9. At the top of the window, select `Build > Build Solution` and wait for build to finish. +10. Copy output binary to game folder. + +> [!NOTE] +> Building shaders and scripts can be skipped using the prebuilt files above. These steps are here to allow modding or for those who prefer to build from source as much as possible. + +## Building Shaders +1. Under "Shaders", right click the "shaders_rc" project and click "Build" + - If you building in "BankRelease", Dont forget to build shaders with "Release Win32 4.0" in **Configuration Manager**. + - Also, the same thing needs to apply to "shaders_dependency", Change "Debug" to "Release" in **Configuration Manager** + - **If you compiling with Debug, then ignore the steps at the top and continue reading the tutorial.** +2. (OPTIONAL) Build low quality shaders + 1. Right click the "shaders_rc" project and click "Properties" + 2. Select `Configuration Properties > NMake` + 3. Under "General", change all command lines from ending with `win32_40.bat` to ending with `win32_40_lq.bat`, then click "Apply" and "OK" + 4. Rebuild shaders + 3. Copy `X:\gta5\titleupdate\dev_ng\common` to game directory + +## Building Game Scripts +1. Open Command Prompt +2. Run the following commands: +```batch +X: +cd X:\gta5\src\dev_ng +setenv +cd ..\..\tools_ng\bin\RageScriptEditor +ragScriptEditor +``` +3. In the editor, select `File > Open Project` and open `X:\gta5\script\dev_ng\singleplayer\GTA5_SP.scproj` +4. Select `Compiling > Intellibuild > Build Project` + +## Patching Game Assets +1. Run OpenIV, select "Windows" +2. Select the game folder and click "Continue" +3. Open `GTA V\update\update2.rpf\x64\levels\gta5\script` +4. Click the "Edit mode" button, and copy `X:\gta5\titleupdate\dev_ng\x64\levels\gta5\script\script.rpf` to the OpenIV window +5. (OPTIONAL) Fix Story Mode + 1. Open `GTA V\update\update.rpf\common\data` and make sure "Edit Mode" is enabled + 2. Under "XML Text Files", right-click `gameconfig.xml` and click "Edit" + 3. Under "Search", type "51000" + 4. Change the value of `51000` to `53000` + 5. Click "Save" +6. Close OpenIV +7. From `rush_patches-master.zip`, copy all files in the `ARCHIVEFIX` folder to a separate location +8. Open `\update`, and drag `update.rpf` and `update2.rpf` onto `ArchiveFix.exe` +9. Close both windows + +## Running The Game +1. In the game directory, create a file named `launch.bat` and add these contents: +```batch +cd %~dp0 +game_win64_bankrelease.exe -noSocialClub -nokeyboardhook -nonetlogs +``` +2. (OPTIONAL) Add additional arguments: + - `-kbgame` - Start game with game keyboard enabled. + - `-output` - Show console log of game. + - `-rag` - Enable support for RAG, the internal game debugging tool. + - `-ragUseOwnWindow` - Use it with `-rag` parameter to make game run outside of RAG Render Window. + - `-DoReleaseStartup` - Start real Story Mode on launch, Ignore if it says unknown parameter/command. + - If you dont type this parameter, you will spawned in a random location as a random character with a random clothes. + - `-sc_DisableForbiddenVehicleRemoval` - This parameter allows DLC and Other Cars without getting removed. + - Additional standard game arguments can be added as well. + - [Here is the all the arguments list](misc/LAUNCHPARAMS_GTAV.txt) +3. (OPTIONAL) Launch RAG with the following commands in Command Prompt +```batch +X: +cd X:\gta5\src\dev_ng +setenv +cd ..\..\tools_ng\bin\rag +rag +``` +4. (OPTIONAL) If your game is from Steam, Copy [Goldberg](https://gitlab.com/Mr_Goldberg/goldberg_emulator/-/jobs/4247811310/artifacts/download) patch into game directory, make sure to overwrite +5. Run `launch.bat` + +## BankRelease & Debug Build Controls + +[Full list dumped from game files](/misc/Keyboard_Overview.pdf) + +**Here is the partial list:** +``` +Legend: +LCTRL -- Left control. +RCTRL -- Right control. +LALT - Left alt. +RALT - Right alt. +LSHIFT - Left shift +RSHIFT - Right shift. + +Main keybinds: +CTRL + TAB -> Switch between game keyboards. Available are debug, marketing, game and replay. + +Debug Keybinds: +Backtick ---> Toggle scene information. +Ins (Numpad) ---> Remove debug screen information. +Del (Numpad) ---> Creates a copy of you. +Page up (Numpad) ---> Toggle CPU information. +CTRL + Del (Numpad) ---> Creates a copy of you and sets as your main. +CTRL + Num lock (Numpad) ---> Freezes the game. (literally) +ALT + Enter (Numpad) ---> Fullscreen. + +Page up / Page down ---> Change game weather. +Scroll Lock ---> Appears "Streaming paused" message. +Break (Pause break) ---> Freezes the game. (literally) + +A ---> Toggle AI display info variants. +B ---> Toggle render info. +D ---> Enable/Disable debug pad. +G ---> Teleport (mouse) +H ---> Health cheat +I ---> Show navmeshes +J ---> Skip to next segment of mission +N ---> Appears your character name in minimap and weird red sphere. (It's AI Walking). +O ---> Toggles minimap on the screen. +Q ---> Changes current character model. +R ---> Navigation info, ambient vehicle info +S ---> Reload shaders +U ---> Spawns a vehicle. +V ---> Invincibility +W ---> Gives a specific amount of all weapons in the game. +X ---> Toggles character clothes info. +Z ---> Mission Debug Menu +F1 ---> Toggle Peds/Cards/Objects/Physics instances and lights info. +F2 ---> AI Combat debug info. +F3 ---> Decrease Wanted Level +F5 ---> Teleports to random location. +F8 ---> FAMILY_CONTROLLER / PLAYER_SWITCH STATE INFORMATION +F9 ---> GAMEFLOW STATE INFORMATION +F10 ---> FRIEND_CONTROLLER STATE INFORMATION +F11 ---> RANDOM EVENTS DEBUG DISPLAY +F12 ---> SCRIPT METRICS DEBUG INFO. + +CTRL + A ---> Remove AI display info. +CTRL + B ---> Remove box modifier gui. +LCTRL + C ---> Get all available promotions. +RCTRL + C ---> Show prop hitboxes. +CTRL + D ---> Opens filter menu. +CTRL + F ---> Toggle prop/vehicle information like life ratio. +CTRL + G ---> #UNKNOWN +CTRL + I ---> Toggle mouse relative debug info. +Ctrl + N ---> Show player/vehicle tags. +Ctrl + P ---> Toggle information about promps and show character's hitbox. +Ctrl + T ---> Clear Mission trigger +Ctrl + U ---> Spawns or teleports a vehicle. #PARTIALLYKNOWN +Ctrl + W ---> Unlimited Ammo. +RCTRL + Right/Left arrow key ---> Increase/Decrease timescale. + +Ctrl + Shift + C ---> Prop hitboxes. +Ctrl + Shift + H ---> Spawn a human. +Ctrl + Shift + R ---> Init telemetry. #PARTIALLYKNOWN +Ctrl + Shift + P ---> Spawns a car. + +ALT + A ---> Toggle vehicle information. +ALT + C ---> Cycle through Camera Debug Displays +ALT + G ---> Change game shader. +ALT + H ---> Toggle shader information. +ALT + M ---> Position zoom. +ALT + O ---> Toggle overdraw info. +ALT + T ---> Toggle texture view gui. +ALT + W ---> Show every prop's hitbox. +ALT + X ---> Removes power cables. + +SHIFT/CTRL + B ---> Toggle collision debug info. +SHIFT + H ---> Teleports to your house. +SHIFT + K ---> LowTierGod. (Kills the player.) +SHIFT + O ---> Toggle Overview gui. +SHIFT + P ---> Change characters model in vehicle. +SHIFT + R ---> Toggle peds info. +SHIFT + T ---> Change trigger zone. +SHIFT + U ---> Spawns a vehicle and makes your driver auto. + +Ctrl + Alt + I ---> Toggle weapon/inputs information. +``` + +# Epilogue + +Here is the end of the guide, I hope this tutorial was able to help you.
+Just enjoy the game and please star or fork my repository please :)
+ +``` + +`misc/LAUNCHPARAMS_GTAV.txt`: + +```txt +-absolutemodetimebars, "[profile] Start timebars off in absolute mode"); +-actionscriptdebug, "calls SHOW_DEBUG when movies initialise"); +-adapter,"[grcore] Use the specified screen adapter number (zero-based)"); +-AdaptivedofReadback,"Disable adaptive dof"); +-adDataLocalFile, "Local store advert data file"); +-addGameplayLogOnBugCreation , "[debug] Enable automatic adding of gameplay logs when a bug is created"); +-additionalBandwidthLogging, "[network] Log additional information about bandwidth usage"); +-addsvframemarkers, "Add a SV marker for every time we switch to a new recorded frame"); +-addTelemetryDebugTTY, "Output some data to the tty about where test metric data is sent from."); +-aggressivecleanup, "Cleanup streamed objects at the first opportunity"); +-aiWidgets,"[game] Create AI widget bank on game launch"); +-allcutsceneaudio, "Allows the use of non-mastered cutscene audio"); +-allowbackgroundinput, "[input] Force Accept keyboard and controller input when the process doesn't have focus."); +-allowCutscenePeds,"[game] Allow cutscene peds to be created"); +-allowgrowth, "[MEMORY] Allow video memory usage to grow beyond limits"); +-allowResizeWindow,"[grcore] Allow the window to be rezised"); +-altGameConfig, "Use alternative gameconfig xml"); +-altLevelsXml, "use altLevels.xml for available level names, not level.xml"); +-alwaysReloadPauseMenuXML, "Always Reload the Pause Menu XML when opening the menu"); +-AMDContactHardeningShadows, "Use AMD contact hardening shadows"); +-anguage, "Override system language (specify first letter, two-letter code, or full language name)"); +-animpostfx_enable_metadata_preview, "When enabled, the AnimPostFX Manager will try to load from the export file instead of the platform data file."); +-anisotropicQualityLevel, "[QUALITY SETTINGS] Set anisotropic Filter Quality Level (0-16)"); +-applypreset, "Name of preset to apply"); +-appname,"[bank] Visible name of the application."); +-artdir, "Indicate where the art dir for the game is"); +-asio, "[RAGE Audio] Use ASIO output, rather than XAudio2"); +-asiobuffers, "[RAGE Audio] Number of 256-sample ASIO buffers to use"); +-asiodeviceid, "[RAGE Audio] ASIO driver index to use"); +-asiostartchannel, "[RAGE Audio] First ASIO output channel ID to use"); +-askBeforeRestart, "Brings up a ready to restart message box before the game restarts."); +-aspectratio,"Force a specific aspect ratio in format A:B"); +-assertdynapooloverrun, "[atl] Assert if a dynapool switches to dynamic allocation"); +-assertOnCanSaveFail, "[stat_savemgr] Enable asserts when saving during activity/transition."); +-assertOnMissingSpeechContext,"Throw an assert if NewSay attempts to use a context that has no associated gameobject."); +-assetsdir, "Indicate where the assets dir for the game is"); +-ati,"[device_d3d] Sets ATI specific things"); +-attachConsoleLogsToBugsInMP, "Attach console log file(s) in MP"); +-audDisablePortalOcclusion, "Will disable portals for occlusion, and instead use probes / zones"); +-audio, "[RAGE Audio] Enable audio."); +-audiobuffers, "Set number of audio buffers, less is better for latency, more for lower end machines"); +-audiodebugger, "[RAGE Audio] Connect to audiodebugger"); +-audiodebuggerhost, "[RAGE Audio] Manually specify the remote audiodebugger host (defaults to rfs.dat IP)"); +-audiodesigner, "Default audio designer command line; RAVE etc"); +-audioDeviceCore,"Specify the core to run the audio on: 0->6. Default is 6. -1 means any core)"); +-audiofolder, "Indicate where audio folder is"); +-audiomem, "[Audio] write audio memory report"); +-audioocclusion, "[RAGE Audio] Enable audio occlusion."); +-audiooutputchannels, "[RAGE Audio] Number of output channels - 2 for stereo, 6 for 5.1"); +-audiopack, "Indicate where audio packfile is"); +-audiopacklist, "Override audio packlist location"); +-audiotag, "Enable audio model tagging"); +-audiotestslot,"[RAGE Audio] Allocates the wave slot called TEST"); +-audiowidgets, "Turns on audio widgets by default"); +-audNoUseStreamingBucketForSpeech, "Do not use the streaming bucket for scripted speech, and ambient speech triggered via script"); +-audOcclusionBuildAssetsDir, "Specifies where the interior.pso.meta files live"); +-audOcclusionBuildContinue, "Will continue an in progress audio occlusion build once the game has loaded"); +-audOcclusionBuildEnabled, "Enable building occlusion"); +-audOcclusionBuildList, "Build the list of interiors from the InteriorProxy pool and then stop"); +-audOcclusionBuildStart, "Will kick off a new audio occlusion build once the game has loaded"); +-audOcclusionBuildTempDir, "Specifies where the build tool temporary data lives which we read from in-game"); +-audPhoneConvThroughPadSpeaker, "Play phone conversations through the ps4 controller speaker when in the car"); +-AUTH_PASSWORD, "The Epic Games Launcher passes the exchange code via the -AUTH_PASSWORD= command line."); +-AUTH_TYPE, "The Epic Games Launcher indicates usage of the exchange code via the -AUTH_TYPE=exchangeCode command line."); +-autoaddPausemenuWidgets, "Automatically create the pausemenu widgets on startup"); +-autocaptureCL, "Specify the CL used to generate this build"); +-autocapturepath,"[system] Specify a path for the files stored by the automatic metrics capture"); +-autodepthstencil, "[device_d3d] Automatically create depth/stencil buffers"); +-automatedtest, "Tell us that an automated test is running"); +-autoMemTrack, "Memvisualize, if running Automatically save a CSV Dump of all memory allocation after 60 frames of games."); +-autopauseprofiler,"[profile] Pause the profiler automatically when the game is paused"); +-autopausetimebars, "[profile] When game is paused also pause the timebars"); +-autoreplaymarkup, "Enables Automatic Replay Marker Up"); +-autoscreenshot,"[setup] Automatically starts to take screenshots."); +-availablevidmem, "[MEMORY] Available video memory (MB)"); +-availablevidmem, "[MEMORY] Percentage of available video memory"); +-backtraceTestCrashEnable, "[startup] Causes a random crash during startup."); +-backtraceTestCrashMax, "[startup] Maximum value for crash test counter (higher values result in later crashes, default is 1000)"); +-backtraceTestCrashMin, "[startup] Minimum value for crash test counter (higher values result in later crashes, default is 1)"); +-bankpipename,"[bank] alternate name of bank pipe"); +-bb720pheight, "[grcore] back buffer height when running 720p"); +-bb720pwidth, "[grcore] back buffer width when running 720p"); +-benchmark,"Starts the benchmark test from the command line"); +-benchmarkFrameTimes,"Optionally output the individual frame times from the benchmark"); +-benchmarkIterations,"Specifies the number of iterations to run the benchmark for"); +-benchmarknoaudio, "Disable audio processing for graphics benchmark purposes"); +-benchmarkPass,"Specifies an individual benchmark scene test should be done, and which test that should be"); +-bgscriptscloudfile, "Specifies cloud file"); +-bgscriptsloadpack, "Specify a test BGScript pack to load, relative to platform:/data/bg/"); +-bgscriptsnoCloud, "Don't request the BGScript Cloud file"); +-bgscriptssimulateblock, "Ignore result of cloud request"); +-bgscriptsusememberspace, "Specifies cloud file to use member space."); +-bgscriptswindow, "Makes a window for the BG Script system.");) +-bigframetime,"[setup] Draw frametime at twice size"); +-blendoutdataenabled, "Enable blend out data capturing"); +-BlockOnLostFocus, "[RenderThread] Block when game loses focus"); +-blockuntilidle,"[grcore] Do a BlockUntilIdle after the Swap to avoid unexpected CPU stalls"); +-borderless,"[grcore] Set main window to be borderless"); +-breakonaddr,"[startup] Break on alloc address (in hex; stop when operator rage_new would have returned this address)"); +-breakonalloc,"[startup] Break on alloc ordinal value - value in {braces} in debug output (use =0 first to stabilize allocations)"); +-breakOnBoundsAdded, "Break when a bounds is added"); +-breakOnBoundsRemoved, "Break when a bounds is removed"); +-breakoncontext, "Break when a particular string appears in a context message"); +-breakondeadlock, "[system] debugbreak when detecting critical section deadlock"); +-breakonfile, "Break when a file containing the specified substring is opened"); +-breakonname, "Break into the debugger whenever the specified name is added to a string map"); +-breakpadMessagebox, "[breakpad] Show a messagebox when in the Breakpad crash handler, so a debugger can be attached."); +-breakpadUrl, "[startup] Override URL to upload Breakpad dumps to"); +-budget, "[debug] Display budget"); +-bugAsserts, "Log bugs to bugstar"); +-bugstardescpedvar, "[debug] Prints local player ped variation data to description on new bug creation"); +-bugstarloadingscreen, "[code] show bugstar loadingscreens"); +-bugstarStreamingVideo, "[bugstar] Initialize bugstar console streaming video. If a parameter is specified it uses that as the url rather than the default"); +-bugstarusername, "Bugstar user name used in loading screens"); +-Builddate, "Specify the date the build was made." ); +-buildDLCCacheData, "Build cache data for all SP & MP map data currently installed"); +-buildlabel, "Specify the label that was fetched in Perforce used to build the code." ); +-buildlaunchtime, "The time the game was launched." ); +-buildversion, "Specify version(s) of what is running." ); +-bypassSpeechStreamCheck, "Bypass Streaming Check For Speech"); +-calculateAudioWorldSectors, "[Audio] Enabled audio world sectors offline computation."); +-cameraWidgets, "[camManager] Create camera widget bank on game launch"); +-camsusegametimescale, "Apply the game time scale to the camera times"); +-capturecard, "[debug] Capturecard is installed"); +-capturemotiontree, "Enable motion tree capture from startup"); +-capturemotiontreecount, "Number of motion tree frames to capture"); +-carbones, "Verify all vehicle bone names at load time"); +-carMult, "Multiplier for car counts in pop-cycle"); +-cashIgnoreServerSync, "Ignore the server authorative values"); +-cashNoTransferLimit, "Ignore the transfer limits"); +-catalogCloudFile, "If present, setup the catalog fine name."); +-catalogNotEncrypted, "If present, game understands that catalog file is not encrypted on cloud."); +-catalogParseOpenDeleteItems, "If present, we will also parse Open/Delete Items."); +-catalogVersion,"catalog version to use"); +-catchvehiclesremovedinview, "[vehiclepopulation] Catch Vehicles Removed In View"); +-categorycontrolwidgets, "Add widget controls for every category"); +-CDVGeomTest,"CDVGeomTest"); +-changeLocalCloudTime, "[stat_savemgr] Override local cloud save time."); +-changeLocalProfileTime, "[stat_savemgr] Override local profile stats flush time."); +-Channel_all,"[ Output Channels ] Set the minimum file log, tty, and popups level for 'Channel' and any subchannels (fatal, error, warning, display, debug1, debug2, debug3)"); +-Channel_log,"[ Output Channels ] Set the minimum file log level for 'Channel' and any subchannels (fatal, error, warning, display, debug1, debug2, debug3)"); +-Channel_popups,"[ Output Channels ] Set the minimum popups level for 'Channel' and any subchannels (fatal, error, warning, display, debug1, debug2, debug3)"); +-Channel_rag,"[ Output Channels ] Create a rag output pane for this 'Channel'"); +-Channel_tty,"[ Output Channels ] Set the minimum tty level for 'Channel' and any subchannels (fatal, error, warning, display, debug1, debug2, debug3)"); +-cheapaudioeffects,"[RAGE Audio] Don't instantiate any effects)."); +-cheapmode, "Only load the map - turn off all cars & peds - no water reflections - reflection slods=300 - far clip=1500"); +-check_pop_zones, "[PopZones] check popzones for overlap"); +-checkoverbudgetonly, "[profile] Only care about these systems when checking for execution time excesses"); +-checksampleroverlap,"Check for sampler overlap; some false positives so off by default"); +-checkUnusedFiles, "Record all open files so that RAG can display unused files"); +-christmas, "set the xmas special trigger by default"); +-cityDensity, "[QUALITY SETTINGS] Control city density (0.0 - 1.0)"); +-cleaninstall, "Do not use hdd data even when it's newer."); +-clearhddcache, "[file] Force console disk cache to be cleared", "Disabled", "All", ""); +-closeableWindow, "Have close button active on window"); +-clothinfo, "show extra info at the cloth widget title"); +-cloudAllowCheckMemberSpace, "Allow member space checks by default"); +-cloudCacheAll, "If set, all cloud sourced files will be added to system cache"); +-cloudCacheNone, "If set, no cloud sourced files will be added to system cache"); +-cloudEnableAvailableCheck, "Enables / Disables the cloud available check"); +-cloudForceAvailable, "If set, NetworkInterface::IsCloudAvailable is always true. Every day is cloud day."); +-cloudForceEnglishUGC, "Set UGC download requests to use English language"); +-cloudForceGetCloud, "If set, we will always get the cloud content - regardless of what's in the cache. This will still be cached"); +-cloudForceNotAvailable, "If set, NetworkInterface::IsCloudAvailable is always false."); +-cloudForceUseCache, "If set, we will always return what's in the cache without hitting the cloud (if cached file available - otherwise, cloud as normal)"); +-cloudhatdebug,"[debug] Output Ped cloud transition debug info"); +-cloudkey, "Cloud key for encryption (base 64)"); +-cloudNoAllocator, "Don't use an allocator to make cloud manager cloud requests"); +-cloudOverrideAvailabilityResult, "Override the result of our cloud available check"); +-cloudUseStreamingForPost, "Use streaming heap for cloud post requests"); +-collapsechild,"[physics] phLevelNodeTree::m_nMaxObjectsInNodeToCollapseChild"); +-colorexpbias,"Color exponent bias"); +-commandRing,"[grcore] Set command ring buffer size, in kilobytes (default and max is 1024k)"); +-commerceAlwaysShowUpsell, "[commerce] For products with an upsell, always run the upsell flow"); +-commerceCloudFile, "If present, specifies cloud file"); +-commerceIgnoreEnumeratedFlag, "[commerce] Add products whether they are enumerated or not"); +-commerceLocalCatalogueFile, "Local catalogue file"); +-common, "Indicate where common folder is"); +-commonpack, "Indicate where common packfile is"); +-CompanionNoSCNeeded, "Companion won't do filtering based on SocialClub ID"); +-complexObjectDetailedLogging, "Enable detailed logging for Complex Object operations"); +-computeStaticBankInfo,"[RAGE Audio] Calls ComputeContiguousSampleDataChunk and outputs results to specified file"); +-console,"[setup] Enable console on release builds"); +-consolepadreplaytoggle, "Enable recording/saving via the four back buttons of a pad on console"); +-contacthardeningshadows, "Use NVIDIA contact hardening shadows"); +-contacthardeningshadowspcfmode, "NVIDIA contact hardening shadows PCF mode - not specified = manual, 0 = hw, anything else = scale"); +-convergence,"[grcore] Set convergence of 3D vision (default is 3.5)"); +-conversationspew, "Ensable scripted conversation spew"); +-CpuRainDisable, "Force disable CpuRainUpdate on multi GPU machines"); +-CpuRainEnable,"Force enable CpuRainUpdate on single GPU machines"); +-cpuWater, "Force CPU Water Update"); +-createchild,"[physics] phLevelNodeTree::m_nMinObjectsInNodeToCreateChild"); +-currenttxddebug, "Temporary debug param for SetCurrentTxd crash"); +-customlog,"[profile] Load a custom set of timers and values to log from the specified file"); +-cutscene_multihead,"[cutscene] Expand cutscenes on all of the screens in multi-head configuration"); +-cutsceneaudioscrubbing, "[cutscene] Enable audio sync when jogging"); +-cutscenecallstacklogging, "add call stacks set matrix, visibilty and deletion calls"); +-cutsceneverboseexitstatelogging, "Enable verbose logging to help debug exit state issues."); +-cutsDisplayBlockingBoundsLines, "[cutscene] Enable the display of blocking bounds lines." ); +-cutsDisplayCameraLines, "[cutscene] Enable the display of camera lines." ); +-cutsDisplayDebugLines, "[cutscene] Enable the display of debug lines." ); +-cutsDisplayLightLines, "[cutscene] Enable the display of light lines." ); +-cutsDisplayModelLines, "[cutscene] Enable the display of model lines." ); +-cutsDisplayParticleEffectLines, "[cutscene] Enable the display of particle effect lines." ); +-cutsDisplayRemovalBoundsLines, "[cutscene] Enable the display of removal bounds lines." ); +-cutsDisplaySceneOrigin, "[cutscene] Enable the display of the scene origin." ); +-cutsDisplayStatus, "[cutscene] Enable the onscreen Status Display." ); +-cutsFaceDir, "[cutscene] Set to override the face directory in order to hot load in 'raw mode'.Good for a cutscene viewer." ); +-cutsFaceZoomDist, "[cutscene] The default distance for the Camera Face Zoom." ); +-cutsOffset, "[cutscene] Set to override offset the XYZ of cutscenes.Good for a cutscene viewer.Example: -cutsoffset=0,0,0" ); +-cutsRotation, "[cutscene] Set to overide the rotation of cutscenes.Good for a cutscene viewer." ); +-d3dfpu,"[grcore] Prevent D3D from messing with FPU state, leaving useful error conditions trappable (PC ONLY)."); +-d3dmt,"[grcore] Allow D3D device to be initialized in multithreaded mode (PC ONLY)"); +-d3dsinglestep,"[grcore] Set D3D_SingelStepper to true, force a BlockUntilIdle() after every D3D call (debug builds only)"); +-datafilePrettyPrintLocal, "DATAFILE_SAVE_OFFLINE_UGC will pretty-print the JSON file"); +-dbgfontscale, "[debug] Init the debug fontscale with a specific value"); +-debugaircraftcarrier, "[debug] Debug aircraft carrier"); +-debugassertson,"Enable DebugAssert's"); +-debugCameraStreamingFocus, "Use the debug camera as the streaming focus, when active"); +-debugCreateCameraObjectStack, "[camera] Collects callstacks of Create Camera Objects to help tracking down the cause of our object pool filling"); +-debugdisplaystate, "[debug] Control what debug information to display! Use with a value (debugdisplaystate=off|standard|coords_only)."); +-debugdoublekill, "[debug] Debug MP double kill"); +-debugexplosion, "[debug] Debug explosion at the player location"); +-debugexpr, "Enable expression debugging"); +-debugFixedByNetwork, "Log local player fixed by network changes"); +-debugGestures, "[game] Debug gestures"); +-debugGesturesOnSelectedPed, "[game] Debug gestures on the selected ped"); +-debugInfoBarPosition, "[debug] Y Position at which debug info bar should render"); +-debugInputs, "Shows input values and disable state."); +-debuglicenseplate, "[debug] Debug license plate retrieval from SCS license plate system"); +-debugLocationstart, "Start at this location (index of an element in common:/data/debugLocationList.xml from 1 to n"); +-debugLocationStartName, "Start at this location (name of Item in common:/data/debugLocationList.xml), put quotes around location if it has spaces"); +-debuglog, "file to write the debuglog to"); +-debuglogmask, "enable slow debug logging"); +-debuglogslow, "enable slow debug logging"); +-debugMemstats,"[memory] Print memory logging information to standard output.Supply an optional parameter to increase logging detail."); +-debugonfades, "[code] display debug info during fades"); +-debugpatch, "Prints a message every time an item has been successfully patched and outputs a \".patch.result\" file located next to the target file that can be used to verify the effect of the patch file."); +-debugpeddamagetargets, "[debug] Allocate a rendertarget from streaming memory for debugging ped damage"); +-debugradiotest, "[debug] Debug radio test"); +-debugrespawninvincibility, "[debug] Debug MP respawn invincibility"); +-debugrespot, "[debug] Debug MP vehicle respotting code"); +-debugRuntime,"[grcore] Enable DX11 Debug Runtime."); +-debugSaveMigrationCommands, "Debug save migration commands."); +-debugshaders,"[grcore] Enable CG shader debugging"); +-debugshaders,"[grcore] Enable D3D shader debugging"); +-debugstart, "Start at this co-ordinates with specific camera orientation"); +-debugTargetting, "debug targetting"); +-debugTargettingLOS, "debug targetting LOS"); +-debugtechniques,"[grcore] Enable loading of shader programs ending in _debug suffix"); +-debugtextfixedwidth, "[debug] Use fixed-width font for EVERYTHING"); +-debugtextfixedwidth,"[debug] Use fixed-width font for EVERYTHING"); +-debugtrain, "Debug the distance and position of the closest train from the player."); +-debugUnmanagedRagdolls,"Collects callstacks of PrepareForActivation and SwitchToRagdoll calls on peds in order to identify the causes of unmanaged ragdolls"); +-debugvehicle,"create vehicle bank by default"); +-defaultCrowdPed,"define default crowd ped"); +-defaultPed,"define default ped (used for '.' spawning"); +-defaultVehicle,"define default vehicle (used for U/Shift+U)"); +-defaultVehicleTrailer,"define default vehicle trailer (used for U/Shift+U)"); +-defragcheck,"Enable expensive defrag runtime checks")); +-defragorama,"Defragment like crazy to exercise the system and make it fail sooner"); +-delayDLCLoad, "Don't automatically load DLC"); +-deleteIncompatibleReplayClips, "[REPLAY] deletes incompatible replay clips"); +-demobuild, "makes modifications specifically for demo builds"); +-detectPLMSupendHang, "[Hang Detection] Detects any PLM suspend timer failures (this will ONLY work when running the game with debug flag on Xbox One)."); +-deviceResetLogPath, "Set a path to send the files too. Default is x:/"); +-devkit, "let the game know it is running on a devkit"); +-diagTerminateIgnoreDebugger, "Calls to diagTerminate will not trigger a __debugbreak."); +-dirtycloudreadtimeoutPeriod, "[stat_savemgr] Override local cloud save timeout time."); +-dirtyreadtimeoutPeriod, "[stat_savemgr] Override local profile stats flush timeout time."); +-disableambientaudio, "Disable the ambient audio system"); +-disableAmbientSpeech, "Disable Ambient Speech"); +-disableBokeh,"Disable Bokeh effects in DX11"); +-disablebonder, "Disables the crashing that occurs when a plugin's bonder indicates its threshold has been crossed"); +-disablebranchstripping,"[grcore] Disable runtime fragment program branch stripping"); +-disablecacheloader,"Disable cached bounds files"); +-disableclouds, "[sagrender] Disable the awesome new clouds :("); +-disablecompatpackcheck, "Disables compatibility pack configuration check for MP (non FINAL only)"); +-disableConvInterrupt, "Disable scripted conversation interrupts."); +-disableCooldownTimer, "[MEMORY] Disable over memory budget cool down timer"); +-disableDatafileIndexFixing, "[scriptcommands] Prevent natives that take a datafile index from setting it to 0 if it is invalid"); +-disableDebugPadButtons, "[RAGE] disable the debug buttons on a gamepad to emulate final."); +-disableDecodeVerify,"MP4 Decoder: Disable verify key"); +-disabledevprivacycheck, "If present the dev-only privacy check is disabled"); +-disabledevspintcheck, "If present the dev-only sp-int check is disabled"); +-disableDLCcacheLoader, "Disables DLC cache file load/save, main game cache load/save will remain active"); +-disableEncodeVerify,"MP4 Encoder: Disable verify key"); +-disableEntitlementCheck, "Disables entitlement check on PS4"); +-disableExportWatermark, "Disable rendering of the R* Editor Watermark"); +-disableExtraCloudContent, "Disables extra cloud content for !final builds"); +-disableExtraMem, "Disable streamer from going over video memory budget"); +-disableFix7458166, "Restore ClearClothController to original place for B*7458166"); +-disableFix7459244, "Disable nullptr checks for B*7459244"); +-disableframemarkers, "[PROFILE] Disable frame encapsulating user markers, make Razor dump all per frame timings into one large bucket"); +-disableGiveMeCheckerTexture,"Disable fake checkerboard texture."); +-disablegranular, "Disable the granular engine system"); +-disableGrassComputeShader, "Disable running the compute shader on the grass (renders all visible grass batches with no fading)"); +-disableHeadBlendCompress, "Disable head blend manager compression (ignoring the blend results)"); +-disableHurtCombat, "Disable Ped Hurt Combat mode including bleed out"); +-disableHyperthreading, "Don't count hyperthreaded cores as real ones to create tasks on"); +-disableLeavePed, "[network] Disable leave ped behind when a player leaves the session"); +-disablemessagelogs, "disable message logging"); +-disableMoverCapsuleRadiusChanges, "Don't allow the mover capsule to change size.Keep at standing radius."); +-disableNewLocomotionTask, "Disable new locomotion task"); +-disableObjectIDCheck, "[network] Disable the object ID free list check"); +-disableOverridingFixedItems, "Disallow cloud data overriding the fixed column items"); +-disableOverwatch, "Disable Overwatch"); +-disablepackordercheck, "Disables compatibility packs order check"); +-disablePreferredProcessor,"Allow us to tell the OS which is the preferred processor per-thread"); +-disableRagdollPoolsSp, "Disable ragdoll pooling in single player by default"); +-disableReplayTwoPhaseSystem, "Enable the replay two phase recording"); +-disablerfscaching, "[file] Don't use the directory caching with SysTrayRFS"); +-disableRiverFlowReadback, "Disable river flow read back"); +-disableSpaceBugScreenshots, "[debug] Prevents screenshots being added to bugs created using the Space bar"); +-disableSPMigration, "Enable SP migration flow if no local saves are available"); +-disableStatObfuscation, "Disable memory obfuscarion for stats"); +-disableTimeSkipBreak, "Disable time skip detection"); +-disabletmloadoptionscheck,"[startup] Disable PS3 TM Load Options check"); +-disableTodDebugModeDisplay, "Disables additional debug character for clock / weather"); +-disableuncompresseddamage, "Disable use of uncompressed textures for MP peds"); +-disableVehMods, "[vehicles] Disable vehicle mods (temp disabled as patch for BS#1017717, BS#1022990, etc.)"); +-disablewheelintegrationtask, "Force wheel integration to happen on main thread."); +-disallowdebugpad, "Don't assume the next pad that has input is the debug pad."); +-disallowResizeWindow,"[grcore] Do Not allow the window to be rezised"); +-disassemblefetch,"Disassemble fetch shaders to TTY"); +-displayBinkCommands, "Display commands sent by the AsyncBink thread"); +-displayBinkFloodDectect, "Display flood detection of the Bink command queue"); +-displaycalibration, "[code] force enable display calibration on startup"); +-displaycaps,"[grcore] Show display capabilities"); +-displayDebugBarDisplayMemoryPeaks, "[debug] Display the script memory peaks RenderReleaseInfoToScreen()"); +-displayDebugBarMemoryInKB, "[debug] Display the memory in KB instead of MB in RenderReleaseInfoToScreen()"); +-displaykeyboardmode, "[debug] Don't display the current keyboard mode in RenderReleaseInfoToScreen()"); +-displaylangselect, "[code] show display language select on startup"); +-displayNetInfoOnBugCreation, "[debug] Enable display of net object info when a bug is created"); +-displayobject, "[debug] Display object name"); +-displayScriptedSpeechLine, "Debug draw the current playing scripted speech line."); +-displayScriptRequests, "[script_debug] print to the TTY whenever a script calls REQUEST_SCRIPT or SET_SCRIPT_AS_NO_LONGER_NEEDED"); +-displaySpikes, "[profile] When set, over budget spikes will be displayed."); +-displayStats, "[MEMORY] Displays on screen memory statistics reports on resources"); +-displaytrainandtrackdebug, "Enable display of train and track debugging."); +-displayvalidsfmethods, "Sets the default scaleform granularity"); +-displayvectormap, "Enable display of the vector map"); +-displayVidMem, "[debug] Display the amount of video memory in use and the total available"); +-dont_load_script_data_from_mp_stats, "When the savegame file for an MP character is loaded, any script data within that file will be ignored"); +-dont_save_script_data_to_mp_stats, "Skip the saving of any registered MP script save data to the savegame file for the current character"); +-dontaddunlinkedfiles, "Don't add a streamable index for new files"); +-dontCrashOnScriptValidation, "Don't crash game if invalid script is trying to trigger events"); +-dontDelayFlipSwitch,"Don't delay flip : wait flip will be done at the end of the frame, like normal people do."); +-dontdisplayforplayer, "[debug] Don't display information for players in the ped debug visualiser"); +-dontLoadDLCfromAudioFolder, "If set, any DLC audio data is still loaded from the DLC pack, even when using -audiofolder"); +-dontPrintScriptDataFromLoadedMpSaveFile, "[GenericGameStorage] don't print the script values read from loaded MP save files"); +-dontshowinvinciblebugger, "[debug] Don't show the invincible bugger message"); +-dontshowrscnameintracker, "[streaming] Don't send the name of each resource to the memory tracker"); +-dontwaitforbubblefences,"dont wait for bubble fences"); +-dontwarnonmissingmodule, "[streaming] Don't print a warning if a streaming module is missing"); +-doorExcessiveLogging, "Extra logging for doors"); +-doSaveGameSpaceChecks,"do save game space checks at startup"); +-doWarpAfterLoading, "[GenericGameStorage] Script is now in charge of setting the player's coords, loading the scene and fading in after a load. If something goes wrong (e.g. screen doesn't fade in) then try running with this param"); +-downloadabletexturedebug,"Output debug info"); +-DR_AllInsts, "Default to recording all instances rather than the focus inst"); +-DR_AutoSaveOExcetion,"[game] Dump current event log to file on exception"); +-DR_Autostart, "Automatically start recording"); +-DR_LoadFilter, "Load a file describing the filters to switch on initially"); +-DR_RecordForBug, "Attach any debug recording to the bug, param is filename to store tmp recording in"); +-DR_TrackMode, "Set mode to start tracking at"); +-drawablecontainersize,"[rmcore] Set maximum container size (in kilobytes, default is 64, 0 is same as -nodrawablecontainer)"); +-DRAWLIST, "[DrawLists] Use drawlists to render"); +-dsound, "[RAGE Audio] Use DirectSound WAVE_FORMAT_EX output, rather than XAudio2"); +-dumpcollisionstats, "Enable dumping of physics collision statistics to network drive"); +-dumpinfoonblockload, "[fwscene] Don't dump debug stats when a blockload occurs"); +-dumpleaks,"[startup] Dump all leaks to specified filename (default is c:\\leaks.txt)"); +-dumpPedInfoOnBugCreation, "[debug] Dump ped info when a bug is created"); +-dumpplacestats, "[streaming] Dump timing stats for placing resources to TTY"); +-dumpRenderTargetSizes, "Dump out the calculated and actual render target sizes"); +-dumprpfinfo,"Dump RPF file info at mount time"); +-dumptimebarsonlongmainthread, "[app] Dump timebars if the main thread takes a certain amount of time (optionally time in ms as argument)"); +-dumpwaterquadstoepsfile, "dump water quads to eps file"); // useful for visualising water boundaries, use gsview etc. +-dx10,"[device_d3d] Force DirectX 10, if available"); +-DX10,"[grcore] Force 10.0 feature set"); +-dx10_1,"[device_d3d] Force DirectX 10.1, if available"); +-DX10_1,"[grcore] Force 10.1 feature set"); +-DX11,"[grcore] Force 11.0 feature set"); +-dx11shadowres,""); +-DX11Use8BitTargets,"Use 8 bit targets in DX11."); +-dx9, "[device_d3d] Force DirectX 9"); +-dynamicAddRemoveSpew, "Debug spew for game world Add/Remove for dynamic entities"); +-dynamicIBufferSize,"Set the size of the dynamic index buffer"); +-dynamicVBufferSize,"Set the size of the dynamic vertex buffer"); +-earlyInvites, "Allows invites/jipping before the MP tutorial has been completed."); +-echoes, "[Audio] Enables local environment scanning and turns echoes on."); +-edgefixedpointpos, "[RAGE] a float representing the number of bits for the integer and fractional parts of a fixed point representation of the position attribute eg. 12.4 would be 12 bits for the integer and 4 bits for the fractional part"); +-edgefixedpointposauto, "[RAGE] just specify the number of fractional bits. The integer bits are automatically calculated from the size of the geometry"); +-edgegeom,"[grmodel] Use Edge geometry on PS3 (both by default, or =skinned or =unskinned)"); +-edgenoindexcomp, "[RAGE] don't use index compression"); +-edgeoutputfloat4pos, "[RAGE] output a float4 position from Edge instead of float3 by default"); +-edgeoutputmask, "[RAGE] a bit mask containing which attributes we force through Edge"); +-edgeRing,"[grcore] Set edge ring buffer size allocation per SPU in kilobytes (default 3072k)"); +-edgeSpuCount,"[grcore] Set number of SPUs that can run EDGE (1-4, default 3)"); +-edgeSpuPrio,"[grcore] Set priority of EDGE jobs on spu (1-15, default 6)"); +-edgeType,"[grcore] Set edge ring buffer memory type (0=local or 1=main, default local)"); +-editpreset, "Name of the preset to edit"); +-ekgdefault, "Startup ekg with the page"); +-ekgpage, "EKG to enable at boot time (primary)"); +-ekgpage2, "EKG to enable at boot time (secondary)"); +-emailasserts, "[diag] Email address to send all asserts to"); +-emailassertsfrom, "[diag] Email address to send all asserts from"); +-emailerpath, "[diag] Path to rageemailer.exe"); +-emblemRequestCallstack, "Prints the callstack when an emblem is requested."); +-emergencystop, "Pause the game and streaming during an emergency"); +-emulateoptical,"Emulate optical drive behavior (default is current platform, or use ps3 or xenon to override)"); +-enable_debugger_detection_tests, "N/A"); +-enable_light_edit, "Enable light editing, can specify a particular light index"); +-enable_light_FalloffScaling, "Enable TC modifier falloff scaling"); +-enableActionModeHeadLookAt, "Enable head look at, at target during action mode"); +-enableBoundByGPUFlip, "PC-only: Enable us to be bound by the time spent in Present() - otherwise this is rolled into Render Thread"); +-enableCloudTestWidgets, "Force cloud/manifest check results through widgets"); +-enableCNCResponsivenessChanges, "[CNC] Enable CNC responsiveness changes for player."); +-enableConvInterrupt, "Enable scripted conversation interrupts."); +-EnableCutSceneGameDataTuning, "Enables loading and saving of cutscene tune files, light filesfrom the cutscene tune directory"); +-enablecutscenelightauthoring, "[cutscene] All authoring of cutscene lights such that the data can be saved out"); +-EnableCutsceneTuning,"Enables loading and saving of cutscene tune files, light filesfrom the cutscene tune directory"); +-enableFarGamerTagDistance, "Makes gamer tags work at superfar distances."); +-enablefatalreaderror,"Enable fatal read errors (use -toggleN=enablefatalreaderror)"); +-enableflush, "Enable F5 Flush for all game modes"); +-enableGpuTraceCapture,"Enable Razor GPU Trace Capture"); +-enableJPNButtonSwap, "Enable button swap when language is set to japanese"); +-enableLocalMPSaveCache, "[stat_savemgr] Enable local cache of multiplayer savegames."); +-enableMapCCS, "Automatically loads specified CCS at session init"); +-enablemptrain, "Enable the train in MP."); +-enablemptrainpassengers, "Enable train passengers in MP."); +-enablenetlogs, "[network] enables network logging"); +-enableRagdollPoolsMp, "Enable ragdoll pooling in multi player by default"); +-enableSaveMigration, "[network] Enable Single Player savegame migration even if the Tunable is not set"); +-EnableShadowCache); // TEMP for 32 bit hires CMs +-enableSPMapCCS, "Automatically loads specified SP map CCS at session init"); +-enableStreetLightsTC,"Enable loading of street lights TC"); +-EnableSubtitleTuning,"Allows subtitles to be hotloaded from the assets folder"); +-enabletakeovers, "Enable vterritory takeovers during multiplayer"); +-enableVisibilityDetailedSpew, "Enable Visibility Detailed Spew"); +-enableVisibilityFlagTracking, "Enable Visibility Flag Tracking"); +-enableVisibilityObsessiveSpew, "Enable Visibility Obsessive Spew"); +-enableXInputEmulation, "[input] Enables XInput emulation from DirectInput devices."); +-EpicDevToolHost, "Specifies the hostname and port of the Epic dev auth tool. E.g. 127.0.0.1:22222"); +-EpicDevToolTokenName, "Specifies the name of the token configured in the Epic dev auth tool."); +-ex, "End x world coordinate." ); +-exitaftercachesave, "Cause the game to terminate immediately after the cache file has been generated"); +-expandtolightbounds, "expand object bounds to attached lights bound"); +-experimentalmodules, "[AMP] Enable experimental modules"); +-ExportSavegameToLocalPC, "[savegame_export] Instead of uploading the savegame to the cloud, we'll save it to the X: drive on the local PC"); +-ExportScriptStaticBounds, "enable script-managed static bounds export, used for heightmap tool"); +-extraampchunks, "[AMP] Load additional data chunks, comma delimited"); +-extracloudmanifest, "specify path to local ExtracontentManager cloud manifest file wich will be used instead of real one"); +-extracontent, "Extra content development path"); +-extraReuse, "[worldpopulation] Skip HasBeenSeen Checks for reusing peds and vehicles"); +-extraStreamingIndices, "[DrawLists] allocate extra streaming indices"); +-extravidmem, "[MEMORY] Set amount of extra video memmory to report in MB"); +-ey, "End y world coordinate." ); +-facebookvehiclesdriven, "[stat_savemgr] Setup the number of vehicles driven."); +-failmpload, "[stat_savemgr] Make any savegame fail to load."); +-failmploadalways, "[stat_savemgr] Make any savegame fail to load."); +-fairhddscheduler, "[streaming] Improve scheduling on HDD-based files"); +-fakeModdedContent, "[REPLAY] fakes that clips have modded content"); +-fakesoundschema, "[RAGE Audio] fake the sound schema version"); +-fastCompression,"[rscbuilder] Use fast zlib compression, even on Xenon"); +-fastscriptcore,"Enable use of fast script core"); +-fbcount,"[grcore] Number of front buffers (default = 2, max 8)"); +-featurelevel, "Force a certain shader model in technique remapping code (1000, 1010, 1100)"); +-fiddler, "Enable fiddler HTTP captures"); +-fiddlerwebsocket, "[rline] Enable fiddler Websocket captures. Also enables HTTP captures as side effect", "Disabled", "All", ""); +-fileloader_tty_windows,"Create RAG windows for Fileloader related TTY."); +-fileMountWidgets, "Add Data File Mount widgets to the bank"); +-fillDownload0, "[REPLAY] Pretend PS4 Filestore on download0 is full"); +-filmeffect, "Enable the film effect shader"); +-fixedDevPlayback, "Playback the replay in fixed time to help with Asserts throwing off time"); +-fixedframetime, "Force each frame to advance by a fixed number of milliseconds (specified in fps)"); +-fixedheightdebugfont, "[debug] Use the same height for all debug text, proportional and fixed-width"); +-focusPedDisplayIn2D,"[AI] Display focus ped in 2d"); +-focusTargetDebugMode,"[AI] Render focus ped debug in screen space at side of screen"); +-fogVolumes, "[QUALITY SETTINGS] Enable lights volumetric effects in foggy weather"); +-fontlib, "[text] font library to use (ppefigs, japanese, korrean, russian, trad_chinese, efigs)"); +-force720,"[grcore] In the case of a i, Force 720p over other resolutions if the TV supports it"); +-forceadpcm, "Use mp3 files for PS4"); +-forcebootcd,"[startup] Force booting from cd"); +-forceboothdd,"[startup] Force booting from HDD"); +-forceboothddloose,"[startup] Force booting from HDD with loose files"); +-forcecacheloaderencryption,"Cache data is encrypted"); +-forceCatalogCacheSave, "If present, we will force saving of the catalog cache."); +-forceCESP, "[stat_savemgr] Simulate that the local player previously purchased Criminal Enterprise Starter Pack"); +-forceclothweight, "overwrite all cloth weight"); +-forcedfps, "Force simulated fps to the number of frames, will dilute time "); +-forceEnableCNCResponsivenessChanges, "[CNC] Force enable CNC responsiveness changes for player, even if not in CNC mode."); +-forceexceptions, "[startup] Force exceptions even when we think a debugger is present"); +-forcefailedresources, "[MEMORY] Fail all allocations to see that we remain stable"); +-ForceFakeGestures, "Allow fake speech gestures.."); +-forcekeyboardhook, "[startup] Force disabling the Windows key with a low-level keyboard hook, even with debugger attached."); +-forceNoCESP, "[stat_savemgr] Simulate that the local player did not previously purchase Criminal Enterprise Starter Pack"); +-forceRagdollLOD, "Force all ragdolls to run the given LOD"); +-forceremoval, "forces removal of movies even if it has dangling refs"); +-forceRenewBugstarRequests, "Forces retrieving requests from bugstar rather than using cached files"); +-forceResolution, "Force the window to not adjust to the monitor size"); +-forceSPMigration, "Show SP migration flow even if the player has local saves"); +-forcetrimmedcutscenes, "Force cutscene audio to use trimmed audio files (i.e. final disc versions)"); +-forcetwopasstrees,"force two pass tree rendering"); +-forgePlayedWithData, "Fills the PlayedWith player collection with artificial data, to ease testing"); +-FOV, "Oculus FOV"); +-fps, "Display frame rate, even in Release builds"); +-fpsborder, "[debug] Draw a colored border representing FPS threshold in RenderReleaseInfoToScreen()"); +-FPSCam, "Enable FPSCam"); +-fpsCaptureUseUserFolder, "Force the output folder for the metrics xml files to be the user one"); +-fpz,"[grcore] Enable floating-point depth buffers"); +-fragdebug,"[fragment] Print debugging information to the terminal about fragments"); +-fragdebug2,"[fragment] Print debugging information to the terminal about fragments"); +-FragGlobalMaxDrawingDistance,"[fragment] force the global max drawing distance to the passed in value"); +-fragtuning, "Load fragment tuning"); +-frameLimit, "[grcore] number of vertical synchronizations to limit game to"); +-framelockinwindow,"[grcore] Force framelock to work even in a window (works best with 60Hz monitor refresh)"); +-FrameQueueLimit, "Maxiumum number of frames that can be queued up"); +-frameticker,"[setup] [TOGGLE] Display update, draw, and intra-frame ticker."); +-frametickerScale,"[setup] Set the vertical scale for the frame ticker."); +-frametime,"[setup] [TOGGLE] Display update, draw, and intra-frame time."); +-friendslistcaching, "Uses caching to populate friends list stats"); +-friendslistcachingverbose, "Verbose logging for friends list caching"); +-frontendMpForceIntro, "Force the simple screen"); +-fullscreen,"[grcore] Force fullscreen mode"); +-fullspeechPVG, "Force all peds to have a full speech PVG"); +-fullweathernames, "[code] display full weather names"); +-fxaa, "[QUALITY SETTINGS] Set FXAA quality (0-3)"); +-fxaaMode,"0: Off, 1: Default, 2: HQ FXAA"); +-gameheight,"Set height of game's backbuffer/gbuffer"); +-gametimercutscenes, "Cutscenes will be driven by the fwTimer - only use for debugging"); +-gamewidth,"Set width of game's backbuffer/gbuffer)"); +-gameWindowFocusLock, "Don't allow other programs to take away the window focus"); +-gcmWatchdog,"[grcore] Force gcm watchdog thread to run even when debugger is detected."); +-gen9BootFlow, "[startup] Enable Gen9 Boot Flow")); +-generateIsland, "[paths] generating nodes for heist island"); +-geoLocCountry, "Set a custom result for the geo location country"); +-geoLocFakeIp, "Set a fake IP to use for geoloc"); +-glhaltonerror,"[grcore] Halt on GL/Cg errors (PS3)"); +-globalLOD, "[LodScale] Override global root LOD scale"); +-GPUCount,"[grcore] Manual override GPU Count"); +-gpuDebugger, "[grcore] enable GPU debugger"); +-gpuWater, "Force GPU Water Update"); +-graphicsSettings, "Set all settings to the value specified"); +-grassandplants,"Detail level for the plants rendering (0=low, 1=medium, 2=high)"); +-grassDisableRenderGeometry, "Disables the rendering of the grass geometry only (still runs the CS computation)"); +-grassInstanceCBSize, "Size of the instanced constant buffer for grass" ); +-grassQuality,"[QUALITY SETTINGS] Set grass quality (0-3)"); +-grid_end_x, "[commands_debug] End x coordinate of grid visitor script"); +-grid_end_y, "[commands_debug] End y coordinate of grid visitor script"); +-grid_size, "[commands_debug] Size of the grid cell"); +-grid_start_x, "[commands_debug] Start x coordinate of grid visitor script"); +-grid_start_y, "[commands_debug] Start y coordinate of grid visitor script"); +-GridX, "Number of monitors wide you want to emulate"); +-GridY, "Number of monitors high you want to emulate"); +-halfpop, "Half population density" ); +-hangdetecttimeout, "Number of seconds until hang detection kicks in"); +-hangingcabletest, "hangingcabletest"); +-hdao_quality,"Which HDAO quality level to use(0 = low, 1 = med, 2 = high)."); +-hddfreespace, "Fake the amount of free space available on the hard disk"); +-hdr,"[device_d3d] Set the whole rendering pipeline to 10-bit on 360 and 16-bit on PC"); +-hdr,"[grcore] Set backbuffer to full 16bit float."); +-HDStreamingInFlight, "[QUALITY SETTINGS] Enable HD streaming while in flight"); +-headblendcheck, "Renders debug text above non finalized blend peds"); +-headblenddebug, "Debug for head blend memory overwrites"); +-headphones, "[Audio] Mix for headphones."); +-heatmap_memory_test, "[commands_debug](script)"); +-heatmap_reverse, "[commands_debug](script)"); +-height, "[grcore] Screen height"); +-height,"[grcore] Set height of main render window (default is 480)"); +-hexdumpgcm,"Enable hex dumps of gcm command lists (use -toggleN=hexdumpgcm)"); +-hideRockstarDevs, "If present then log player card stats output."); +-hidewidgets,"[bank] Hides bank widgets"); +-hidewindow, "[grcore] the main window is created hidden"); +-highColorPrecision, "Switch RGB11F to RGBAF16 format for PC"); +-httpNumThreads, "[diag] the max number of threads to listed for rest requests on (default: 4)"); +-httpoutput, "display what is posted to and returned by http query"); +-httpPort, "[diag] The port(s) that the debug web server listens on (default: 7890)"); +-httpThrottle, "[diag] Throttle the rest responses. Simple use is \"-httpThrottle=*=10k\" See the civentweb user manual for more options"); +-HUD_LAYOUT, "HUD Layout X,Y,Width,Height"); +-icusername, "The Epic Games Launcher passes in the user's epic user name. Used in offline mode only."); +-ignoreDeployedPacks, "Ignore deployed packs"); +-ignoreDifferentVideoCard, "Don't reset settings with a new card"); +-ignoreFocus, "[RAGE] pad does not require focus to function"); +-ignoreGfxLimit, "Allows graphics/video settings to be applied even if they go over the card memory limits"); +-ignorePacks, "Ignores a given set of packs based on their nameHash from setup2, delimit with ;"); +-ignorePrecalculatedBankInfo,"[RAGE Audio] Ignore the precalculated bank info file"); +-ignoreprofile, "Ignore the current profile settings"); +-ignoreprofilesetting, "Ignore an individual profile settings"); +-imposterDivisions,"Number of tree imposter divisons"); +-inflateimaphigh, "Load high detail IMAPs for larger range"); +-inflateimaplow, "Load low detail IMAPs for larger range"); +-inflateimapmedium, "Load medium detail IMAPs for larger range"); +-inGameAudioWorldSectors, "[Audio] Enabled audio world sectors online info."); +-initclothuserdata, "init cloth user data when cloth is instanced"); +-installstat, "Output some network stats during install"); +-instancedveg, "enable instanced vegetation"); +-instancePriority, "[game Entity] force the instance priority level"); +-instancepriority, "Override the instance priority for MP games"); +-interiordrivemode, "[scene] Throttle interior streaming when moving fast"); +-internationalKeyboardMode, "[input] Use international keyboard mode that loads the US keyboard."); +-inventoryFile, "If present, setup the inventory fine name."); +-inventoryForceApplyData, "Force application of the data from the server"); +-inventoryNotEncrypted, "If present, game understands that inventory file is not encrypted."); +-invincible, "Make player invincible"); +-inviteAssumeSend, "[live] On PS3 - will halt at the XMB when sending invites"); +-isablecategorytelemetry, "RAGE Audio - disable RAVE category telemetry")); +-isguest, "Fakes the Guest/Sponsored user state (XB1)"); +-isrockstardev, "Set Is Rockstar Dev status"); +-jobtimings,"[task] Spew job timings"); +-jpegsavequality,"[setup] Set JPEG save quality (default 75, can be 60-100)"); +-jpnbuild, "Overrides app content to return IsJapaneseBuild() == true"); +-junccap, "Junction capture type ( simple or spin )" ); +-junccosts, "Junction scene cost folder - place to save cost tracker logs"); +-juncdst, "Junction destination csv filename" ); +-juncend, "Junction # to end on" ); +-juncprecapdelay, "Junction smoke - precapture delay in seconds"); +-juncsettimeeachframe, "Junction smoke - sets the time every frame to 12:00"); +-juncsettlespin, "Junction number of settle spins" ); +-juncspinrate, "Junction smoke - rate of spin per frame in radians"); +-juncsrc, "Junction source csv filename" ); +-juncstart, "Junction # to start with" ); +-juncstartupspin, "Junction number of startup spins" ); +-kbAutoResolveConflicts, "Never display keybinding conflicts with a warning screen"); +-kbDebugOnlySwitch, "[game] Toggle only between game and debug keyboard modes."); +-kbDontUseControlModeSwitch, "[game] Don't use a Control+Key press to toggle game modes."); +-kbgame, "[game] Start game in Game Keyboard Mode"); +-kblevels, "[game] Start game in Level Keyboard Mode"); +-kbmodebutton, "[game] Sets the button to be used for switching keyboard modes."); +-keyboardLocal, "[control] Sets the keyboard layout to the specified region."); +-lan, "[network] Use LAN sessions instead of online sessions"); +-landingFullFallback, "Display a full fallback layout including the fixed columns"); +-langfilesuffix, "[text] Suffix to append to the RPF filename of a language file, like '_rel'"); +-lastgen,"render without new nextgen effects"); +-lazydelete, "[MEMORY] Take your time deleting stuff"); +-leaveDeadPed, "Leave dead ped behind when resurecting the local player"); +-leavempforstore, "The store will cause the player to leave mp sessions."); +-level, "[gamelogic] level to start game in (alpine, underwater, desert, space, moon, codetest, testbed)"); +-licensePlate, "Text for the license plate"); +-LiveAreaContentType, "[LiveArea] The type of the content to be loaded."); +-LiveAreaLoadContent, "[LiveArea] The content id of the content to be loaded."); +-loadallsfmovies, "Loads each scaleform movie, one at a time"); +-loadclipsetsfromxmlandsavepso, "Load the ClipSets from clipsets.xml and save to clipsets.pso"); +-loadclothstate, "load cloth data when cloth is instanced"); +-loadMapDLCOnStart, "Automatically loads both SP and MP map changes at startup"); +-loadreleasepsos, "Load the release PSO versions of certain meta files, on non-disc builds"); +-loadstats,"[memory] Enable hierarchical logging of load times.Supply an optional parameter to specify filename."); +-loadtestsounds, "Load test_sounds.dat"); +-loadtimer,"[setup] Display a loading timer"); +-loadwaterdat, "Use old water data"); +-loat UNUSED_-tolerance), int maxIterations) +-loat UNUSED_-zVal), +-localbank,"[bank] Display local widgets instead of remote widgets.Optional parameters specify number of lines to show, draw scale (in percent), and base x and y"); +-localconsole,"[setup] run with a local console."); +-localhost,"[startup] Specify local host of PC for rag connection (automatically set by psnrun.exe)"); +-localnetlogs,"[network] Write network logs to local storage"); +-lockableResourcedTextures, "Resourced textures are made lock/unlock-able."); +-lockableResourcedTexturesCount, "Number of lockable resourced textures accomodated."); +-lockragdolls, "[physics] Lock all peds to disallow ragdolls"); +-lockscaleformtogameframe, "Lock the scaleform framerate to the game's framerate by default (some movies may override this)"); +-lodScale,"[QUALITY SETTINGS] Set Lod Distance Level (0.0-1.0f)"); +-logactionscriptrefs, "Logs any actionscript refs that get added to movies"); +-logallocstack,"[startup] Log all memory allocation stack tracebacks (requires -logmemory)"); +-logArrayHandlerBatching, "Adds logging for array handler update batching"); +-logClearCarFromArea, "[GameWorld] print the reason for a clear_area failing to remove a vehicle"); +-logClearCarFromAreaOutOfRange, "[GameWorld] enable the print that gets output if a clear_area fails to remove a vehicle due to the vehicle being out of range"); +-logcreatedpeds, "[pedpopulation] Log created peds"); +-logcreatedvehicles, "[vehiclepopulation] Log created vehicles"); +-logdestroyedpeds, "[pedpopulation] Log destroyed peds"); +-logdestroyedvehicles, "[vehiclepopulation] Log destroyed vehicles"); +-logExtendedScaleformOutput, "Logs Scaleform output that may produce too much spam for any standard debug channel"); +-logfile, "[profile] Sets the name of the logfile (defaults to profiler_log.csv)"); +-logmemory,"[startup] Log all memory allocation and deallocations to file (default is c:\\logmemory.csv)"); +-logonlyscriptnetregfailures, "[network] will log only script network registration failures"); +-logPlayerHealth, "[code] Logs player health to log files"); +-logstarvationdata, "[network] logs extended data about starving network objects"); +-logstreaming,"[Streamer] Log all file access to a file (with names and offsets)"); +-logtimestamps,"[diag] Output the timestamp with each line when logging to a file"); +-logusedragdolls, "Logs the maximum number of NM agents, rage ragdolls and anim fallbacks the get used."); +-longLifeCommandLists,"Deferred command lists last over multiple frames. Helps debugging in PIX"); +-map, "[game] Map file used when loading game"); +-mapCentersOnClick, "If the map centers on a single click and waypoints on a double"); +-mapMoverOnlyInMultiplayer, "Use to only use MOVER map collision when in multiplayer games; MOVER will be set to collide with weapon shapetests."); +-maponly, "Only load the map - turn off all cars & peds"); +-maponlyextra, "Only load the map - turn off all cars & peds"); +-mapStaysOnWaypoints, "Whether the Pause Map moves on waypoints"); +-marketing, "Marketing memory size"); +-maxbigconstraints, "[physics] Override the maximum number of big constraints."); +-maxcollisionpairs, "[physics] Override the maximum number of broadphase pairs."); +-maxcompositemanifolds, "[physics] Override the maximum number of composite manifolds."); +-maxconstraints, "[physics] Override the maximum number of constraints."); +-maxcontacts, "[physics] Override the maximum number of contacts."); +-maxexternvelmanifolds, "[physics] Override the maximum number of extern velocity manifolds."); +-maxfps, "Maximum frames per second"); +-maxframetime, "Maximum size of one frame in seconds"); +-maxhighprioritymanifolds, "[physics] Override the maximum number of high-priority manifolds."); +-maximizableWindow, "Have maximize button active on window"); +-maxinstbehaviors, "[physics] Override the maximum number of inst behaviors."); +-maxlittleconstraints, "[physics] Override the maximmum number of little constraints."); +-MaxLODScale, "[QUALITY SETTINGS] Maximum lod scale (0.0-1.0)"); +-maxloginstances, "[network] limits the number of instances of a individual log file that can be generated before old files are overwritten"); +-maxmanagedcolliders, "[physics] Override the maximum number of managed colliders."); +-maxmanifolds, "[physics] Override the maximum number of manifolds."); +-maxmiplevels, "[RAGE] the maximum number of mips to load for any given image"); +-maxmipsize, "[RAGE] the maximum dimension of mips to load for any given image"); +-maxPeds, "[pedpopulation] Maximum ped population"); +-maxphysicalglassshards, "The maximum number of physical glass shards that can exist at a given time."); +-MaxPower, "Maximum Rating Considered High End"); +-maxsleepislands, "[physics] Override the maximum number of sleep islands."); +-maxtexturesize, "[setup] (DEV only) Sets the maximum size for a texture"); +-maxthreads, "[grcore] Maximum amount of threads to use in game"); +-maxVehicles, "[vehiclepopulation] Maximum vehicle population"); +-MemoryUsage, "Display memory usage"); +-memrestrict, "[MEMORY] Set the restriction the amount of available memory for managed resources"); +-memstats,"[memory] Enable hierarchical logging of memory usage.Supply an optional parameter to specify filename."); +-memvisualize, "Enable MemVisualize"); +-messageBoxTimeout, "[logging] Enable message box timeout that chooses default option once timer expires: supports =0 to =15"); +-metricallowlogleveldevoff, "[telemetry] Use this command to turn on metrics on channel LOGLEVEL_DEBUG_NEVER"); +-midiinputdevice, "[RAGE Audio] MIDI device id to use for input"); +-midnight, "Run automatic stats tools at midnight." ); +-minAgeRating, "Overrides minimum age rating for the game"); +-minframetime, "Maximum size of one frame in seconds"); +-MinHeight, "Lowest Allowed Resolution (Height)"); +-minimalpredictionlogging, "minimal prediction logging"); +-minimap3d, "[code] 3D minimap"); +-minimapRound, "[code] Round 2D minimap"); +-minimizableWindow, "Have minimize button active on window"); +-minimizeLostFocus, "minimize when fullscreen loses focus"); +-minmiplevels, "[RAGE] the minimum number of mips to load for any given image"); +-minmipsize, "[RAGE] the minimum dimension of mips to load for any given image"); +-minPeds, "[pedpopulation] Minimum ped population"); +-MinPower, "Minimum Rating Considered Low End"); +-minspecaudio, "Force minspec audio processing"); +-minVehicles, "[vehiclepopulation] Minimum vehicle population"); +-MinWidth, "Lowest Allowed Resolution (Width)"); +-mirdebugcrack,"mirdebugcrack"); // load special crack texture +-mirdebugnoheap_360,"mirdebugnoheap_360"); // allocate mirror reflection target separately, so it can be viewed from rag +-mirdebugnoheap_ps3,"mirdebugnoheap_ps3"); // allocate mirror reflection target separately, so it can be viewed from rag +-mirrorusegbuf1_360,"mirrorusegbuf1_360"); // allocate mirror reflection target from gbuffer1 (as it used to be), instead of gbuffer23 +-missingfilesarefatal,"[system] If set, any file open failure is considered a fatal abort."); +-missiongroup, "[commands_debug] Start mission group parameter for the autoflow automated test script"); +-missionname, "The name of the mission you wish to have invoked when the game boots."); +-missionnum, "The number of the mission you wish to have invoked when the game boots."); +-mmfNoDeleteCorruptFiles, "Allow corrupt video files to remain on disk so they can be reviewed for bugs"); +-modelnamesincapture,"show model names in GPAD/PIX"); +-monitor,"[grcore] Use the specified monitor number (zero-based)"); +-monoRuntime,"[grcore] (Default=1 for non-final) 0: No debugging, 1: Profiling support, for example for PIX captures, 2: Profiling support plus parameter validation, 3: Profiling support, parameter validation, and Debug compilation (supporting asserts, RIPs, and so on)."); +-MotionBlurStrength, "[QUALITY SETTINGS] Overall Motion blur strength (0.0-1.0)"); +-mouse_sensitivity_override, "Mouse sensitivity override"); +-mouseDebugCamera, "Enable mouse control of the debug cameras"); +-mouseexclusive, "Game uses mouse exclusively."); +-movedebug, "Enable node 2 def map"); +-mpactivechar, "[stat_savemgr] Override active character."); +-mpactiveslots, "[stat_savemgr] Override numver of active slots."); +-mpSavegameUseSc, "[stat_savemgr] Use Social Club savegames for multiplayer."); +-mrt,"[grcore] Use a Multiple-Render Target to encode HDR"); +-MSAA,"[GRAPHICS] Anti-aliasing (MSAA_NONE, MSAA_2, MSAA_4, MSAA_8)"); +-MSAA,"[grcore] Anti-aliasing (MSAA_NONE, MSAA_2xMS, MSAA_Centered4xMS, MSAA_Rotated4xMS)"); +-mtphys, "[physics] Use multithreaded physics simulation, even though this build is not optimized."); +-multiFragment,"[grcore] Number of AA fragments (1, 2, 4, or 8)"); +-multiFragment,"[grcore] Number of color/depth fragments (1,2,4, or 8)"); +-multiHeadSupport, "Multi Head Support"); +-multiSample,"[grcore] Number of AA samples (1, 2, 4, 8, or 16)"); +-multiSample,"[grcore] Number of multisamples (1, 2, 4, or 8)"); +-multiSample,"[grcore] Number of multisamples (1, 2, or 4)"); +-multiSampleQuality,"[grcore] Quality level of multisamples - Video card dependent"); +-mute, "[RAGE Audio] Mutes audio."); +-muteoutput, "Start with output muted"); +-nableCrashpad, "[startup] Enable Breakpad (defaults to disabled on Master builds, use this to turn it on)"); +-namedrtdebug,"Output debug info"); +-nameheapshift,"Specify name heap shift (default=0, 64k max size, can be up to 3 for 512k max size)"); +-nativetrace, "Set per-native trace action in a semicolon-delimited list. Actions are: log,stack,assert. E.g. -nativetrace=SET_SLEEP_MODE_ACTIVE=log;IS_STRING_NULL=assert"); +-netArraySizeAssert, "If set, the array manager asserts when the size of an array exceeds that which can fit in a single update message"); +-netAutoActionPlatformInvites, "[Invite] Auto-accept platform invites"); +-netAutoForceHost,"[session] If present, does not look for a game and goes straight to hosting one."); +-netAutoForceJoin,"[session] If present, keeps matchmaking until a game is available."); +-netAutoJoin,"[session] If present, joins a game straight away."); +-netAutoMultiplayerLaunch, "[network] If present the game will automatically launch into the multiplayer game-mode."); +-netAutoMultiplayerMenu, "[network] If present the game will automatically launch into the multiplayer menu."); +-netBadQosThresholdMs, "If a connection quality is poor for this amount of time, we start reporting a bad connection quality"); +-netBindPoseClones, "[network] Perform a bind pose analysis of the clone peds in a network game"); +-netBindPoseCops, "[network] Perform a bind pose analysis of the cop peds in a network game"); +-netBindPoseNonCops,"[network] Perform a bind pose analysis of the non cop peds in a network game"); +-netBindPoseOwners, "[network] Perform a bind pose analysis of the owner peds in a network game"); +-netBubbleAlwaysCheckIfRequired,"[session] If present, enforces that hosts always check if bubbles are required"); +-netBypassMultiplayerAccessChecks, "[network] Bypass soft network access blockers"); +-netClockAlwaysBlend, "[network] If present the game will always blend back to global from an override."); +-netCommerceUseCurrencyCode, "[commerce] Always replace display price with the currency string"); +-netCompliance); // Force XR/TRC compliance on non-final builds +-netCompliance, "Enables compliance mode (compliance friendly error handling / messaging"); +-netCxnEstablishmentStackTraces, "Enables stack traces for connection establishment functions"); +-netCxnLockHoldThreshold, "Sets threshold at which we'll log that we held onto the connection manager lock"); +-netCxnLockLongHoldThreshold, "Sets threshold at which we log 'True' for a *long* hold - this is just for searching purposes"); +-netCxnLockLongWaitThreshold, "Sets threshold at which we log 'True' for a *long* wait - this is just for searching purposes"); +-netCxnLockOnlyOutsideLock, "Sets whether we only consider the outside lock"); +-netCxnLockPrintMainStackTrace, "Sets whether we print our main thread stack for a long hold"); +-netCxnLockWaitThreshold, "Sets threshold at which we'll log that we waited for the connection manager lock"); +-netdebugdesiredvelocity, "[network] Enable debugging of desired velocities"); +-netdebugdisplay, "[network] Display network object debug information"); +-netdebugdisplayconfigurationdetails, "[network] Display network configuration details"); +-netdebugdisplayghostinfo,"[network] Allow display of ghost info for targetted types"); +-netdebugdisplaypredictioninfo,"[network] Allow display of prediction info for targetted types"); +-netdebugdisplaytargetobjects,"[network] Allow display of target object data"); +-netdebugdisplaytargetpeds,"[network] Allow display of target ped data"); +-netdebugdisplaytargetplayers,"[network] Allow display of target player data"); +-netdebugdisplaytargetvehicles,"[network] Allow display of target vehicle data"); +-netdebugdisplayvisibilityinfo,"[network] Allow display of visibility info for targetted types"); +-netDebugLastDamage, "Debug last damage done to physical entities."); +-netdebugnetworkentityareaworldstate, "[network] Enable visual debugging of network entity area world state"); +-netDebugTaskLogging, "[network] Activate the task logging on specific tasks for network debugging"); +-netdebugupdatelevels, "[network] Include update level information with the prediction logs"); +-netDisableAcquireCritSecForFullMainUpdate, "When updating main, disable acquiring connection manager critical section for full update"); +-netDisableBrowserSafeRegion, "Disables safe region for web browser on PlayStation."); +-netDisableLoggingStallTracking, "[network] Disables functionality to track logging stalls"); +-netDisableMissionCreators, "[network] Disable access to the mission creators"); +-netDisableWebApiInvites, "Disables web api invites"); +-netEnableEvaluateBenefits, "Enables evaluation of membership benefits"); +-netEnableScMembershipServerTasks, "Enables membership ROS tasks to request data from the server"); +-netEndpointCxnlessMs, "Set default connection-less timeout for endpoints"); +-netEndpointInactivityMs, "Set default inactivity timeout for endpoints"); +-netEndpointRemovalDisabled, "Set whether endpoints are removed on inactivity"); +-netExcessiveAlphaLogging, "Prints logging when the network code sets the alpha"); +-netfakebandwidthlimitdown, "Set initial value for the fake download bandwidth limit in bytes per second. E.g. -netfakebandwidthlimitup=1024"); +-netfakebandwidthlimitup, "Set initial value for the fake upload bandwidth limit in bytes per second. E.g. -netfakebandwidthlimitup=1024"); +-netfakedrop, "Enable dropping of packets and set the percentage (0-100) of inbound packets to drop. E.g. to drop 10% of packets: -netfakedrop=10"); +-netFakeGamerName, "Specify a fake name to use for the local player"); +-netfakelatency, "Enable fake latency and set how many milliseconds of latency to add to inbound packets. E.g. -netfakelatency=200. Specify a range to enable variable latency and packet reordering. E.g. -netfakelatency=100-400"); +-netForceActiveCharacter, "Force whether we have an active character or not"); +-netForceActiveCharacterIndex, "Force the active character index"); +-netForceBackCompatAsPS5, "[network] Force acting as playing on PS5 with back compat", "Disabled", "PS4", ""); +-netForceBadSport, "[stat_savemgr] Force local player to be a bad sport."); +-netforcebandwidthtest, "[network] Force the test to run on each call", "Disabled", "All", ""); +-netForceCheater, "[network] Force local player cheater setting (0 or 1)"); +-netForceCompletedIntro, "Force whether we have completed the MP intro"); +-netForceReadyToCheckStats, "Force setting of whether stats can be checked"); +-netforceuserelay, "Force the packet relay to be used"); +-netFromLiveArea, "[network] Forces -FromLiveArea"); +-netFunctionProfilerAsserts, "[network] Asserts when function profiler exceeds supplied times"); +-netFunctionProfilerDisabled, "[network] Disables netFunctionProfiler"); +-netFunctionProfilerThreshold, "[network] Only outputs function that took more than supplied ms"); +-netGameTransactionHostName,"host name to use for connecting to game server"); +-netgametransactionsNonce, "Nonce");); +-netGameTransactionsNoRateLimit, "Ignore rate limit values."); ) +-netGameTransactionsNoToken, "Don't use the access tokens"); +-netGameTransactionsServerApp, "Server app to use"); +-netGameTransactionTitleName,"title name to use for connecting to game server"); +-netGameTransactionTitleVersion,"title version to use for connecting to game server"); +-netHasActivePlusEvent, "[net_live] PS4 only - Adds active PS+ event (bypassing need for event in event schedule)"); +-netHasScMembership, "If present, specifies whether we have SC membership or not"); +-nethttpallownonhttps, "[http] Allow non-HTTPS requests", "Disabled", "All", "All"); +-nethttpdump, "If present HTTP requests/responses (for everything except Bugstar) will be dumped to debug output"); +-nethttpdumpbinary, "If present HTTP requests/responses will dump binary content"); +-nethttpdumpbugstar, "If present, HTTP requests/responses for Bugstar will be dumped to debug output"); +-nethttpnoxhttp, "If present don't use IXHR2 on Xbox One"); +-nethttpproxy, "Address of proxy to use for HTTP requests: .Port is optional."); +-netHttpRequestTrackerDisable, "Disable the HTTP request tracker altogether."); +-netHttpRequestTrackerDisplayOnScreenMessage, "[network] The HTTP request tracker will display a message on screen if there is a burst."); +-netHttpRequestTrackerRules,"Specify rules .xml file for HTTP request tracker. -netHttpRequestTrackerRules=rules.xml"); +-nethttprules, "Enable http interception and specify rules xml file. -nethttprules=rules.xml"); +-nethttpserveraddr, "Address of server to use for HTTP requests: .Port is optional."); +-nethttpsnoproxy, "Ignore proxy for HTTPS requests"); +-nethttpstunnel, "[http] Use the proxy address to tunnel HTTPS requests"); +-nethttptimeout, "HTTP request timeout in seconds.Overrides application defined timeout."); +-nethttpuseragent, "HTTP user agent string."); +-neticefailbasedonnatcombo, "Force a NAT traversal failure based on NAT type combination (i.e. strict-strict, strict-moderate will fail)"); +-neticefailgamers, "Force a NAT traversal failure based on a comma-separated list of gamerhandles (eg. -neticefailgamers=\"SC 280471,SC 280921\")"); +-neticefailprobability, "Force a NAT traversal failure based on a [0%, 100%] probability (eg. -neticefailprobability=50)"); +-neticeforcedelay, "Delays NAT traversal for a specified number of milliseconds to simulate long-running NAT traversals (eg. -neticeforcedelay=10000, or a random delay in a range, eg. -neticeforcedelay=1000-8000"); +-neticeforcefail, "Don't start NAT traversal, instead force a failure after a specified number of milliseconds (eg. -neticeforcefail=1000)"); +-neticeforcesymmetricsocket, "Always use the symmetric socket for all NAT traversals"); +-netIceIgnoreDirectMsgs, "Ignores ICE messages that are received from non-relayed addresses"); +-netIceIgnoreIndirectMsgs, "Ignores ICE messages that are received via relay server"); +-neticenodirectoffers, "Only send indirect (relay assisted) offers"); +-netIceQuickConnectTimeoutMs, "Sets the QuickConnect timeout in milliseconds."); +-neticesenddebuginfo, "Tell the remote peer to send debug info to the local peer after each NAT traversal"); +-neticesucceedgamers, "Force a NAT traversal failure to gamers NOT listed in a comma-separated list of gamerhandles (eg. -neticesucceedgamers=\"SC 280471,SC 280921\")"); +-neticesymsocketlocal, "Map the symmetric socket to the local LAN address"); +-neticetestwrongrelayaddr, "Pretends we don't have the remote peer's correct relay address, so we need to discover it during NAT traversal"); +-netInvitePlatformCheckStats, "[Invite] Whether we check stats or not when processing platform invites"); +-netInviteScriptHandleNoPrivilege, "[Invite] Let script handle no privilege"); +-netkxignoredirectmsgs, "for testing purposes only - ignore key exchange messages received via direct addresses"); +-netkxignoreindirectmsgs, "for testing purposes only - ignore key exchange messages received via relay server addresses"); +-netlogprefix, "[network] specifies a prefix applied to the log file, can be used when running multiple instances of a game from the same PC"); +-netlogtelemetry, "Logs out telemetry content"); +-netMatchmakingAlwaysRunSorting,"[session] If present, will run sorting even with one session"); +-netMatchmakingCrewID,"[session] If present, sets the crew ID used for crew matchmaking"); +-netMatchmakingDisableDumpTelemetry,"[session] If present, disable dumping telemetry to logging"); +-netMatchmakingForceAim , "Force matchmaking aiming to the following: "); +-netMatchmakingForceLanguage, "Force matchmaking language to the following: "); +-netMatchMakingForceRegion, "Force matchmaking region to the following: "); +-netMatchmakingMaxTelemetry,"[session] If present, max out the telemetry to test"); +-netMatchmakingTotalCrewCount,"[session] If present, sets the total number of players in our crew"); +-netMemAllocatorLogging, "[network] Outputs a log containing the stream of allocations and deallocations. " +-netMembershipRefreshOnBackgroundExecutionExit, "[net_live] PS5 Only - Refresh membership status after exiting background execution"); +-netMpAccessCode, "[network] Override multiplayer access code", "Default multiplayer access behaviour", "All", ""); +-netMpAccessCodeNotReady, "[network] Force the access code check to be flagged as not ready", "Default multiplayer access behaviour", "All", ""); +-netMpAccessCodeReady, "[network] Force the access code check to be flagged as ready", "Default multiplayer access behaviour", "All", ""); +-netMpSkipCloudFileRequirements, "[session] If present, skips need for tunables or background scripts"); +-netnattype, "Bypasses NAT type detection and sets the local NAT type. Example -netnattype=Open, -netnattype=Moderate, -netnattype=Strict, -netnattype=Unknown, -netnattype=Random"); +-netNoClanEmblems, "Disables the clan emblem system"); +-netnocxnrouting, "Disables all connection routing (including peer relaying and rerouting broken direct connections to the relay server)."); +-netnopcp, "Don't use PCP or NAT-PMP protocols"); +-netnopeerrelay, "Don't relay packets through other peers"); +-netNoScAuth, "Disables ScAuth signup and account linking"); +-netnoupnp, "Don't use UPnP"); +-netObjectIdMinTimeBetweenRequests, "[network] Object Id minimum time between Id requests"); +-netObjectIdNumIdsToRequest, "[network] Object Id number of Ids that we request when "); +-netObjectIdObjectIdReleaseThreshold, "[network] Object Id release threshold"); +-netObjectIdRequestIdThreshold, "[network] Object Id request Id release threshold"); +-netpeerid, "Sets the local peer's peer ID to the specified value. E.g. -netpeerid=0xAAAAAAAAAAAAAAAA"); +-netpeerrelaymaxhops, "Sets the maximum number of hops a packet can take through a p2p relay route"); +-netpeerrelaymaxrelayedcxns, "Roughly sets the maximum number of connections the local peer can relay simultaneously. See documentation for SetMaxRelayedCxns()."); +-netPlayerDisableLeakPrevention, "[net] Disables non-physical player leak prevention"); +-netPlusCustomUpsellEnabled, "[net_live] PS4 only - When PS+ event is active and enabled - enables custom upsell"); +-netPlusEventEnabled, "[net_live] PS4 only - Enables PS+ event (bypassing need for tunable)"); +-netPlusEventPromotionEndGraceMs, "[net_live] PS4 only - When PS+ event is active and enabled - grace period to exit RDO when promotion ends"); +-netPlusPromotionEnabled, "[net_live] PS4 only - When PS+ event is active and enabled - enables PS+ promotion"); +-netPresenceDisablePresenceDebug, "[Presence] Disables that we can process server only messages in BANK builds"); +-netpresenceignorepongs, "Ignores pongs from the presence server to help test fault tolerance."); +-netpresencesecure, "Determine whether to use secure protocol when communicating with the presence server."); +-netpresenceserveraddr, "Sets the full address the of presence server: or ."); +-netpresenceserverdisable, "Disables discovery of the presence server"); +-netPrivilegesAgeRestricted, "[network] Force privilege setting for age restriction", "Default communication privilege setting", "All", ""); +-netPrivilegesMultiplayer, "[network] Force privilege setting for multiplayer", "Default multiplayer privilege setting", "All", ""); +-netPrivilegesRos, "[network] Force privilege setting for Rockstar services", "Default communication privilege setting", "All", ""); +-netPrivilegesSocialNetworkSharing, "[network] Force privilege setting for social network sharing", "Default communication privilege setting", "All", ""); +-netPrivilegesTextCommunication, "[network] Force privilege setting for text communication", "Default communication privilege setting", "All", ""); +-netPrivilegesUserContent, "[network] Force privilege setting for user content", "Default UGC privilege setting", "All", ""); +-netPrivilegesVoiceCommunication, "[network] Force privilege setting for voice communication", "Default communication privilege setting", "All", ""); +-netrealworld, "Allows networking systems to enable simulation of real world networking conditions.", "Disabled", "All", "All"); +-netrelaychangeaddr, "Change relay servers periodically. Tests relayed p2p connections when our relay address changes."); +-netrelaydisable, "Disables discovery of the relay server"); +-netrelayignorep2pterminus, "Ignores P2P terminus packets that are received from the relay server."); +-netrelayignorepongs, "Ignores pongs from the relay server to help test fault tolerance."); +-netrelaynocrypto, "Disables mixing of relay packets with random byte - all packets are secured using P2PCrypt"); +-netrelaypinginterval, "Number of seconds between pinging the relay server."); +-netrelaysecure, "Determine whether to use secure protocol when communicating with the relay."); +-netrelayserveraddr, "Sets the full address of the relay server: ."); +-netremoteloggingEnableUpload, "[network] Allow uploading remote logs to the cloud."); +-netremoteloggingLocalLog, "[network] Specify a local path to post remote logs to."); +-netremoteloggingNoCompression, "[network] Do not compress remote logs before sending them."); +-netremoteloggingUseEncryption, "[network] Encrypt remote logs before sending them."); +-netRequireSpPrologue, "[network] Force a setting for requiring the SP prologue"); +-netScAddUnconsumedStipend, "If present, adds an unconsumed stipend benefit"); +-netScAuthNoExit, "Disable exiting the ScAuth flow through BACK button, requires browser javascript exit"); +-netScIgnoreFirstServiceResult, "If present, adds an unconsumed stipend benefit"); +-netScMembershipAllowExpire, "If present, determines whether SC membership can expire mid-session"); +-netScMembershipExpiryPosix, "If present, specifies expiry of SC membership"); +-netScMembershipStartPosix, "If present, specifies start of SC membership"); +-netscriptdisplay, "[network] Display network script object debug information"); +-netScriptHandleNewGameFlow, "[network] Script pick up the new game flow when delayed / postponed"); +-netSendStallTelemetry, "[network] Only outputs function that took more than supplied ms"); +-netSessionAllAdminInvitesTreatedAsDev,"[session] If present, set all admin invite dev setting"); +-netSessionAllowAdminInvitesToSolo,"[session] If present, allow admin invites to solo"); +-netSessionAverageRTT, "Override average RTT value"); +-netSessionBailAtHost,"[session] If present, we will simulate a bail when failing when call to host is made"); +-netSessionBailAtJoin,"[session] If present, we will simulate a bail when failing when call to join is made"); +-netSessionBailAttr,"[session] If present, we will simulate a bail when failing during change attribute process"); +-netSessionBailFinding,"[session] If present, we will simulate a bail when failing during find game process"); +-netSessionBailHosting,"[session] If present, we will simulate a bail when failing during host game process"); +-netSessionBailJoining,"[session] If present, we will simulate a bail when failing during join game process"); +-netSessionBailJoinTimeout,"[session] If present, we will simulate a bail when failing during join game process via timeout"); +-netSessionBailMigrate,"[session] If present, we will simulate a bail when migrating"); +-netSessionCheckPartyForActivity,"[session] If present, prompts players to select how to proceed with respect to parties on starting activities"); +-netSessionDisableImmediateLaunch,"[session] If present, disables immediate launch"); +-netSessionDisablePeerComplainer,"[session] If present, disables peer complainer"); +-netSessionDisablePlatformMM,"[session] If present, disables platform matchmaking in quickmatch"); +-netSessionDisableSocialMM,"[session] If present, disables social matchmaking in quickmatch"); +-netSessionEnableActivityMatchmakingActivityIsland,"[session] If present, enables activity island filtering on job queries"); +-netSessionEnableActivityMatchmakingAnyJobQueries,"[session] If present, enables augmenting job searches with any job of specified type"); +-netSessionEnableActivityMatchmakingContentFilter,"[session] If present, enables content filtering on job queries"); +-netSessionEnableActivityMatchmakingInProgressQueries,"[session] If present, enables augmenting job searches with in progress jobs"); +-netSessionEnableLanguageBias,"[session] If present, will enable languagw biased matchmaking for non-final"); +-netSessionEnableLaunchComplaints,"[session] If present, enable client complaints during activity launch"); +-netSessionEnableRegionBias,"[session] If present, will enable region biased matchmaking for non-final"); +-netSessionEnableRTT, "Enable RTT matchmaking"); +-netSessionForceHost,"[session] If present, will always host when calling FindSessions"); +-netSessionHostProbabilityEnable,"[session] If present, disables probability MM"); +-netSessionHostProbabilityMax,"[session] If present, sets the maximum probability matchmaking attempts to X"); +-netSessionHostProbabilityScale,"[session] If present, sets the scaling value (per MM) of the host probability"); +-netSessionHostProbabilityStart,"[session] If present, sets the starting value of the host probability"); +-netSessionIgnoreAim,"[session] If present, will ignore aim preference matchmaking value"); +-netSessionIgnoreAll,"[session] If present, will ignore data hash, cheater and aim preferences matchmaking"); +-netSessionIgnoreAssets, "Ignore asset differences"); +-netSessionIgnoreCheater,"[session] If present, will ignore cheater matchmaking value"); +-netSessionIgnoreDataHash,"[session] If present, will ignore data hash matchmaking value"); +-netSessionIgnoreECHash, "Ignore the CExtraContentManager::GetCRC data hash"); +-netSessionIgnoreReputation, "Ignore Xbox One reputation setting"); +-netSessionIgnoreTimeout,"[session] If present, will ignore time out matchmaking value. Not included in -All"); +-netSessionIgnoreVersion,"[session] If present, will ignore time out matchmaking version"); +-netSessionMaxPlayers,"[session] If present, sets the maximum number of players in a single session"); +-netSessionMaxPlayersActivity,"[session] If present, sets the maximum number of players in an activity"); +-netSessionMaxPlayersFreemode,"[session] If present, sets the maximum number of freemode players in a single session"); +-netSessionMaxPlayersSCTV,"[session] If present, sets the maximum number of SCTV players in a single session"); +-netSessionNoAdminInvitesTreatedAsDev, "[session] If present, set no admin invite dev setting"); +-netSessionNoGamerBlacklisting,"[session] If present, prevents gamers from being blacklisted"); +-netSessionNoSessionBlacklisting,"[session] If present, prevents sessions from being blacklisted"); +-netSessionNoTransitionQuickmatch, "[session] If present, transition quickmatch does not host"); +-netSessionOpenNetworkOnQuickmatch,"[session] If present, opens the network when we quickmatch"); +-netSessionRejectJoin,"[session] If present, will always reject join attempts"); +-netSessionShowStateChanges,"[session] If present, show session state changes on screen"); +-netSessionStateTimeout,"[session] If present, sets the join state timeout to X"); +-netSessionUniqueCrewLimit,"[session] If present, sets the maximum number of unique crews in a session"); +-netSessionUniqueCrewLimitTransition,"[session] If present, sets the maximum number of unique crews in a transition session"); +-netshoplatency, "[net_shopping] Set latency on network shopping transactions."); +-netshoptransactiondebug, "[net_shopping] if present extra debug info is rendered."); +-netshoptransactionnull, "[net_shopping] use the null transaction."); +-netSignOutStartNewGame, "[game] Start a new game instead of running the landing page flow"); +-netsoaktest, "Runs an automated test of the network game using the specified script"); +-netsoaktestparams, "Specifies a comma separated list of parameter for the soak test script"); +-netSpPrologueComplete, "[network] Force that the SP prologue is complete"); +-netssldump, "Output additional debugging information about SSL connections. Set -netssldump=verbose to dump send/receive buffers as well."); +-netStartPos, "[network] Set the player start position."); +-netSuppressGameTraffic, "[netPlayerMgrBase] If present, we won't send any game traffic"); +-netTaskMotionPedDebug, "[network] Print out all task motion ped syncing to the TTY"); +-netTeam, "[network] Set the player's team."); +-netTelemetryConfig, "[telemetry] Loads the telemetry from a file", "", "All", ""); +-netTelemetryDisableDumpOnExportFail, "[telemetry] Disables dumping of metrics which export fails on"); +-netTelemetryDump, "[telemetry] If present, dumps all telemetry to logging"); +-netTelemetryForceOff, "[telemetry] Forces telemetry metrics to be disabled even if the config file says otherwise", "", "All", ""); +-netTelemetryForceOn, "[telemetry] Forces telemetry metrics to be enabled even if the config file says otherwise", "", "All", ""); +-netTelemetryForceOnKeepsProbability, "[telemetry] When set ForceOn maintains the probability. By default ForceOn assumes the probability will be 1.0", "Disabled", "All", ""); +-netTelemetryForceProbability, "[telemetry] Enforces a specific probability value for all metrics", "Disabled", "All", ""); +-netTelemetryGroupForceOff, "[telemetry] Forces telemetry metrics of a certain group to be disabled even if the config file says otherwise", "", "All", ""); +-netTelemetryGroupForceOn, "[telemetry] Forces telemetry metrics of a certain group to be enabled even if the config file says otherwise", "", "All", ""); +-netTelemetrySubmissionIntervalSec, "[telemetry] Overwrite the default submission interval", "Disabled", "All", ""); +-netTestTunableConnectionMgrHeapSwap, "Tests swapping out the heap at the point of loading tunables"); +-netTextMessageEnableFilter, "[network] Whether text message filtering is enabled"); +-netupnpcleanup, "Clean up old UPnP entries before adding a port mapping"); +-netUseStagingEnv, "Enables the Social Club staging environment"); +-netVerboseCanActionProfileChange, "[live] Verbose logging of whether or not we can action a profile change"); +-netXblSessionTemplateName, "[net_live] Xbox Only - Session template name"); +-netXblUseConnectivityForLinkConnected, "[network] Whether we use the network connectivity to drive whether we consider the cable connected"); +-nmtuning, "Enable tuning of naturalmotion parameters"); +-no_3GB, "[MEMORY] Disable 32bit OS with /3GB"); +-no_screen_watermark,"Disable screen watermark"); +-noAbortingFailedConv, "Do not abort conversations that fail to load."); +-noactionscriptclassoverride, "Don't override any actionscript classes with C++ implementations"); +-noAdaptivedof,"Disable adaptive dof"); +-noaero, "[startup] Disable Windows' Aero theme"); +-noambient, "[population] Disable ambient events by code and script"); +-noarea51, "[streaming] Disable AREA 51"); +-NoArenaBallBlenderData, "Don't use custom Arena Ball blender data."); +-noassertfocus,"[logging] Do not make asserts steal the window focus"); +-noassertonlargevirtchunks, "[streaming] Don't assert if we try to load assets with large virtual chunks"); +-noaudio, "[RAGE Audio] Disable audio (prevent sound creation)."); +-noaudiogap, "[RAGE Audio] Disable warning on long audio frame gaps"); +-noaudiohardware,"RAGE Audio - Don't initialise any audio hardware for output"); +-noaudioocclusion, "[RAGE Audio] Disable audio occlusion."); +-noaudiothread, "[RAGE Audio] Do not create an audio thread.Also disables audio."); +-noautoload, "[app] Don't attempt to autoload the most recent saved game on the loading screens"); +-noautorestarthud, "[code] do not restart the hud"); +-nobandwidthlogging, "disable bandwidth logging"); +-nobandwidththrottling, "[network] No bandwidth throttling"); +-noBGScripts, "Disables BG Scripts from updating/running."); +-noBkgInput, "[input] Normally __DEV PC builds will get keyboard input even when the window is in the background. Use this to disable background key presses."); +-noBlockOnLostFocus,"[grcore] Don't block the window update when it loses focus."); +-nobuttons, "[code] disable buttons in text"); +-nocache, "[MEMORY] Do not cache resources"); +-nocacheloaderencryption,"Cache data is encrypted"); +-nocacherpf, "Never evict RPF files"); +-nocachetimestamps,"Skip the timestmap check for cache validation"); +-nocamber, "[paths] don't calculate camber (tilt) values during build process."); +-nocars, "[vehiclepopulation] Don't create any random vehs"); +-nocarsexceptcops, "[vehiclepopulation] Don't create any random vehs except cops"); +-nocatalog, "Don't fail catalog retrieve issues"); +-nocatalogcache, "If present, we will dont parse catalog cache."); +-noclothmtinstance, "don't do multithreaded instancing"); +-noclothupdate, "disable cloth update, cloth is still created"); +-nocompressionsave, "Don't try to compress the savegame files when saving/loading"); +-nocompressucode,"Disable microcode compression")); +-nocreatorcheck, "[GenericGameStorage] Skips the playeriscreator check when loading XBox360 save games"); +-nocredentialsometimes, "[net_profile_stats] Simulate profile stats credentials failure."); +-nocutarrowkeys, "[cutscene] Enable keyboard arrow keys for cutscene playback control"); +-nocutsceneauthorization, "[cutscene] Ignore the script authorized list"); +-nocuttext, "[cutscene] Don't display debug text during cutscenes"); +-nod3dfpu,"[grcore] Allow D3D to mess with FPU state even in __DEV builds (PC ONLY)"); +-nodeadpedremoval, "Disable automatic removal of dead peds left behind."); +-nodebugloadingscreen, "[code] disable debug loadingscreens"); +-nodebugpack, "Disable use of xxx_debug.rpf packfiles in packaged non-final builds"); +-nodebugtxt, "[debug] Don't display debug text on screen"); +-nodecallods, "never use decal lods (i.e. dynamic decals)"); +-nodecals, "disables decals"); +-nodefrag, "Turn off defragmentation"); +-nodepth, "[grcore] disable creation of a depth buffer by rage"); +-nodisappearwhendead, "[fragment] Disable fragments from disappearing when dead (for debugging)"); +-nodisplaycalibration, "[code] force disable display calibration on startup"); +-nodisplayconvergence, "[debug] Don't display the current convergence in RenderReleaseInfoToScreen()"); +-nodisplayframecount, "[debug] Don't display the current frame count in RenderReleaseInfoToScreen()"); +-NoDPIAdjust, "[graphics] Ignore the windows DPI values and compute from raw pixel dimensions"); +-nodrawablecontainer,"[rmcore] Disable containers for drawables (so large objects will load, but won't render on SPU)"); +-nodynamicmixer, "[RAGE Audio] bypass dynamic mixer initialisation"); +-noencryptsave, "Don't encrypt save game files"); +-noentitlements, "Disable entitlements for Master builds"); +-noentitlements, "Disable entitlents for non-Final builds"); +-noentitydescsoa, "Don't use SoA data structure for map entity descriptors"); +-noFastClearColor, "[grcore] disable CMASK meta-buffer setup (RT clears are slower)"); +-noFastClearDepth,"[grcore] disable HTILE meta-buffer setup (helps debugging with Razor GPU)"); +-noFastKickoffs,"Disable the D3D11_CREATE_DEVICE_FAST_KICKOFFS device flag"); +-noFatalAssertOnVehicleScopeDistance, "[vehiclepopulation] Disable the fatal assert on netobjvehicle scope for debug purposes"); +-noFetchRemapping,"Disable semantic remap table for the fetch shader"); +-noflushsometimes, "[net_profile_stats] Simulate profile stats flush failure."); +-nofraglatching,"[fragment] don't allow anything to latch (car doors)"); +-nofragsimplification,"[fragment] Don't allow articulated fragment objects to become rigid"); +-nofriends, "Cause the friends list initialization task to fail."); +-nogameaudio, "[Audio] Disable game audio engine init for offline tools (may not work in-game)"); +-noGcmWatchdog,"[grcore] Disable gcm watchdog thread (useful for automation)."); +-noGPUTimers, "Disable GPU timers for PC"); +-nographics,"[setup] Disable graphics window (for automation)."); +-nohairshadows, "Disables hair rendering in shadow pass"); +-noHangDetectThread, "disable the hang detect thread"); +-NoHDGarage, "Dont Allow extra vehicle HD in MP garages"); +-noheadblend, "Disables ped head blend system"); +-nohelptextpause, "[code] update help text when paused"); +-nohttpsometimes, "Debug setting to cause http to intermittently fail.-nohttpsometimes="); +-nohud, "[code] hide hud"); +-nohwtnl,"[grcore] Disable hardware transform & light"); +-noInGameDOF, "Disable In-game DOF effects"); +-noinstall, "Don't install streaming IMGs to PS3 HDD");) +-noinstancedveg, "disable instanced vegatation"); +-noInternationalKeyboardMode, "[input] Do not use international keyboard mode that loads the US keyboard."); +-nokeyboardhook, "[startup] Don't disable the Windows key with a low-level keyboard hook."); +-noKeyboardMouseControls,"[control] Stops PC controls from being loaded."); +-nolazystateblock,"Do not ignore redundant state block sets on main processor"); +-noloadingtune, "Disables playing of music during game load"); +-noloadreleasepsos, "Load the original XML versions of certain meta files, on disc builds"); +-nolodlights, "disable lod lights"); +-noLogMinimapTransitions, "[code] For debugging transitions between the styles of minimap, bigmap etc etc and track it to ensure it completes"); +-noloudhailereffect, "Disable loudhailer effect for remote players"); +-nolwlights, "Specify to switch off lightweight shader swapping"); +-noMarshalInput, "Disables marshalled RGSC SDK input"); +-nomemrestrict, "[MEMORY] Do not restrict the amount of available memory for managed resources"); +-nomenumusic, "Disable menu music"); +-nominidump, "Do not run a mini dump."); +-nominimap, "[code] hide minimap"); +-nominspecaudio, "Force normal audio processing regardless of CPU"); +-nomirrors,""); // temp hack to disable mirror reflection, this "fixes" GPU deadlock BS#741936 +-nomirrors_360,""); +-nomousepointer,"[setup] Never draw the mouse pointer."); +-nomploadsometimes, "[stat_savemgr] Simulate load fail."); +-nompsavegame, "[stat_savemgr] Disable all savegames for multiplayer."); +-nompsavesometimes, "[stat_savemgr] Simulate save fail."); +-nompvehicles, "[network] Don't switch to the lower-LOD vehicles in MP"); +-nomsgs, "[debug] Don't output log messages to the console"); +-nomtclipdictplace, "Place clip dictionary resources on a separate thread"); +-nomtphys, "[physics] Don't use multithreaded physics simulation."); +-nomtplacement, "[streaming] Enable placing select resources on a separate thread"); +-noncompressedpeddamagedebug,"[debug] Output Ped debuging info for non compressed ped damage/decorations"); +-noneblockingnetlogs,"[network] Prevent network logs from ever blocking the game update"); +-nonetlogs, "[network] disables network logging"); +-nonetwork, "[network] No network"); +-nonewscenestreamer, "[scene] Disable new scene streamer that has per-device quotas"); +-nonpupdate,"Disable NP update"); +-noocclusion, "disable occluder imap data"); +-noocclusiondebugdraw, "Disable occlusion debug draw"); +-nooutput, "[startup] Disable all output even in __DEV builds"); +-noOverlapLipsyncAdjustment, "Do not adjust conversation overlap times for lipsync predelay."); +-noparticleshadows, "Disables particle shadows"); +-nopedmetadata, "Disables ped meta data loading."); +-nopedphyssinglestep, "Don't try to do CPed::ProcessPhysics() just once per frame per ped, do it once per physics step."); +-nopeds, "[population] Dont create any random peds"); +-nopedspringsinglestep, "Don't try to do CPed::ProcessPedStanding() just once per frame per ped, do it once per physics step."); +-noplaceholderdialogue, "Disable placeholder dialogue"); +-noPlayer, "[PlayerPed] Game never creates the player."); +-nopopups,"[diag] Disable all use of popups (optional: add =abort, =retry, or =ignore, default is ignore)"); +-noprecache, "[MEMORY] Do not precache resources"); +-noPrintCommandLine, "[bank] suppresses the command line TTY message" ); +-noprofile,"[profile] Disable profiler module"); +-noprofilesignin, "[code] Don't check for a profile signin at game startup"); +-noprofilestats, "[] Disable Profile Stats"); +-noptfx, "disables particle effects"); +-noquitonassert,"[diag] Don't allow asserts to quit the program"); +-noquits,"[diag] Disable any attempt to quit (dangerous!)"); +-noragdolls, "[physics] do not allow any ragdolls"); +-noRecordingFrameLock, "Disable the recording frame lock"); +-noRefocusWindow, "Don't refocus the window when it loses focus"); +-noreplaysrl, "Disable srl clip processing stage"); +-noResidentPauseMenu, "Pause menu will not be kept around after unloading"); +-norestrictedaudio, "lets the user record restricted audio to video streams in BANK builds"); +-noReuseInMP, "[worldpopulation] Disable Ped/Vehicle Reuse in MP"); +-norlupdate,"Disable all RL net update"); +-normalaiminglodscale, "[LodScale] Permit normal camera fov driven LOD scale when aiming"); +-noRTA, "Disables the Realtime Activity Service"); +-norumble, "[RAGE] disable rumble"); +-noSavegameCloud, "[savegame_cloud] Disable cloud saves for savegame."); +-noscaleformamp, "Disable scaleform AMP server"); +-noscaleformprealloc, "Don't preallocate memory for scaleform movies"); +-noscevent, "Ignore downloading the event data"); +-noSCFeed, "Disable SC Feeds"); +-noSCNews, "Disable SC News"); +-noscripttimestamps,"Disable timestamps on script TTY output"); +-nosessioncleanup, "Does not attempt session cleanup on startup."); +-noshaderpatching,"[grcore] Tell D3D to assert out if it finds avoidable shader patching."); +-nosignincheck, "[savegame_new_game_checks] Don't ask the player to sign in or select a device at the start of the game"); +-nosixaxis,"Disable use of PS3 orientation sensors"); +-nosleep, "[peds] Dont let any peds' physics go to sleep"); +-nosnap, "[paths] don't snap nodes to collision during build process."); +-noSocialClub, "Disables loading of the Social Club DLL."); +-nosoftshadows, "Disables soft shadows"); +-nosortnodes, "[paths] don't sort nodes during build process, only for debugging -buildpaths as this will really fuck up in-game algorithms."); +-nospuaudio, "[RAGE Audio] Disable updates on SPU"); +-nosrl, "disable SRLs"); +-nostacktrace, "Stack trace kills PC performance when abused"); +-noStartupBink,"Skip Bink intro movie (PC PIX has an issue with it right now)"); +-NoStaticIntCols, "disable using static bounds for interior collisions"); +-noStencil, "[grcore] disable stencil buffers (so depth captures look right in Razor GPU)"); +-nostoryModeEntitlement, "Simulate story mode being unavailable without checking user entitlements"); +-nosynchronizesometimes, "[net_profile_stats] Simulate profile stats synchronize failure."); +-notextures, "[grcore] force all CreateTexture calls to return empty texture"); +-NoThreadedLoad, "Disable DX11 threaded loading of shaders"); +-notimefix, "[TIME] Disable Time Fix"); +-notimeouts); //Disable timeouts for network sessions +-notimeouts, "[network] Disable timeouts for network sessions"); +-notimeslicepedanimfps, "Disable FPS adjustments for timesliced animation updates."); +-notimeslicepedanims, "Disable timesliced animation updates."); +-notimeslicepeds, "Disable timesliced AI updates."); +-notopmostasserts,"[diag] Do not make asserts top-most."); +-noupdate, "Disable use of development update folder"); +-novblank,"[grcore] Disable wait for vblank"); +-novehicledamage, "No vehicle deformation."); +-novehicledirt, "Don't display vehicle dirt"); +-novehs, "[vehiclepopulation] Don't create any random vehs"); +-novehsexcepttrains, "[vehiclepopulation] Don't create any random vehs except trains"); +-noVendorAPI, "[grcore] Don't use vendor API"); +-novfx, "disables all visual effects"); +-noWaitOnGpu,"Wait for the GPU to finish each frame (slows down max fps we're able to render at"); +-nowarnings, "[debug] Don't output warnings to the console"); +-nowarnonexcessivedraw, "[debug] Don't display on-screen message if there is too much debug drawing"); +-noWarpCameraPosSet, "Disable setting the Camera position when using debug warp functionality"); +-noWarpTimeOfDaySet, "Disable setting Time Of Day when using debug warp functionality"); +-nowater, "Disable water code"); +-noWaterUpdate, "Update the water on a per-frame basis"); +-nowaveslots,"[RAGE Audio] Don't allocate any wave slots"); +-noweaponecho, "disables gun reports"); +-noweaponwheel, "[code] dont use weapon wheel"); +-nozlib,"Don't compress scripts with zlib"); +-nozonedassets, "Disable zoned / mem resident props by region"); +-npAutoAllowPermissions, "Automatically set all NP permissions to true (without issuing checks)"); +-npDisablePermissionRetry, "Disables permission retry"); +-npfaultrules, "Enable NP Fault Tolerance and specify a rules file. -npfaultrules=npfaults.xml"); +-npForceAllowPermissions, "Forces all NP permissions to return true"); +-npInvitationId, "Creates a serviceEvent on boot with the given invitation ID"); +-npMaxAvailabilityWait, "Overrides the maximum amount of time (milliseconds) to wait for the NP availability check request to finish before aborting it"); +-npSessionId, "Creates a serviceEvent on boot with the given Session ID"); +-npTarget, "Sets the NP target for boot invitation/session events"); +-nullDriver,"[grcore] Initialise device with the NULL driver"); +-nullhardware,"[setup] Use D3D null hardware (only on Xenon)."); +-numasioinputs, "[RAGE Audio] Number of ASIO input channels to initialise"); +-numCores, "Tasks will only be allocated to the first 'n' cores"); +-numTaskSchedulers, "Set the number of task scheduler threads"); +-nvstereo,"[grcore] enable/disable 3D stereo for NVIDIA"); +-occlusion, "Enable occlusion"); +-occlusiondebugdraw, "Enable occlusion debug draw"); +-ocketport, "[network] 8-bit network port on which to communicate"); +-Oculus, "Enable Oculus"); +-onFootCinematic, "[camCinematicDirector] Allow on foot cinematic"); +-OnlyCenterMultiMonitor,"Only allow the multimonitor system if it's on the centered monitor"); +-onlydisplayforfocusped, "[AI] only display for focus ped"); +-OnlyMatchingMultiMonitor,"Only allow the windowed multimonitor resolution if all monitors are the same dimenions"); +-output,"[startup] Enable all output even in !__DEV builds"); +-output_registered_script_save_data, "Output to the TTY the script save data as it is registered"); +-outputCloudFiles, "Write cloud files to PC harddisk for debugging"); +-outputMonitor,"[grcore] Use the specified monitor output of the selected adapter number (zero-based)"); +-override_script, "[FileLoader] Use this file instead of script.rpf. The replacement .rpf has to be in the same folder as the original script.rpf. You don't need to specify the .rpf extension"); +-override_script_dlc, "[FileLoader] Use this file instead of script_RELEASE.rpf in DLC packs. The replacement .rpf has to be in the same folder as the original script_RELEASE.rpf. You don't need to specify the .rpf extension"); +-overrideCreditsDisplay, "Override the credits menu item being displayed (-1 : none, 0 : credits / legal, 1 : credits, 2 : legal"); +-overrideNearClip, "[game] Use overriden near clip setting"); +-overridePlayerAge, "Overrides local player age (for testing game rating)"); +-overrideSpawnPoints, "[network] Do not use spawn points in network sessions"); +-overridetime,"override time with this value (Same as using the Clock Widget"); +-padConnected,"Always pretend a pad is connected (to avoid warning screens)"); +-parkedVehiclesUpperLimit, "[vehiclepopulation] Set the upper limit used by parked vehicle generation algorithm"); +-parsercatalog, "[startup] Creates a catalog of all auto-registered parsable classes at startup"); +-particleQuality,"[QUALITY SETTINGS] Set particle quality (0-2)"); +-particleShadows, "[QUALITY SETTINGS] Enable particle shadows"); +-path,"[RAGE] Set default asset path root"); +-pauseonassert, "Pauses the game when an assert happens"); +-pcTiledLighting, "Enables tiled lighting (PC defaults to non-tiled)"); +-pcTiledPostFx, "Use tiling for PostFX shading"); +-pedAmbient, "Ambient Peds"); +-peddamagedebug,"[debug] Output Ped debuging info for compressed decorations"); +-peddebugvisualiser, "[debug] Default value for ped debug visualiser"); +-pedheadshotdebug,"Output debug info"); +-pedInVehicles, "Peds in vehicles"); +-pedLodBias,"[QUALITY SETTINGS] Set Pedestrians Lod Distance Bias (0.0-1.0f)"); +-pedMemoryMultiplier, "Ped memory multiplier"); +-pedMult, "Multiplier for ped counts in pop-cycle"); +-pedOnFoot, "Peds on foot"); +-pedpiccampos,"[debug] ped pics : camera position"); +-pedpiccrowdSize,"[debug] ped pics : crowd dimensions"); +-pedpicdisttocrowd,"[debug] ped pics : dist to ped crowd created"); +-pedpicfov,"[debug] ped pics : field fo view"); +-pedpicgroupuniformdistribution,"[debug] ped pics : density / distribution of crowd."); +-pedpicheading,"[debug] ped pics : heading of camera"); +-pedpichour,"[debug] ped pics : hour of day"); +-pedpicmaxcaptures,"[debug] ped pics : max picture captures to try, -1 is unlimited."); +-pedpicminute,"[debug] ped pics : minute of day"); +-pedpicpitch,"[debug] ped pics : pitch of camera"); +-pedpicroll,"[debug] ped pics : roll of camera"); +-pedpicsecond,"[debug] ped pics : second of day"); +-pedpicstartidx,"[debug] ped pics : start index to capture."); +-pedreuse, "[pedpopulation] Turn on ped reuse"); +-pedreusedebug, "[pedpopulation] Turn on ped reuse debug spheres"); +-pedsanywhere, "[population] Create random regardless of navmesh ped densities"); +-pedstreamingcheck, "Renders debug text above peds with outstanding stream requests"); +-pedVariety, "[QUALITY SETTINGS] Control ped variety (0.0 - 1.0)"); +-pedWidgets,"[game] Create ped widget bank on game launch"); +-percentageForStreamer, "[MEMORY] Percentage of memory available for streamer"); +-perfhud,"[grcore] Add support for running under nVidia's PerfHud utility (PC ONLY"); +-pfdraw, "Memory reserved for RAGE profile draw, i.e. items controlled within the widget bank \"rage - Profile Draw\""); +-pfDrawDefaultSyncPoint, "Set the pfDraw render synchronisation point (see PHYSICS_RENDER_UPDATE_SYNC_POINT_STRINGS for options). Defaults to NONE"); +-pfdrawon, "[profile] Enable top-level profile draw group"); +-pgolitetrace, "Trace main/render threads during automated metrics captures"); +-phoneConversationHistoryTest, "Run the phone conversation history test."); +-phscratchpad, "Size of physics scratchpad (bytes)"); +-physicsrigsatload, "Load human physics rigs directly from XML files.Only used for local testing new rigs."); +-physicsupdates, "Number of times physics is updated per frame"); +-physicsWidgets,"[game] Create physics widget bank on game launch"); +-picuserid, "The Epic Games Launcher passes in the user's epic user id. Used in offline mode only."); +-pixannotation,"[grcore] Enable Pix annotation via the PIXBegin()/PIXEnd() macros"); +-pixDebug, "Enable extra PIX debug info."); +-pixsntuner,"Enable PIX captures while SN Tuner is running (normally only GPAD)"); +-platform, "Indicate where platform folder is"); +-platformpack, "Indicate where platform packfile is"); +-playercoords,"[game] Player start coords"); +-playerheading,"[game] Player start heading"); +-playgoemu, "Emulation of PlayGo through private http server"); +-playgotest, "Triggers the PlayGo script for debug and testing"); +-portaltrackerdebugmodel, "Debug spew for portal tracking of all entities with given modelname"); +-portaltrackerPositionHistory, "Enable Position history for portal tracked Peds and Vehicle"); +-portaltrackertracecamera, "Enable callstack trace tracking for vehicles"); +-portaltrackertracepeds, "Enable callstack trace tracking for peds"); +-portaltrackertracevehicles, "Enable callstack trace tracking for vehicles"); +-postFX, "[QUALITY SETTINGS] Set postFX quality (0-3)"); +-postfxusesFP16, "Force FP16 render targets for postfx"); +-powerconsole,"[setup] allows the ability to use powershell console."); +-predictionLogging, "enable prediction logging"); +-presentThreshold,"The immediate threshold for presenting, as a percentage (from 0 to 100) of screen coverage in scanlines."); +-presevnt_disable, "Disable sending and receiving events"); +-presevnt_onefriend, "The one and only friend to send events to"); +-presevnt_sendtoself, "Send the events to self"); +-preventScriptMigration, "[network] Prevent the scripts from forcing script entities to only migrate to script participants"); +-previewcoords, "Where to put the preview tag (=x,y)"); +-previewdebug, "[streaming] Spew debug info to analyze the preview folder"); +-previewfolder, "Enable streaming from the preview folder"); +-previewmode, "Default mode for Preview display (summary/patched/all/nada"); +-printlargesounds, "[RAGE Audio] warn when playing large sound hierarchies"); +-PrintShaderCacheEntries, "Print shader cache entries"); +-processinstance, "[startup] When running multiple instances of the process at once, specify a unique instance number to assign to each instance (i.e. -processinstance=2"); +-profileGenerationOverride, "[net_profile_stats] override the profile level stat for the generation, 0 : none, 7 gen7, 8 gen8, 9 gen9"); +-profilerrag,"[profile] Enable Rag Profiler Plugin"); +-propasserts, "Assert on prop checks"); +-props,"[fragment] Force all container-based fragment types to be of the same type"); +-propsysfont,"[setup] Use a proportional system font."); +-PS4BackwardsCompatibility, "Force acting as playing on PS5 with back compat", "Disabled", "PS4", ""); +-psoMismatchIsFatal, "Crash when we find a PSO mismatch"); +-psoNoDebugStrings, "[parser] Skip registration of all the debug strings"); +-ptfxassetoverride, "sets the override particle asset"); +-ptfxdebugdraw, "enables the rmptfx debug drawing by default"); +-ptfxloadall, "loads all ptfx assets"); +-ptfxloadmost, "loads most ptfx assets - skips any rayfire and script assets"); +-ptfxloadxml, "RMPTFX should load xml data"); +-ptfxnodownsampling, "disable the downsampled particles"); +-ptfxonlyplaythis, "plays only the particle effect specified"); +-ptfxperformancetest, "enables particle performace test case - no particle effects will play apart from those created by a debug button"); +-ptfxtimebar, "display the ptfx timebar along with all the others"); +-qsssao_res,"Which QS-SSAO res to use(0 = low, 1 = med, 2 = high)."); +-radiohudwidgets, "Activates radio hud widgets"); +-radtelemetry, "[profile] Enable RAD Telemetry on startup"); +-rag,"[bank] Connect to RAG (a main application)."); +-rag_renderer,"rag_renderer"); +-rag_timecycle,"rag_timecycle"); +-ragAddr,"[bank] Connect with Rag on a specific IP address." ); +-ragConnectTimeout,"[bank] Number of seconds before giving up on trying to connect to RAG.(default is infinite)"); +-ragEventQBufferSize, "[bank] The size of the event queue for receiving keyboard and mouse input from Rag.The default is 256*ioEventQueue::COMMAND_SIZE (1280 bytes).A larger size will allow mouse input to be handled better in low framerate situations." ); +-rageversion,"[startup] Display rage version this was compiled against, and then exit."); +-ragnotty,"[bank] Don't send logging output to RAG."); +-ragPS3TargetAddr,"[bank] Instruct Rag which PS3 Target to communicate with.Use the name of your Target as it appears in the Target Manager."); +-ragUseOwnWindow, "[device_d3d] Displays the game in its own window rather than inside rag"); +-ragUseOwnWindow, "[grcore] Displays the game in its own window rather than inside rag"); +-ragviewer,"[bank] Connect to RAG (a rage viewer)."); +-randomseed);// this is used by rage now as well, may as well share +-randomseed, "Used a fixed seed value for all random number streams"); +-randSpawnMax,"max world coords to test player teleport"); +-randSpawnMin,"min world coords to test player teleport"); +-ratedframerate, "[profile] The framerate we're currently supporting"); +-rave, "[RAGE Audio] Connect to RAVE for the specified metadata types; comma delimited (eg -rave=Sounds,Curves,Weapons"); +-ravehost, "[RAGE Audio] Manually specify the remote RAVE host (defaults to rfs.dat IP)"); +-raveskipchunks, "[RAGE Audio] Don't request the specified chunks from RAVE; comma delimited (eg -raveskipchunks=BASE,SinglePlayer to request only DLC"); +-raveSkipReleasedDlcChunks, "[RAGE Audio] Automatically skips a hard coded list of metadata chunks"); +-rawCameraMetadata, "[camFactory] Load the raw XML camera metadata from the assets folder if no alternative path specified"); +-rawcutsceneauthorizeddata, "[cutscene] Ignore the script preappoval list"); +-rdrDebugCamera, "Enable RDR debug camera"); +-rdrreportaudio, "turns on testing of RDR report system"); +-readonly, "Don't send changes back to RAVE"); +-recordbandwidth, "[network] Record bandwidth"); +-recordstartuprequests, "Record all requests during startup and save them to a file"); +-reddotsight,"[setup] Change the mouse pointer into a red dot."); +-redirectTTY, "Redirect TTY output to the specified TCP IP:port"); +-refdebugnoheap_360,"refdebugnoheap_360"); // allocate reflection target separately, so it can be viewed from rag +-reflectionBlur, "[QUALITY SETTINGS] Enable reflection map blur"); +-reflectionMSAA,"[QUALITY SETTINGS] Set reflection MSAA level (0, 2, 4, or 8)"); +-reflectionQuality,"[QUALITY SETTINGS] Set reflection quality (0-3)"); +-refreshrate,"[grcore] Set refresh rate of main render window"); +-regenfragdistricts,"[fragment] Regenerate paging data for fragment types, and all districs that have fragment objects"); +-regenfrags,"[fragment] Regenerate paging data for fragment types"); +-regenmodel,"[grmodel] Force model resources to be regenerated (default is to perform an out-of-date check)"); +-RegrefValidation, "Enable debug regref validation code"); +-reinstall, "Force a reinstall of streaming IMGs to PS3 HDD");) +-reloadpackfilesonrestart, "[streaming] Reload all packfiles when restarting the game"); +-remotebank,"[bank] Attempt to connect to remote bank server."); +-remoteInput, "[RAGE] Listen to packets from a RemoteInputServer"); +-remoteXInput, "[RAGE] [Deprecated] Listen to packets from xinputserver"); +-removetopmips, "[RAGE] don't load top level mips for any given image"); +-renderAlphaShadows,"Render alpha objects into the alpha shadow buffer"); +-renderdoc, "Enable RenderDoc frame capturing"); +-renderdoc_log, "Set name of RenderDocCapture"); +-renderdoc_overlay, "Enable RenderDoc overlay and F11 to do a capture"); +-rendergfxdebug, "temp render gfx crash debug"); +-rendertargetlog, "[grcore] the name of the render target log (dumping is enabled via the render target widget)"); +-rendertargetpoollog, "[grcore] the name of the render target pool log (dumping is enabled via the render target widget)"); +-replayDebugClipPrefix, "[Replay] Name to prefix to a clip to differentiate from other peoples clips"); +-replayFilesDumpDir, "[Replay] Folder where the replays clips/projects will be dumped once there's loaded"); +-replayFilesWorkingDir, "[Replay] Use this folder instead of the one used by default for saving/loading replay files"); +-replayRecordingIgnoreLostFocus, "[Replay] Don't disable recording when focus is lost"); +-replayRecordingStopOnCameraDisabled, "[Replay] Stop recording if the camera is disabled."); +-replayTCrecordOutput,"TTY output for replay TC recording"); +-reserve, "[MEMORY] Amount of memory to set aside for other applications"); +-reservedApp, "[MEMORY] Amount of memory to leave available within application space"); +-resetSteamAchievements, "Resets your achievement progress on Steam"); +-restoreContextState,"Don't restore the context state after executing a command list (default=true), false is quicker"); +-revealmap, "[code] reveal map on boot"); +-rfschunksize, "[file] Size of chunk to use when transfering data, in bytes"); +-rfsport,"[startup] Specify non-default port for rfs usage."); +-rfsRemoteTty, "Send TTY to systray as well")); +-rglLanguage, "Language from the Rockstar Games Launcher"); +-rgpu,"Insert Razor GPU labels (slow, but what you want when debugging graphics)"); +-rlConductorForceGeo, "Specifies the country code to use to force the conductor to route to a specific geo"); +-rldisabledsecurityflags, "Security flags to disable (0 for none or 65535 to disable all"); +-rldisablessl, "If present, SSL will be disabled by default"); +-rlDumpUgc, "Dumps all UGC downloads to disk"); +-rlenablesslbydefault, "If present, SSL will be enabled by default - temporary command line until all services are available via ssl"); +-rlEnvironment, "Set the environment to use (dev, stage-dev, cert, stage-cert ...)"); +-rlIgnoreForcedEnvironment, "[rline] Escapes RL_FORCE_*_ENVIRONMENT and uses environment as supplied by platform"); +-rlineSparseAllocator, "[network] Use a sparse allocator for rline"); +-rlnpinvitedelayms, "Sets a delay in milliseconds"); +-rlnpjoinsession, "Fake a bootable invite to a session id i.e. -rlnpjoinsession=ABCDE-FGHIJ-KLMNO"); +-rlnpjoinsessiontarget, "Sets the target for an fake bootable invite/session -rlnpjoinsessiontarget=58592752597"); +-rlnpjointarget, "Fake a bootable invite event from a PSN Account ID i.e. -rlnpjointarget=58592752597"); +-rlNpPlusAuthorised, "Overrides result from the NP call to check plus / premium"); +-rlnpuseoldinvites, "If present use the old NP invite technique (not the gui)"); +-rlProfileStatsFlushErrorDelaySecs, "Delay range after an attempt to write stats fails"); +-rlRosCredMaxDelaySecs, "Maximum delay before a cred refresh"); +-rlRosCredMinDelaySecs, "Minimum delay before a cred refresh"); +-rlRosCredPrefetchSecs, "Secs before current cred expiration to start refresh"); +-rlrosdomainenv, "Overrides ROS environment string used in domain names (ci-rage,rage,dev,load,qa,cert,prod)"); +-rlRosForceUseAccountIds, "If present, client will always use account Ids"); +-rlRosUseNp3, "Use rlRosCreateTicketNp3Task instead of rlRosCreateTicketNp4Task (will disable use of account Ids)"); +-rlservicehosts, "JSON array of host/endpoint pairs:[{\"h\":\"dev.telemetry.rockstargames.com\",\"e\":\"*/telemetry.asmx/submitcompressed\"}]"); +-rlServiceTokenForceTTL, "Force service token ttl"); +-rlsslnocert, "If present, the server's certificate won't be verified, and SSLv23 will be used instead of tlsv1.2"); +-rlsslservices, "Comma-delimited list of services that should use ssl: \"*/profilestats.asmx/*,\"*/leaderboards.asmx/*\""); +-rlTaskAllowAddFailures, "Allow DoAddTask to fail"); +-rlWebApiCheckHeap, "Runs high watermark checks on the WebAPI heap every frame"); +-rlXblLbResetNum,"Number of LBs to reset in Init(), including the start ID"); +-rlXblLbResetStartId,"ID of first LB to reset in Init()"); +-rlxhttpallowrejectedcert, "If present allow XHTTP to use non-authorized SSL certificates"); +-rlxlspclusterfilter, "Must match the \"cluster\" element of the SG userdata string.Used primarily to limit SG selection to a single cluster for local debugging."); +-rlxlspdiscoverytimeout, "Server discover timeout in seconds.Overrides the application defined timeout"); +-rmptfx_tty_windows, "Create RAG windows for rmptfx related TTY"); +-rmptfxpath, "RMPTFX asset path"); +-rockstartargetmanager,"[startup] Indicates RTM is being used.Additional configuration parameters passed through in string.Format is semicolon separated key value pairs.Supported key value pairs: pdb=path;tty=ipaddr:port"); +-rockyFrameLimit, "[Rocky] Sets maximum number of frames in a capture (default no limit)"); +-rockyMemory, "[Rocky] Size of memory allocated for Rocky Profiler (MB)"); +-rockyON, "[Rocky] Turns on Rocky automatically at startup"); +-rockyOutputFile, "[Rocky] Output name for the Rocky Capture"); +-rockyOutputFolder, "[Rocky] Output folder for the Rocky Capture"); +-rockyPort, "[Rocky] Bind port to use for profiler connections (default 31313)"); +-rockyPwd, "[Rocky] Root password from the target device"); +-rockySamplingFrequency, "[Rocky] Overrides Rocky auto-sampling frequency (1000 by default)"); +-rockyScriptSamplingFrequency, "[Rocky] Sets Rocky script sampling frequency (5000 by default)"); +-rockySingleThreadUpdate, "[Rocky] Forces single-threaded update"); +-rockySmoketest, "[Rocky] Enables automation mode"); +-rockyTelemetryKeywords, "[Rocky] Adds specified keywords to the Rocky telemetry"); +-rockyTelemetryStartup, "[Rocky] Turns on Rocky telemetry at startup"); +-rockyThreads, "[Rocky] List of thread names to activate"); +-rockyZip, "[Rocky] Turns on compression for Rocky captures"); +-rootdir, "Indicate where the root dir for the game is"); +-RSCDebugLevel,"set the rscbuilder debug spew level"); +-rscmodel,"[grmodel] Sets size of resource model heap; parameter is heap size in kilobytes, default is 512."); +-rse_allowOtherUserFiles, "Allow the use of other user files in the R* Editor"); +-RT, "[RenderThread] Use render thread"); +-runjuncmem, "Automatically start junction memory statistics tool." ); +-runmem, "Automatically start memory statistics tool." ); +-runperf, "Automatically start performance statistics tool." ); +-runscript, "[commands_debug] Force this script to load and run after the main script has started"); +-rx, "Sector X coordinate to resume." ); +-ry, "Sector Y coordinate to resume." ); +-safemode,"Start settings at minimum but don't save it"); +-samplingMode, "[QUALITY SETTINGS] Down/Super Sampling mode (0-9)"); +-sanitycheck,"[memory] Perform a sanity check before every C++ allocation (slow but effective for tracking memory stomps)"); +-sanitycheckfree,"[memory] Perform a sanity check before every C++ deallocation (slow but effective for tracking memory stomps)"); +-sanitycheckmoney, "[stat_money] Sanity check money."); +-sanityCheckRlHeap, "Run a sanity check on the rline heap"); +-sanitycheckupdate,"[setup] Sanity check game heap at end of every update."); +-savealloctrace,"[rscbuilder] Save a memory allocation trace with each resource heap."); +-saveclothstate, "save cloth data when cloth is instanced"); +-savegameFolder, "[GenericGameStorage] On PS3, set the savegame folder to allow the European exe to load US saves (or vice versa)"); +-savegameMigrationLoadLocalTextFile, "Instead of downloading a file containing the localized text for savegame migration, load a local copy of that file"); +-saveLoadedCacheDataToTextFile, "Save the loaded cache data to a text file so that it's easier to read and filecompare. Pass a string containing the absolute path to a folder where the text file should be saved to"); +-SavemigrationMPAccountsOverride, "Save migration multiplayer accounts overrider (0:Zero Accounts, 1:One Account 2:Two Accounts 3:Account Unavaliable 4:Account Error 5:Error)"); +-SavemigrationMPEnabledOverride, "Enable | Disable the multiplayer save migration"); +-SavemigrationMPMigrationOverride, "Save migration multiplayer migration override (0:NONE, 1:INPROGRESS, 2:FINISHED 3:CANCELED 4:ROLLEDBACK 5:ERROR)"); +-SavemigrationMPStatusOverride,"Save migration multiplayer status override (0:NONE, 1:INPROGRESS, 2:FINISHED 3:CANCELED 4:ROLLEDBACK 5:ERROR)"); +-sc_IvePlayedAllMissions, "[network] Fakes the user having a record for UGC"); +-sc_UseBasketSystem, "[net_shopping] if not present the game will do NULL transactions."); +-scaleform_alwayssmooth, "Always use smooth (linear) sampling for scaleform textures"); +-scaleform_compactfonts, "Compacts the font library on load."); +-scaleform_maxslotheight, "Set the font cache max slot height to X"); +-scaleformdebugfont, "Use Scaleform to render debug text"); +-scCloudLanding, "Specify the file to use"); +-scDebugFeed, "Load the feed from the text file."); +-scDebugFeedHeist, "Load the heist feed from the text file."); +-scDebugFeedLanding, "Load the landing page from the text file."); +-scDebugFeedPriority, "Load the priority feed from the text file."); +-scDebugFeedSeries, "Load the series feed from the text file."); +-scDll, "Allows an override of the SC DLL flavor (debug, release, none)"); +-scemail, "the email to use to sign-in to the social club. Currently only works when -scnoui is specified."); +-sceneShadows, "Enables shadows from scene lights. 0=none, 1=both, 2=spots only, 3=points only"); +-sceventlocalpath, "Local path to download the schedule from"); +-sceventremotename, "change the name on the cloud to check"); +-scFakeEulaVersion, "Fakes the eula version to test the eula being out of date."); +-scFakeLocalEulaVersion, "Fakes the local eula version to test the eula being out of date."); +-scFakeLocalPPVersion, "Fakes the local PP version to test the eula being out of date."); +-scFakeLocalTOSVersion, "Fakes the local TOS version to test the eula being out of date."); +-scFakePPVersion, "Fakes the PP version to test the eula being out of date."); +-scFakeTOSVersion, "Fakes the TOS version to test the eula being out of date."); +-scFeedForce4K, "Download high resolution images"); +-SCFeedForceOfflineTiles, "Set this to always use the offline tile data"); +-scFeedFromCloud, "Read all feed data from a cloud file"); +-SCFeedHideDevTiles, "Set this to hide dev tiles which would be shown on dev builds"); +-scFeedNoReorder, "Dont reorder the post to better fit the UI columns"); +-scFeedShowAllCharacters, "Shows all strings as they are even if the char is missing in the font"); +-sclaunchermode, "Puts the Social Club DLL into launcher mode."); +-scLegalFileMissing, "simulates missing legal file"); +-scnewsall, "Ignore the expiry and unlock time of the news stories"); +-scnewslang, "force the news to use the giving lang code"); +-scnewslocal, "Read a local news file"); +-scnewsskipdelaysec, "Enforce a skip delay time"); +-scnewsstorylocal, "Read a local news story file path"); +-scNoAutologin, "Disable Social Club autologin"); +-scnoui, "can be used with -scemail and -scpassword to sign into the social club without a UI"); +-scOfflineOnly, "Forces the Social Club UI to load the offline website only."); +-scpassword, "the password to use to sign-in to the social club. Currently only works when -scnoui is specified."); +-scprioritynews, "Force priority news on or off"); +-scratchpadsizekb, "[physics] Override the scratchpad size of physics."); +-screenshotpng,"Take screenshots in PNG format instead of JPG"); +-script_masks, "[script_debug] outputs a message whenever a script calls a mask command"); +-scriptCodeDev, "[network] Disable certain game features for code development"); +-scriptdebugger, "[script_debug] Activate script debugger"); +-scriptdebugger_files, "[script_debug] comma-separated list of script files (without the .sc extension) that you want to debug"); +-scriptInstructionLimit, "[script] set the maximum number of instructions per frame to something other than the default of 1,000,000"); +-scriptLogMemoryPeaks, "[MEMORY] Log the memory peaks for the scripts physical and virtual usage."); +-scriptprofiling,"Enable script profiling (counters reset every 250 updates by default)"); +-scriptproject,"[scripting] specify root script path for sco objects (if using the option to compile scripts to an output directory based on project config)"); +-scriptProtectGlobals, "[script] protects scripts global memory outide of the script update process"); +-scriptSoundsDebug, "Ensable scripted sounds on screen debug"); +-scriptStreamSpew, "Ensable scripted stream spew"); +-scripttestname, "The name of the script test you wish to have invoked when the game boots."); +-Sectordimx, "Sector x dimension." ); +-sectordimy, "Sector y dimension." ); +-sectortools, "Start game with the Sector Tools enabled." ); +-sectortools_entities, "Sector tools entity restriction file"); +-sectortools_input, "Sector tools input file"); +-sectortools_output, "Sector tools output file"); +-separation,"[grcore] Set separation of 3D vision (default is 20)"); +-SetBugstarProduct, "Force use of specified bugstar database"); +-setGamma, "Allow to force a specific gamma setting on boot."); +-setHwndMain,"[grcore] override the window that DirectX will render to"); +-setMaterialDensityScale, "Scale the density of all materials defined in materials.dat by this value."); +-setRecordingFramerate, "Set the recording framerate"); +-setSystemProcessorAffinity,"Set a global system affinity for all threads"); +-settingsFile, "Custom settings file"); +-setUAVNull,"Set unused UAV slots to NULL"); +-setWindowPosition, "[graphics] Set Window Position"); +-sf_assertOnDisplayDataSlot, "Will assert if scaleform is told to display data slot without clearing it first"); +-sfgranularity, "Sets the default scaleform granularity"); +-shaderQuality, "[QUALITY SETTINGS] Set shader quality (0-2)"); +-shadowAircraftWeight, "[QUALITY SETTINGS] ** shadow something something **"); +-shadowDisableScreenSizeCheck, "[QUALITY SETTINGS] Disable screen size check when rendering shadows"); +-shadowDistance, "[QUALITY SETTINGS] Shadow distance scaler (1.0 - 4.0)"); +-shadowLongShadows, "[QUALITY SETTINGS] Enable shadow rendering for dusk and dawn"); +-shadowQuality,"[QUALITY SETTINGS] Set shadow quality (0-3)"); +-shadowSoftness, "Selects between linear, rpdb, box 4x4, soft 16, NVIDIA PCSS and AMD ContactLess (0-5)"); +-shadowSplitZEnd, "[QUALITY SETTINGS] ** shadow something something **"); +-shadowSplitZStart, "[QUALITY SETTINGS] ** shadow something something **"); +-sharecachedata,"Cache data is being served by a single machine to multiple 'clients'"); +-showDebugPadValues, "Shows the debug pad values."); +-showdetailtimebars, "[profile] Include the minor timebars"); +-showEditorMemory, "Show memory used by the Editor Movie"); +-showProfileBypass, "[save] Shows Asserts whenever the profile/social club is bypassed."); +-showsfperformance, "Shows scaleform performance info on startup"); +-showsrlpass, "Shows the SRL preprocess step"); +-silentspeech, "Allow silent speech assets to trigger."); +-simplemapdata, ""); // for heightmap/navmesh tools, we don't need map data contents beyond just the entities +-simplepfx,"Use simplified postfx shader"); +-simulatedFailStatusCode, "If we trigger a debug failure through a simulated fail, use this error code"); +-simulateGen9BootFlow, "[game] Simulate how the boot flow behaves")); +-singlequeue,"[Streamer] Force a single streaming work queue (should be slower, but guarantees requests always arrive in order issued)"); +-singleThreaded, "[grcore] Create the device as a single threaded device"); +-singleThreadedTaskManager, "Task schedudler/manager will dispatch tasks on the local thread"); +-skip_telemetry_samples, "[commands_debug] Size of the grid cell (script)"); +-SkipCheckingForPreviouslyUploadedSavegame, "[savegame_export] when uploading a Single Player savegame, don't first check if a savegame has already been uploaded"); +-skipLandingPage, "Skip over the Landing Page"); +-sleepbuffersizekb, "[physics] Override the sleep buffer size."); +-slowstreaming,"[Streamer] Artificially slow all streaming down; lower is slower (1=glacial, 13=blu-ray, 14=xbox dvd)"); +-smash_tty_windows, "Create RAG windows for smashable related TTY"); +-smokeDuration, "Duration of smoke test to run "); +-smoketest, "Set up a stress-test situation to see if the game survives!Use with a value (smoketest=n|name) or on its own to select the first." ); +-smoketestwantedlevel, "Set wanted level when initializing the smoketest." ); +-smoothframerate, "Smooth the FPS display"); +-smtpserver, "[diag] SMTP server to use when emailing"); +-socketbaseport,"[bank] the base socket port for RAG viewers"); +-sortonhdd, "[streaming] Enable LSN sort on HDD"); +-sparseboth,"[system] Alternate between left- and right- aligned memory allocations"); +-sparseleft,"[system] Left-align sparse allocations to catch underruns instead of overruns"); +-speechasserts, "Enable asserts due to NULL SpeechContext"); +-spewDirtySavegameStats, "[stat_savemgr] Maintain a Count of dirty savegame stats between saves."); +-spewGameplayDebugOnBugCreation , "[debug] Enable gameplay debug spew to gameplay log when a bug is created"); +-spewheistvalues, "Ignore an individual profile settings"); +-spewplayercard, "If present then log player card stats output."); +-spewtriggerscriptevent, "The name of the script test you wish to have invoked when the game boots."); +-spikeFrameCount, "[profile] Under which number of frame is a timebar change considered a spike."); +-srgb, "[grcore] enable automatic SRGB conversion for the front/backbuffers"); +-SSA, "[QUALITY SETTINGS] Enable SSA"); +-SSAO,"[QUALITY SETTINGS] Set SSAO quality (0-2)"); +-ssao_preset,"Which SSAO preset to use(0 - 5)."); +-ssao_res,"Which SSAO res to use(0 = low, 1 = med, 2 = high)."); +-stalls, "Monitor stalls greater than param value"); +-stallThreshold, "Delay we have to wait until POSSIBLE STALL message is displayed"); +-startAutoGPUCapture,"start automated metrics capture"); // deprecated +-startAutoMetricsCapture,"start automated metrics capture"); +-startupscript, "[script] load and run this script in place of startup.sc"); +-statsDumpPCSettingsFile, "Write PC settings file locally"); +-statsip, "Pass PS3 IP for stats hack." ); +-stealextramemory, "Steal some extra memory"); +-steamControllerSettingsFile, "[control] The settings file for the steam controller."); +-steamjvp, "Steam JVP connect string containing session info. Format: -steamjvp={sessioninfo}"); +-steamLanguage, "Force the Steam GetCurrentGameLanguage response"); +-stopForUrgentSpeech, "Stop scripted speech early for urgent speech."); +-stopLoadingScreensEarly, "[gamesessionstatemachine] Don't wait for script to stop the loading screens"); +-storeInitialProductId, "Initial Item to Highlight in the Store"); +-StraightIntoCreator, "[network] If present the game will automatically launch into the multiplayer game in creator."); +-StraightIntoFreemode, "[network] If present the game will automatically launch into the multiplayer game in freemode."); +-streamcheck,"streamcheck")); // this would be slow to use all the time, so this is commandline-only +-streamingbuild, "Run as if the game was streaming via big picture or NVidia Shield"); +-streamingcleanupsim, "Use the simulation step in the new streaming system" ); +-streamingdrivemode, "[scene] Prefer streaming LODs when moving fast"); +-streamingekg, "[streaming] hook in the streaming graph"); +-streamingreadahead, "[scene] Factor by which the focal point is moved forward"); +-streamingvisualize, "[streaming] Connect to the StreamingVisualize client on startup"); +-SuperMaxPower, "Super Maximum Rating Considered Ultrahigh End"); +-supportwatson,"[system] Use settings that don't cause problems for watson"); +-suppressPauseTextMP, "Suppresses the pause text that appears onscreen when someone pauses the game in MP"); +-suppressWaveSlotSizeErrors,"[RAGE Audio] Suppress on-screen waveslot size errors"); +-supressspamming, "Try to hide spamming that originates from script"); +-sx, "Start x world coordinate." ); +-sy, "Start y world coordinate." ); +-symfilepath, "Tell the game where to find the symbol file"); +-synthcoretest, "[RAGE Audio] Run synthCore asset tests"); +-synthname, "Name of synth object to edit"); +-takehometest, "Switches on features for the take home test."); +-telemetrybasefilename, "Base name of telemetry submission file."); +-telemetrychanneldevcaptureloglevel, "[telemetry] Setup telemetry channel dev capture log level."); +-telemetryclipsplayed, "Activate clips played metrics."); +-telemetrycoordsdistance, "Set the distance to previous coords we send the coordinates packet."); +-telemetrycoordsinterval, "Set the interval we send the coordinates packet."); +-telemetryFlushCallstack, "Prints the callstack when a telemetry flush is requested."); +-telemetryLandingNavAll, "Let through all landing nav metrics"); +-telemetrynodebug, "Do not allow any debug metrics."); +-telemetryplaytest, "Id for uniquely identifying stats for companywide playtests."); +-telemetrywritefile, "If present then log local telemetry file."); +-temppeddebug, "prints some temporary ped debug output"); +-tessellation,"[QUALITY SETTINGS] Set tessellation on or off (0-3)"); +-testBreakpadOnStartup, "[startup] Always trigger a Breakpad dump on startup"); +-testCashPackSaveFail, "[stat_money] Using this command you can Turn on Profile stats Write Fails using Nick's Tool."); +-testCashPackSaveFailRuleName, "[stat_money] Using this command you can Turn on Profile stats Write Fails using Nick's Tool, Specify the rule name."); +-testDeviceReset, "have device reset called periodically without having to resize the window"); +-TestHarnessCruiseSpeed,"[AI] Test harness Cruise speed"); +-TestHarnessMissionIndex,"[AI] Test harness mission index"); +-TestHarnessStartcoords,"[AI] Test harness start coords"); +-TestHarnessTargetcoords,"[AI] Test harness Target coords"); +-TestHarnessTask,"[AI] Test harness task index"); +-testscissor,"test flag"); +-testunusednatives,"Omit unused commands for testing (only makes sense with release scripts, use -override_script=script_rel)"); +-textureQuality,"[QUALITY SETTINGS] Set texture quality (0-2)"); +-texturesinsystemmemory,"[grcore] Force all PS3 textures to be in system memory"); +-ticketExpirationSec, "Set a custom ticket expiration time (in seconds)"); +-tiled_classification_only, "Enable only classification and not rendering"); +-tiled_debug, "Enable tiled lighting debug"); +-tiled_tile_index, "Set tile index"); +-timecycle_tty_windows, "Create RAG windows for timecycle related TTY"); +-timeout, "[network] Sets the timeout period to a number of seconds"); +-timescale, "time step scale value"); +-tintdisable,"Disable tint tech (may produce flashing visuals, etc.)."); +-toggle0,"[input] Connect toggle0 (DSW4 or Shift-F9) to named parameter"); +-toggle1,"[input] Connect toggle1 (DSW5 or Shift-F10) to named parameter"); +-toggle2,"[input] Connect toggle2 (DSW6 or Shift-F11) to named parameter"); +-toggle3,"[input] Connect toggle3 (DSW7 or Shift-F12) to named parameter"); +-tooldir, "Indicate where the tools dir for the game is"); +-topmost,"[grcore] Force window to be on top"); +-touchDebug, "Set this to enable the touchpad based debug inputs for focusing on peds and pausing the game."); +-touchDebugDisableConflictingInputs, "Disables conflicting inputs on d-pad, so that stuff doesnt trigger while trying to use touch debug"); +-touchDebugDisableTwoTouchCommands, "Set this if you want to disable the two-touch d-pad commands."); +-touchDebugTapTapTapOhWhyHasTheGamePaused, "Set this if you want to disable the touch with one finger and double tap pause part of it."); +-trace,"[profile] Enable profile trace"); +-tracecommandpackets, "[RAGE Audio] Trace mixer command packets"); +-traceframe, "Frame to do a trace on"); +-tracegcm,"[profile] Enable GCM trace"); +-traceidle,"[profile] Enable CELL PPU scheduler trace to monitor thread idle time (slows down update considerably!)"); +-tracesize, "Size of the trace buffer (360 only)"); +-tracespurs,"[profile] Enable CELL SPURS trace"); +-TracingStatAll,"Enable All Tracing stats"); +-TracingStatMemorySizes,"Enable Memory Size Tracing stats"); +-TracingStatPerformance,"Enable Performance Tracing stats"); +-TracingStats,"Switch the entire Tracing stat system on/off"); +-trackerrag,"[diag] Log all memory tracking activity to a rag plugin.Add 'true' as a parameter to enable detailed deallocation tracking."); +-trackerreport, "[GAME] Filename for the initial memory track"); +-trackMissingDialogue, "Output info on missing scripted speech lines to a timestamp-named CSV file."); +-trackMissingDialogueMP, "Output info on missing scripted speech lines to a timestamp-named CSV file (including MP)."); +-trackPlayerTeleport, "Adds information about player teleports to the TTY"); +-trackrefcount, "Param for tracking dependency reference count problems for specific assets"); +-trackrefcountkind, "Ref count kind to track (0-3), used with -trackrefcount"); +-triggeredaudio, "[RAGE Audio - PS3] Trigger audio updates at fixed points in the frame (for profiling)"); +-ttyframeprefix, "Include a time and frame count on the TTY"); +-tunableCloudFile, "If present, specifies cloud tunable path"); +-tunableCloudNotEncrypted, "If present, game understands that tunable file is not encrypted on cloud"); +-tunableLoadLocal, "If present, loads the tunables from the local file"); +-tunableLocalFile, "If present, specifies local tunable path"); +-tunableMemberFile, "If present, specifies cloud member tunable path"); +-tunerannotation,"[grcore] Enable Tuner annotation"); +-txaa, "[QUALITY SETTINGS] Enable NVIDIA TXAA"); +-txaaDevMode,"0-11 see header file"); +-txaaEnable,"Enable TXAA [0,1]"); +-ucodeRing,"[grcore] Set ucode cache size, in kilobytes (default 512k)"); +-ucodeType,"[grcore] Set ucode cache memory type (0=local or 1=main, default local)"); +-uilanguage,"Set language game uses"); +-uiSuppressWarningCallstack, "[UI] Suppress the callstack printed when requesting a warning screen"); +-ultraShadows, "[QUALITY SETTINGS] Enable extra-large shadow resolution"); +-unattended, "[startup] Don't pop up blocking screens in the game (signin, display calibration, controller disconnected, etc)"); +-uncompressed,"[rscbuilder] Disable resource heap compression (on by default now)"); +-uncompressedresources,"Emit uncompressed resources (like for viseme compiler, use with caution)"); +-unmanaged, "[grcore] Set resource managed to self-managed"); // Use unmanaged resource pool +-update, "Override development update folder"); +-updatepedmetadata, "Temp command to update the inclusion/exclusion format in ped meta data"); +-use_slishadowcopy,"use copysubresourceregion or shader copy tech for copying shadowmap"); +-use16BitShadowBuffer, "Use 16, rather than 16 bit shadow buffer"); +-use32BitShadowBuffer, "Use 32, rather than 24 bit shadow buffer"); +-UseAutoSettings,"Use automatic generated settings"); +-usecompatpacks, "mount all available compatibility packs"); +-useConsoleSettings, "Use the console-level graphics settings"); +-usecontroller, "Forces a specific controler to be used."); +-useCustomProfileID, "[Replay] Force the profile ID to a certain value (Durango and Orbis only)"); +-usedate, "Specify the date to use as opposed to the system date. For use as the network folder to dump stats." ); +-useDebugCloudPatch, "Use debug suffix for the cloud patch"); +-useDebugShaders, "Force the usage of debug shaders for easier pixel debugging"); +-UseDefaultResReflection, "Use default size reflection resolution"); +-usefatcuts, "[FileLoader] Use the fat cutscenes"); +-useFinalShaders, "Enable the use of FINAL shaders"); +-useFPIdleMovementOnClones, "Run combined on foot / aiming movement for 1st person idle movement on remote players"); +-useInstancedShadows, "Enables instanced cascade shadows pass"); +-UseKeyFrameCloudLight,"Use the cloud keyframe light info for sun/moon light, instead of reading it from the timecycle values"); +-useManualLoadMenuToExportSavegame, "The Manual Load menu in the pause menu will export the savegame (for gen9 migration) instead of loading it and starting a new session"); +-useManualSaveMenuToImportSavegame, "The Manual Save menu in the pause menu will import the savegame (for gen9 migration) instead of saving the state of the current single player session"); +-useMarketplace, "[live] Activate marketplace."); +-useMaximumSettings,"Set all but resolution to the max"); +-useMinimumSettings,"Reset settings to the minimum"); +-useNewStagingUrl, "[savegame_queued_operations] ignore the staging url returned by the UGC upload"); +-useOptimizedShaders, "Enable the use of Optimized shaders"); +-usepackfiles, "Use RPF pack files"); +-usePerfAPI, "Use the realtime perf API"); +-useRawKeyboard, "[input] Use raw input for keyboard."); +-userdir, "Indictate where the user folder is"); +-useRobotSpeechForAllLines, "If not set, robot speech will only be used for non-placeholder conversations"); +-useshortuvs, "[RAGE] use 16 bit integer UV's"); +-useSimplerShadowFiltering, "use two taps filtering for shadow reveal"); +-useSourceShaders, "Force the usage of .hlsl files for easier graphics debugging"); +-UseStaging, "Buffers use staging for updating"); +-usestandarddevenv, "[rline] Escapes RL_FORCE_*_ENVIRONMENT and uses environment as supplied by platform"); +-useSystemThreadManagement,"OS Determines thread affinity"); +-useterraintessellation,"Turns on terrain tessellation."); +-UseVarReflection, "Use High resolution size reflection resolution"); +-usevsoutput,"[diag] Use Visual-Studio style output (with file/line numbers)"); +-usewhitemissingtexture,"Sets the missing texture to be white."); +-useWindowsKeyboard, "[Input] Use windows messages for keyboard."); +-validateallreferences,"Validate all known defrag references during defrag"); +-validateclips, "Validate clips in ASSERT builds when loaded for possible errors"); +-validateclipsets, "Set to validate ClipSets on fwClipSetManager init"); +-validateCreateData, "Will validate JSON data we upload via create"); +-validateGfx, "[grcore] validate the submit calls (really slow)"); +-vehicleLodBias,"[QUALITY SETTINGS] Set Vehicles Lod Distance Bias (0.0-1.0f)"); +-vehicleoverride, "[vehiclepopulation] Override all vehicle archetypes with the one specified"); +-vehiclesAmbientDensityMultiplier, "[vehiclepopulation] Set the ambient cars spawning density"); +-vehiclesLowPrioParkedDensityMultiplier, "[vehiclepopulation] Set the low priority parked cars spawning density"); +-vehiclesMemoryMultiplier, "[vehiclepopulation] The scale factor to multiple the vehicle memory pool by"); +-vehiclesParkedDensityMultiplier, "[vehiclepopulation] Set the parked cars spawning density"); +-vehiclesUpperLimit, "[vehiclepopulation] Set the upper limit used by vehicle generation algorithm"); +-vehiclesUpperLimitMP, "[vehiclepopulation] Set the MP upper limit used by vehicle generation algorithm"); +-vehicleVariety, "[QUALITY SETTINGS] Control vehicle variety (0.0 - 1.0"); +-verifyfreelist,"[memory] Perform a sanity check of the free list"); +-vertexopt,"Enable vertex cache optimization at load time."); +-verticaltiling, "use vertical tiling split"); +-vfx_tty_windows, "Create RAG windows for vfx related TTY"); +-vgasserts,""); // suppress certain asserts unless we specifically want them +-vgxi, "extra indices for vehicle glass system"); +-vgxv, "extra vertices for vehicle glass system"); +-videoOutputDir, "Indicate where to place recorded videos"); +-visualiseplayer,"[AI] only display for player and visualise in vehicles"); +-VisualMipMap, "Visualize Mip Map Layers"); +-voicecapture, "[RAGE Audio] Allocate memory for virtual voice capture"); +-voiceDisabled, "[network] Disables voice chat in network games"); +-voiceForceHeadset, "[network] Will return true to external systems that we have a headset"); +-voiceIgnoreHardware, "[network] Don't filter voice chat based on connection (or otherwise) microphones, etc. "); +-voiceOverrideActive, "[network] Voice is always active"); +-voiceOverrideAllRestrictions, "[network] No restrictions on voice chat"); +-voiceOverrideTeamChat, "[network] Don't filter voice chat based on teams"); +-waitforpipe,"[bank] keep trying to connect to the pipe"); +-warnabove,"[startup] Warn about any allocations at or above this size (in kilobytes)"); +-warnonbadrefs, "[RAGE Audio] Output warnings when object references cannot be resolved"); +-warpingInterval, "Set up time between warps for smoketest=warping (default 60 seconds)"); +-waterQuality,"[QUALITY SETTINGS] Set water quality (0-1)"); +-waveSlotsSpew, "Ensable scripted conversation spew"); +-webapicapture, "Capture responses from PSN Web API to output folder e.g. -webapicapture=C:\\WebApiOutput\\"); +-webapioutput, "Output the full response from the PSN Web API"); +-webserverOn, "[diag] Enable the REST interface web server"); +-width, "[grcore] Screen width"); +-width,"[grcore] Set width of main render window (default is 640)"); +-windowed,"[grcore] Force windowed mode"); +-WindowedMultiMonitor,"Allow windowed mode resolution spanning multiple monitors"); +-wipeSteamSaves, "Erases all steam cloud saves"); +-wipidbg,"wipidbg"); // wireframe picker interface debugging, it doesn't always behave right when you toggle wireframe while using the picker .. +-writemixeroutput, "RAGE Audio - Write raw mixer output to specified file"); +-xboxSecureNetworking, "If present use xbox secure networking ***RFS WON'T WORK***"); +-xuid, "If present, the Xuid will be used to create the ticket"); +-youtubeLinkUrl, "Override the servers link URL with our own."); +-ytNoQuotaChannel, "Forces a quota error for requesting Channel Info"); +-ytNoQuotaDailyChannel, "Forces a daily limit error for Channel Info"); +-ytNoQuotaDailyResume, "Forces a daily limit error for Video Resumable"); +-ytNoQuotaDailyUpload, "Forces a daily limit error for Video Uploads"); +-ytNoQuotaDailyVideo, "Forces a daily limit error for Video Info"); +-ytNoQuotaResume, "Forces a quota error for Video Resumable"); +-ytNoQuotaUpload, "Forces a quota error for Video Uploads"); +-ytNoQuotaVideo, "Forces a quota error for requesting Video Info"); + +``` + +`workingstatus.md`: + +```md +# Working Status + +Here is the list that will compile and work sucessfully + +- [x] Can Compile Game +- [x] Tools + - [x] Rage Script Editor + - It's working for me but somehow your virtual machine needs to be **Single Core** for script editor to work. + - [x] Rag UI and Interface + - [x] Map Viewer + - [x] ShortcutMenu + - [x] Other Tools + - Note that Some Perforce login required tools will not work, they need some modifications and Perforce. + - Perforce Download Links: + 1. Helix Core: https://www.perforce.com/downloads/helix-core-free-small-teams + 2. Helix Visual Client: https://www.perforce.com/downloads/helix-visual-client-p4v +- [x] Can Compile Game Scripts +- [x] Can Compile Shaders +- [x] Can Compile Tools + - You need modify some of the tools to compile it. + +## Known Bugs and Errors + +> B = Bug - E = Error - F = Fix + +**B:** When I create "Vehicles" Widgets, the game crashes.
+**F:** Before Opening The Save Game, just enter the game normally and dont load the save, create vehicle widgets then load the game. + +**E:** Fatal Error: Unable to create default effect 'common:/shaders/im', cannot continue.
+**F:** If u didnt compiled and put the low shaders, then this error may appear. + +#### Solution 1: +Just Compile the low quality shaders by following tutorial. + +#### Solution 2: +Just make your shaders quality "High" and dont lower that.
+To do this, Follow this steps: + +1. Go To **\Documents\Rockstar Games\GTA V** +2. Open *settings.xml* +3. Change `` To `` +4. Save the file and Done! + +**E:** Couldn't connect to RAG.exe. Keep trying?
+**F:** Just Simply Open the RAG + +``` \ No newline at end of file diff --git a/archive/killop/anything_about_game.txt b/archive/killop/anything_about_game.txt new file mode 100644 index 00000000..766b2999 --- /dev/null +++ b/archive/killop/anything_about_game.txt @@ -0,0 +1,7585 @@ +Project Path: arc_killop_anything_about_game_355n5pd6 + +Source Tree: + +```txt +arc_killop_anything_about_game_355n5pd6 +├── AI.md +├── FamousGame.md +├── Houdini.md +├── LICENSE +├── Quantification +├── README.md +├── Resource.drawio +├── UnityTips.md +├── _config.yml +└── img + └── logo.png + +``` + +`AI.md`: + +```md + +## AIGC + +### News + +- https://aicoding.100kwhy.fun/ +- https://d.aigclink.ai/fe1ce99bc6a64266aa1ee5479c8e6da6? +- https://ai.codefather.cn/#%E7%B2%BE%E9%80%89%E8%B5%84%E6%BA%90 +- https://github.com/karminski/one-small-step + +### Collection +- [awesome-AI-driven-development](https://github.com/eltociear/awesome-AI-driven-development) +- [awesome-3D-generation](https://github.com/justimyhxu/awesome-3D-generation) +- https://github.com/rlczddl/awesome-3d-human-reconstruction +- https://github.com/deepseek-ai/awesome-deepseek-integration +- https://github.com/karminski/one-small-step/ +- https://github.com/ikaijua/Awesome-AITools +- [ai-game-development-tools](https://github.com/Yuan-ManX/ai-game-development-tools) +- [StableHoudini](https://github.com/stassius/StableHoudini) +- [chatgpt-guide](https://github.com/Daotin/chatgpt-guide) +- [UnityInvokeAI](https://github.com/unitycoder/UnityInvokeAI) +- [awesome-ai-painting](https://github.com/hua1995116/awesome-ai-painting) +- [awesome-ai-art](https://github.com/jonathandinu/awesome-ai-art) +- [最大的 AI 工具目录库](https://zhuanlan.zhihu.com/p/593615901) +- [Awesome-Diffusion-Models](https://github.com/heejkoo/Awesome-Diffusion-Models) +- [stablediffusion WebUI](https://docs.google.com/document/d/1hjtuTGaGsi6RNRAhJhceh2qwA7LlH6a44Kma8BIcjX4/edit#heading=h.s72p8wkeghot) +- [元素法典——Novel AI 元素魔法全收录](https://docs.qq.com/doc/DWHl3am5Zb05QbGVs) +- [AI ART](https://www.zhihu.com/column/c_1563238376853258240) +- https://github.com/JPhilipp/AIConnectors +- https://github.com/3DFaceBody/awesome-3dbody-papers +- https://github.com/Yutong-Zhou-cv/Awesome-Text-to-Image +- https://github.com/gongminmin/awesome-aigc +- https://github.com/dobrado76/Stable-Diffusion-Unity-Integration +- https://github.com/mochi-neko/ChatGPT-API-unity +- http://www.aiyjs.com/ +- https://github.com/sudoskys/StableDiffusionBook +- [Stable-diffusion-person](https://github.com/KKGo1999/Stable-diffusion-person) 由基于Stable-diffusion的Chilloutmix模型生成高清真实的人像 +- [stable-diffusion-webui 的汉化版本](https://github.com/VinsonLaro/stable-diffusion-webui-chinese) +- [喂饭级stable_diffusion_webUI调参权威指南](https://zhuanlan.zhihu.com/p/620578593) +- [StableDiffusion模型资源探索食用指南](https://zhuanlan.zhihu.com/p/597504900) +- [怎样系统的学习 AI 绘画](https://www.zhihu.com/question/585131423/answer/2938150663) +- [AI绘画目前有什么开源模型?](https://www.zhihu.com/question/555400845/answer/2956800568) +- [Midjourney的挑战者 - AI绘图新秀Leonardo.ai](https://zhuanlan.zhihu.com/p/618911569) +- [最大的 AI 工具目录库](https://zhuanlan.zhihu.com/p/593615901) +- [AI收集](https://weknowlib.feishu.cn/wiki/wikcng6M4yAINLrBgMtxrsEAalU) +- [AI绘画收集](https://weknowlib.feishu.cn/wiki/wikcn7hgYG3w4R7JYNJFU2bVjGd) +- https://xa9f20zq7mg.feishu.cn/wiki/JMrEwJEuSiKCQ4kR6xIcQ4BGneg + +## Prompt + +- https://baoyu.io/blog/google-prompt-engineering-whitepaper +- https://claude.com/blog/best-practices-for-prompt-engineering +- https://github.com/adithya-s-k/AI-Engineering.academy Mastering Applied AI, One Concept at a Time +- https://github.com/1Haschwalth/prompt-engineering/ +- https://www.promptingguide.ai/zh +- https://github.com/dair-ai/Prompt-Engineering-Guide +- https://learnprompting.org/zh-Hans +- https://github.com/EmbraceAGI/awesome-chatgpt-zh +- https://github.com/rockbenben/ChatGPT-Shortcut +- [system-prompts-and-models-of-ai-tools](https://github.com/x1xhlol/system-prompts-and-models-of-ai-tools) FULL v0, Cursor, Manus, Same.dev, Lovable, Devin, Replit Agent, Windsurf Agent, VSCode Agent, Dia Browser & Trae AI (And other Open Sourced) System Prompts, Tools & AI Models. +- [chatgpt_system_prompt](https://github.com/LouisShark/chatgpt_system_prompt) +- [leaked-system-prompts](https://github.com/jujumilk3/leaked-system-prompts) Collection of leaked system prompts +- [system_prompts_leaks](https://github.com/asgeirtj/system_prompts_leaks) +- [Prompt工程师指南,源自英文版,但增加了AIGC的prompt部分,为了降低同学们的学习门槛,翻译更新](https://github.com/wangxuqi/Prompt-Engineering-Guide-Chinese) +- [Prompt 如何更好地应用于工业界](https://www.zhihu.com/question/495040812/answer/2924305333) +- https://github.com/microsoft/promptflow +- https://github.com/anthropics/courses +- https://github.com/anthropics/anthropic-cookbook +- https://github.com/NeekChaw/awesome-prompt +- https://github.com/x1xhlol/system-prompts-and-models-of-ai-tools + +### Audio + +- [bark](https://github.com/suno-ai/bark) Text-Prompted Generative Audio Model +- https://github.com/jianchang512/ChatTTS-ui +- https://github.com/panyanyany/Awesome-ChatTTS +- https://github.com/Camb-ai/MARS5-TTS +- https://elevenlabs.io/v3 +- https://github.com/DrewThomasson/ebook2audiobook +- https://github.com/fishaudio/fish-speech +- https://huggingface.co/spaces/TTS-AGI/TTS-Arena-V2 +- + +### Animation + +- [EDGE](https://github.com/Stanford-TML/EDGE) + +### Video + +- [runwayml-gen2](https://research.runwayml.com/gen2) + + + +### Gemini + +- https://github.com/PicoTrex/Awesome-Nano-Banana-images +- https://github.com/ZHO-ZHO-ZHO/ZHO-nano-banana-Creation +- https://github.com/gemini-cli-extensions/nanobanana +- https://voyager.nagi.fun/ + +## ComfyUI + +- https://github.com/ZHO-ZHO-ZHO/ComfyUI-ArtGallery +- https://github.com/ZHO-ZHO-ZHO/ComfyUI-Workflows-ZHO +- https://github.com/xiwan/comfyUI-workflows +- https://github.com/cubiq/ComfyUI_IPAdapter_plus +- https://github.com/TJ16th/comfyUI_TJ_NormalLighting +- https://github.com/liusida/top-100-comfyui +- https://github.com/kijai/ComfyUI-DynamiCrafterWrapper +- https://github.com/ZHO-ZHO-ZHO/ComfyUI-ArtGallery +- https://github.com/Comfy-Org/comfy-cli +- https://github.com/aiaiaikkk/ComfyUI-Curve +- https://github.com/stavrosdidakis/Unity-ComfyUI + +## ML + +- https://github.com/Balint-H/mj-unity-tutorial? + +## UI2Code + +- https://github.com/leigest519/ScreenCoder +- https://github.com/WebPAI +- https://github.com/xjywhu/Awesome-Multimodal-LLM-for-Code +- https://kombai.com/ +- https://github.com/mendableai/open-lovable + +#### ChatBot + +- https://github.com/tghamm/Anthropic.SDK +- https://github.com/ThinkInAIXYZ/deepchat + + + + +#### PDF + +- https://doc2x.noedgeai.com/ +- https://github.com/guaguastandup/zotero-pdf2zh + +#### Logo + +- https://github.com/Nutlope/logocreator + +#### Prompts + + +## MCP + +### Article + +- https://agent-tars.com/2025/03/25/mcp-brings-a-new-paradigm-to-layered-ai-app-development +- https://zhuanlan.zhihu.com/p/1966898272238035080 用过上百款编程MCP,只有这15个真正好用,Claude Code与Codex配置MCP详细教程 +- https://www.cnblogs.com/BNTang/p/18815937 +- https://www.bilibili.com/video/BV1TEo6YGEnk/ +- https://blog.csdn.net/qq_37172634/article/details/123996775 +- https://www.cnblogs.com/whuanle/p/18837493 +- [AI智能体的技术架构与解决方案](https://www.cnblogs.com/powertoolsteam/p/18921734) +## Context-Engineering + +- https://github.com/Meirtz/Awesome-Context-Engineering +- [从 Prompt 到 Context:基于 1400+ 论文的 Context Engineering 系统综述](https://mp.weixin.qq.com/s/G5BUoM12vu2dWfxzIrAcfg) +- [上下文工程 | Chris Loy](https://baoyu.io/translations/context-engineering-part-of-ml) +- [Context2](https://arxiv.org/abs/2510.26493v1) +- https://github.com/airweave-ai/airweave +- https://www.camel-ai.org/blogs/brainwash-your-agent-how-we-keep-the-memory-clean +### Collection + +- https://smithery.ai/ Smithery.AI - A collection of tools and resources for building AI-powered applications. +- https://mcpstore.co +- https://mcpmarket.com/ +- https://mcpmarket.cn/ +- https://mcpservers.org/ +- https://www.mcp.run/ +- https://mcp.so/servers +- https://www.pulsemcp.com/ Browse and discover MCP use cases, servers, clients, and news +- https://glama.ai/mcp/servers +- https://www.aimcp.info/zh +- https://github.com/punkpeye/awesome-mcp-servers +- https://github.com/modelcontextprotocol/servers +- https://cursor.directory/mcp +- https://portkey.ai/mcp-servers +- https://www.blockmcp.ai/ + +### Framework + +- https://github.com/PederHP/mcpdotnet +- https://github.com/modelcontextprotocol/csharp-sdk +- https://github.com/pietrozullo/mcp-use +- https://github.com/nuskey8/McpToolkit + +### Unity + +- https://github.com/nasimali5/mcpup +- https://github.com/Arodoid/UnityMCP +- https://github.com/CoderGamester/mcp-unity +- https://github.com/justinpbarnett/unity-mcp +- https://github.com/VR-Jobs/UnityMCPbeta +- https://github.com/IvanMurzak/Unity-MCP +- https://github.com/hatayama/uLoopMCP + +### web + +- https://github.com/femto/minion-agent +- https://github.com/stagewise-io/stagewise + +### NetWork + +- https://github.com/0xKoda/WireMCP An MCP for WireShark (tshark). Empower LLM's with realtime network traffic analysis capability + +### Houdini + +- https://mcpmarket.com/server/houdini +- https://github.com/capoomgit/houdini-mcp + +### Code Analyser + +- https://github.com/davidkingzyb/SCAST + +### Computer + +- https://github.com/ashwwwin/automation-mcp + +### WebGL + +- https://github.com/grokadegames/webgl-mcp + +### GameEngineAsset + +- https://github.com/berlinbra/binary-reader-mcp + +### AIGC +- https://github.com/PsychArch/minimax-mcp-tools + +#### DataBase +- https://github.com/StarRocks/mcp-server-starrocks +- https://github.com/googleapis/genai-toolbox + +### Jupyter +- https://github.com/datalayer/jupyter-mcp-server + +### Excel +- https://github.com/haris-musa/excel-mcp-server + +### MarkItDown +- https://github.com/microsoft/markitdown/tree/main/packages/markitdown-mcp + +### interactive + +- https://github.com/noopstudios/interactive-feedback-mcp + +### Chart-MCP +- https://github.com/antvis/mcp-server-chart +### Doc +- https://github.com/docfork/docfork-mcp + +## vs-code-mcp + +- https://github.com/juehang/vscode-mcp-server +- https://github.com/microsoft/semanticworkbench/tree/HEAD/mcp-servers/mcp-server-vscode +- https://github.com/biegehydra/bifrostmcp + + +## Agent + +- https://github.com/steel-dev/awesome-web-agents +- https://github.com/aishwaryanr/awesome-generative-ai-guide +- https://github.com/steven2358/awesome-generative-ai +- https://github.com/armankhondker/awesome-ai-ml-resources +- https://github.com/dair-ai/ML-Papers-of-the-Week +- https://github.com/filipecalegario/awesome-generative-ai +- https://github.com/mahseema/awesome-ai-tools +- https://github.com/kyrolabs/awesome-agents + +### Framework +- https://github.com/stepfun-ai/gelab-zero +- https://github.com/TencentCloudADP/youtu-agent +- https://github.com/ashishpatel26/500-AI-Agents-Projects +- [rowboat](https://github.com/rowboatlabs/rowboat) AI-powered multi-agent builder +- https://github.com/evalstate/fast-agent +- https://github.com/langchain-ai/open-agent-platform 集成了RAG、MCP的多智能体无代码构建工具:open-agent-platform,图形化操作,适合无编程快速原型 +- https://github.com/The-Pocket/PocketFlow +- https://github.com/humanlayer/12-factor-agents +- https://github.com/ruvnet/claude-flow/ +- https://github.com/emcie-co/parlant +- https://github.com/Xtra-Computing/MegaAgent +- https://github.com/Kong/volcano-sdk The TypeScript SDK for Multi-Provider AI Agents +- https://github.com/lupantech/AgentFlow +- https://github.com/crewAIInc/crewAI +- https://github.com/agno-agi/agno +- https://github.com/Tokfinity/InfCode +- https://github.com/Intelligent-Internet/ii-agent +- https://github.com/julep-ai/julep +- https://github.com/sjtu-sai-agents/ML-Master +- https://github.com/MiroMindAI/MiroThinker +- https://github.com/baidu-baige/LoongFlow +- https://github.com/jarrycyx/openlens-ai +- https://github.com/mastra-ai/mastra +- https://github.com/block/goose + +### Platform +- https://github.com/enricoros/big-AGI + +### Common Agent +- https://github.com/kortix-ai/suna +- https://github.com/simular-ai/Agent-S +- https://github.com/hexdocom/lemonai +- https://github.com/camel-ai/owl +- https://github.com/Fosowl/agenticSeek +- https://github.com/bytebot-ai/bytebot +- https://github.com/Tongyi-MAI/MAI-UI + +### Code-Ide +- https://github.com/langchain-ai/mcpdoc +- https://github.com/gersteinlab/LocAgent + +### Math + +- https://github.com/jihe520/MathModelAgent + +### Notebook + +- https://github.com/MODSetter/SurfSense +- https://notebooklm.google/ + +### AI-Meta + +- https://github.com/shcherbak-ai/contextgem + +### LLM-Interface + +- https://github.com/BerriAI/litellm + +## RAG +- https://github.com/memovai/memov +- https://github.com/EverMind-AI/EverMemOS/ +- https://github.com/HKUDS/RAG-Anything +- https://github.com/bytedance-seed/m3-agent +- https://github.com/topoteretes/cognee +- https://github.com/coleam00/Archon +- https://docs.ragas.io/en/latest/concepts/ +- https://www.evidentlyai.com/llm-evaluation-benchmarks-datasets +- https://github.com/BAI-LAB/MemoryOS +- [helix-db](https://github.com/HelixDB/helix-db) HelixDB is a powerful, open-source, graph-vector database built in Rust for intelligent data storage for RAG and AI +- [graph-rag-agent](https://github.com/1517005260/graph-rag-agent) 拼好RAG:手搓并融合了GraphRAG、LightRAG、Neo4j-llm-graph-builder进行知识图谱构建以及搜索;整合DeepSearch技术实现私域RAG的推理;自制针对GraphRAG的评估框架| +- https://github.com/MemTensor/MemOS +- https://rag.deeptoai.com/ +- https://www.zdoc.app/zh/cocoindex-io/cocoindex +- https://github.com/OpenBMB/UltraRAG/ + +### Local LLM + +- https://github.com/vllm-project/vllm +- https://github.com/datawhalechina/self-llm/ +- https://pinokio.co/ + +### Devops + +- https://github.com/derisk-ai/OpenDerisk + + +### Benchmark +- https://www.tbench.ai/ +- https://gaia-benchmark-leaderboard.hf.space/ +- https://huggingface.co/spaces/gaia-benchmark/leaderboard +- https://www.swebench.com/ +- https://livecodebenchpro.com/ +- https://artificialanalysis.ai/ +- https://contextarena.ai/ +- https://huggingface.co/spaces/lmgame/lmgame_bench + + + +## claude-code +- https://github.com/hesreallyhim/awesome-claude-code +- https://github.com/JessyTsui/Claude-Code-Remote +- [cc使用技巧](https://www.cnblogs.com/heavenYJJ/p/19071441) +- https://baoyu.io/translations/claude-code-framework-wars +- https://github.com/UfoMiao/zcf + +- https://github.com/rz1989s/claude-code-statusline +- https://github.com/Njengah/claude-code-cheat-sheet + +- https://github.com/diet103/claude-code-infrastructure-showcase +- https://skillsmp.com/ +- https://github.com/claude-did-this/claude-hub +- https://github.com/apstenku123/claude-code-reverse + +- https://github.com/AndyMik90/Auto-Claude +- https://github.com/EveryInc/compound-engineering-plugin +- https://github.com/Dev-GOM/claude-code-marketplace +- https://github.com/affaan-m/everything-claude-code + + +## Agent-Format +- https://github.com/agentsmd/agents.md + +## Skill +- https://github.com/travisvn/awesome-claude-skills +- https://github.com/ginobefun/deep-reading-analyst-skill/ +- https://github.com/anthropics/skills +- https://github.com/numman-ali/openskills +- https://github.com/yusufkaraaslan/Skill_Seekers +- https://github.com/ComposioHQ/awesome-claude-skills +- https://github.com/VoltAgent/awesome-claude-skills +- https://github.com/BehiSecc/awesome-claude-skills +- https://aitmpl.com/skills +- https://claudemarketplaces.com +- https://github.com/GuDaStudio/skills +- https://github.com/nextlevelbuilder/ui-ux-pro-max-skill +## AI-Coding-Agent +- https://www.codebuff.com/ +- https://github.com/sst/opencode +- https://github.com/NoeFabris/opencode-antigravity-auth +- https://github.com/0xSero/open-orchestra +- https://github.com/letta-ai/letta +- https://github.com/just-every/code +- https://github.com/ConardLi/easy-llm-cli +- https://conductor.build/ +- https://github.com/tukuaiai/vibe-coding-cn +- https://github.com/badlogic/pi-mono +- [用第一性原理拆解 Agentic Coding:从理论到实操](https://mp.weixin.qq.com/s/Zlwn42KyfjgwfX6lp-JthQ) + +## Multi-Agent-Coding +- https://github.com/DeepMyst/Mysti +- https://github.com/moazbuilds/CodeMachine-CLI +- https://github.com/fengshao1227/ccg-workflow Claude + Codex + Gemini 多模型协作系统 +- https://github.com/catlog22/Claude-Code-Workflow +- https://github.com/iOfficeAI/AionUi/ +- https://github.com/j3n5en/EnsoAI +- https://github.com/sentient-agi/ROMA +- https://github.com/bfly123/claude_code_bridge +- https://github.com/camel-ai/camel +- https://github.com/kyegomez/swarms +- https://github.com/ruvnet/claude-flow +- https://github.com/nyldn/claude-octopus +- https://github.com/covibes/zeroshot +- https://github.com/talkcody/talkcody +- https://github.com/GuDaStudio/commands +## Ai-Studio +- https://github.com/Lianues/AIStudioBuildCopy + +## Spec&&WorkFlow +- https://github.com/gotalab/cc-sdd +- https://kiro.dev/docs/specs/concepts/ +- https://github.com/amaynez/kiro-style-sdd +- https://github.com/steveyegge/beads +- https://github.com/Fission-AI/OpenSpec +- https://github.com/github/spec-kit +- [团队落地 AI 辅助编程和 AI Specs 实战](https://www.cnblogs.com/whuanle/p/19469026) +- [认知重建:Speckit 用了三个月,我放弃了——走出工具很强但用不好的困境](https://www.bestblogs.dev/en/article/0f05763c) +- [planning-with-files](https://github.com/OthmanAdi/planning-with-files) +- [superpowers](https://github.com/obra/superpowers) +- https://github.com/subsy/ralph-tui +- https://github.com/mikeyobrien/ralph-orchestrator +- https://github.com/strands-agents/agent-sop +- https://github.com/ClaytonFarr/ralph-playbook + +## LLM +- https://github.com/liguodongiot/llm-resource +- https://github.com/liguodongiot/ai-system +- https://github.com/datawhalechina/happy-llm +- https://github.com/LMCache/LMCache + + +### awesome-llm-apps + +- https://github.com/Shubhamsaboo/awesome-llm-apps + +### Bot + +- https://github.com/MaiM-with-u/MaiBot 麦麦bot,一款专注于 群组聊天 的赛博网友(比较专注)多平台智能体 +- https://cluely.com/#usage + + +## Code2Video + +- https://github.com/showlab/Code2Video +- https://github.com/HarleyCoops/Math-To-Manim + +## Books +- https://github.com/changyeyu/LLM-RL-Visualized +- https://github.com/ginobefun/agentic-design-patterns-cn +- https://adp.xindoo.xyz/ +- https://cdn.openai.com/business-guides-and-resources/a-practical-guide-to-building-agents.pdf +- https://www.kaggle.com/whitepaper-introduction-to-agents +- https://github.com/chiphuyen/aie-book +- https://sankalp.bearblog.dev/how-prompt-caching-works/ +- https://github.com/ZJU-LLMs/Foundations-of-LLMs +- https://github.com/Lordog/dive-into-llms + +## coding +- [开源的本地代码解释器](https://github.com/KillianLucas/open-interpreter) + +### Video + +- https://space.bilibili.com/28321599 + +### Application + +- https://github.com/filip-michalsky/SalesGPT + +## Code-Review +- https://github.com/lintsinghua/XCodeReviewer +- https://d.aigclink.ai/OpenAI-Aardvark-GPT-5-29a9857c0f478078b391d41096db2067 +- https://github.com/lintsinghua/DeepAudit + +## Translate + +- [AiNiee](https://github.com/NEKOparapa/AiNiee)一款专注于Ai翻译的工具,一键自动翻译RPG SLG游戏,Epub TXT小说,Srt Vtt Lrc字幕,Word MD文档等等复杂长文本 +- [DeekSeek-OCR](https://github.com/Bogdanovich77/DeekSeek-OCR---Dockerized-API) A powerful OCR solution that converts PDF documents to Markdown format using DeepSeek-OCR with FastAPI backend. This project provides both a batch processing script and a REST API for flexible document conversion. + +## GPT-Research + +- https://github.com/setls/HacxGPT Advanced Adversarial AI Framework — a research-oriented system exploring the boundaries of autonomous reasoning and secure language model behavior. + +## Paper +- https://github.com/YuhangChen1/Paper2All + +## Knowledge-Learn +- https://rushiwowen.co/chat 佛教 +- https://maoxuan.wang/ 毛选 + +## RL-LLM + +- https://ernestryu.com/courses/RL-LLM.html + +## Robot +- https://github.com/huggingface/lerobot + + + +## Context-Engineering + +- https://github.com/Meirtz/Awesome-Context-Engineering +- [从 Prompt 到 Context:基于 1400+ 论文的 Context Engineering 系统综述](https://mp.weixin.qq.com/s/G5BUoM12vu2dWfxzIrAcfg) +- [上下文工程 | Chris Loy](https://baoyu.io/translations/context-engineering-part-of-ml) +- [Context2](https://arxiv.org/abs/2510.26493v1) +- https://github.com/airweave-ai/airweave +- https://www.camel-ai.org/blogs/brainwash-your-agent-how-we-keep-the-memory-clean +- https://github.com/muratcankoylan/Agent-Skills-for-Context-Engineering + +### AI-Context +- https://github.com/nguyenphutrong/agentlens +- https://github.com/inngest/inngest +- https://deepwiki.com/ +- https://github.com/AsyncFuncAI/deepwiki-open +- https://github.com/AIDotNet/OpenDeepWiki +- https://github.com/regenrek/deepwiki-mcp +- https://fsoft-ai4code.github.io/CodeWiki/# +- https://context7.com/ +- https://koala.token-ai.cn/ +- https://github.com/vanzan01/cursor-memory-bank +- https://github.com/getzep/graphiti +- https://github.com/Ryandonofrio3/osgrep +- https://github.com/Rika-Labs/sgrep +- https://github.com/mixedbread-ai/mgrep + +## UI +- https://github.com/CopilotKit/CopilotKit + +## PPT +- https://github.com/Anionex/banana-slides + +## WEB-UI +- https://saaslandingpage.com/ +- https://www.pencil.dev/ +``` + +`FamousGame.md`: + +```md +## Collection +- https://github.com/OTFCG/Awesome-Game-Analysis +- https://mamoniem.com/ +- http://www.adriancourreges.com/blog/2020/12/29/graphics-studies-compilation/ +- https://gamingbolt.com/category/graphics-analysis +- http://www.jp.square-enix.com/tech/publications.html +- https://vegard.wiki/w/Frame_analysis +## 荒野大嫖客 2 +https://imgeself.github.io/posts/2020-06-19-graphics-study-rdr2/ +## 赛博朋克2077 +http://c0de517e.blogspot.com/2020/12/hallucinations-re-rendering-of.html +https://mp.weixin.qq.com/s/sgyLTmUycPCFnDGvNXYJmQ +## LOL windows +- [LOL渲染技巧](https://technology.riotgames.com/tags/performance) +## LOL mobile +- [谈一谈英雄联盟手游渲染2](https://zhuanlan.zhihu.com/p/286836840) +## 原神 +- https://github.com/Ashley-619 +- https://github.com/SelfishKrus/K_URP_ToonShading +- [简单复刻一下《崩坏-星穹铁道》的角色渲染](https://zhuanlan.zhihu.com/p/693831511) +- [Unity_StarRail_CRP_Sample](https://github.com/ChillyHub/Unity_StarRail_CRP_Sample) 一个基于URP Renderer Feature 的模仿还原崩坏星穹铁道渲染的自定义渲染管道示例 +- [NahidaRenderProject](https://github.com/kaze-mio/NahidaRenderProject) +- [GenshinCelShaderURP](https://github.com/Gaolingx/GenshinCelShaderURP) +- [UnityGenshinPostProcessing](https://github.com/kaze-mio/UnityGenshinPostProcessing) A genshin-like post processing render feature, based on URP. +- [原神沙漠脚印轮廓实现](https://noirccc.net/blog/zh/posts/773) +- [简单模仿原神风格化渲染](https://github.com/hh455695642/URPGenshinImpactShader) +- [StarRailNPRShader](https://github.com/stalomeow/StarRailNPRShader) +- [Unity 原神角色渲染学习](https://zhuanlan.zhihu.com/p/434053030) Fan-made shaders for Unity URP attempting to replicate the shading of Honkai: Star Rail. +- [【从零到零点一的原神卡渲还原】记录还原的尝试和思考](https://zhuanlan.zhihu.com/p/376094989) +- [《原神》动作系统拆解与复刻](https://zhuanlan.zhihu.com/p/588726929) +- [Unity URP 卡通渲染 原神角色渲染记录](https://zhuanlan.zhihu.com/p/551104542) +- [原神角色渲染还原](https://zhuanlan.zhihu.com/p/547129280) +- [浅谈《原神》中的图形渲染技术](https://blog.csdn.net/weixin_44176696/article/details/114176844?) +- [TA技术美术-原神角色还原学习笔记](https://zhuanlan.zhihu.com/p/511540455) +- [PrimoToon](https://github.com/festivize/PrimoToon) Shader for Unity (Built-in Rendering Pipeline) attempting to replicate the shading of Genshin Impact developed by miHoYo. This is for datamined assets, not custom-made ones nor the MMD variants. +- https://www.artstation.com/artwork/wJZ4Gg +- https://github.com/yaoling1997/GT-ToneMapping +- [从零开始的原神角色渲染](https://zhuanlan.zhihu.com/p/468209534) +- [原神截帧分析(未完待续)](https://zhuanlan.zhihu.com/p/272495627) +- [简单谈谈原神的渲染部分](https://zhuanlan.zhihu.com/p/259589537) +- [技你太美_UE4_Ramp生成器_仿原神皮肤shader](https://zhuanlan.zhihu.com/p/248998437) +- [《原神》部分效果的个人理解](https://zhuanlan.zhihu.com/p/246531456) +- [原神图形技术简析及杂谈](https://zhuanlan.zhihu.com/p/260824391) +- [崩坏3卡通渲染完全攻略](https://www.bilibili.com/video/BV1pt411w7jX) +- [【Unity , shader】原神の海を再現したい](https://qiita.com/uynet/items/f8b087d47f5cf316eb7e) +- [原神角色渲染Shader分析还原](https://zhuanlan.zhihu.com/p/360229590) +- [【Unity技术美术】 原神Shader渲染还原解析](https://zhuanlan.zhihu.com/p/435005339) +- [卡通渲染介绍 及通过blender还原原神卡通渲染](https://zhuanlan.zhihu.com/p/459947825) +- [Blender-miHoYo-Shaders](https://github.com/Festivize/Blender-miHoYo-Shaders) +- [GenshinLikeToonShading](https://github.com/RabiChora/GenshinLikeToonShading) +- [genshin-model-viewer](https://github.com/emako/genshin-model-viewer) +- https://github.com/Wafflus/unity-genshin-impact-movement-system +- https://github.com/tkonexhh/Genshin +- https://github.com/zeroruka/GI_Assets +- https://github.com/Razmoth/MiHoYoAssets +- https://github.com/khang06/Il2CppDumper-YuanShen +- https://github.com/CallowBlack/Il2CppInspector-Genshin +- https://github.com/YuiLu/GenshinCharacterShading +- https://github.com/ashyukiha/GenshinCharacterShaderZhihuVer +- https://github.com/keowu/mhyprot2 +- https://github.com/Dimbreath/GenshinData +- https://github.com/Razmoth/HoYoStudio +- https://github.com/festivize/Cheddar +- [PrimoToon](https://github.com/festivize/PrimoToon) Shader for Unity (Built-in Rendering Pipeline) attempting to replicate the shading of Genshin Impact developed by miHoYo. This is for datamined assets, not custom-made ones nor the MMD variants. +- [URPSimpleGenshinShaders](https://github.com/NoiRC256/URPSimpleGenshinShaders) A Unity URP shader for Genshin Impact style character facial shading. +- https://github.com/Melledy/LunarCore/ +## 塞尔达传说:荒野之息 +- [塞尔达荒野之息各类渲染效果研究与实践笔记(1)](https://zhuanlan.zhihu.com/p/580141974) +- [为你分析历代《塞尔达传说》的美术设定与动画技术](https://www.taptap.com/topic/2604022?region=jp) +- [《塞尔达传说:旷野之息》技术分析文章](https://www.bilibili.com/read/cv3239418) +- [《塞尔达传说:荒野之息》美术风格剖析](https://zhuanlan.zhihu.com/p/25328476) +- [塞尔达传说:荒野之息 技术分析1](https://zhuanlan.zhihu.com/p/25662588) +- [塞尔达风之杖技术分析-角色渲染和面部表情](https://zhuanlan.zhihu.com/p/26140321) +- [《塞尔达-荒野之息》中角色受多个点光源影响做法](http://walkingfat.com/%E3%80%8A%E5%A1%9E%E5%B0%94%E8%BE%BE-%E8%8D%92%E9%87%8E%E4%B9%8B%E6%81%AF%E3%80%8B%E4%B8%AD%E8%A7%92%E8%89%B2%E5%8F%97%E5%A4%9A%E4%B8%AA%E7%82%B9%E5%85%89%E6%BA%90%E5%BD%B1%E5%93%8D%E5%81%9A%E6%B3%95/?tdsourcetag=s_pcqq_aiomsg) +## 天涯明月刀 +- [《天涯明月刀手游》的渲染分析](https://zhuanlan.zhihu.com/p/266850390) +- [记·天刀手游角色渲染分析](https://zhuanlan.zhihu.com/p/295347623) +## 火影忍者:究级风暴 +- [《火影忍者:究级风暴》渲染技术究极解析](https://gameinstitute.qq.com/community/detail/106712) +## 楚留香 +- [楚留香《一梦江湖》捏脸美术制作和渲染分析](https://zhuanlan.zhihu.com/p/76979718) +## 《盗墓笔记》使用的这套技术,让美术可以在场景中任意使用灯光 +- [《盗墓笔记》使用的这套技术,让美术可以在场景中任意使用灯光](https://zhuanlan.zhihu.com/p/337286513) +## war3 +- [War3Net](https://github.com/Drake53/War3Net) A .NET implementation of Warcraft III related libraries. +## 崩坏3 +- [崩坏3卡通渲染完全攻略](https://www.bilibili.com/video/BV1pt411w7jX) +## Diablerie +- [Diablo 2 reimplementation on unity ](https://github.com/mofr/Diablerie) +## 和平精英 +- [UE4项目《和平精英》渲染技术浅析](https://www.magesbox.com/article/detail/id/991.html) +``` + +`Houdini.md`: + +```md +#### houdini +- [AwesomeHoudini](https://github.com/wyhinton/AwesomeHoudini) +- [程序猿玩 Houdini](https://zhuanlan.zhihu.com/letshoudini) +- [kiryha-Houdini](https://github.com/kiryha/Houdini) Houdini pipeline and learning database +- https://github.com/jhorikawa +- https://www.bilibili.com/video/BV1Ag411A7DC/ +- https://github.com/FofightFong/All_In_One +- https://forums.odforce.net/ +- https://www.houdinikitchen.net/ +- https://github.com/ShoheiOkazaki/Nagamochi +- https://github.com/jhorikawa/HoudiniHowtos +- https://github.com/demiaster/houdiniAssets +- https://github.com/melMass/vscode-vex +- https://github.com/JoseZalez/Houdini-scripts +- https://github.com/igor-elovikov/hipie +- https://github.com/thi-ng/houdini +- https://github.com/toadstorm/MOPS/ +- https://github.com/jtomori/vex_tutorial +- https://github.com/nrosenstein-old/houdini-library +- https://github.com/Bonjour-Interactive-Lab/Unity3D-VATUtils +- https://github.com/metaaaa/AlembicToVAT +- https://github.com/Gaxil/Unity-AlembicToVAT +- https://github.com/lex-ikoon/qq +- https://github.com/yutaokuyama/HoudiniVezerSync +- https://space.bilibili.com/5730437 +- https://github.com/ribponce/particula +- https://github.com/MysteryPancake/Houdini-Fun +- https://github.com/lukevanlukevan/LV-Tools +* [DASH](https://github.com/probiner/DASH) Quality of Life utilities package for SideFX Houdini. +* [BeeHou](https://github.com/simonreeves/BeeHou) Houdini Package +* https://github.com/toadstorm/MOPS +* https://github.com/csdjk/LcLLib-for-Houdini +* https://github.com/Baldrax/Houdini_TaleSpire_Terrain_Generation_Toolset +* https://github.com/Aeoll/Aelib +* https://github.com/KylerLizi/Houdini-PCG-Environment-Generator +``` + +`LICENSE`: + +``` + Apache License + Version 2.0, January 2004 + http://www.apache.org/licenses/ + + TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION + + 1. 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In no event and under no legal theory, + whether in tort (including negligence), contract, or otherwise, + unless required by applicable law (such as deliberate and grossly + negligent acts) or agreed to in writing, shall any Contributor be + liable to You for damages, including any direct, indirect, special, + incidental, or consequential damages of any character arising as a + result of this License or out of the use or inability to use the + Work (including but not limited to damages for loss of goodwill, + work stoppage, computer failure or malfunction, or any and all + other commercial damages or losses), even if such Contributor + has been advised of the possibility of such damages. + + 9. Accepting Warranty or Additional Liability. While redistributing + the Work or Derivative Works thereof, You may choose to offer, + and charge a fee for, acceptance of support, warranty, indemnity, + or other liability obligations and/or rights consistent with this + License. However, in accepting such obligations, You may act only + on Your own behalf and on Your sole responsibility, not on behalf + of any other Contributor, and only if You agree to indemnify, + defend, and hold each Contributor harmless for any liability + incurred by, or claims asserted against, such Contributor by reason + of your accepting any such warranty or additional liability. + + END OF TERMS AND CONDITIONS + + APPENDIX: How to apply the Apache License to your work. + + To apply the Apache License to your work, attach the following + boilerplate notice, with the fields enclosed by brackets "[]" + replaced with your own identifying information. (Don't include + the brackets!) The text should be enclosed in the appropriate + comment syntax for the file format. We also recommend that a + file or class name and description of purpose be included on the + same "printed page" as the copyright notice for easier + identification within third-party archives. + + Copyright [yyyy] [name of copyright owner] + + Licensed under the Apache License, Version 2.0 (the "License"); + you may not use this file except in compliance with the License. + You may obtain a copy of the License at + + http://www.apache.org/licenses/LICENSE-2.0 + + Unless required by applicable law or agreed to in writing, software + distributed under the License is distributed on an "AS IS" BASIS, + WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + See the License for the specific language governing permissions and + limitations under the License. + +``` + +`Quantification`: + +``` +- https://github.com/vnpy/vnpy - 基于Python的开源量化交易平台开发框架 +- https://github.com/OpenBB-finance/OpenBBTerminal - OpenBB +- https://github.com/UFund-Me/Qbot +- https://github.com/shiyu-coder/Kronos +- https://github.com/QuantConnect/Lean +- https://github.com/ArvinLovegood/go-stock +- https://github.com/dennisyang1986/opensqt_market_maker +- https://github.com/ZhuLinsen/daily_stock_analysis +- [tradecat](https://github.com/tukuaiai/tradecat) 交易猫;tradecat;全市场量化交易数据平台 +- [FinceptTerminal](https://github.com/Fincept-Corporation/FinceptTerminal) FinceptTerminal is a modern finance application offering advanced market analytics, investment research, and economic data tools, designed for interactive exploration and data-driven decision-making in a user-friendly environment +- https://github.com/AI4Finance-Foundation/FinRobot +- https://github.com/nautechsystems/nautilus_trader +## PolyMarket +- https://github.com/WrBug/PolyHermes +- https://github.com/cyl19970726/poly-sdk/ +- https://poly123.xyz/ +- https://www.coldvision.xyz/ +- https://polyvotecat.vercel.app/ +- https://github.com/HKUDS/FutureShow +## AI-Trader +- https://github.com/NoFxAiOS/nofx +- https://github.com/kukapay/awesome-alpha-arena +- https://github.com/terryso/nof1-tracker +- https://github.com/SnowingFox/open-nof1.ai +- https://github.com/195440/nof1.ai +- https://github.com/Ninot1Quyi/Open-Nof1 +- https://github.com/chadyi/AITradeGame +- [nof1.ai Alpha Arena 提示词工程逆向分析](https://gist.github.com/wquguru/7d268099b8c04b7e5b6ad6fae922ae83) +- https://github.com/wquguru/nof0 +- https://github.com/weiuou/nof1-analysis +- https://github.com/HKUDS/AI-Trader +- https://github.com/ValueCell-ai/valuecell +- https://github.com/charliedream1/ai_quant_trade +- https://github.com/TauricResearch/TradingAgents +- https://github.com/hsliuping/TradingAgents-CN/ 基于多智能体LLM的中文金融交易框架 - TradingAgents中文增强版 +- https://github.com/moondevonyt/moon-dev-ai-agents +- https://github.com/24mlight/A_Share_investment_Agent +- https://www.octobot.cloud/features +- https://github.com/virattt/dexter +- https://github.com/Gajesh2007/ai-trading-agent +- https://github.com/kukapay/alpha-arena-mcp +- https://github.com/Y-Research-SBU/QuantAgent/ +- https://github.com/oficcejo/aiagents-stock +- https://github.com/brokermr810/QuantDinger/ +- https://freqtrade-zh.zdoc.app/ + +## Data +- https://github.com/dennisyang1986/getk +``` + +`README.md`: + +```md + +
+ anyting_about_game +
+ +
+

+ 高端游戏开发资源干货分享QQ群:1067123079       职场灌水QQ群:894955505 +

+
+ +Table of Contents +- [Awesome-Game](#awesome-game) +- [Awesome-General](#awesome-general) +- [News](#news) + - [Game](#game) + - [Graphic](#graphic) + - [Papers](#papers) + - [CG](#cg) + - [HardWare](#hardware) + - [Digest](#digest) + - [UnityRoadMap](#unityroadmap) + - [Common](#common) + - [Js/Web](#jsweb) + - [Java](#java) + - [Go](#go) + - [Rust](#rust) +- [Person/Social/Blogs](#personsocialblogs) + - [Collection](#collection) + - [中文](#中文) + - [English](#english) +- [Game-Company](#game-company) +- [Game-Asset](#game-asset) +- [Game-Design-Tool](#game-design-tool) + - [Collection](#collection-1) + - [Voxel](#voxel) + - [Audio](#audio) + - [Music-Tool/Editor](#music-tooleditor) + - [Video-Tool/Editor](#video-tooleditor) + - [Modeling](#modeling) + - [Sculpture](#sculpture) + - [Hair](#hair) + - [Human/Stage](#humanstage) + - [Unity 官方教程及开发者经验分享:](#unity-官方教程及开发者经验分享) + - [Effect](#effect) + - [Course](#course) + - [Material](#material) + - [Remesh](#remesh) + - [Mesh](#mesh) + - [Mipmap](#mipmap) + - [List-of-game-middleware](#list-of-game-middleware) + - [CG Software API](#cg-software-api) + - [Visual-Logic](#visual-logic) + - [Tile](#tile) + - [Design](#design) +- [locale](#locale) +- [Texture](#texture) + - [PIX-Texture](#pix-texture) + - [Normal-Map](#normal-map) + - [Texture-Compression](#texture-compression) + - [Texture-Tool](#texture-tool) + - [Animation2Shader](#animation2shader) + - [Atlas](#atlas) +- [Animation](#animation) + - [Article/Collection](#articlecollection) + - [Animation-DCC-Tool](#animation-dcc-tool) + - [GPU-Animation](#gpu-animation) + - [Mesh Animation](#mesh-animation) + - [Vertex Animation](#vertex-animation) + - [Tween](#tween) + - [Physics Based Animation](#physics-based-animation) + - [MotionMatching](#motionmatching) + - [Movement](#movement) + - [Interaction](#interaction) + - [Animation-Controller](#animation-controller) + - [Character-Controller](#character-controller) + - [PCG-Animation](#pcg-animation) + - [Unity-Tool](#unity-tool) + - [UI-Animation](#ui-animation) + - [Timeline](#timeline) +- [Console/Command/Shell/Debugger](#consolecommandshelldebugger) +- [Scenes](#scenes) + - [Terrain](#terrain) + - [Unity-Tool](#unity-tool-1) + - [Procedurally-Generation](#procedurally-generation) + - [Tree/Vegetation/Grass](#treevegetationgrass) + - [Road](#road) + - [River](#river) + - [Article](#article) +- [3D-File-Format](#3d-file-format) +- [Data](#data) + - [Metadata/Excel/Schema/Proto](#metadataexcelschemaproto) + - [Exchange](#exchange) + - [DataVisual\&\&Editor](#datavisualeditor) +- [Archive-GameReverse](#archive-gamereverse) + - [Collection](#collection-2) + - [Unity-AssetBundle](#unity-assetbundle) + - [Archive-Format](#archive-format) + - [Common-Compression](#common-compression) + - [Disassembly](#disassembly) +- [Patch](#patch) +- [File Systems](#file-systems) +- [IO](#io) +- [Linux](#linux) +- [Version-Control](#version-control) + - [article](#article-1) +- [ScriptWebTool\&\&TUI](#scriptwebtooltui) +- [Game-Server-framework](#game-server-framework) + - [Server-Monitoring](#server-monitoring) + - [Article](#article-2) + - [Lockstep](#lockstep) + - [status-syn](#status-syn) + - [Library](#library) + - [Common-Server](#common-server) + - [Security](#security) +- [Serialization](#serialization) + - [Json](#json) + - [Yaml](#yaml) +- [Huge-World](#huge-world) +- [Massive-Crowds](#massive-crowds) + - [PCG](#pcg) +- [DataBase](#database) + - [c#](#c) +- [ECS Libraries](#ecs-libraries) + - [Collection](#collection-3) + - [C/C++](#cc) + - [C#](#c-1) + - [Python](#python) + - [Rust](#rust-1) + - [Lua](#lua) + - [ts](#ts) + - [ECS-Benchmark](#ecs-benchmark) + - [Csharp-Benchmark](#csharp-benchmark) + - [Article](#article-3) +- [Hash](#hash) +- [Text-Template](#text-template) +- [Authorization](#authorization) +- [NetWork](#network) + - [Collection\&\&Articles](#collectionarticles) + - [C#](#c-2) + - [Netty](#netty) + - [C/CPP](#ccpp) + - [Rust](#rust-2) + - [Web/Http/Server/Client](#webhttpserverclient) +- [GameEngine Design](#gameengine-design) + - [Collection](#collection-4) + - [Article/Course](#articlecourse) + - [GUI](#gui) + - [2D Engines and Frameworks](#2d-engines-and-frameworks) + - [3D Engines and Frameworks](#3d-engines-and-frameworks) + - [Skinned-MeshRender](#skinned-meshrender) +- [Creative Code](#creative-code) +- [并发执行和多线程](#并发执行和多线程) + - [CPP](#cpp) + - [C](#c-3) +- [Game-Math](#game-math) + - [Math-Tool](#math-tool) + - [Curve](#curve) + - [Courses/Article/website](#coursesarticlewebsite) + - [Unity-Transform](#unity-transform) +- [Physics](#physics) + - [Physics Framework](#physics-framework) + - [Physics BOOKS](#physics-books) + - [Fluid](#fluid) + - [Water](#water) + - [Glass](#glass) + - [Cloth](#cloth) + - [Position-Based-Dynamics](#position-based-dynamics) + - [Softbody](#softbody) + - [Vehicle](#vehicle) + - [Sky](#sky) +- [Game-BenchMark/Metric/Tool](#game-benchmarkmetrictool) + - [Common](#common-1) + - [Google Analytics](#google-analytics) + - [GPU](#gpu) +- [ComputerGraphics \&\& Shadingv](#computergraphics--shadingv) + - [Conference](#conference) + - [Journal](#journal) + - [Group](#group) + - [Vendor](#vendor) + - [Graphics-Library](#graphics-library) + - [SoftWare-Render](#software-render) + - [3rd-Binding](#3rd-binding) + - [Collection](#collection-5) + - [Shading-Language](#shading-language) + - [Shader-Compiler](#shader-compiler) + - [ShaderVariant](#shadervariant) + - [Course/Article](#coursearticle) + - [Shader-Collection](#shader-collection) + - [TA-Tool](#ta-tool) + - [Effect](#effect-1) + - [ShaderToy](#shadertoy) + - [OpenGL](#opengl) + - [Tool](#tool) + - [PlayGround](#playground) + - [RenderingAssets](#renderingassets) + - [GPU-Architecture](#gpu-architecture) + - [Optimize](#optimize) + - [imposters](#imposters) + - [Physically-Based-Render](#physically-based-render) + - [NPR](#npr) + - [NPR-Tricks](#npr-tricks) + - [SDF](#sdf) + - [SphericalHarmonicLighting/CubeMap/Probes](#sphericalharmoniclightingcubemapprobes) + - [Outline](#outline) + - [FootPrint](#footprint) + - [Unity-Shader](#unity-shader) + - [Article](#article-4) + - [URP/SPR/HDRP Course](#urpsprhdrp-course) + - [Mask](#mask) + - [Fur](#fur) + - [Holographic](#holographic) + - [Matrix](#matrix) + - [Dissolve](#dissolve) + - [Dither-Transparency](#dither-transparency) + - [Shader-GUI](#shader-gui) + - [Interior](#interior) + - [Decal](#decal) + - [Skin](#skin) + - [Crystal](#crystal) + - [Ice](#ice) + - [Rimlight](#rimlight) + - [Noise](#noise) + - [Trail](#trail) + - [RenderPipelineFrameWork](#renderpipelineframework) + - [Global illumination (GI)](#global-illumination-gi) + - [Collection](#collection-6) + - [nanite](#nanite) + - [RadianceCascades](#radiancecascades) + - [PRT](#prt) + - [Irradiance Probes/Voxels](#irradiance-probesvoxels) + - [VPL](#vpl) + - [VSGL](#vsgl) + - [RSM](#rsm) + - [Imperfect Shadow Maps](#imperfect-shadow-maps) + - [Instant Radiosity](#instant-radiosity) + - [LPV](#lpv) + - [VCT](#vct) + - [SSGI](#ssgi) + - [DFGI](#dfgi) + - [Lighting Grid](#lighting-grid) + - [Point Based GI](#point-based-gi) + - [Radiosity](#radiosity) + - [Ray tracing](#ray-tracing) + - [Path tracing](#path-tracing) + - [RTX](#rtx) + - [DDGI](#ddgi) + - [SurfelGI](#surfelgi) + - [Metropolis Light Transport](#metropolis-light-transport) + - [PhotonMapping](#photonmapping) + - [Ambient occlusion](#ambient-occlusion) + - [Bent Normal](#bent-normal) + - [Radiosity Normal Mapping](#radiosity-normal-mapping) + - [LightMap](#lightmap) + - [MLGI](#mlgi) + - [ltcgi](#ltcgi) + - [Beam](#beam) + - [Shadow](#shadow) + - [GPGPU](#gpgpu) + - [Compute-Shader](#compute-shader) + - [Boids](#boids) + - [BatchRendererGroup](#batchrenderergroup) + - [GPU Driven](#gpu-driven) + - [GPU-Particle](#gpu-particle) + - [BVH](#bvh) + - [Point-Distribution](#point-distribution) + - [Afterimage](#afterimage) + - [SVG](#svg) + - [Post-Process](#post-process) + - [MatCaps](#matcaps) + - [Color](#color) + - [Depth](#depth) + - [FPS](#fps) +- [Interview/DataStruct-Algorithms](#interviewdatastruct-algorithms) + - [Article](#article-5) +- [Operating-System](#operating-system) +- [Bad Words Filter](#bad-words-filter) +- [Random](#random) +- [高性能数据结构和算法](#高性能数据结构和算法) + - [MMO](#mmo) + - [OC](#oc) + - [String](#string) + - [Log](#log) + - [Collection](#collection-7) + - [Thread/Task](#threadtask) +- [Utils](#utils) + - [C](#c-4) + - [C++](#c-5) +- [Javascript](#javascript) +- [Lua](#lua-1) +- [Typescript](#typescript) +- [C#](#c-6) + - [C#-Reflection](#c-reflection) + - [C#-Reactive](#c-reactive) +- [C](#c-7) +- [CPP](#cpp-1) +- [Java](#java-1) +- [Admin](#admin) + - [Rust](#rust-3) + - [Lua](#lua-2) +- [Author](#author) +- [CMAKE](#cmake) +- [Embed-Script/VM/](#embed-scriptvm) + - [Collection](#collection-8) + - [Allocator](#allocator) + - [Garbage Collector](#garbage-collector) + - [dynCall/ffi/interop](#dyncallffiinterop) + - [IL](#il) +- [DevOps](#devops) +- [Unity](#unity) + - [Awesome-Unity](#awesome-unity) + - [AssetBundle](#assetbundle) + - [Pool-Cache](#pool-cache) + - [Unity-Framework](#unity-framework) + - [Dependency Injection](#dependency-injection) +- [GamePlay](#gameplay) + - [GameAI](#gameai) + - [LLM-GAME-AI](#llm-game-ai) + - [Chat/Dialogue](#chatdialogue) + - [Tutorial](#tutorial) + - [Skill](#skill) + - [NOBUG](#nobug) + - [GAS](#gas) + - [Slate](#slate) + - [Occlusion Culling](#occlusion-culling) + - [ShaderGraph\&\&Effect](#shadergrapheffect) + - [Memory/GC](#memorygc) + - [Asyn-Await](#asyn-await) + - [Node-Editor](#node-editor) + - [AI](#ai) + - [UI](#ui) + - [UI-System](#ui-system) + - [HUD](#hud) + - [Font/Text](#fonttext) + - [BitMap](#bitmap) + - [Free-Font](#free-font) + - [2D](#2d) + - [Camera](#camera) + - [TextureStreaming](#texturestreaming) + - [Particle](#particle) + - [Util](#util) + - [Rope](#rope) + - [Unity-Update](#unity-update) + - [Code-Reload\&\&Unity-Editor-Compiler](#code-reloadunity-editor-compiler) + - [Csharp-debug](#csharp-debug) + - [Windows-Show](#windows-show) + - [File-Browser](#file-browser) + - [Unity 特色工程(精粹)](#unity-特色工程精粹) + - [Drawing](#drawing) + - [Effect](#effect-2) + - [Scriptable Object](#scriptable-object) + - [DOTS](#dots) + - [PathFinding](#pathfinding) + - [Bone\&\&Spring](#bonespring) + - [Create Model](#create-model) + - [Mesh](#mesh-1) + - [Fracture Mesh](#fracture-mesh) + - [Fog\&\&Smoke\&\&Cloud\&\&Atmospheric\&\&wind](#fogsmokecloudatmosphericwind) + - [Volumetric Mesh](#volumetric-mesh) + - [Editor](#editor) + - [Asset-Management](#asset-management) + - [PackageManager](#packagemanager) + - [Material-Cleaner](#material-cleaner) + - [Textrue Compression](#textrue-compression) + - [Article](#article-6) + - [Message Bus](#message-bus) + - [Time control](#time-control) + - [Raycast\&\&Sensor](#raycastsensor) + - [CameraController](#cameracontroller) + - [GamePlay](#gameplay-1) +- [知识库软件/笔记软件/思维构造工具](#知识库软件笔记软件思维构造工具) +- [Unity-Build](#unity-build) +- [Mobile](#mobile) +- [Unity-Games\&\&OpenSource-Games](#unity-gamesopensource-games) +- [Programmer-Common-Tool](#programmer-common-tool) +- [Package](#package) +- [workflow](#workflow) +- [Auto Test](#auto-test) +- [问答](#问答) +- [写作](#写作) +- [web-server](#web-server) +- [OCR](#ocr) +- [游戏策划](#游戏策划) + - [镜头设计](#镜头设计) +- [Windows-Optimizer](#windows-optimizer) +- [Interest is the best teacher](#interest-is-the-best-teacher) +- [友情链接](#友情链接) +- [看完不star,小心没jj :)!](#看完不star小心没jj-) + +## Awesome-Game +- [Game Maker Toolkit Notebook](https://docs.google.com/document/d/1rDIupep9HG7u6rcsQBHnJ2v1J3TL9ZjpfRrM3OME9Xs) +- https://github.com/OTFCG/Awesome-Game-Analysis +- https://github.com/notpresident35/learn-awesome-gamedev +- https://github.com/gmh5225/awesome-game-security +- https://github.com/shadowcz007/awesome-metaverse +- https://github.com/wlxklyh/awesome-gamedev +- https://www.gamasutra.com/category/programming/ +- http://www.onrpg.com/ +- https://www.mmorpg.com/ +- https://www.nephasto.com/blog/awesomegamedev.html +- https://osgameclones.com/ +- https://github.com/radek-sprta/awesome-game-remakes +- https://zeef.com/?query=tag%3Aunity3d&in=null&start=10 +- https://github.com/utilForever/game-developer-roadmap 如何成为一个优秀的game程序员 +- [gamextech](https://github.com/miloyip/gamextech) A web-based knowledge management system for visualizing game related technologies. +- https://github.com/Kavex/GameDev-Resources +- https://github.com/raizam/gamedev_libraries +- https://github.com/qxiaofan/awesome_3d_restruction +- https://nobsgames.stavros.io/ +- https://www.youtube.com/c/gdconf gdc 的各种talk,梯子自架 +- https://github.com/leomaurodesenv/game-datasets#readme 各种游戏的数据集 +- https://github.com/soruly/awesome-acg 嗯!acg +- [cpp_youtube_channels](https://github.com/shafik/cpp_youtube_channels) : Listing of C++ Youtube channels for conferences and user groups +- [programming-talks](https://github.com/hellerve/programming-talks) : Awesome & interesting talks about programming +- [awesome-modern-cpp](https://github.com/rigtorp/awesome-modern-cpp) : A collection of resources on modern C++ +- [GameDevelopmentLinks](https://github.com/UnterrainerInformatik/GameDevelopmentLinks) : This is a collection of useful game-development links including, but not restricted to, development with MonoGame. +- [awesome-cg-vfx-pipeline](https://github.com/cgwire/awesome-cg-vfx-pipeline) : List of open-source technologies that help in the process of building a pipeline for CG and VFX productions +- [awesome-glsl](https://github.com/radixzz/awesome-glsl) : Compilation of the best resources to learn programming OpenGL Shaders +- [cpp_blogs](https://github.com/shafik/cpp_blogs) : C++ Blogs (plus other stuff we should care about like undefined behavior) +- [awesome-rtx](https://github.com/vinjn/awesome-rtx) : Curated collection of projects leveraging NVIDIA RTX technology (OptiX, DXR, VKR) +- [zalo.github.io](https://github.com/zalo/zalo.github.io) : A home for knowledge that is hard to find elsewhere +- [awesome-gamedev](https://github.com/mbrukman/awesome-gamedev) : A list of Game Development resources to make magic happen. +- [gamedev-resources](https://github.com/Ibuprogames/gamedev-resources) : An updated collection of useful resources to resources to design, develop and market games. +- [build-your-own-x](https://github.com/danistefanovic/build-your-own-x) : Build your own (insert technology here) +- [awesome-ray-tracing](https://github.com/dannyfritz/awesome-ray-tracing) : Curated list of ray tracing resources +- [hall-of-fame](https://github.com/sourcerer-io/hall-of-fame) : Show some love to your contributors! A widget for your repo README. Visual and clean. Refreshes every hour. +- [awesome-collision-detection](https://github.com/jslee02/awesome-collision-detection) : A curated list of awesome collision detection libraries and resources +- [AwesomePerfCpp](https://github.com/fenbf/AwesomePerfCpp) : A curated list of awesome C/C++ performance optimization resources: talks, articles, books, libraries, tools, sites, blogs. Inspired by awesome. +- [awesome-d3d12](https://github.com/vinjn/awesome-d3d12) : Awesome D3D12 ecosystem +- [awesome-cpp](https://github.com/fffaraz/awesome-cpp) : A curated list of awesome C++ (or C) frameworks, libraries, resources, and shiny things. Inspired by awesome-... stuff. +- [awesome-bits](https://github.com/keon/awesome-bits) : A curated list of awesome bitwise operations and tricks +- [cpplinks](https://github.com/MattPD/cpplinks) : A categorized list of C++ resources. +- [awesome-gametalks](https://github.com/ellisonleao/awesome-gametalks) : A curated list of gaming talks (development, design, etc) +- [awesome-design](https://github.com/Calinou/awesome-design) : Best UI/UX Design Sources For Developer & Designer Ever :) +- [awesome-gamedev](https://github.com/Calinou/awesome-gamedev) : A collection of free software and free culture resources for making amazing games. (mirror) +- [awesome-mental-health](https://github.com/dreamingechoes/awesome-mental-health) : A curated list of awesome articles, websites and resources about mental health in the software industry. +- [modern-cpp-tutorial](https://github.com/utilForever/modern-cpp-tutorial) : A curated list of Modern C++ articles, examples, tutorials, frameworks, libraries, and shiny things. +- [awesome-wgpu](https://github.com/rofrol/awesome-wgpu) : A curated list of wgpu code and resources. +- [awesome-gametalks](https://github.com/hzoo/awesome-gametalks) : A curated list of gaming talks (development, design, etc) +- [data-oriented-design](https://github.com/dbartolini/data-oriented-design) : A curated list of data oriented design resources. +- [3D-Machine-Learning](https://github.com/timzhang642/3D-Machine-Learning) A resource repository for 3D machine learning +- [awesome-unity-games](https://github.com/akinmustafa/awesome-unity-games) A curated list of useful open-source Unity games. + +## Awesome-General +- http://nav.web-hub.cn/ +- https://libs.garden/ +- https://www.trackawesomelist.co +- https://awesomeopensource.com/ +- https://github.com/sindresorhus/awesome +- https://github.com/awesome-selfhosted/awesome-selfhosted +- https://github.com/jnv/lists +- https://github.com/wesbos/awesome-uses +- http://www.lib4dev.in/topics/dotnet +- [林德熙收藏的开源项目](https://blog.lindexi.com/post/%E5%BC%80%E6%BA%90%E9%A1%B9%E7%9B%AE.html#%E5%8D%9A%E5%AE%A2) +- https://github.com/kon9chunkit/GitHub-Chinese-Top-Charts +- https://github.com/jobbole +- https://github.com/stanzhai/be-a-professional-programmer +- https://www.prettyawesomelists.com +- https://opensource.builders/ +- https://github.com/adamsitnik/awesome-dot-net-performance +- https://github.com/kelthuzadx/EffectiveModernCppChinese +- https://github.com/33nano/awesome-Gentools +- https://github.com/MattPD/cpplinks +- https://github.com/mehdihadeli/awesome-software-architecture +- https://github.com/sacridini/Awesome-Geospatial +## News +#### Game +- [独立游戏共建知识百科](https://docs.qq.com/sheet/DWWtxbVFWZ25OZWJU?tab=krff6o) +- [rawg](https://rawg.io/) +- [metacritic](https://www.metacritic.com/game) +- [indienova](https://indienova.com/) +- [gamedev](https://gamedev.net/) +- [gamefromscratch](https://gamefromscratch.com) +- [rust-gamedev](https://rust-gamedev.github.io/) +- https://zenn.dev/izm +- [zig-gamedev](https://github.com/michal-z/zig-gamedev) +#### Graphic +- [fun-with-computer-graphics](https://github.com/zheng95z/fun-with-computer-graphics) +- [acm](https://dl.acm.org/loi/tog) +- [graphics-developer-roadmap](https://github.com/prographon/graphics-developer-roadmap) +- [replicability](https://replicability.graphics/index.html#project) +- [Graphics Programming weekly](https://www.jendrikillner.com/tags/weekly/) +- [shaders](https://www.reddit.com/r/shaders/) +- [USTC3D](https://github.com/USTC3DV) +- [图形渲染weekly](https://www.zhihu.com/column/c_1260689913214775296) +- [graphicsweeklynews](https://github.com/jczh98/graphicsweeklynews) +- [TA周刊](https://halisavakis.com/) and [archive](https://halisavakis.com/archive/) +- [pdcxs-专注计算机艺术,创意编程](https://space.bilibili.com/10707223/video?) +- [Unity技术美术](https://www.zhihu.com/column/c_1348315318327132160) +- [RedYans-收集狂](https://www.zhihu.com/people/tong-yan-yan-26/posts) +- [TA后备隐藏能源(持续更新嗷)](https://zhuanlan.zhihu.com/p/265590519) +- [unity-grenoble](https://unity-grenoble.github.io/website/) +- [ea.seed](https://www.ea.com/seed) +- [Arm](https://developer.arm.com/solutions/graphics-and-gaming) +- [vfx_good_night_reading](https://github.com/jtomori/vfx_good_night_reading) +- [betterexplained](https://betterexplained.com/) +- [dreamworks](https://research.dreamworks.com/) +- [pixar](https://graphics.pixar.com/) +- [graphics.cs.utah.edu](https://graphics.cs.utah.edu/research/projects/) +- [disney](https://studios.disneyresearch.com/) +##### Papers +- [realtimerendering-papers](http://kesen.realtimerendering.com/) +- [gpuopen papers](https://gpuopen.com/learn/publications/) +- [paperbug](https://www.jeremyong.com/paperbug/) +- [nvlabs](https://nvlabs.github.io/instant-ngp/) +- https://research.nvidia.com/labs/rtr/publication/ +- https://jcgt.org/ +- https://onlinelibrary.wiley.com/journal/14678659 +- https://forums.ogre3d.org/index.php +#### CG +- [cgpress](https://cgpress.org/) +- [artstation](https://www.artstation.com/) +- [tech-artists](https://tech-artists.org/) +- [cgchannel](http://www.cgchannel.com/) +- [polycount](https://polycount.com/) +- [80.lv](https://80.lv/) +- [deviantart](https://www.deviantart.com/) +- [cgjoy](https://www.cgjoy.com/) +- [element3ds](https://www.element3ds.com/) +#### HardWare +- [anandtech](https://www.anandtech.com/) +- [bit-tech](https://www.bit-tech.net/) +- [hothardware](https://hothardware.com/) +- [bjorn3d](https://bjorn3d.com/) +- [hardforum](https://hardforum.com/) +#### Digest +- [gpuopen-developer-guides](https://gpuopen.com/learn/developer-guides/) +- [game-dev-digest](https://gamedevdigest.com/digests.html) +- [unity-weekly](https://blog.yucchiy.com/project/unity-weekly/) +- [Koala 聊开源](https://koala-oss.app/) +- [aigclink](https://d.aigclink.ai/?v=8f252a54730e49f4b8caf897b7ae49f6) AI开源方案库-传递最新AI应用落地解决方案 +- [daily-arXiv-ai-enhanced](https://github.com/dw-dengwei/daily-arXiv-ai-enhanced) +#### UnityRoadMap +- [UnityRoadMap](https://unity.com/cn/roadmap/unity-platform/) +- https://unity.com/how-to +#### Common +- https://www.libhunt.com/ +- https://news.ycombinator.com/news hacker news +- https://lobste.rs/ lobste +- http://www.ruanyifeng.com/blog/ +- https://hellogithub.com/ +- https://github.com/toutiaoio/weekly.manong.io +- https://coolshell.cn/ +- https://insights.thoughtworks.cn/ +- https://git-stars.org/ +#### Js/Web +- https://www.webaudioweekly.com/ +- https://github.com/dt-fe/weekly +- https://github.com/gauseen/blog/issues/4 +- https://www.infoq.cn/profile/1277275/publish +- https://weekly.techbridge.cc/ +- https://github.com/Tnfe/TNFE-Weekly +- http://fex.baidu.com/ +- https://weekly.75team.com/ +#### Java +- https://github.com/mercyblitz/tech-weekly +- http://www.iocoder.cn/?github +#### Go +- https://github.com/polaris1119/golangweekly +- https://github.com/unknwon/go-study-index +#### Rust +- https://github.com/rust-lang/this-week-in-rust +- https://github.com/RustMagazine/rust_magazine_2021 +- https://github.com/rustlang-cn/rust-weekly +## Person/Social/Blogs +#### Collection +- [游戏及相关CG行业知识分享大V全整合](https://www.bilibili.com/read/cv6617959?share_medium=android&share_source=qq&bbid=JkchRyEWJhAmHi0bKx15GloXXmYinfoc&ts=1593720545066) +- [中文博客琅琊榜,只收录精品独立博客](https://github.com/qianguyihao/blog-list) +- [blogsilove](https://pema.dev/2022/07/29/blogsilove/) +#### 中文 +- [日落间](https://xpaidia.com/) +- [guofei.site](https://www.guofei.site/) +- [pizi0475](https://blog.csdn.net/pizi0475) +- [Unity尧明](https://blog.csdn.net/u013716859?) +- [blurredcode](https://www.blurredcode.com/) 管线ta +- [zznewclear13](https://zznewclear13.github.io/posts/) 管线ta +- [eukky](https://eukky.github.io/) 管线ta +- [Neo Zheng](http://neozheng.cn/) +- [guardhei](https://guardhei.github.io/#blog) 管线ta +- [萤火之森](http://frankorz.com/) 管线ta +- [NoiRCCC](https://noirccc.net/blog/zh/) +- [小朋友](http://xiaopengyou.fun/public/index.h) 管线ta +- [崔佬](https://cuihongzhi1991.github.io/blog) +- [极客红叶会-geekbrh](https://space.bilibili.com/338248696/video) +- [聂述龙](https://nashnie.github.io/) 网络同步 +- [Lost Gate](http://awucn.cn/) 网络同步 +- [恶霸威](https://simalaoshi.github.io/) +- [涂月观](http://tuyg.top/) urp +- [恶毒的狗](https://baddogzz.github.io/) +- [noodle1983](https://noodle1983.github.io/) 服务器 +- [musoucrow](https://musoucrow.github.io/) +- [查利鹏](https://imzlp.com/) ue +- [王爱国](https://dawnarc.com/archives/) +- [bentleyblanks](http://bentleyblanks.github.io/) ue ta +- [huanime](https://huanime.com.cn/) unity ta +- [yuqiaozhang](https://yuqiaozhang.github.io/) 管线ta +- [大鹏的专栏](https://blog.csdn.net/yudianxia) +- [mayidong](http://ma-yidong.com/blog/) +- [skywind](http://www.skywind.me/blog/) +- [行尸走肉的笔记](http://walkingfat.com/) +- [TraceYang的空间 关注跨平台次世代游戏开发](https://www.cnblogs.com/TracePlus/default.html?page=2) +- [JiepengTan](https://blog.csdn.net/tjw02241035621611) +- [geekfaner](http://geekfaner.com/unity/index.html) +- [dingxiaowei](http://dingxiaowei.cn/) +- [行尸走油肉的笔记](http://walkingfat.com/) +- [云风](https://blog.codingnow.com/) +- [大熊](http://www.xionggf.com/) +- [浅墨](https://blog.csdn.net/poem_qianmo); +- [冯乐乐](http://candycat1992.github.io/) +- [gameKnife ](http://gameknife.github.io/) +- [渔夫](https://blog.csdn.net/tjw02241035621611) +- [马三小伙儿](https://github.com/XINCGer) +- [静风霁](https://www.jingfengji.tech) +- [彭怀亮](https://huailiang.github.io/) +- [uchart作者](http://uchart.club) +- [宣雨松](https://www.xuanyusong.com/) +- [代码如诗](https://www.cnblogs.com/kex1n/) +- [Heskey0](https://www.cnblogs.com/Heskey0) +- [Dalton](http://www.zhust.com/) +- [烟雨迷离半世殇](https://www.lfzxb.top/) +- [FishMan的技术专栏 ](https://jiepengtan.github.io/) +- [刘利刚](http://staff.ustc.edu.cn/~lgliu/) +- [东明的博客](https://hdmmy.github.io/page/2/) +- [有木酱的小屋](https://www.yomunchan.moe) +- [钱康来](http://qiankanglai.me/) +- [chenanbao](https://chenanbao.github.io/) +- [whoimi-梁哲](https://liangz0707.github.io/whoimi/) +- [木木猫](http://www.idivecat.com/) +- [CrowFea 晨风](https://github.com/CrowFea/CrowFea.github.io) +- [毛星云](https://www.zhihu.com/people/mao-xing-yun) +- [洛城](https://www.zhihu.com/people/luo-cheng-11-75) +- [文刀秋二](https://www.zhihu.com/people/edliu) +- [叛逆者](https://www.zhihu.com/people/minmin.gong) +- [秦春林](http://www.thegibook.com/blog/) +- [宾狗](http://bindog.github.io/) +- [Tim's Blog](https://wuzhiwei.net/) +- [dev666](https://www.yuque.com/dev666) +- [Unity - L.S的博客](http://www.lsngo.net/) +- [杨文聪](https://yangwc.com/) +- [Flyfish](http://trading-sutra.com/) +- [wuch441692](http://rainyeve.com/wordpress/) +- [A-SHIN](https://huangx916.github.io/) +- [苍白的茧](http://www.dreamfairy.cn) +- [谢乃闻](https://sienaiwun.github.io/) +- [房燕良](https://neil3d.github.io/) +- [陆泽西](http://www.luzexi.com) +- [KillerAery](https://www.cnblogs.com/KillerAery) +- [笨木头](http://www.benmutou.com/) +- [Ulysses](http://117.51.146.36/) +- [lt-tree](http://www.lt-tree.com/) +- [Yimi的小天地](https://yimicgh.top/) +- [manistein](https://manistein.github.io/blog/) +- [蒋信厚](https://jiangxh1992.github.io/) +- [风蚀之月](https://blog.ch-wind.com/) ue ta +- [aicdg](http://aicdg.com/) cs +- [xinzhuzi](https://xinzhuzi.github.io) unity 程序员 +- [x-tesla](https://www.zhihu.com/people/x-tesla/) 神的知乎 +- [Dezeming family ](https://dezeming.top/) 光线追踪 +- [只剩一瓶辣椒酱](https://space.bilibili.com/35723238) b站 blender 教程 +- [庄懂-BoyanTat](https://space.bilibili.com/6373917/video) b站 美术向TA +- [Flynnmnn](https://space.bilibili.com/398411802?spm_id_from=333.788.b_765f7570696e666f.2) b站 unity shader 教程 +- [天守魂座_雪风](https://space.bilibili.com/5863867) b站 hlsl 教程 +- [尹豆](https://www.yindouyd.com/) 计算机图形学 +- [周明倫](http://allenchou.net/) unity +- [sunweizhe](https://blog.sunweizhe.cn/) unity +- [dotnetfly](https://github.com/ctripxchuang/dotnetfly) +- [张蕾](https://www.lei.chat/) vulkan +- [重归混沌](https://blog.gotocoding.com/) +- [卡姐](https://www.bilibili.com/video/av14910105/) +- [glooow1024](https://glooow1024.github.io/) 数学 +- https://halfrost.com + +#### English +- [articles-blog-posts-index](https://bartwronski.com/articles-blog-posts-index/) +- https://speakerdeck.com/neuecc/ c# +- [jeremyong](https://www.jeremyong.com/) TA GI +- [shaderbits](https://shaderbits.com/) TA +- [theorangeduck](https://theorangeduck.com/page/all) math animation +- [gamehacker1999](https://gamehacker1999.github.io/) TA GI +- [diharaw](https://diharaw.github.io/) TA GI +- [nvjob](https://nvjob.github.io/)TA +- [jasonbooth](https://medium.com/@jasonbooth_86226) TA +- [andbc](http://andbc.co/home/) TA +- [coffeebraingames](https://coffeebraingames.wordpress.com/) programmer +- [frederikaalund](http://frederikaalund.com/) TA +- [astroukoff](http://astroukoff.blogspot.com/) unity vfx houdini +- [bgolus](https://bgolus.medium.com/) +- [joyrok](https://joyrok.com) TA sdf +- [psgraphics](http://psgraphics.blogspot.com/) TA PBR +- [theinstructionlimit](http://theinstructionlimit.com/) TA +- [alinloghin](http://alinloghin.com/) TA +- [danielilett](https://danielilett.com/) URP TA +- [Herman Tulleken](http://www.code-spot.co.za) PCG +- [therealmjp](https://therealmjp.github.io/posts/) TA +- [fasterthan](https://www.fasterthan.life/blog) TA +- [maxkruf](https://maxkruf.com/) TA +- [astralcode](https://astralcode.blogspot.com/) TA +- [elopezr](http://www.elopezr.com/) TA +- [kosmonautblog](https://kosmonautblog.wordpress.com/) TA +- [thomaspoulet](https://blog.thomaspoulet.fr/) TA +- [aschrein](https://aschrein.github.io/) TA +- [morad](http://morad.in/) TA +- [simoncoenen](https://simoncoenen.com/blog.html) TA +- [alain](https://alain.xyz/blog) TA +- [granskog](http://granskog.xyz/) TA +- [roystan](https://roystan.net/) TA +- [darioseyb](https://darioseyb.com/post/unity-importer/) TA +- [roar11](http://roar11.com/blog/) TA +- [yiningkarlli](https://www.yiningkarlli.com/projects/takuarender.html) TA +- [cyanilux](https://www.cyanilux.com/) TA +- [ciechanow](https://ciechanow.ski/) TA +- [gametorrahod](https://gametorrahod.com/) +- [martindevans](https://martindevans.me/) +- [mellinoe](https://mellinoe.dev/) +- [nfrechette](http://nfrechette.github.io) +- [atteneder](https://pixel.engineer/) game asset load,math +- [gabormakesgames](https://gabormakesgames.com/) game math +- [goatstream](https://www.goatstream.com) animation +- [xoofx](https://xoofx.com/blog/) c# +- [realtimecollisiondetection](https://realtimecollisiondetection.net/blog/) +- [imgeself](https://imgeself.github.io/posts/) TA +- [lidia-martinez](http://blog.lidia-martinez.com/) TA +- [Hallucinations ](http://c0de517e.blogspot.com/) +- [elopezr](http://www.elopezr.com/) TA +- [rg3](https://rg3.name/index.html) TA +- https://www.bruteforce-games.com/blog +- https://www.martinpalko.com/ +- https://blog.selfshadow.com/ +- https://www.gabrielgambetta.com/ +- [falstad](http://www.falstad.com) math +- [techartaid](https://techartaid.com/) ue ta +- [baba-s hatenablog](http://baba-s.hatenablog.com/) +- [UnityGems](https://unitygem.wordpress.com/) +- [Jackson Dunstan ](https://jacksondunstan.com/) +- https://tooslowexception.com/ +- https://thegamedev.guru +- [pydonzallaz](https://pydonzallaz.com/) working at Unity Technologies on Unity. +- [aras-p.info](http://aras-p.info/blog/) working at Unity Technologies on Unity. +- [sandervanrossen](http://sandervanrossen.blogspot.com/) working at Unity Technologies on Unity. +- [timjones](http://timjones.io/) working at Unity Technologies on Unity. +- [mfatihmar]( https://mfatihmar.com/) working at Unity Technologies on Unity. +- [Ming Wai Chan](https://cmwdexint.com/) working at Unity Technologies on Unity. +- [Jonathan Dupuy ](http://onrendering.com/) working at Unity Technologies on Unity. +- [Sebastian Aaltonen ](https://github.com/sebbbi) working at Unity Technologies on Unity. +- [Laurent Belcour](https://belcour.github.io/blog/) working at Unity Technologies on Unity. +- [Tim Cooper github ](https://github.com/stramit) and [blog](https://blog.unity.com/author/cap-stramit) working at Unity Technologies on Unity. +- [thomasdeliot](https://github.com/thomasdeliot) working at Unity Technologies on Unity. +- [Kleber Garcia ](https://github.com/kecho) working at Unity Technologies on Unity. +- [Natalya Tatarchuk](https://twitter.com/mirror2mask) working at Unity Technologies on Unity. +- [pbbastian](http://pbbastian.github.io/) working at Unity Technologies on Unity +- [alinenormoyle](http://www.alinenormoyle.com) I currently work as a visiting assistant professor at Swarthmore College. My research interests are in games and computer animation and I also do professional work as a game/AR/VR programmer for Venturi Labs and also Savvy Sine. My CV is available here +- [iquilezles](https://iquilezles.org/) These are articles about the techniques I develop and lessons I learnt while toying or working with computer graphics. +- https://simonschreibt.de/ +- [catlikecoding](https://catlikecoding.com/) nothing to comment +- http://www.ludicon.com/castano/blog/ +- [hvidtfeldts](http://blog.hvidtfeldts.net/) +- [randygaul](https://www.randygaul.net/) c/cpp game +- https://www.sebaslab.com/ +- https://colinbarrebrisebois.com/ +- http://www.adriancourreges.com/blog/ +- [prideout](https://prideout.net/blog/) +- [filmicworlds](http://filmicworlds.com/) +- [thetenthplanet](http://www.thetenthplanet.de/) +- [gamedevbill](https://gamedevbill.com//) +- https://cmwdexint.com +- http://www.andremcgrail.com/ +- https://artomatix.com/ +- https://www.briangershon.com/ +- https://blog.aaronsee.media/ +- https://programing-fun.blogspot.com/ +- http://jonathanchambers.blogspot.com/ +- https://mynameismjp.wordpress.com +- https://www.jordanstevenstechart.com/ +- http://www.iryoku.com/ +- [kode80](http://kode80.com/blog/) TA +- http://www.iquilezles.org/ +- http://www.edxgraphics.com/ +- https://casual-effects.com/#blog +- http://malcolm-mcneely.co.uk/blog/?p=214 +- http://aras-p.info/blog/2009/05/05/shaders-must-die/ +- http://blog.stevemcauley.com/ +- http://mikaelzackrisson.se/ +- http://www.alexandre-pestana.com/ +- http://blog.demofox.org/ +- http://blog.mmacklin.com/ +- http://sebastiansylvan.com/post/ray-tracing-signed-distance-functions/” +- http://robert.cupisz.eu/ +- http://9bitscience.blogspot.jp/ +- http://blog.hvidtfeldts.net/ +- http://ericpolman.com/ +- http://bpeers.com/blog/ +- http://brabl.com/ +- http://marcel-schindler.weebly.com/blog +- [rorydriscoll](http://www.rorydriscoll.com/) +- http://www.jonmanatee.com/ +- http://www.physicallybasedrendering.com/ +- http://www.codinglabs.net/default.aspx +- http://celarek.at/ +- https://farfarer.com/blog/ +- http://www.joshbarczak.com/blog/ +- https://www.3dgep.com/ +- https://rasmusbarr.github.io/ +- http://blog.icare3d.org/ +- http://solid-angle.blogspot.jp/ +- [john-chapman-graphics](http://john-chapman-graphics.blogspot.hk/) +- http://simonstechblog.blogspot.jp/ +- https://mmikkelsen3d.blogspot.com/ +- https://graphicsrunner.blogspot.jp/ +- http://bitsquid.blogspot.hk/ +- [graphicrants](https://graphicrants.blogspot.com/) +- https://tuxedolabs.blogspot.com/ +- https://technik90.blogspot.com/search/label/Programming +- https://simonstechblog.blogspot.com/ +- [colinbarrebrisebois](https://colinbarrebrisebois.com/) +- [martinsh](http://devlog-martinsh.blogspot.com/) +- [interplayoflight](https://interplayoflight.wordpress.com/) +- [bartwronski](https://bartwronski.com/) +- https://knarkowicz.wordpress.com/ +- https://mynameismjp.wordpress.com/ +- https://ndotl.wordpress.com/ +- https://hairrendering.wordpress.com/ +- https://volumetricshadows.wordpress.com/ +- https://adventuresinrendering.wordpress.com/ +- https://imagineraytracer.wordpress.com/ +- https://nbertoa.wordpress.com/ +- https://flashypixels.wordpress.com/ +- https://lonalwah.wordpress.com/ +- https://blog.molecular-matters.com/category/graphics/ +- https://fgiesen.wordpress.com/category/graphics-pipeline/ +- https://devfault.wordpress.com/ +- https://www.saschawillems.de/ +- http://wiki.nuaj.net/index.php?title=Main_Page +- http://martindevans.me/game-development/2015/02/27/Drawing-Stuff-On-Other-Stuff-With-Deferred-Screenspace-Decals/ +- http://www.keithlantz.net/ +- https://benedikt-bitterli.me/ +- https://www.alanzucconi.com/ +- http://lousodrome.net/blog/light/ +- https://blog.demofox.org/ +- http://www.michaelwalczyk.com/blog/ +- http://blog.simonrodriguez.fr/ +- http://kylehalladay.com/archive.html +- https://grahamhazel.com/blog/ +- http://renderdiagrams.org/ +- https://turanszkij.wordpress.com/ +- http://www.adriancourreges.com/blog/ +- https://aras-p.info/blog/ +- https://lxjk.github.io/ +- http://trevorius.com/scrapbook/blog/ +- http://reedbeta.com/all/ +- [seblagarde](https://seblagarde.wordpress.com/) +- https://ivokabel.github.io/ +- https://www.geeks3d.com/hacklab/ +- https://bitshifter.github.io/ +- http://halisavakis.com/category/blog-posts/ +- https://erkaman.github.io/index.html +- http://donw.io/ +- https://agraphicsguy.wordpress.com/ +- http://reedbeta.com/ +- https://graphicsrunner.blogspot.com/ +- https://diaryofagraphicsprogrammer.blogspot.com/ +- http://trevorius.com/scrapbook/ +- https://marc-b-reynolds.github.io/ +- http://www.gijskaerts.com/wordpress/ +- [anteru](https://anteru.net/) +- http://pharr.org/matt/blog/ +- https://schuttejoe.github.io/post/ +- https://technik90.blogspot.com/ +- http://www.yosoygames.com.ar/wp/category/graphics/ +- [0fps](https://0fps.net/) +- [ashoulson](http://ashoulson.com/) +- https://viclw17.github.io/ +- https://shihchinw.github.io/ +- https://www.sebastiansylvan.com/ +- http://momentsingraphics.de/ +- https://fgiesen.wordpress.com/category/graphics-pipeline/page/1/ +- https://www.breakin.se/learn/index.html +- https://kosmokleaner.wordpress.com/ +- http://the-witness.net/news/ +- [wunkolo](https://wunkolo.github.io/) c++ game +- [blackmatov](https://blackmatov.github.io/) unity c# +- [joshpeterson](https://joshpeterson.github.io/) stuff of unity +- Alex Strook [Twitter](https://twitter.com/AlexStrook) 3d gameArt +- jonadinges [Twitter](https://twitter.com/jonadinges) 3d gameArt +- Joyce [Twitter](https://twitter.com/minionsart) 3d gameArt +- Ragnorium [Twitter](https://twitter.com/Ragnorium) 3d gameArt +- Ruben_Fro [Twitter](https://twitter.com/Ruben_Fro) 3d gameArt +- zeltergame [zeltergame](https://twitter.com/zeltergame) 3d gameArt +- [Scott Hanselman's Blog](https://www.hanselman.com/blog) c# +- [alvinashcraft](https://www.alvinashcraft.com) c# +- [ardalis](https://ardalis.com/blog) c# +- [troyhunt](https://www.troyhunt.com/) c# +- [timheuer](https://timheuer.com/blog) c# +- [thedatafarm](https://thedatafarm.com/blog/) c# +- [haacked](https://haacked.com/) c# +- [ploeh](https://blog.ploeh.dk/) c# +- [cazzulino](https://www.cazzulino.com/) c# +- [visualstudio](https://devblogs.microsoft.com/visualstudio/) c# +- [maartenballiauw](https://blog.maartenballiauw.be/) c# +- [jonskeet](https://codeblog.jonskeet.uk) c# +- [jimmybogard](https://jimmybogard.com) c# +- [west-wind](https://weblog.west-wind.com/) c# +- [jetbrains](https://blog.jetbrains.com/dotnet/) c# +- [Shawn Wildermuth](http://wildermuth.com/) c# +- [Fabulous adventures in coding](https://ericlippert.com) c# +- [strathweb](https://www.strathweb.com/) c# +- [dontcodetired](http://dontcodetired.com/blog) c# +## Game-Company +- www.ryzom.com + +## Game-Asset +- [assetovi](https://assetovi.com/) +- [awesome-3D-Morphable-Model-software-and-data](https://github.com/3d-morphable-models/curated-list-of-awesome-3D-Morphable-Model-software-and-data) +- [cgi-resources](https://github.com/afichet/cgi-resources) List of some useful databases and resources for Computer Graphics +- [CG艺术家都会去那些国内外的资源网站](https://zhuanlan.zhihu.com/p/91428684) +- https://casual-effects.com/data/ +- https://assetstore.unity.com/ +- https://itch.io/ +- http://www.3dmodelfree.com/ free model (免费模型,不能用于商业用途) +- https://www.gamedevmarket.net/ +- https://gametextures.com/ +- https://www.textures.com/ +- https://www.cgbookcase.com/ +- https://ambientcg.com/ +- http://www.plaintextures.com/ +- https://sketchfab.com/ +- https://www.zhihu.com/question/298715376/answer/1277503311 +- www.cgsoso.com +- https://www.humblebundle.com/ +- https://www.rrcg.cn/ +- http://www.polycount.com/forum/ - 他们有不同的招募论坛,包括有薪与无薪。- http://www.reddit.com/r/GameDevClassifieds - 发布你的工作,确认酬劳状态。浏览寻找艺术家。 +- http://www.gamedev.net/classifieds - GameDev.net 工作版块。 +- http://forum.deviantart.com/jobs/ - 太多具有才华的人了,不过许多都没有游戏工作经历,但还是一个值得看看的地方。只针对有酬劳的工作。 +- https://www.3dmodelscc0.com/ - Public domain 3D Models. +- https://polyhaven.com/ +- [Classic-Sponza](https://github.com/Unity-Technologies/Classic-Sponza) Unity remaster of the classic Sponza scene. +- [objaverse.allenai](https://objaverse.allenai.org/) Objaverse is a Massive Dataset with 800K+ Annotated 3D Objects +- [animation-library](https://github.com/readyplayerme/animation-library) + +## Game-Design-Tool +#### Collection +- [magictools](https://github.com/ellisonleao/magictools) +- https://orels.sh/p/tools/ + +#### Voxel +* [goxel](https://github.com/guillaumechereau/goxel) +* [MagicaVoxel](https://ephtracy.github.io/) +* [Q-Block](http://kyucon.com/qblock/) +* [Sproxel](http://sproxel.blogspot.com.br/) +* [VoxelShop](https://blackflux.com/index.php) +* [UnityRealtimeVoxelizer](https://github.com/seyakara/UnityRealtimeVoxelizer) + + +#### Audio +- [dspmotion](http://tsugi-studio.com/web/en/products-dspmotion.html) +- https://github.com/raysan5/rfxgen +- https://ardour.org/ +- https://www.audacityteam.org/ +- https://lmms.io/ +- https://github.com/ATG-Simulator/VehicleNoiseSynthesizer +- [fmod](http://www.fmod.org/) +- [wwise](https://www.audiokinetic.com/zh/products/wwise/) +- [miles](http://www.radgametools.com/miles.htm) +- [criware](http://www.criware.cn/) +- [artlist](https://artlist.io/) +- [native-audio](https://assetstore.unity.com/packages/tools/audio/native-audio-107067) unity-plugin +- [Audio-Manager-for-Unity](https://github.com/microsoft/Audio-Manager-for-Unity) microsoft Audio-Manager-for-Unity +- https://github.com/IvanMurzak/Unity-AudioLoader +- https://github.com/OmiyaGames/omiya-games-audio +- [vivaldi-audio-engine](https://assetstore.unity.com/packages/tools/audio/vivaldi-audio-engine-pro-64029) unity-plugin +- [Lasp](https://github.com/keijiro/Lasp) Low-latency Audio Signal Processing plugin for Unity +- [usfxr](https://github.com/grapefrukt/usfxr) +- [layersaudio](https://www.layersaudio.com/) unity audio plugin +- https://github.com/nixon-voxell/UnityAudioVisualizer +- https://github.com/MathewHDYT/Unity-Audio-Manager +- https://github.com/man572142/Bro_Audio +- https://github.com/CyberAgentGameEntertainment/AudioConductor +- https://github.com/Yunasawa/YNL-Audio +#### Music-Tool/Editor +- https://www.image-line.com/ +- https://www.goldwave.com +- https://www.guitar-pro.com/en/index.php +- https://sonicscores.com/ + +#### Video-Tool/Editor +* [CasparCG](https://github.com/CasparCG) - A Windows and Linux software used to play out professional graphics, audio and video to multiple outputs as a layerbased real-time compositor +* [DJV](https://darbyjohnston.github.io/DJV/) - Professional review software for VFX, animation, and film production +* [ffmpeg](https://ffmpeg.org/) - A complete, cross-platform solution to record, convert and stream audio and video +* [qctools](http://bavc.github.io/qctools/) - A free and open source software tool that helps users analyze and understand their digitized video files through use of audiovisual analytics and filtering +* [GStreamer](https://gstreamer.freedesktop.org/) - Pipeline-based multimedia framework that links together a wide variety of media processing systems to complete complex workflows +* [Kdenlive](https://www.kdenlive.org) - Video editing software based on the MLT Framework, KDE and Qt +* [Olive](https://www.olivevideoeditor.org/) - Non-linear video editor aiming to provide a fully-featured alternative to high-end professional video editing software +* [MediaPipe](https://mediapipe.dev/) - Cross-platform, customizable ML solutions for live and streaming media +* [BlazePoseBarracuda](https://github.com/creativeIKEP/BlazePoseBarracuda) +* [Natron](https://natron.fr) - Open Source Compositing Software For VFX and Motion Graphics +* [Shotcut](https://www.shotcutapp.com/) - A free, open source, cross-platform video editor +- https://www.vegaschina.cn +- https://www.edius.net/ +- [mocha](https://borisfx.com/products/mocha-pro) +- [Davinci Resolve](http://www.blackmagicdesign.com/products/davinciresolve/) DaVinci Resolve 16 is the world’s only solution that combines professional 8K editing, color correction, visual effects and audio post production all in one software tool! You can instantly move between editing, color, effects, and audio with a single click. DaVinci Resolve Studio is also the only solution designed for multi user collaboration so editors, assistants, colorists, VFX artists and sound + + +#### Modeling +- https://www.substance3d.com/ sb +- https://www.sidefx.com/ houdini +- https://github.com/Fe-Elf/FeELib-for-Houdini 精灵超可爱 +- https://www.autodesk.com/products/3ds-max/overview max +- https://www.autodesk.com/products/maya/overview maya +- https://www.reddit.com/r/Maya/wiki/index +- https://www.foundry.com/products/modo modo +- https://www.cheetah3d.com/ cheetah3d +* [AppleSeed](https://appleseedhq.net/) - Physically-based global illumination rendering engine +* [ArmorPaint](https://armorpaint.org/) - A stand-alone software designed for physically-based texture painting +* [Animation Nodes](https://github.com/JacquesLucke/animation_nodes) - A node based visual scripting system designed for motion graphics in Blender +* [Blender](https://blender.org) - Modeling and animation +* [awesome-blender](https://github.com/agmmnn/awesome-blender) +* [Blender-Render-Engine-for-Unity-MeshSync](https://github.com/Ohmnivore/Blender-Render-Engine-for-Unity-MeshSync) +* [awesomeblend](https://github.com/Davetmo/awesomeblend) +- https://github.com/LoganFairbairn/MatLayer +* [Dust3D](https://dust3D.org) - Dust3D is brand new 3D modeling software. It lets you create watertight 3D models in + seconds. Use it to speed up character modeling for games, 3D printing, and so on. [Source are available on Github](https://github.com/huxingyi/dust3d). +* [FragM](https://github.com/3Dickulus/FragM) - Mikael Hvidtfeldt Christensen's Fragmentarium fork representing a compilation of features and fixes +* [glChAoS.P](https://github.com/BrutPitt/glChAoS.P) - RealTime 3D Strange Attractors scout on GPU +* [Mandelbulber v2](https://github.com/buddhi1980/mandelbulber2) - Mandelbulber creatively generates three-dimensional fractals +* [Mandelbulb3D](https://github.com/thargor6/mb3d) - A program designed for the Windows platform, for generating 3D views of different fractals +* [MeshLab](https://www.meshlab.net/) - System for processing and editing 3D triangular meshes +* [Möbius Modeller](http://design-automation.net/software/mobius/index.html) - End-user visual programming in the browser for automating complex tasks +* [Possumwood](https://github.com/martin-pr/possumwood) - A graph-based procedural sandbox, implementing concepts of graph-based visual programming in a simple interface +* [Sorcar](https://aachman98.itch.io/sorcar) - A procedural modeling node-based system which utilises Blender and its Python API to create a visual programming environment for artists and developers +* [Tissue](https://github.com/alessandro-zomparelli/tissue) - Blender's add-on for computational design +* [VFX Fractal Toolkit](https://github.com/jtomori/vft) - Set of tools for generating fractal and generative art +* [Wings 3D](http://www.wings3d.com/) - An advanced subdivision modeler that is both powerful and easy to use + +##### Sculpture +- [sculptris](http://pixologic.com/sculptris/) +- [zbrush](http://pixologic.com/features/about-zbrush.php) +- [mudbox](http://www.autodesk.com/products/mudbox/overview) +- [3dcoat](https://3dcoat.com/v4937/) +- [dilay](https://abau.org/dilay/) A 3D sculpting application that provides an intuitive workflow using a number of powerful modelling tools. + +##### Hair +- https://github.com/AdamFrisby/UnityHairShader +- https://github.com/Unity-Technologies/com.unity.demoteam.hair +- https://github.com/Unity-China/cn.unity.hairfx.core +- https://github.com/kennux/VHair +- https://zhuanlan.zhihu.com/p/330259306 头发渲染 +- [hairstudio](https://assetstore.unity.com/packages/tools/modeling/hairstudio-early-access-164661) +- [ephere](https://ephere.com/) +- https://cgpal.com/fibershop/ +- [flux-dynamic-hair](https://assetstore.unity.com/packages/tools/animation/flux-dynamic-hair-skirt-tail-bone-control-tool-164940?) +- [fluffy-grooming](https://assetstore.unity.com/packages/tools/modeling/fluffy-grooming-tool-193828) +- [Unity-HairFX-Tutorial](https://learn.u3d.cn/tutorial/Unity-HairFX-Tutorial? +##### Human/Stage +- [poser](https://www.posersoftware.com/) +- [daz3d](https://www.daz3d.com/home) +- [makehuman](http://www.makehumancommunity.org/) +- [studio](https://vroid.com/en/studio) 3D Character Creation Software +- [reallusion](https://www.reallusion.com/) URP Support:[cc_unity_tools_URP](https://github.com/soupday/cc_unity_tools_URP) +- [com.unity.demoteam.digital-human](https://github.com/Unity-Technologies/com.unity.demoteam.digital-human) Library of tech features used to realize the digital human from The Heretic and Enemies. +- https://github.com/GeoffreyGorisse/VHProject Virtual human (avatar and agent) procedural animation toolkit for Unity. +- [VR-Stage-Lighting](https://github.com/AcChosen/VR-Stage-Lighting) +- https://github.com/murasaqi/Unity_StageLightManeuver +- [MediaPipeUnityPlugin](https://github.com/homuler/MediaPipeUnityPlugin) +- https://github.com/arghyasur1991/LiveTalk-Unity +- https://github.com/LKZMuZiLi/human + - https://github.com/luxonis/depthai-unity + - https://github.com/runwayml/RunwayML-for-Unity + - https://github.com/crdrury/Unity-Rhubarb-Lip-Syncer + - https://github.com/DanielSWolf/rhubarb-lip-sync + - https://github.com/Danial-Kord/DigiHuman + - https://github.com/TheRamU/Fay + - https://github.com/yuzu-unity/HumanoidCollider + - https://github.com/mochi-neko/facial-expressions-unity + - https://github.com/gree/MuscleCompressor + - https://github.com/UPC-ViRVIG/MMVR + - https://github.com/UPC-ViRVIG/AvatarGo + - https://github.com/soupday/cc_unity_tools_URP + - https://github.com/huailiang/unity_pose3D + - https://github.com/kodai100/Unity_ARKitFacialCapture + - https://github.com/prefrontalcortex/DomeTools + - https://github.com/YUANZHUO-BNU/metahuman_overview + - https://github.com/Lingotion/lingotion-thespeon-unity Lingotion Thespeon is an on-device AI engine designed to generate real-time character acting and voiceovers +##### Unity 官方教程及开发者经验分享: +1. 《Enemies》制作秘诀 https://www.bilibili.com/video/BV1zS4y1P7jC/ +2. Unity China HairFX 毛发系统使用说明 https://learn.u3d.cn/tutorial/Unity-HairFX-Tutorial +3. Unity数字人制作不求人 - 卡通风格 https://learn.u3d.cn/tutorial/unity-making-digital-human-cartoon-style +4. 一个角色最终呈现在引擎里,美术制作上的思考以及注意事项 https://developer.unity.cn/projects/5ff27be7edbc2a60edd32ead +5. Unity HDRP数字偶像登场 Project SU-A https://developer.unity.cn/projects/5ea4e43cedbc2a0021a295db + +#### Effect +- [Effekseer](https://github.com/effekseer/Effekseer) +- [fusion](https://www.blackmagicdesign.com/products/fusion) +- [nuke](https://www.foundry.com/products/nuke) +- [emberGen](https://jangafx.com/software/embergen/) +##### Course +- https://study.163.com/course/introduction.htm?courseId=1002818014#/courseDetail?tab=1 +#### Material +- https://github.com/Metric/Materia substance designer的 c#实现 +- https://rodzilla.itch.io/material-maker material-maker +- https://quixel.com/bridge +- http://www.materialx.org/ +- https://artomatix.com/ +#### Remesh +- https://github.com/huxingyi/autoremesher + +#### Mesh +- [simplygon](https://www.simplygon.com/) +- [unity-mesh-simplifier](https://thegamedev.guru/unity-gpu-performance/unity-mesh-simplifier/) +- [instalod](https://instalod.com/) +- [pixyz](https://www.pixyz-software.com/documentations/html/2020.2/plugin4unity/) +- [ultimate-lod-system](https://assetstore.unity.com/packages/tools/utilities/ultimate-lod-system-mt-170425) unity-plugin +- [mantis-lod-editor](https://assetstore.unity.com/packages/tools/modeling/mantis-lod-editor-professional-edition-37086?) unity-plugin +- https://github.com/staggartcreations/MeshLOD2Fbx An editor utility for exporting the LODs, generated by Unity 6.2+'s MeshLOD system, and exporting them to an FBX file. +- [poly-few](https://assetstore.unity.com/packages/tools/utilities/poly-few-mesh-simplifier-and-auto-lod-generator-160139) unity-plugin +- [bt-optimeshx-all-in-one-smart-lod-mesh-model-optimization-system-315648](https://assetstore.unity.com/packages/tools/utilities/bt-optimeshx-all-in-one-smart-lod-mesh-model-optimization-system-315648) +- [UnityMeshSimplifier](https://github.com/Whinarn/UnityMeshSimplifier) Mesh simplification for Unity. +- [Halfedge mesh handler on Unity](https://github.com/komietty/unity-halfedge) +- [RuntimeMeshSimplification](https://github.com/simplestargame/RuntimeMeshSimplification) +- [meshoptimizer](https://github.com/zeux/meshoptimizer) Mesh optimization library that makes meshes smaller and faster to render +- [polygon-cruncher](https://www.mootools.com/en/software/polygon-cruncher) +- https://github.com/m-schuetz/SimLOD +- [mirage-versatile-impostor-system](https://assetstore.unity.com/packages/tools/utilities/mirage-versatile-impostor-system-261094) +- [autolod-impostors-199759](https://assetstore.unity.com/packages/tools/utilities/autolod-impostors-199759) +- https://buaacyw.github.io/mesh-anything/ +- [sphere_generator](https://github.com/matheusamazonas/sphere_generator) +- [ComfyUI-mesh-simplifier](https://github.com/roundyyy/ComfyUI-mesh-simplifier?) A custom node for ComfyUI that implements mesh simplification (decimation) with texture preservation using PyMeshLab +- [LODOptimizer](https://github.com/roundyyy/LODOptimizer) LOD Optimizer is a Unity Editor tool designed to optimize the Last Level of Detail (LOD) by creating texture atlases, significantly reducing draw calls for distant objects +#### Mipmap +- [texel-inspector](https://assetstore.unity.com/packages/tools/utilities/texel-inspector-176174) The Texel Inspector unity plugin +#### List-of-game-middleware +- https://en.wikipedia.org/wiki/List_of_game_middleware +#### CG Software API +* [CGCmake](https://github.com/chadmv/cgcmake) - CMake modules for CG apps +* [Cortex](https://github.com/ImageEngine/cortex) - Libraries for VFX software development +* [Cross3D](https://github.com/blurstudio/cross3d) - Scene and node management abstraction +* [ExoCortex for Max 2018](https://github.com/unit-image/ExocortexCrate) - ExoCortex ported to Max 2018 +* [mGui](https://github.com/theodox/mGui) - Portable pure-python GUI library for Maya +* [minq](https://github.com/theodox/minq) - Maya query language for speeding up common scene operations +* [NXT](https://nxt-dev.github.io/) - A layered code compositing application +* [OpenWalter](https://github.com/rodeofx/OpenWalter) - USD Plugins Arnold, Houdini, Katana, Maya and USD +* [Photoshop Python API](https://github.com/loonghao/photoshop-python-api) - Python API for Photoshop. +* [Py3dsMax](https://github.com/blurstudio/Py3dsMax) - 3dsMax API in Python +* [Pymiere](https://github.com/qmasingarbe/pymiere) - Python API for Premiere Pro +* [PyMEL](https://github.com/LumaPictures/pymel) - Python in Maya Done Right + +#### Visual-Logic +- https://machinations.io/ + +#### Tile +- [smart-lighting-2d-112535](https://assetstore.unity.com/packages/tools/particles-effects/smart-lighting-2d-112535) +- https://github.com/NullTale/LutLight2D +- https://www.tilesetter.org/ +- [Tiled 2D](https://www.mapeditor.org/) free, easy to use and flexible tile map editor +- [autotilegen](https://pixelatto.com/products/autotilegen) +- https://github.com/ruccho/FangAutoTile +- [SpriteSheetRenderer](https://github.com/fabriziospadaro/SpriteSheetRenderer) - A powerful Unity ECS system to render massive numbers of animated sprites +* [NSprites](https://github.com/Antoshidza/NSprites) DOTS based sprite render system +* [UnitySpriteGPUInstancing](https://github.com/ownself/UnitySpriteGPUInstancing) +* [GPUSpriteInstancing](https://github.com/centhoang/GPUSpriteInstancing) Provides GPU sprite instance rendering using Burst and Job System for Unity +* [IsoSorting](https://github.com/Sylmerria/IsoSorting) Isometric sorting system for Unity using ECS +* [Unity6开启高性能渲染模式实现性能翻倍](https://www.bilibili.com/video/BV) +- [SuperTiled2Unity] (https://github.com/Seanba/SuperTiled2Unity) Imports Tiled files to Unity. Better than regular Tiled2Unity. +- [tile-map-accelerator](https://forum.unity.com/threads/tile-map-accelerator-high-performance-shader-based-tile-map-renderer.708413/) +- [tileplus](https://assetstore.unity.com/packages/tools/sprite-management/tileplus-toolkit-201027) +- https://github.com/Cammin/LDtkToUnity +- https://www.slynyrd.com/blog +- [2-5d-isometric-engine] (https://assetstore.unity.com/packages/templates/systems/2-5d-isometric-engine-106321)unity-plugin +- [ultimate-grids unity-plugin](https://assetstore.unity.com/packages/templates/packs/ultimate-grids-puzzle-game-kit-179261?) unity-plugin +- [使用瓷砖贴图的等距 2D 环境](https://unity.com/cn/blog/engine-platform/isometric-2d-environments-with-tilemap) +- [KUBIKOS - 3D Cube World unity-plugin](https://assetstore.unity.com/packages/3d/environments/kubikos-cube-village-farm-kit-137877) +- [2d-deformation](https://assetstore.unity.com/packages/tools/physics/2d-deformation-167012) +- [2d-cloth](https://assetstore.unity.com/packages/tools/sprite-management/2d-cloth-165428) +- [2d-water](https://assetstore.unity.com/packages/2d/textures-materials/water/game-2d-water-kit-118057) +- https://github.com/Fire-Aalt/KrasCore-Mosaic +- https://assetstore.unity.com/packages/tools/utilities/autotiles-3d-tilemap-level-editor-205724 +- https://github.com/aleverdes/unity-top-down-vision + +#### Design +- https://www.zcool.com.cn +- https://www.gtn9.com/index.aspx +- https://www.behance.net/ +- https://dribbble.com/ +- https://www.pinterest.com/ + + +## locale +- https://molingyu.github.io/RosettaDocs/ 本地化 +- https://github.com/OnClick9927/WooLocalization +- [uxtoo-locale](https://uxtool.netease.com/help/guides/13#%E6%9C%AC%E5%9C%B0%E5%8C%96%E5%8A%9F%E8%83%BD) +- https://weblate.org/zh-hans/ 自动化翻译 +## Texture +#### PIX-Texture +- [pixelover](https://deakcor.itch.io/pixelover) +- [spritemate](http://www.spritemate.com/) +- [pixelatorapp](http://pixelatorapp.com/) Pixelator is a smart software to convert images into pixel art sprites and cover arts. With Pixelator you can use any source picture to easily generate Pixelated graphics for games or posters. +- [PiskelApp](https://www.piskelapp.com/) Piskel is a free online editor for animated sprites & pixel art +- [ProMotion](https://www.cosmigo.com/) pro motion is a pixel drawing and animation software designed similar to the famous Amiga Deluxe Paint (DPaint). Ideal for artists working on detailed and pixel precise graphics as required for mobile games and portable game consoles. It also suites well to create light weight graphics for web games. +- [pixenapp](https://pixenapp.com/) Pixen is a professional pixel art editor designed for working with low-resolution raster art, such as those 8-bit sprites found in old-school video games. Pixen packs all the tools pixel artists need in an intuitive, native interface including support for high zoom levels, animation editing, color palettes, and a lot more. +- [pyxeledit](https://pyxeledit.com/) +- [aseprite](http://www.aseprite.org/) +- [GrafX2](http://pulkomandy.tk/projects/GrafX2) +- [GraphicsGale](https://graphicsgale.com/us/) +#### Normal-Map +- [cpetry](https://cpetry.github.io/NormalMap-Online/) +- [crazybump](http://crazybump.com/mac/) +- https://github.com/kmkolasinski/AwesomeBump +- https://www.codeandweb.com/spriteilluminator +- http://www.mikktspace.com/ +- [【教程】游戏流程如何烘焙出完美法线](https://mp.weixin.qq.com/s/-yDMD9hskzRPR_iq77-B5w) +- [generating-perfect-normal-maps-for-unity](https://bgolus.medium.com/generating-perfect-normal-maps-for-unity-f929e673fc57) +#### Texture-Compression +- [basis_universal](https://github.com/BinomialLLC/basis_universal) +- https://github.com/phoboslab/qoi + +#### Texture-Tool +* [Cascade Image Editor](https://github.com/ttddee/Cascade) - A node-based image editor with GPU-acceleration +* [Pencil2D](https://www.pencil2d.org/) - An easy, intuitive tool to make 2D hand-drawn animations, the best way to visualize your story +* [Inkscape](https://inkscape.org/) - Professional quality vector graphics softwar +* [Imogen](https://github.com/CedricGuillemet/Imogen) - GPU Texture generator using dear imgui for UI +* [Splashdown](https://github.com/Ale1/Splashdown) Splashdown - A Unity open-source splash and icon generator +* [Krita](https://krita.org) - A professional painting program +* [MyPaint](https://github.com/mypaint/mypaint) - Graphics editor for digital painters with a focus on painting rather than image manipulation or post processing +* [Opentoonz](https://opentoonz.github.io/) - Animation production software +* [Storyboarder](https://wonderunit.com/storyboarder/) - Storyboard editor +* [Synfig](https://www.synfig.org/) - 2D animation software +* [TexGraph](https://galloscript.itch.io/texgraph) - A procedural texture creation tool that let you create textures by connecting nodes in a graph +* [The Gimp](https://www.gimp.org) - A cross-platform image editor +* http://www.snakehillgames.com/spritelamp/ +- http://renderhjs.net/shoebox/ +- https://www.autodraw.com/ +- [pixelandpolygon](https://pixelandpolygon.com/) Texture File Viewer +- [pngquant](https://pngquant.org/) pngquant is a command-line utility and a library for lossy compression of PNG images +- [MaCrea - Material Creation Tool](https://www.zbrushcentral.com/t/macrea-material-creation-tool) MaCrea is a little material creation tool I wrote for use with Sculptris, while it simply creates material sphere images that can be used with Zbrush or any other App that takes advantage of that idea. +- [cubemapgen](https://gpuopen.com/archived/cubemapgen/) +- [EZTextureProcessor](https://github.com/EZhex1991/EZTextureProcessor) A bunch of texture tools for unity +- [PixPlant](https://www.pixplant.com/) PixPlant is a smart texturing app with the best tools to quickly transform a photo into seamless repeating textures and 3D maps. +- [Affinity Designer](https://affinity.serif.com/de/designer/) - Vector graphics editor with a bunch of features which also supports Adobe file formats +- [doodad](https://doodad.dev/) +- [ImageViewer](https://github.com/kopaka1822/ImageViewer) HDR, PFM, DDS, KTX, EXR, PNG, JPG, BMP image viewer and manipulator +- [hdrview](https://github.com/wkjarosz/hdrview) hdrview +- [hdrihaven](https://hdrihaven.com/) +* [texturepacker](https://www.codeandweb.com/texturepacker) +* [spriteuv](https://www.spriteuv.com/) +* [UnityPackedColor](https://github.com/Leopotam/UnityPackedColor) Packer for already packed textures at unity game engine - up to 3 times less space. +* [unity-texture-packer](https://github.com/andydbc/unity-texture-packer) Utility to combine color channels from different textures into a single output. +* [SmartTexture](https://github.com/phi-lira/SmartTexture) Unity tool to pack texture channels into a single texture. +* [texture_maker](https://github.com/M-Fatah/texture_maker) A texture maker tool for unity. +* [VFXTextureMaker](https://github.com/haw2fregel/VFXTextureMaker) +* [mixture](https://openupm.com/packages/com.alelievr.mixture/) Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime. Mixture is very flexible, easily customizable through ShaderGraph and a simple C# API, fast with it's GPU based workflow and compatible with all the render pipelines thanks to the new Custom Render Texture API. +- https://github.com/StbSharp +- [CC0Textures](https://github.com/keijiro/CC0TexturesUtils) Unity Editor scripts for preprocessing CC0 Textures +- https://cc0textures.com/ CC0 Textures is a library of high quality PBR materials for 3D rendering and game design licensed under the Creative Commons CC0 License. +- [Waifu2xBarracuda](https://github.com/keijiro/Waifu2xBarracuda) Waifu2x Unity Barracuda implementation +- [uAnime4K](https://github.com/SharkShooter/uAnime4K) Anime4K port to Unity +- https://github.com/weihaox/awesome-image-translation +- [procedural-stochastic-texturing](https://github.com/UnityLabs/procedural-stochastic-texturing) Modified Shader Graph package implementing Procedural Stochastic Texturing +- [超强一键生成特效常用贴图网站介绍!](https://www.bilibili.com/video/BV1ub411U7Jc/?spm_id_from=autoNext) +- [noisegen](https://www.vertexfragment.com/noisegen/) +- [texturelab](https://github.com/njbrown/texturelab) About Free, Cross-Platform, GPU-Accelerated Procedural Texture Generator +- [pixaflux](http://pixaflux.com/) Create custom CG materials using a non-destructive, node-based workflow. +- [texturecauldron](https://soerbgames.itch.io/texturecauldron) Texture Cauldron is a node based tool to generate detailed able textures. +- [filterforge](https://filterforge.com/) Mighty graphics software with thousands of photo effects and seamless textures, and an editor to create your own filters. +- https://github.com/caosdoar/Fornos +- [BakeShader](https://github.com/Cyanilux/BakeShader) Unity editor tool for baking shaders to textures. Blit2D, Blit3D, or MeshRenderer (uses model UV). Adds options to Material & MeshRenderer context menus and Editor Window (under Window/Cyanilux/BakeShader) +- [UnityTexture2DArrayImportPipeline](https://github.com/pschraut/UnityTexture2DArrayImportPipeline) A Texture2DArray Import Pipeline for Unity 2019.3 and newer. +- [unity-texture-apply-async](https://github.com/gilzoide/unity-texture-apply-async) Alternative to Texture2D.Apply() that doesn't require synchronizing with the render thread, avoiding stalls in the main thread +- [upscayl](https://github.com/upscayl/upscayl) Upscayl - Free and Open Source AI Image Upscaler for Linux, MacOS and Windows built with Linux-First philosophy. +#### Animation2Shader +- [VatBaker](https://github.com/fuqunaga/VatBaker) A tool to bake VAT (Vertex Animation Texture) from AnimationClip with sample shaders for Unity. +- https://docs.tyflow.com/tyflow_modifiers/tyVAT/vatHLSLShader/ +- https://github.com/Mamantenok1599/UnityVATBaker +- [NiagaraGPU-SkeletalMeshEcho](https://github.com/dbsierra/NiagaraGPU-SkeletalMeshEcho) +- [material-animation-curve](https://gist.github.com/ghysc/b4f9b3266ee82edf2b02e00cef0bc6b7) A Material Property Drawer for the Curve attribute which lets you edit curves and adds them to the shader as textures +- [unity-texture-curve](https://github.com/asus4/unity-texture-curve) Example showing how to bake an AnimatedCurve into a Texture and use it in a shader +- [Curves-And-Gradients-To-Texture](https://github.com/RoyTheunissen/Curves-And-Gradients-To-Texture) Contains utilities for defining a curve or gradient in the inspector and automatically generating a texture for that to pass on to shaders. +- [GradientTexture](https://github.com/mitay-walle/GradientTexture) Unity Gradient Texture generator +- [TransformAnimationTextureBaker](https://github.com/sugi-cho/TransformAnimationTextureBaker) + #### Atlas +- [KuroDynamicAtlas](https://github.com/kuronekoyang/KuroDynamicAtlas) +- [DynamicAtlas](https://github.com/tkonexhh/DynamicAtlas) +- [RuntimeTextureAtlas](https://github.com/jintiao/RuntimeTextureAtlas) +- [UVAtlas](https://github.com/Microsoft/UVAtlas) isochart texture atlasing +- [thekla_atlas](https://github.com/Thekla/thekla_atlas) Atlas Generation Tool +- [xatlas](https://github.com/jpcy/xatlas) Mesh parameterization / UV unwrapping library +- [DynamicSpriteSheets](https://github.com/dusanst/DynamicSpriteSheets?) +* [Thekla atlas](https://github.com/Thekla/thekla_atlas) | This tool performs mesh segmentation, surface + parameterization, and chart packing. +* [xatlas](https://github.com/jpcy/xatlas) | Fork from [theakla atlas](https://github.com/Thekla/thekla_atlas), it's + a library to generate an UV for -example- lightmap uv. +* [AtlasGenerator](https://github.com/UniGameTeam/UniGame.AtlasGenerator) Rule based SpriteAtlas Generator for Unity3D +* [Unity-SpriteAssist](https://github.com/sr4dev/Unity-SpriteAssist) +- https://github.com/JingFengJi/UpdateSpriteAssetTool +- https://github.com/Elringus/SpriteDicing 这才叫图集工具 +* [MA_TextureAtlasser](https://github.com/maxartz15/MA_TextureAtlasser) Texture atlas creator for Unity +* [sprite-dicing](https://github.com/elringus/sprite-dicing) +* [sprite-animations](https://github.com/no-slopes/sprite-animations) +* [Moonflow-RampMaker](https://github.com/Moonflow-Studio/Moonflow-RampMaker) +* [SpriteSlicer](https://github.com/fadookie/SpriteSlicer) Tool to export Unity sprite sheet slices as individual images +* [MakeIconAtlas](https://github.com/KIPKIPS/MakeIconAtlas) +## Animation +#### Article/Collection +- https://www.creativebloq.com/advice/understand-the-12-principles-of-animation +#### Animation-DCC-Tool +- [Cascadeur](https://cascadeur.com/) +- [spine](http://zh.esotericsoftware.com/) +- [spine-optimize](https://github.com/506638093/spine-optimize) +- [SpineGPU](https://github.com/shiyiqiong/SpineGPU) +- [WaifuSpineRuntime](https://github.com/ZeroFlyFly/WaifuSpineRuntime) +- https://github.com/fx-lange/unity-spline-scrubber +- [live3d](http://www.zingfront.cn/live3d/) +- [live2d](https://www.live2d.com/) +- [dragonbones](http://dragonbones.effecthub.com/) +- [SpriterDotNet](https://github.com/loodakrawa/SpriterDotNet) +- [creature](http://creature.kestrelmoon.com/index.html) +- [spritestudio](http://www.webtech.co.jp/spritestudio/) +- [mixamo](https://www.mixamo.com/#/) + +#### GPU-Animation +- [GPU-Skinning-Demo](https://github.com/Minghou-Lei/GPU-Skinning-Demo) +- [stadium-crowd-generator](https://assetstore.unity.com/packages/tools/modeling/stadium-crowd-generator-203643) +- [mesh-animation-baker-gpu-optimized](https://assetstore.unity.com/packages/tools/animation/mesh-animation-baker-gpu-optimized-crowd-animation-334856) +- [animecs-337808](https://assetstore.unity.com/packages/tools/animation/animecs-337808) +- [Unity-Gpu-Skinning-Tool](https://github.com/ForeverZack/Unity-Gpu-Skinning-Tool) +- [Animation-Texture-Bake](https://github.com/sugi-cho/Animation-Texture-Baker) +- [GPU_Mesh_Instancing](https://github.com/studentutu/GPU_Mesh_Instancing) +- [UnityGpuInstancing](https://github.com/kitasenjudesign/UnityGpuInstancing) +- [Animation-Instancing](https://github.com/Unity-Technologies/Animation-Instancing) +- [Render-Crowd-Of-Animated-Characters](https://github.com/chenjd/Render-Crowd-Of-Animated-Characters) +- [GPGPU Computing Animation & Skinning](https://zhuanlan.zhihu.com/p/50640269) +- [GPUAnimation](https://github.com/joeante/Unity.GPUAnimation) +- [GPUSkinning](https://github.com/chengkehan/GPUSkinning) +- [李恒的知乎文章](https://www.zhihu.com/people/li-heng-76-59/posts) +- [UnityGPUSkinning](https://github.com/BobLChen/UnityGPUSkinning) +- [GPU Instancer - Crowd Animations](https://assetstore.unity.com/packages/tools/animation/gpu-instancer-crowd-animations-145114) unity-plugin +- [Mesh Animator](https://assetstore.unity.com/packages/tools/animation/mesh-animator-26009) unity-plugin +- [Unity_ECS_GPUSkinning](https://github.com/dreamfairy/Unity_ECS_GPUSkinning) +- [SpineGPU](https://github.com/shiyiqiong/SpineGPU) +- [Mesh-Animation](https://github.com/codewriter-packages/Mesh-Animation) Mesh Animation is lightweight library for rendering hundreds of meshes in one draw call with GPU instancing. +- [Animation-Texture-Baker](https://github.com/sugi-cho/Animation-Texture-Baker) +- [Unity下大量物体同屏渲染的性能优化思路](https://zhuanlan.zhihu.com/p/114646617) +- [RenderHugeByGPUInstance](https://github.com/tkonexhh/RenderHugeByGPUInstance) +- [Unity3D-ToolChain_StriteR](https://github.com/striter/Unity3D-ToolChain_StriteR/tree/master/Assets/Scripts/Runtime/Modules/Optimize) +- [Dual quaternion skinning for Unity](https://github.com/ConstantineRudenko/DQ-skinning-for-Unity) +- https://github.com/Milk-Drinker01/CoR-Skinning +- [DualQuaternionsForUnity](https://github.com/johannesugb/DualQuaternionsForUnity) +- [BurstSkinning](https://github.com/TriceHelix/BurstSkinning?) +- [GPUInstance](https://github.com/mkrebser/GPUInstance) Instancing & Animation library for Unity3D +- [gpu-ecs-animation-baker](https://assetstore.unity.com/packages/tools/animation/gpu-ecs-animation-baker-250425) unity-plugin +- [rukhanka](https://assetstore.unity.com/packages/tools/animation/rukhanka-ecs-animation-system-241472) unity-plugin +#### Mesh Animation +- https://github.com/SaiTingHu/MeshEditor.Effects +#### Vertex Animation +- [VertexAnimation](https://github.com/Maximilian-Winter/VertexAnimation) +- [vertex-animation-tools](https://assetstore.unity.com/packages/tools/animation/vertex-animation-tools-128190) +- [vertexmotion](https://assetstore.unity.com/packages/tools/animation/vertexmotion-pro-25127) +#### Tween +- [UrMotion](https://github.com/beinteractive/UrMotion) Flexible motion engine for non time-based animation in Unity. +- [Tween Player](https://assetstore.unity.com/packages/tools/animation/tween-player-158922) This is a simple & high performance & powerful interpolation animation tool. Unlike other interpolation animation tools, Tween Player is more data-driven and extensible. +- [dotween-pro](https://assetstore.unity.com/packages/tools/visual-scripting/dotween-pro-32416) famous unity plugin +- [leantween](https://assetstore.unity.com/packages/tools/animation/leantween-3595) LeanTween is an efficient tween engine that offers a many of the same features as the other tween engines (and more!) while having much less overhead. +- [OneTween](https://github.com/onelei/OneTween) OneTween is a more efficient tween tool, easy to use in Unity UGUI animation. +- [ECS-Tween](https://github.com/Xerios/ECS-Tween) - Simple Unity tweening system using ECS that works with GameObjects! +- [PlasticTween](https://github.com/PlasticApps/PlasticTween) - Tween Library for Unity3D(ECS+JOBS) +- [unity-jtween](https://github.com/jeffcampbellmakesgames/unity-jtween) - A job-based tween library for Unity +- [GoKit](https://github.com/prime31/GoKit) Lightweight tween library for Unity aimed at making tweening objects dead simple and completely flexible. The wiki contains some usage information and examples. +* [Uween](https://github.com/beinteractive/Uween) - Lightweight tween library for Unity +* [ZestKit](https://github.com/prime31/ZestKit) - Tween library for Unity. The best of GoKit and GoKitLite combined in an easy to use API +* [ApureEasing](https://github.com/kyubuns/ApureEasing) Easing library for Unity Visual Scripting +* [游戏开发中的阻尼器和阻尼弹簧](https://mp.weixin.qq.com/s/UMipfQ_09w0bnQOBIA9ttg) +* [unity-tweening-system](https://github.com/zigurous/unity-tweening-system) +* [unity-animation](https://github.com/KleinerHacker/unity-animation/) Extended Animation Framework for Unity based on Coroutines +* [PlasticTween](https://github.com/PlasticApps/PlasticTween) Tween Library for Unity3D(ECS+JOBS) +* [unity-tweens](https://github.com/jeffreylanters/unity-tweens) +* [TweenRx](https://github.com/fumobox/TweenRx) Reactive animation utility for Unity +* [unity-animation-library](https://github.com/zigurous/unity-animation-library) +* [PrimeTween](https://github.com/KyryloKuzyk/PrimeTween) High-performance, allocation-free animation library for Unity +* [MagicTween](https://github.com/AnnulusGames/MagicTween) dots tween High-performance +* [LitMotion](https://github.com/AnnulusGames/LitMotion) +* [AnimFlex](https://github.com/somedeveloper00/AnimFlex) +* https://docs.zigurous.com/com.zigurous.animation/ +* [Tween-Kit](https://github.com/AbdurRafay-Nasir/Tween-Kit) Enhance DOTween with Tween Kit: Seamless, modular components for effortless Tweening. +* [Animate](https://github.com/sttz/Animate) +* [softlimit](https://old.reddit.com/r/Unity3D/comments/1cy2cvu/softlimit_the_feature_thatll_make_your_project/) +* [UniTaskAnimations](https://github.com/smiledir1/UniTaskAnimations) +* [tools-motion-kit](https://github.com/cocodrilodog/tools-motion-kit) +* [Milease](https://github.com/MorizeroDev/Milease) Animate anything in one line of code, simplifying your UI animation development process and boosting your UI development efficiency. +* [FlowEnt](https://github.com/Fried-Synapse/FlowEnt) FlowEnt is a library set to change the paradigm on how scripting animations work, and how a developer interacts with them, by separating the tweening options from the motions of the animation + +#### Physics Based Animation +- [physicsbasedanimation](http://www.physicsbasedanimation.com/) +- [JigglePhysics](https://github.com/naelstrof/JigglePhysics) +- [CSC417-physics-based-animation](https://github.com/dilevin/CSC417-physics-based-animation) +- [goatstream](https://www.goatstream.com/research/) +- [animation](https://www.animation.rwth-aachen.de/) +- [interactive-graphics](http://www.interactive-graphics.de/) +- https://github.com/IndieVisualLab +- [ActiveRagdoll](https://github.com/hobogalaxy/ActiveRagdoll) +- [Christopher Batty](https://cs.uwaterloo.ca/~c2batty/) +- [binh.graphics](http://binh.graphics/) +- [Hairibar.Ragdoll](https://github.com/hairibar/Hairibar.Ragdoll) A package for animating ragdolls through keyframed animations. +- [com.redwyre.physics-custom-authoring](https://github.com/redwyre/com.redwyre.physics-custom-authoring) +#### MotionMatching +- https://github.com/nashnie/MotionMatching +- https://github.com/JLPM22/MotionMatching +- https://github.com/sssnidebaba/motionmatch +- https://github.com/dreaw131313/MotionMatchingByDreaw +- https://github.com/dreaw131313/Open-Source-Motion-Matching-System +- https://www.zhihu.com/people/fengkan +- https://assetstore.unity.com/packages/tools/animation/motion-matching-for-unity-145624 +- https://github.com/orangeduck/Motion-Matching +- https://forum.unity.com/threads/released-want-good-3d-character-animation-but-are-short-on-time-budget-or-training-help-is-here.392317/ +- [motion-matching-system-for-uni](https://assetstore.unity.com/packages/tools/animation/motion-matching-system-for-unity-257707) unity-plugin +#### Movement +- [deadReckoning1](https://www.cnblogs.com/freebird92/archive/2011/12/19/2293287.html) +- [deadReckoning2](https://nashnie.github.io/gameplay/2018/12/03/networked-movement.html) +- ( 这个实用性很强) 贝塞尔逼近 参考 astarPath 插件里面的BezierMover +- 速度优化 参考 astarPath 插件里面 MovementUtilities 脚本 +- https://github.com/Unity-Technologies/SuperScience 官方3rd 移动模拟 +- https://github.com/redwyre/com.redwyre.physics-custom-authoring +- 这个实用性最强 [bulletHell](https://assetstore.unity.com/packages/tools/integration/uni-bullet-hell-19088) +- https://github.com/jongallant/Unity-Bullet-Hell +- [neat-bullets-2d-weapon-evolution-system](https://assetstore.unity.com/packages/tools/game-toolkits/neat-bullets-2d-weapon-evolution-system-280732) +- [ballistics](https://assetstore.unity.com/packages/tools/physics/ballistics-2025-251081) unity-plugin +- https://github.com/iWoz/path_follow_steer 集群跟随路径移动 +- [movement-plus](https://assetstore.unity.com/packages/tools/movement-plus-71079) unity-plugin +- [AnimeTask](https://github.com/kyubuns/AnimeTask) +- [Fluent Animation - An incredible animation queue system](https://assetstore.unity.com/packages/tools/animation/fluent-animation-an-incredible-animation-queue-system-84715) unity-plugin +- https://github.com/rygo6/CardExample-Unity +- https://github.com/ycarowr/UiCard +- https://github.com/IainS1986/UnityCoverFlow +- https://github.com/CragonGame/CasinosClient +- https://github.com/huailiang/Parabola +- [Projectile-Shooting](https://github.com/jadvrodrigues/Projectile-Shooting) +- [Unity-Proportional-Navigation-Collection](https://github.com/Woreira/Unity-Proportional-Navigation-Collection) A collection of PN guidance systems, in Unity +#### Interaction +- [istep](https://assetstore.unity.com/packages/tools/animation/istep-215843) +- [interactor-interaction-handler-for-ik](https://assetstore.unity.com/packages/tools/animation/interactor-interaction-handler-for-ik-178062) +- [footstepper-complete-footstep-solution](https://assetstore.unity.com/packages/tools/animation/footstepper-complete-footstep-solution-159431) +#### Animation-Controller +- [targetwarp-motion-warping](https://assetstore.unity.com/packages/tools/animation/targetwarp-motion-warping-314335?aid=1100lpo99) +- [character-animation-system](https://assetstore.unity.com/packages/tools/animation/character-animation-system-320309) +- https://github.com/hiroki-o/VoxBlend unity 表情 +- https://github.com/rurre/PumkinsAvatarTools unity 表情 +- https://github.com/huailiang/knead_proj unity 捏脸 +- https://github.com/SerhatDikel/Unity-BodyMorph +- https://assetstore.unity.com/packages/tools/animation/puppet-face-181312 +- https://github.com/PixelWizards/BlendShapeController blendShapeController +- https://github.com/hiroki-o/VoxBlend blendShapeController +- https://github.com/Tr1turbo/BlendShare +- https://blog.uwa4d.com/archives/USparkle_Animation-AI.html +- https://www.sohu.com/a/259856518_463994?qq-pf-to=pcqq.group -吃鸡的动画状态机设计 +- [animancer](https://assetstore.unity.com/packages/tools/animation/animancer-pro-116514) +- https://forum.unity.com/threads/released-curve-master-motion-design-tools-in-unity.1453582/ +- https://github.com/fengkan/RuntimeRetargeting +- https://github.com/robotron2084/animation-retargeting +- [traversal](https://assetstore.unity.com/packages/tools/animation/traversal-179526) This module allows characters to traverse the environment through multiple built-in and fully customizable obstacles and climbable elements. +- [protores](https://unity-technologies.github.io/Labs/protores.html) ProtoRes: Proto-Residual Network for Pose Authoring via Learned Inverse Kinematics +- [UnityKinematicaX](https://github.com/voxell-tech/UnityKinematicaX) A next-generation character animation system built on top of Unity's Kinematica. +- [DOTSAnimation](https://github.com/gamedev-pro/DOTSAnimation) A high level Animation State Machine Framework for Unity DOTS +- [unity-dots-animation](https://github.com/Bendzae/unity-dots-animation) Simple animation system for the unity dots stack. +- https://github.com/MrLiuYX/ECSAnimation/ +- [kinematica](https://docs.unity3d.com/Packages/com.unity.kinematica@0.8/manual/index.html) +- [reanimation](https://github.com/aarthificial/reanimation) An alternative animator for Unity tailored for traditional animation +- [dmotion](https://github.com/gamedev-pro/dmotion) DMotion - A high level Animation Framework for Unity DOTS +- [Puppeteer](https://github.com/SolarianZ/Puppeteer) A graph based animation controller for Unity. +- [nkgmoba-animsystem-dawn-blossoms-plucked-at-dusk](https://www.lfzxb.top/nkgmoba-animsystem-dawn-blossoms-plucked-at-dusk/) +- [uPlayableAnimation](https://github.com/EricHu33/uPlayableAnimation) +- [Vortex](https://github.com/kaiyumcg/Vortex) Play/blend animations, animator controllers in runtime. Uses playable API +- [Unity-MecanimEventSystem](https://github.com/Bian-Sh/Unity-MecanimEventSystem) This is a chain programming style callback System for Animator of Unity ,await /async supported +- https://github.com/linfuqing/ZGUPEntitiesAnimations supported +- [AnimationRiggingExtensions](https://github.com/madc0der/AnimationRiggingExtensions) Repository with patched or new constraints for Unity AnimationRigging package +- [unity-animation-system](https://github.com/amirhoseinjfri/unity-animation-system) A robust Unity animation manager that enables smooth crossfade transitions, queuing, looping, and layer locking with callback support +#### Character-Controller +- [Project_TCC](https://github.com/unity3d-jp/Project_TCC) +- [Unity-3d-Movements](https://github.com/Egecekic/Unity-3d-Movements) +- [SRMove](https://github.com/NoiRC256/SRMove) +- [FirstPersonInteractionToolkit](https://github.com/stevenharmongames/Unity-FirstPersonInteractionToolkit) +- [CharacterControllerSamples](https://github.com/Unity-Technologies/CharacterControllerSamples) +- [GenshinImpactMovementSystem](https://github.com/JiaoziDani/GenshinImpactMovementSystem) +- [Netick-KCC](https://github.com/Milk-Drinker01/Netick-KCC) An implementation of Kinematic Character Controller with Netick Networking +- https://github.com/StinkySteak/netick-ticktimer +- [rival](https://assetstore.unity.com/packages/tools/physics/rival-dots-character-controller-for-unity-225129) Unity Plugin +- [UNet-Controller](https://github.com/h33p/UNet-Controller) A CharacterController based controller for Unity's new Networking system +- [Kinematic Character Controller](https://assetstore.unity.com/packages/tools/physics/kinematic-character-controller-99131) unity-plugin +- [character-movement-fundamentals](https://assetstore.unity.com/packages/tools/physics/character-movement-fundamentals-144966) unity-plugin +- [character-controller-pro](https://assetstore.unity.com/packages/tools/physics/character-controller-pro-159150) unity-plugin +- [Erbium](https://github.com/mikhomak/Erbium) 🤺Third Person Character Controller for unity🤺 +- [Dynamic-Parkour-System](https://github.com/knela96/Dynamic-Parkour-System) +- [parkour-and-climbing-system](https://assetstore.unity.com/packages/templates/systems/parkour-and-climbing-system-258182) +- https://github.com/EanoJiang/Parkour-Climbing-System +- [Traverser](https://aitorsimona.github.io/Traverser/) +- [UnitySourceMovement](https://github.com/Olezen/UnitySourceMovement) Source engine-like movement in Unity, based on Fragsurf by cr4yz (Jake E.). +- https://github.com/nicholas-maltbie/OpenKCC +- https://github.com/runevision/LocomotionSystem +- [advanced-locomotion-controller](https://assetstore.unity.com/packages/templates/packs/advanced-locomotion-controller-234390) unity-plugin +- https://github.com/Another-Axiom/GorillaLocomotion +- [motion-matching-locomotion-controller](https://assetstore.unity.com/packages/tools/game-toolkits/motion-matching-locomotion-controller-243179) unity-plugin +- [flexmotion](https://assetstore.unity.com/packages/tools/animation/flexmotion-267629) +- https://github.com/Goodgulf281/Unity-Formation-Movement2.0 +- https://github.com/edualvarado/unity-footprints +- https://github.com/ssell/UnityDotsCharacterController +- https://github.com/dbrizov/NaughtyCharacter +- [Ultimate-2D-Controller](https://github.com/Matthew-J-Spencer/Ultimate-2D-Controller) +- [Celeste-Movement](https://github.com/mixandjam/Celeste-Movement) Recreating the movement and feel from Celeste +- https://github.com/Wafflus/unity-genshin-impact-movement-system +- https://github.com/joebinns/stylised-character-controller +- https://github.com/mixandjam/Batman-Arkham-Combat +- [unity-antagonistic-controller](https://github.com/edualvarado/unity-antagonistic-controller) +- [2D-Character-Controller](https://github.com/Brackeys/2D-Character-Controller) +- [UnityAdvancedFPSCharacterController](https://github.com/NecroMarX/UnityAdvancedFPSCharacterController) +- [Unity-FullBody-FPS-Controller](https://github.com/TCKingCeryn/Darktide-40K-Unity-FullBody-FPS-Controller) +- [CustomBody](https://github.com/MusouCrow/CustomBody) A wheel of KinematicBody +- [platformer-project-206584](https://assetstore.unity.com/packages/templates/systems/platformer-project-206584) +- [fpscontroller](https://github.com/atil/fpscontroller) +- [dots-animation-system](https://assetstore.unity.com/packages/tools/utilities/dots-animation-system-285657) +- [FullBody-Fps-Unity](https://github.com/FuadJfrv/FullBody-Fps-Unity) +- [ultimate-mirror-networking-controller](https://assetstore.unity.com/packages/add-ons/ultimate-mirror-networking-controller-250532) +#### PCG-Animation +- [procedural-climbing](https://github.com/conankzhang/procedural-climbing) +- [UnityTutorials-ProceduralAnimations](https://github.com/MinaPecheux/UnityTutorials-ProceduralAnimations) +- [ProceduralAnimation](https://github.com/BattleDawnNZ/ProceduralAnimation) Procedural Animation Scripts For Unity +- https://github.com/edualvarado/TRAIL-Natural-Impact + +#### Unity-Tool +- [sox-animation](https://assetstore.unity.com/packages/tools/animation/sox-animation-toolkit-110431) +- [unity-flash-tools](https://github.com/BlackMATov/unity-flash-tools) Convert your flash animation for Unity easy! +- [3-in-1-animation-tools-animation-path-video-reference-297188](https://assetstore.unity.com/packages/tools/animation/3-in-1-animation-tools-animation-path-video-reference-297188) +- [curve-master-252505](https://assetstore.unity.com/packages/tools/animation/curve-master-252505) unity-plugin +- https://github.com/qwe321qwe321qwe321/Unity-EasingAnimationCurve +- https://github.com/akof1314/AnimationPath +- https://github.com/ecidevilin/UnityBoneTools +- [unity-animation-compressor](https://github.com/fish-ken/unity-animation-compressor) +- [unity 动画精度优化](https://zhuanlan.zhihu.com/p/682790969) +- [ImKeyframeReduction](https://github.com/phi16/ImKeyframeReduction) +- [Unity-Animation-Compression-Keyframe-Reducer](https://github.com/txtxj/Unity-Animation-Compression-Keyframe-Reducer) +- [YNL-Editor](https://github.com/Yunasawa/YNL-Editor) +- [animation-utils](https://github.com/needle-tools/animation-utils) +- [animation-auto-assignment](https://github.com/natsuneko-laboratory/animation-auto-assignment) Unity Editor Extension that tracks changes on hierarchy and automatically repairs animation property paths. +- [refined-animation-property](https://github.com/natsuneko-laboratory/refined-animation-property) +- [Animation-Repathing](https://github.com/hfcRed/Animation-Repathing) Feature rich Unity Editor tool to help streamline the process of changing the paths of animations +- [animation-hierarchy-editor](https://assetstore.unity.com/packages/tools/animation/animation-hierarchy-editor-89866) +- https://github.com/qwe321qwe321qwe321/Unity-AnimatorTransitionCopier +- https://github.com/rrazgriz/RATS +- https://github.com/forestrf/UnityAnimationWindow +- https://github.com/anatawa12/AnimatorController-as-a-Code +- [curvify](https://assetstore.unity.com/packages/tools/animation/curvify-277062) Curvify allows you to easily apply easing curves to Animation Curves with just one click, significantly improving the efficiency of creating animations in Unity. +- [Unity-Animation-Window-Search-Extension](https://github.com/RED-CANDLE-GAMES-CO-LTD/Unity-Animation-Window-Search-Extension) + + #### UI-Animation +- [animation-creator-timeline-ui-](https://assetstore.unity.com/packages/tools/animation/animation-creator-timeline-ui-tween-186589) +- [UnityUIPlayables](https://github.com/Haruma-K/UnityUIPlayables) +- [Dash](https://github.com/pshtif/Dash) +- https://github.com/brunomikoski/Animation-Sequencer +- https://github.com/DhafinFawwaz/Unity-AnimationUI +- https://github.com/Difficulty-in-naming/BetterAnimation +- https://github.com/instance-id/ElementAnimationToolkit +- http://zh.esotericsoftware.com/spine-unity +- https://github.com/gindemit/unity-rlottie +- https://github.com/gilzoide/unity-lottie-player +- https://github.com/leetful/u.movin +- [SkiaForUnity](https://github.com/ammariqais/SkiaForUnity) Skia For Unity with skottie animations +- https://github.com/wieslawsoltes/Svg.Skia +- [AnimatableVolumeComponent](https://github.com/cji3bp62000/AnimatableVolumeComponent) This package provides helper scripts that let you animate Post-Process parameters (VolumeProfile) in URP/HDRP. +- https://github.com/mihakrajnc/UITTimeline +- https://github.com/lgarczyn/AnimateUIMaterials +- https://github.com/mob-sakai/UIMaterialPropertyInjector +- https://github.com/medvejut/dotween-timeline +- https://github.com/AFindex/AI_Animation + + #### Timeline +- [TimelineExtensions](https://github.com/ShiinaRinne/TimelineExtensions) +- [enhanced-timeline-305512](https://assetstore.unity.com/packages/tools/utilities/enhanced-timeline-305512) +- [cutscene-engine-327883](https://assetstore.unity.com/packages/tools/game-toolkits/cutscene-engine-327883) +- [enhanced-timeline-tracks](https://assetstore.unity.com/packages/tools/animation/timeline-plus-enhanced-timeline-tracks-329133) +- https://github.com/Celezt/UnityTimelineExtended +- https://github.com/Brian-Jiang/PragmaTimeline +- https://github.com/pofulu/TimelineTool +- https://github.com/needle-tools/custom-timeline-editor +- https://github.com/corle-bell/UnityTimeLineEvent +- https://github.com/tanitta/TimelineBindingResolver +- https://github.com/k-okawa/WaypointSystemForTimeline +- https://github.com/ddionisio/MateAnimator +- https://github.com/snaphat/UnityTimelineTools +- https://github.com/AnnulusGames/TweenPlayables +- https://github.com/nmxi/Unity_AbstractTimelineExtention +- [turbo-timeline-tools-navmesh-enhanced](https://assetstore.unity.com/packages/tools/animation/turbo-timeline-tools-navmesh-enhanced-173816) unity-plugin +- [animate-ui-materials](https://assetstore.unity.com/packages/2d/gui/animate-ui-materials-253197) +- [postprocessing-controller](https://assetstore.unity.com/packages/tools/utilities/postprocessing-controller-217499)' +- [material-property-provider](https://github.com/FredMoreau/com.unity.material-property-provider) +- [material-timeline-track](https://assetstore.unity.com/packages/tools/animation/material-timeline-track-207256) +- [Unified-Renderer-Unity](https://github.com/lukakldiashvili/Unified-Renderer-Unity) +- [TimelineExtensions](https://github.com/SauryChang/TimelineExtensions) +- [Unity_SubtitleTimeline](https://github.com/murasaqi/Unity_SubtitleTimeline) +- https://github.com/ShiinaRinne/EasyTimeline +- https://github.com/ayaha401/AssetDependenciesFromTimeline-SourceCode +## Console/Command/Shell/Debugger +- https://github.com/AlanLiu90/GShell +- https://github.com/jinek/Consolonia +- https://github.com/LittleLittleCloud/RazorConsole +- [Unity-DeveloperConsole](https://github.com/DavidF-Dev/Unity-DeveloperConsole) +- [Typin](https://github.com/adambajguz/Typin) Declarative framework for interactive CLI applications +- [BeastConsole](https://github.com/pointcache/Unity3d-BeastConsole) +- [Reactor-Developer-Console](https://github.com/mustafayaya/Reactor-Developer-Console) +- [proxima-inspector-244788](https://assetstore.unity.com/packages/tools/utilities/proxima-inspector-244788) +- [Quantum Console](https://assetstore.unity.com/packages/tools/utilities/quantum-console-128881) unity-plugin +- [srdebugger](https://assetstore.unity.com/packages/tools/gui/srdebugger-console-tools-on-device-27688) unity-plugin +- [debugging-essentials](https://assetstore.unity.com/packages/tools/utilities/debugging-essentials-170773) unity-plugin +- [hdg-remote-debug](https://assetstore.unity.com/packages/tools/utilities/hdg-remote-debug-live-update-tool-61863) unity-plugin +- [unity-remote-file-explorer](https://github.com/iwiniwin/unity-remote-file-explorer) +- [remo-remote-runtime-editor-320744](https://assetstore.unity.com/packages/tools/utilities/remo-remote-runtime-editor-320744) +- https://github.com/natemcmaster/CommandLineUtils 命令行 +- https://github.com/Tyrrrz/CliFx 命令行 +- https://github.com/Tyrrrz/CliWrap 命令行 +- https://github.com/jsakamoto/XProcess 命令行 +- https://github.com/mayuki/Chell Write scripts with the power of C# and .NET +- [process-governor](https://github.com/lowleveldesign/process-governor) This application allows you to put various limits on a Windows process. +- https://github.com/adamralph/simple-exec 命令行 +- https://github.com/wingcd/UnityToolExtender +- https://github.com/adamralph/bullseye +- https://commanddotnet.bilal-fazlani.com/ +- https://github.com/gwaredd/unium +- https://assetstore.unity.com/packages/tools/utilities/hdg-remote-debug-live-update-tool-61863 +- https://github.com/proletariatgames/CUDLR +- https://github.com/Sacred-Seed-Studio/Unity-File-Debug +- https://github.com/mayuki/Cocona +- https://github.com/cobbr +- https://github.com/Cysharp/Kokuban +- https://github.com/alexrp/system-terminal +- [fabfile](https://www.fabfile.org/) Simple, Pythonic remote execution and deployment. +- [CliTookKit](https://github.com/LiuOcean/CliToolkit) +- https://github.com/dklassic/APFrameworkUI +- https://openupm.com/packages/com.bbbirder.shell/ +- [RabbitRemoteControl](https://github.com/KangLin/RabbitRemoteControl) +- [runtime-monitoring](https://github.com/JohnBaracuda/com.baracuda.runtime-monitoring) +- [Unity.Mx](https://github.com/jcs090218/Unity.Mx) Mx (or Meta-X) is a command-based completion framework. It allows you to execute all kinds of tasks based on your design. Mx is an alternate to attribute MenuItem; by contrast, doing multiple tasks is possible. It gives you the option to choose and explore unnoticed commands. +- [livewatch](https://assetstore.unity.com/packages/tools/utilities/livewatch-debug-with-full-history-of-changes-300573) +- [debug-filter](https://assetstore.unity.com/packages/tools/utilities/debug-filter-319186) +- https://github.com/wavetermdev/waveterm +- https://github.com/nashaofu/shell360 +- https://github.com/Gaurav-Gosain/tuios +- https://clig.onev.dev/ + +## Scenes +#### Terrain +- http://www.world-machine.com/ +- https://www.world-creator.com/ +- [Gaia](https://assetstore.unity.com/packages/tools/terrain/gaia-pro-terrain-scene-generator-155852) UnityPlugin +- [Gena](https://assetstore.unity.com/packages/tools/terrain/gena-2-terrain-scene-spawner-127636) UnityPlugin +- [SECTR COMPLETE](https://assetstore.unity.com/packages/tools/terrain/sectr-complete-2019-144433) UnityPlugin +- [CTS](https://assetstore.unity.com/packages/tools/terrain/cts-2019-complete-terrain-shader-140806) UnityPlugin +- [Map Magic](https://assetstore.unity.com/packages/tools/terrain/mapmagic-world-generator-56762) UnityPlugin +- [UnityMapMagic2Extensions](https://github.com/yolanother/UnityMapMagic2Extensions) +- [Terrain Composer](https://assetstore.unity.com/packages/tools/terrain/terrain-composer-2-65563) UnityPlugin +- [Landscape Builder](https://assetstore.unity.com/packages/tools/terrain/landscape-builder-55463) UnityPlugin +- [TerraLand 3](https://assetstore.unity.com/packages/tools/terrain/terraland-3-119097) UnityPlugin +- [MegaSplat](https://assetstore.unity.com/packages/tools/terrain/megasplat-76166?aid=1011l37NJ&utm_source=aff) UnityPlugin +- [World Streamer](https://assetstore.unity.com/packages/tools/terrain/world-streamer-2-176482) UnityPlugin +- [Voxeland](https://assetstore.unity.com/packages/tools/terrain/voxeland-9180) UnityPlugin +- [terrain-grid-system](https://assetstore.unity.com/packages/tools/terrain/terrain-grid-system-47215)UnityPlugin +- [terrain-slicing-dynamic-loading-kit](https://assetstore.unity.com/packages/tools/terrain/terrain-slicing-dynamic-loading-kit-5982) UnityPlugin +- [floating-origin](https://assetstore.unity.com/packages/tools/network/floating-origin-ultimate-infinite-multiplayer-world-solution-204179?) UnityPlugin +- [gaia](https://forum.unity.com/threads/backwoods-gamings-addons-for-gaia.389067/) +- https://github.com/JuniorDjjr/Unity-Procedural-Stochastic-Texture-Terrain-Shader +- https://github.com/staggartcreations/UnityTerrainLayerSampler +- https://github.com/roundyyy/Fast-Terrain-To-Mesh-Coverter +##### Unity-Tool +- [PrefabPainter](https://github.com/Roland09/PrefabPainter) github +- [prefab-brush](https://assetstore.unity.com/packages/tools/utilities/prefab-brush-44846) unity-plugin +- [landscape-auto-material-64132](https://assetstore.unity.com/packages/tools/terrain/landscape-auto-material-64132) +- [prefab-painter](https://assetstore.unity.com/packages/tools/painting/prefab-painter-2-61331) unity-plugin +- [transform-tools](https://assetstore.unity.com/packages/tools/utilities/transform-tools-177218) unity-plugin +- [prefab-world-builder](https://assetstore.unity.com/packages/tools/level-design/prefab-world-builder-185406) unity-plugin +- [grabbit-editor-physics-transforms](https://assetstore.unity.com/packages/tools/utilities/grabbit-editor-physics-transforms-182328) unity-plugin +- [flexalon-3d-layouts](https://assetstore.unity.com/packages/tools/utilities/flexalon-3d-layouts-230509) +- [Hey-Area-Object-Spawner](https://github.com/JahnStar/Hey-Area-Object-Spawner) +- https://github.com/Ogbest/Unity_MapEditor_Terrain 动态渲染Unity地形网格,记录网格是否是玩家的行走范围,然后导出编辑好的网格用于服务器导航、验证使用 https://github.com/frankhjwx/Unity-ShaderCharDisplay +- https://github.com/Caeden117/ChroMapper -- 地图编辑器 +- [real-world-terrai](https://assetstore.unity.com/packages/tools/terrain/real-world-terrain-8752) unity-plugin +- [ntg-unity](https://github.com/hayden-donnelly/ntg-unity) +- [simple-wall-collider-307337](https://assetstore.unity.com/packages/tools/utilities/simple-wall-collider-307337) +- [ColliderMeshTool](https://github.com/SinlessDevil/ColliderMeshTool) +- https://github.com/JohannHotzel/UnityRuntimeTerrain +#### Procedurally-Generation +- [real-ivy-2-procedural-ivy-generator](https://assetstore.unity.com/packages/tools/modeling/real-ivy-2-procedural-ivy-generator-181402) unity-plugin +- [Multi-Terrain-Generator](https://github.com/benjamin-wiemann/Multi-Terrain-Generator) +- [games.noio.planter](https://github.com/noio/games.noio.planter) The plant simulation from Cloud Gardens as a Unity package for level design. +- [hedera](https://github.com/radiatoryang/hedera) paint 3D ivy in the Unity Editor, watch procedurally generated meshes simulate growth and clinging in real-time +- [unity-procedural-tree](https://github.com/mattatz/unity-procedural-tree) +- [unity-procedural-flower](https://github.com/mattatz/unity-procedural-flower) +- [The Algorithmic Beauty of Plants](http://algorithmicbotany.org/papers/#abop) +- [citygen3d](https://assetstore.unity.com/packages/tools/terrain/citygen3d-162468) UnityPlugin +- [Arcgis](https://developers.arcgis.com/unity-sdk/reference/release-notes/) UnityPlugin +- [OSM City](http://stinaflodstrom.com/projects/osm/osm.html) +- [cscape-city-system-](https://assetstore.unity.com/packages/tools/modeling/cscape-city-system-86716?aid=1011l8NVc&utm_source=aff) UnityPlugin +- [SPORE-Creature-Creator](https://github.com/daniellochner/SPORE-Creature-Creator) Procedurally generate creatures in Unity - inspired by the incredible game, Spore! +- [SpaceshipGenerator](https://github.com/a1studmuffin/SpaceshipGenerator) blender plugin proceDurally spaceShip +- [3DWorld](https://github.com/fegennari/3DWorld) +- [DeBroglie](https://boristhebrave.github.io/DeBroglie/) Generate tile based maps using Wave Function Collapse +- [Edgar-Unity](https://github.com/OndrejNepozitek/Edgar-Unity) +- [Marching-Cubes-Terrain](https://github.com/Eldemarkki/Marching-Cubes-Terrain) +- [cityengine](https://www.esri.com/en-us/arcgis/products/arcgis-cityengine/overview) +- https://www.raywenderlich.com/3169311-runtime-mesh-manipulation-with-unity +- https://github.com/dgreenheck/ez-tree +#### Tree/Vegetation/Grass +- [AltTrees System](https://assetstore.unity.com/packages/tools/terrain/alttrees-system-beta-76657) UnityPlugin: AltTrees is an alternative tree system for Unity. Supports SpeedTree, Tree Creator, and meshes +- [Broccoli Tree Creator](https://assetstore.unity.com/packages/tools/modeling/broccoli-tree-creator-121853) UnityPlugin Broccoli Tree Creator is still in-development and will get constantly improve +- [Vegetation Studio](https://assetstore.unity.com/packages/tools/terrain/vegetation-studio-pro-131835) UnityPlugin +- [VegetationStudioProExtensions](https://github.com/Roland09/VegetationStudioProExtensions) +- [vegetation-engine-amplify-impostors](https://assetstore.unity.com/packages/vfx/shaders/the-vegetation-engine-amplify-impostors-module-189099) +- [vegetation-spawner](https://assetstore.unity.com/packages/tools/terrain/vegetation-spawner-177192) +- [Nature Renderer](https://assetstore.unity.com/packages/tools/terrain/nature-renderer-153552) UnityPlugin +- [Open World Nature Kit](https://assetstore.unity.com/packages/3d/environments/landscapes/open-world-nature-kit-150748) UnityPlugin +- [Alttrees System](https://assetstore.unity.com/packages/tools/terrain/alttrees-system-beta-76657) UnityPlugin +- [infini-grass](https://assetstore.unity.com/packages/tools/particles-effects/infini-grass-gpu-vegetation-45188) UnityPlugin +- [BigworldPlants](https://github.com/tangwilliam/BigworldPlants) +- [InfinityFoliage](https://github.com/haolange/InfinityFoliage) +- [OpenWorldGrassDemo](https://github.com/Gamu2059/OpenWorldGrassDemo) +- [shaders-6grass](https://github.com/daniel-ilett/shaders-6grass) Six varied methods for drawing grass with a range of use cases +- [Interactive-Grass](https://github.com/IRCSS/Interactive-Grass) A continueshion of this grass shader +- [Grass-Shader](https://github.com/charliebratches/Grass-Shader) Implementation of a GPU grass shader in Unity with fancy scripting features +- [Grass-Tool](https://github.com/starfaerie/Grass-Tool) A GPU-based real-time grass placement tool for Unity by Astrid Wilde. Currently only works in Unity's Standard Rendering Pipeline +- [Grass-N-Stuff](https://github.com/vince0220/Grass-N-Stuff) Grass N Stuff is a high performance foliage rendering system designed to be able to render a lot of foliage and handle runtime editing of foliage placement without performance issues. +- [Procedural-Plant-and-Foliage-Generator](https://github.com/adremeaux/Procedural-Plant-and-Foliage-Generator) The Procedural Plant and Foliage Generator is a tool written in C# and Unity URP to dynamically generate a stunning array of foliage and full plants from a set of over 100 parameters +- [URP-foliage-shader](https://github.com/MidoriMeng/URP-foliage-shader) wrote with shader graph. Lambert direct diffuse + blinn-phong direct specular + fast approximate translucency + indirect light +- [Instanced-Foliage](https://github.com/h33p/Instanced-Foliage) Foliage System to Replace Default Terrain Foliage +- [Critias-FoliageSystem](https://github.com/AssemblyJohn/Critias-FoliageSystem) Critias Foliage System' is an system that is designed to paint, render and extract millions of instances of foliage without taking into account all the foliage but only the one that is in the proximity of the player +- [1msRenderVegetation](https://github.com/irontree2022/1msRenderVegetation) 基于Unity,在1ms内渲染大规模植被 +- [unity-optimized-grass](https://github.com/willlogs/unity-optimized-grass) Optimized 3D grass for unity that works on Mobile. OpenGL 3.5+ +- [Unity-StylizedGrass](https://github.com/SirMishMash/Unity-StylizedGrass) Create numerous stylized grass blades with this highly performant and scalable HDRP grass asset that makes use of VFX Graph. +- [GrassBending](https://github.com/Elringus/GrassBending) A replacement for Unity's terrain grass shader with alpha blended rendering and touch bending effect +- [HiZ_grass_culling](https://github.com/jackie2009/HiZ_grass_culling) +- https://github.com/Milk-Drinker01/Milk_Instancer01 +- [Unity-Grass-Instancer](https://github.com/MangoButtermilch/Unity-Grass-Instancer) +- https://github.com/GarrettGunnell/ +- [URP-HIZ](https://github.com/himma-bit/empty) +- https://assetstore.unity.com/packages/tools/utilities/instancecollector-296669 +- https://github.com/TakeshiCho/Unity_GPUInstanceCulling +- https://github.com/aganwenqi/GPU-Driven-02 hiz +* [分享《生死狙击2》的大场景草渲染](https://mp.weixin.qq.com/s/K7qXfu7Hju30VdCNcz3ZLg) +* [Unity 程序化生成草地](https://zhuanlan.zhihu.com/p/592938734) +* [风格化树——树叶分析与实现](https://zhuanlan.zhihu.com/p/593500186) +* [unity-geometry-grass-shader](https://github.com/Velorexe/unity-geometry-grass-shader) +* [TerrainGrassShader](https://github.com/TerraUnity/TerrainGrassShader) +* [GPUInstanceManager](https://github.com/supremepanda/GPUInstanceManager) +* [ways-to-render-1M-cubes](https://github.com/GeorgeAdamon/ways-to-render-1M-cubes) +* [shaders-botw-grass](https://github.com/daniel-ilett/shaders-botw-grass) +* [Unity-Grass](https://github.com/cainrademan/Unity-Grass) +* [Unity-Optimized-Coins-Shader](https://github.com/DhafinFawwaz/Unity-Optimized-Coins-Shader) +* [UnityURP-InfiniteGrassField](https://github.com/Youssef-Afella/UnityURP-InfiniteGrassField) An Infinite GPU Instanced Grass Field that doesn't require storing trillions of positions in memory +* [foliage-renderer](https://assetstore.unity.com/packages/tools/terrain/foliage-renderer-267618) +* https://github.com/EricHu33/UnityGrassIndirectRenderingExample +* https://github.com/roundyyy/ProceduralGrassGenerator +* https://github.com/Remyuu/Unity-Interactive-Grass +* https://github.com/AkilarLiao/UnityURP-Procedural-DrawMeshInstancedIndirect +* https://github.com/Mithzzx/Project-GrassFlow +#### Road +- [Easyroads3d](https://assetstore.unity.com/packages/tools/terrain/easyroads3d-pro-v3-469) UnityPlugin +- [Path-painter](https://assetstore.unity.com/packages/tools/terrain/path-painter-163352) UnityPlugin +#### River +- [R.A.M 2019 - River Auto Material 2019](https://assetstore.unity.com/packages/tools/terrain/r-a-m-2019-river-auto-material-2019-145937) UnityPlugin + +#### Article +- [地形渲染概览](https://zhuanlan.zhihu.com/p/436879101) + + +## 3D-File-Format +- [Alembic](http://www.alembic.io/) +- [BLEND](https://en.wikipedia.org/wiki/.blend_(file_format)) +- [FBX](https://en.wikipedia.org/wiki/FBX) +- [GlTF 1.0](https://en.wikipedia.org/wiki/GlTF#glTF_1.0) +- [GlTF 2.0](https://en.wikipedia.org/wiki/GlTF#glTF_2.0): +- [OBJ](https://en.wikipedia.org/wiki/Wavefront_.obj_file) +- [OGEX](https://en.wikipedia.org/wiki/Open_Game_Engine_Exchange) +- [PLY](https://zh.wikipedia.org/wiki/PLY) +- [USD](https://graphics.pixar.com/usd/docs/index.html) +- [awesome-openusd](https://github.com/matiascodesal/awesome-openusd) +- [Niftools](https://github.com/niftools/niflib) +* [Field3D](https://magnuswrenninge.com/field3d) - An open source library for storing voxel data +* [luma_usd](https://github.com/LumaPictures/luma_usd) - Plugins for USD +* [MaterialX](https://github.com/materialx/MaterialX) - Materials and look-dev +* [Kiko](https://github.com/Toolchefs/kiko) - DCC-agnostic animation curves storage (works between Maya and Nuke, with more DCCs to come) +* [OpenCV](https://opencv.org/) - An open source computer vision and machine learning software library +* [OpenDCX](http://www.opendcx.org/) ([repo](https://github.com/dreamworksanimation/opendcx)) - C++ extensions for OpenEXR's "deep" file format +* [OpenEXR](http://www.openexr.com/) ([repo](https://github.com/AcademySoftwareFoundation/openexr)) - exceptional image format for visual effects purposes, pioneered by ILM +* [OpenEXRid](https://github.com/MercenariesEngineering/openexrid) - Object isolation +* [OpenImageIO](https://github.com/OpenImageIO/oiio) - A library for reading and writing images in many common and VFX related formats +* [OpenTimelineIO](http://opentimeline.io) ([repo](https://github.com/PixarAnimationStudios/OpenTimelineIO)) - Editorial timeline +* [OpenVDB](http://www.openvdb.org/) ([repo](https://github.com/AcademySoftwareFoundation/openvdb)) - Volumetric data +* [OpenVDB AX](https://github.com/dneg/openvdb_ax) - Fast expression language for manipulating OpenVDB files +* [ImageMagick](https://imagemagick.org/index.php) - Use ImageMagick to create, edit, compose, or convert bitmap images +* [pfstools](http://pfstools.sourceforge.net/) - A set of command line programs for reading, writing and manipulating high-dynamic range (HDR) images and video frames +* [texture-synthesis](https://github.com/EmbarkStudios/texture-synthesis) - Example-based texture synthesis written in Rust +* [usd-arnold](https://github.com/LumaPictures/usd-arnold) - USD Schemas and tools for exchanging Arnold shader information between multiple 3rd party packages +* [USD Manager](http://www.usdmanager.org/) - Program designed for lightweight browsing, managing, and editing of Universal Scene Description (USD) files +* [usd-noodle](https://github.com/chris-gardner/usd-noodle) - Pretty node graph showing dependencies of a USD file +* [UsdQt](https://github.com/LumaPictures/usd-qt) - Qt components for building custom USD tools +* [USD-URI-resolver](https://github.com/LumaPictures/usd-uri-resolver) - A generic, URI based resolver for USD, support custom plugins +* [DracoUnity](https://github.com/atteneder/DracoUnity) Unity package that integrates the Draco 3D data compression library within Unity. +## Data +#### Metadata/Excel/Schema/Proto +- https://gravitino.apache.org/ +- [table-export](https://github.com/821869798/table-export) +- [xresloader](https://github.com/xresloader/xresloader) +- [luban](https://github.com/focus-creative-games/luban)luban是一个相当完备的游戏配置解决方案,同时也可以用作通用型对象生成与缓存方案 +- [突破Excel百万数据导出瓶颈](https://www.cnblogs.com/xiongze520/p/18866690) +- [BakingSheet](https://github.com/cathei/BakingSheet) Easy datasheet management for C# and Unity. Supports Excel, Google Sheet, JSON and CSV format. +- [go-xlsx-exporter](https://github.com/wingcd/go-xlsx-exporter) a tool for parse xlsx and export to other fomart and data, such as: probuf3 file and buffers, golang, csharp and so on +- https://github.com/hnb-rabear/excel-to-unity +- https://github.com/WoW-Tools/ +- https://github.com/mackysoft/MasterTools? +- https://github.com/NtreevSoft/Crema +- https://github.com/vriad/zod +- https://github.com/ExpediaGroup/stream-registry +- https://github.com/davyxu/tabtoy +- https://github.com/liaochong/myexcel +- https://github.com/SheetJS/sheetjs +- https://github.com/alibaba/easyexcel +- https://gitee.com/dotnetchina/MiniExcel +- https://github.com/EPPlusSoftware/EPPlus +- http://kaitai.io/ +- https://github.com/xaboy/form-create +- https://github.com/rjsf-team/react-jsonschema-form +- https://github.com/vue-generators/vue-form-generator +- https://github.com/quicktype/quicktype +- https://github.com/dloss/binary-parsing +- https://github.com/secretGeek/AwesomeCSV +- https://github.com/cue-lang +- https://github.com/dloss/binary-parsing +- https://github.com/yretenai/Cethleann +- [dogma](https://github.com/kstenerud/dogma) Dogma: A modernized metalanguage with better expressiveness and binary grammar support +- [ProtoDumper](https://github.com/nitrog0d/ProtoDumper) Dumps protobuf definitions from game assemblies +#### Exchange +- [juicefs](https://github.com/juicedata/juicefs)JuiceFS is a distributed POSIX file system built on top of Redis and S3. +- [datahub](https://github.com/linkedin/datahub) The Metadata Platform for the Modern Data Stack +- https://github.com/Cinchoo/ChoETL ETL Framework for .NET / c# (Parser / Writer for CSV, Flat, Xml, JSON, Key-Value, Parquet, Yaml formatted files) +- https://github.com/alibaba/DataX 数据交换 +- https://github.com/wgzhao/Addax 进化版 datax +- https://github.com/mimetis/dotmim.sync A brand new database synchronization, multi platform, multi databases, developed on top of .Net Standard 2.0 +- [OpenDDL](https://github.com/EricLengyel/OpenDDL) +- https://avro.apache.org/ +- https://awslabs.github.io/smithy/ +#### DataVisual&&Editor +- [SuperSet](https://github.com/apache/incubator-superset) +- [Redash](https://github.com/getredash/redash) +- [metabase](https://github.com/metabase/metabase) +- [rawgraphs](https://rawgraphs.io/) The missing link between spreadsheets and data visualization +- https://datavizcatalogue.com/ZH/ +- https://github.com/fasouto/awesome-dataviz + +## Archive-GameReverse + +#### Collection +- [Game-Cheating-Tutorial](https://github.com/BeneficialCode/Game-Cheating-Tutorial) +- [Unity-game-hacking](https://github.com/imadr/Unity-game-hacking) +- https://github.com/axhlzy/Il2CppHookScripts +- [lamda](https://github.com/rev1si0n/lamda) +- [UnityResolve](https://github.com/issuimo/UnityResolve.hpp) Unity引擎C++接口 | Unity Engine C++ API | Mono/il2cpp | 支持 Windows, Android, Linux | Game Cheat | 游戏作弊 +- [UnityFPSUnlocker](https://github.com/hexstr/UnityFPSUnlocker) +- [GameExtractor](https://github.com/wattostudios/GameExtractor) Reads and writes thousands of different archive and image formats used in games. +- [puyotools]( https://github.com/nickworonekin/puyotools) Puyo Tools is a collection of tools and libraries used to access the contents of various game files. Although it was initially built to handle files used in Puyo Puyo games, it can handle files used in other games as well +- [MPQ技术内幕](https://www.cnblogs.com/kex1n/archive/2011/12/30/2307812.html) +- https://github.com/uustory/u-mpq +- https://github.com/linchaolong/ApkToolPlus +- [GameReverseNote](https://github.com/TonyChen56/GameReverseNote) +- https://github.com/super-continent/game-reversing-resources +- https://github.com/dsasmblr/game-hacking/ +- https://github.com/kovidomi/game-reversing +- https://github.com/YeLikesss/CNGALReverseNote +- [il2cpp-modder](https://github.com/juanmjacobs/il2cpp-modder) +* [FakerAndroid](https://github.com/Efaker/FakerAndroid) A tool translate a apk file to stantard android project include so hook api and il2cpp c++ scaffolding when apk is a unity il2cpp game. Write code on a apk file elegantly. +* [EpicFixShader](https://github.com/pema99/EpicFixShader) Patch shaders in AssetBundles to support Single Pass Stereo Instancing +* [O-Z-Unity-Protector](https://github.com/Z1029-oRangeSumMer/O-Z-Unity-Protector) +* [Ether-Uprotector](https://github.com/Ether2023/Ether-Uprotector) An Integrated Encryption & Protection Scheme for Unity Project(Mono & IL2CPP) +* [O-Z-Unity-Protector](https://github.com/MonarchSolutions/O-Z-Unity-Protector) +* [GameShield](https://github.com/DevsDaddy/GameShield) GameShield - An open-source solution to protect your Unity-based games. Anti-cheat, time-control, data ecnryption and memory protection and other security modules for your games. +* [RemoteNET](https://github.com/theXappy/RemoteNET) Examine, create and interact with remote objects in other .NET processes. + #### Unity-AssetBundle +* [AssetsTools](https://github.com/nesrak1/AssetsTools.NET) +* [UtinyRipper](https://github.com/mafaca/UtinyRipper) GUI and API library for working with Engine assets, serialized and bundle files +* [AssetRipper](https://github.com/AssetRipper/AssetRipper) GUI Application to work with engine assets, asset bundles, and serialized files +* [UAAE](https://github.com/Igor55x/UAAE) Unity .assets and AssetBundle editor +* [AssetStudio](https://github.com/Perfare/AssetStudio) A tool for exploring, extracting and exporting assets and assetbundles +* https://github.com/zhangjiequan/AssetStudio +* https://github.com/SiMaLaoShi/AssetStudio_Tuanjie +* https://github.com/LukeFZ/AssetStudio +* https://github.com/aelurum/AssetStudio +* https://github.com/RazTools/Studio +* https://github.com/seiKiMo-Inc/HoYoStudio +* https://github.com/yarik0chka/YarikStudio +* https://github.com/AXiX-official/Studio +* [HoYoStudio](https://github.com/TomyJan/HoYoStudio) +* [CNStudio](https://github.com/Razmoth/CNStudio) +* [UABEA](https://github.com/Hengle/UABEA) c# uabe for newer versions of unity +* [UABEA](https://github.com/nesrak1/UABEA) Cross-platform Asset Bundle/Serialized File reader and writer. Originally based on (but not a fork of) UABE. +* [UABE](https://github.com/SeriousCache/UABE) Asset Bundle Extractor +* [Snuggle](https://github.com/yretenai/Snuggle) WIP Unity AssetBundle Exporter +* [GenshinStudio](https://github.com/Razmoth/GenshinStudio) Modded AssetStudio for Genshin Impact +* [AnimeStudio](https://github.com/Escartem/AnimeStudio) Updated AssetStudio, supports GI 5.6+, HSR 3.3+, ZZZ 2.0+, with improvements and new features (*゚∀゚*) +#### Archive-Format +- https://github.com/bilibili/UnityBVA +- https://github.com/emperorofmars/stf-unity +- [FF16Tools](https://github.com/Nenkai/FF16Tools) Tools for Final Fantasy XVI / 16. +- [UAssetAPI](https://github.com/atenfyr/UAssetAPI) A low-level .NET library for reading and writing Unreal Engine 4 game assets +- [REE.PAK.Tool](https://github.com/Ekey/REE.PAK.Tool) Tool for extract PAK archives from games based on RE Engine +- [Http-Multipart-Data-Parser](https://github.com/Http-Multipart-Data-Parser/Http-Multipart-Data-Parser) A C# Http Multipart/form-data parser that works correctly on binary data and very large files. +- [FCBConverter](https://github.com/JakubMarecek/FCBConverter) +- [VGO](https://github.com/izayoijiichan/VGO) VGO is a 3D data format for Unity that can store Mesh, Texture, Material, Collider, Rigidbody, Cloth and Particle information. +- [gbx-net](https://github.com/BigBang1112/gbx-net)GBX.NET is a C#/.NET parser for Gbx files from Nadeo games. Supports deserialization of 150+ classes, where 50 %+ can be serialized back to Gbx. +- [PakFiles](https://simoncoenen.com/blog/programming/PakFiles) +- [ValveResource](https://github.com/SteamDatabase/ValveResourceFormat) Valve's Source 2 resource file format parser, decompiler, and exporter. +- [RainbowForge](https://github.com/parzivail/RainbowForge) .NET managed toolkit for working with Rainbow Six: Siege .FORGE (Scimitar) archive files. +- [Cethleann](https://github.com/yretenai/Cethleann) KTGL (Soft Engine) data exploration and research +- [TACTLib](https://github.com/overtools/TACTLib/) A C# library for reading Blizzard's CASC storage +- [OWLib](https://github.com/overtools/OWLib) Series of programs (tools) to interact with the Overwatch files. +- [CUE4Parse](https://github.com/FabianFG/CUE4Parse) C# Parser for Unreal Engine packages & assets +- [yordle](https://github.com/yretenai/yordle) League of Legends Research Project +- [CASCExplorer](https://github.com/WoW-Tools/CASCExplorer) CASCExplorer +- [nefsedit](https://github.com/victorbush/ego.nefsedit) NeFS archive editor for Ego Engine +- [SoulsFormats](https://github.com/JKAnderson/SoulsFormats) A .NET library for reading and writing FromSoftware file formats. +- [Switch-Toolbox](https://github.com/KillzXGaming/Switch-Toolbox) A tool to edit many video game file formats +- [libsbml](https://github.com/sbmlteam/libsbml) +- [WoWDBDefs](https://github.com/wowdev/WoWDBDefs) +- [flaclibsharp](https://github.com/AaronLenoir/flaclibsharp) +- [CathodeLib](https://github.com/OpenCAGE/CathodeLib) Functionality to parse and write various formats from the Cathode engine, used for modding Alien: Isolation. +- [WinAVFS](https://github.com/DeepAQ/WinAVFS) + +#### Common-Compression +- https://github.com/mjebrahimi/EasyCompressor +- https://github.com/ikpil/DotCompressorBenchmark +- https://github.com/ikpil/DotFastLZ +- https://github.com/avaneev/lzav +- https://github.com/jaime-olivares/zipstorer +- https://github.com/brantburnett/Snappier +- https://github.com/Cysharp/NativeCompressions +- [ThumbHash](https://github.com/jzebedee/ThumbHash) .NET implementation of ThumbHash: a very compact representation of a placeholder for an image. Store it inline with your data and show it while the real image is loading for a smoother loading experience. +- [signed-octahedron-normal-encoding](https://johnwhite3d.blogspot.com/2017/10/signed-octahedron-normal-encoding.html) +#### Disassembly +* [ILSpy](https://github.com/icsharpcode/ILSpy) .NET Decompiler with support for PDB generation, ReadyToRun, Metadata (&more) - cross-platform! +* [dnSpy](https://github.com/dnSpy/dnSpy) .NET debugger and assembly editor +* [UnityExplorer](https://github.com/sinai-dev/UnityExplorer) An in-game UI for exploring, debugging and modifying IL2CPP and Mono Unity games. +* [Il2CppDumper](https://github.com/Perfare/Il2CppDumper) Unity il2cpp reverse engineer +* [Il2CppDumper-GI](https://github.com/nitrog0d/Il2CppDumper-GI) +* https://github.com/badApple001/Il2cppEncrtypt +* [Il2CppInspector](https://github.com/djkaty/Il2CppInspector) Powerful automated tool for reverse engineering Unity IL2CPP binaries www.djkaty.com +* [Cpp2IL](https://github.com/SamboyCoding/Cpp2IL) Work-in-progress tool to reverse unity's IL2CPP toolchain. +* [UnityFusionCLR](https://github.com/Phantomxm2021/UnityFusionCLR) +* [il2cpp-cpp-class-generator](https://github.com/madiskoivopuu/il2cpp-cpp-class-generator) A program that generates C++ classes that wrap around the IL2CPP functions to access C# classes. +* [coreclr](https://github.com/dotnetGame/coreclr) CoreCLR for Unity +* [natsu-clr](https://github.com/dotnetGame/natsu-clr) il2cpp transpiler and runtime compatible with .Net Core +* [IL2CPPUtility](https://github.com/Akeit0/IL2CPPUtility) About +UnityEngineIL2CPPUtilityClass only for 2022.2~2022.3 +* [UnitySmartSymbolicate](https://github.com/brunomikoski/UnitySmartSymbolicate) +## Patch +- [sfpatcher](https://github.com/sisong/sfpatcher) +- [Unity手游开发札记——基于累积差异的Patch系统实现](https://zhuanlan.zhihu.com/p/38863442) +- https://github.com/redwood/redwood +- https://github.com/KSP-CKAN/CKAN +- https://github.com/iwiniwin/unity-remote-file-explorer +- https://github.com/OctopusDeploy/Octodiff +- https://github.com/canton7/SyncTrayzor +- https://github.com/LavaGang/MelonLoader The World's First Universal Mod Loader for Unity Games that is Compatible with both Il2Cpp and Mono +- https://github.com/Reloaded-Project/Reloaded-II Next Generation Universal .NET Core Powered Mod Loader compatible with anything X86, X64. +- [FastRsyncNet](https://github.com/GrzegorzBlok/FastRsyncNet) +- [bsdiff.net](https://github.com/LogosBible/bsdiff.net) A .NET port of Colin Percival's bsdiff & bspatch +- [vcdiff](https://github.com/SnowflakePowered/vcdiff) +- [SharpHDiffPatch](https://github.com/CollapseLauncher/SharpHDiffPatch.Core) + ## File Systems +- https://github.com/jgric2/Fast-Persistent-Dictionary/ +- https://github.com/Ninjadini/Neuro +- https://github.com/hadashiA/Unio Unio (short for unity native I/O) is a small utility set of I/O using native memory areas. +- https://github.com/mattiasgustavsson/libs +- https://github.com/okhosting/awesome-storage? +- https://icculus.org/physfs/ +- https://github.com/Tape-Worm/Gorgon/tree/master/Gorgon/Gorgon.FileSystem +- https://github.com/xoofx/zio vfs +- https://github.com/buck-co/save-async +- https://github.com/bobvanderlinden/sharpfilesystem +- https://github.com/psmacchia/NDepend.Path path helper +- https://github.com/JosefPihrt/Orang file opreation +- https://github.com/System-IO-Abstractions/System.IO.Abstractions +- https://github.com/Singulink/Singulink.IO.FileSystem +- https://github.com/tagcode/Lexical.FileSystem +- https://github.com/dre0dru/LocalStorage +- https://github.com/BayatGames/SaveGameFree/ +- https://github.com/ByronMayne/UnityIO +- https://github.com/lucasmeijer/NiceIO +- GIO:一个现代和易用的 VFS API。[GNU LGPL2.1]。[官网](https://developer.gnome.org/gio/) +- https://www.betrfs.org/ +- https://github.com/MathewHDYT/Unity-Data-Manager +- https://github.com/coryleach/UnitySaveLoad +- https://github.com/CarterGames/SaveManager +- https://github.com/FronkonGames/GameWork-Local-Data +- https://github.com/Lurler/VirtualFileSystem +- https://github.com/SpryFox/DarkConfig +- [SaveLoadSystem](https://github.com/Zoroiscrying/com.zoroiscrying.core-game-systems/tree/main/Runtime/SaveLoadSystem) +- [VirtualFileSystem](https://github.com/Atypical-Consulting/VirtualFileSystem) +- https://github.com/IntoTheDev/Save-System-for-Unity +- https://github.com/FoundatioFx/Foundatio/blob/master/src/Foundatio/Storage/FolderFileStorage.cs +- https://github.com/CodeSmile-0000011110110111/de.codesmile.assetdatabase +- [save-for-unity-complete](https://assetstore.unity.com/packages/tools/utilities/save-for-unity-complete-244507) +- https://github.com/ChronosGames/DataTables +- https://github.com/hadashiA/VKV +## IO +- [肝了很久!一文了解操作系统 I/O ](https://mp.weixin.qq.com/s/lFfIFzyEsRdBXdXi7StLVg) +- [IO 模型知多少](https://www.cnblogs.com/sheng-jie/p/how-much-you-know-about-io-models.html) +- [IO复用模型同步,异步,阻塞,非阻塞及实例详解](https://www.jianshu.com/p/511b9cffbdac) +- [服务器端网络编程之 IO 模型](https://www.cnblogs.com/zhuwbox/p/10163973.html) +- [The von Neumann Computer Model ](http://www.c-jump.com/CIS77/CPU/VonNeumann/lecture.html) +- [I/O模型(同步、非同步、阻塞、非阻塞)总结](https://www.cnblogs.com/z-sm/p/6680141.html) +- [聊聊BIO,NIO和AIO](https://www.jianshu.com/p/ef418ccf2f7d) +- [深度解析nio、epoll多路复用等网络编程模型](https://www.bilibili.com/video/BV1bK41177Mo/) +- [20种不同并发模型示例,带你深入理解并发模型](https://cloud.tencent.com/developer/article/2420478) +- [清华大牛权威讲解nio,epoll,多路复用](https://www.bilibili.com/video/BV11K4y1C7rm?p=2) +- [网络 IO 演变过程](https://zhuanlan.zhihu.com/p/353692786) +- [每个程序员都应该了解的硬件知识](https://cloud.tencent.com/developer/article/2404457) +- [Linux I/O 原理和 Zero-copy 技术全面揭秘](https://zhuanlan.zhihu.com/p/308054212) +- [Linux 内核详解以及内核缓冲区技术](https://blog.csdn.net/qq_44919483/article/details/89509559) +- https://github.com/microsoft/CopyOnWrite +## Linux +- [linux_kernel_wiki](https://github.com/0voice/linux_kernel_wiki) linux内核学习资料:200+经典内核文章,100+内核论文,50+内核项目,500+内核面试题,80+内核视频 +## Version-Control +- https://github.com/FlaShG/GitMerge-for-Unity +- https://github.com/skanmera/ExcelMerge +- https://github.com/821869798/excel_merge +- [ExcelDiff_MergeTool](https://github.com/kokichi88/ExcelDiff_MergeTool) +- https://ugit.qq.com/en/ +- https://github.com/NibbleByte/UnityWiseGit +- https://github.com/kekyo/GitReader +- https://github.com/unixorn/git-extra-commands +- https://github.com/meaf75/GitNity +- https://github.com/alirezanet/Husky.Net +- https://github.com/skywind3000/awesome-cheatsheets/blob/master/tools/git.txt +- https://semver.org/lang/zh-CN/ -- 版本号规范 +- https://github.com/Artees/Unity-SemVer +- https://github.com/adamreeve/semver.net +- https://github.com/pcottle/learnGitBranching -- 学习git 提交的网站 +- https://github.com/libgit2/libgit2sharp -- git的 c# 实现 +* [Linus讲解git](https://www.youtube.com/watch?v=4XpnKHJAok8) - Google大会演讲,Linus介绍他创造git的原因,对比了git和svn。 +* [Git教程 - 廖雪峰的官方网站](http://www.liaoxuefeng.com/wiki/0013739516305929606dd18361248578c67b8067c8c017b000) - 史上最浅显易懂的Git教程! +* [git - 简明指南](http://rogerdudler.github.io/git-guide/index.zh.html) - 助你入门 git 的简明指南,木有高深内容 ;) +* [常用 Git 命令清单](http://www.ruanyifeng.com/blog/2015/12/git-cheat-sheet.html) - 来自阮一峰的网络日志,列出了 Git 最常用的命令。 +* [Pro Git(中文版)](https://git.oschina.net/progit/) - 书 +* [Git权威指南](http://www.worldhello.net/gotgit/) - 书 +* [git-flow 备忘清单](http://danielkummer.github.io/git-flow-cheatsheet/index.zh_CN.html) - git-flow 是一个 git 扩展集,按 Vincent Driessen 的分支模型提供高层次的库操作。 +* [git 最佳实践](https://cloud.tencent.com/developer/article/2429603) +* [Git Magic](http://www-cs-students.stanford.edu/~blynn/gitmagic/intl/zh_cn/) -stanford出品 +* [Atlassian Git Tutorials](https://www.atlassian.com/git/tutorials/setting-up-a-repository/) - atlassian出品 +* [Try Git ( Interactive)](https://try.github.io/levels/1/challenges/1) -互动性的教你使用git +* [Git (简体中文)](https://wiki.archlinux.org/index.php/Git_(%E7%AE%80%E4%BD%93%E4%B8%AD%E6%96%87)) -archlinux出品 +* [Git Community Book 中文版](http://gitbook.liuhui998.com/index.html) -这本书汇聚了Git社区的很多精华, 其目的就是帮助你尽快的掌握Git. +* [git-recipes](https://github.com/geeeeeeeeek/git-recipes) -高质量的Git中文教程,来自国外社区的优秀文章和个人实践 +* [git-it](http://jlord.us/git-it/) - GitHub一位女员工写的Git教程,繁体中文版在这里可以找到: http://jlord.us/git-it/index-zhtw.html +* [Git Town](http://www.git-town.com/) - GitTown 定义了很多高级的 git 命令,例如 git ship / git sync 等以方便 git 的使用 +* [git-tips](https://github.com/git-tips/tips) - 最常用的Git的提示和技巧。 +* [「Githug」Git 游戏通关流程](http://www.jianshu.com/p/482b32716bbe) - 这个命令行工具通过游戏的方式来练习你的 Git 技能 +* [progit2-zh](https://github.com/progit/progit2-zh) - Pro Git,第二版,简体中文 +* [git-style-guide](https://github.com/agis-/git-style-guide)- git风格指南 +* [Git 进阶技巧](https://github.com/xhacker/GitProTips/blob/master/zh_CN.md) - 适合了解 Git 的基本使用,知道 commit、push、pull,希望掌握 Git 更多功能的人阅读。 +* [learn-git-basics](https://github.com/NataliaLKB/learn-git-basics) - git 指南 +* [30 天精通 Git 版本控管](https://github.com/doggy8088/Learn-Git-in-30-days/blob/master/zh-tw/README.md) +* [图解Git](http://marklodato.github.io/visual-git-guide/index-zh-cn.html) - 图解git中的最常用命令。如果你稍微理解git的工作原理,这篇文章能够让你理解的更透彻。 +* [工作中常用的Git命令行](https://github.com/DefaultYuan/Git-Pro) - 自己在工作中常用的Git命令行的小总结! +* [unity-gitattributes](https://gist.github.com/JoaoBorks/9cc68762f5d2f5573c00b3aacbb3a57f) +* [unity-git-locks](https://github.com/TomDuchene/unity-git-locks) Provides an extensive Unity integration for Git LFS locks, which are are essentials when working in teams to prevent conflicts, especially on binary files. +* [Gitostory](https://github.com/emirkivrak/Gitostory) +* [UnityEditorGitTool](https://github.com/kamgam/UnityEditorGitTool) A tool which automatically saves the git hash into a text asset + +#### article +- [Git分支管理实践](https://zhuanlan.zhihu.com/p/72946397) +- [规范化git commit信息](https://blog.dteam.top/posts/2019-04/%E8%A7%84%E8%8C%83%E5%8C%96git-commit%E4%BF%A1%E6%81%AF.html) + +## ScriptWebTool&&TUI +- [PyWebIO]( https://github.com/pywebio/PyWebIO) +- [FastUI](https://github.com/pydantic/FastUI) +- [mesop](https://google.github.io/mesop) +- https://github.com/feiyun0112/Gradio.Net +- https://github.com/rothgar/awesome-tuis +- https://getfresh.dev/ +- https://nicegui.io/ +- https://ratatui.rs/ +## Game-Server-framework +- https://github.com/Quaint-Studios/ +- https://github.com/moke-game/platform +- https://github.com/phuhao00/greatestworks +- https://github.com/Far-Beyond-Dev/Horizon +- https://github.com/hstcscolor/awesome-gameserver-cn +- https://github.com/lipeilin2006/OLFramework +- https://github.com/novusengine/NovusCore +- https://github.com/jzyong/ugk-server +- https://github.com/dobyte/due +- https://github.com/aceld/zinx/ +- https://github.com/CypherCore/CypherCore +- https://github.com/mangoszero/server +- https://github.com/mirbeta/OpenMir2 +- https://github.com/networkprotocol/yojimbo +- https://github.com/MFatihMAR/Game-Networking-Resources#readme 游戏服务器汇总网站-爸爸级别 +- https://github.com/dotnwat/awesome-seastar +- https://github.com/TrinityCore/TrinityCore +- https://github.com/azerothcore/azerothcore-wotlk +- https://github.com/rathena/rathena +- https://github.com/ylmbtm/GameProject3 +- https://github.com/Cysharp/MagicOnion +- https://github.com/egametang/ET +- https://improbable.io/spatialos +- https://aws.amazon.com/cn/gamelift/ +- https://github.com/9miao/G-Firefly +- https://github.com/cloudwu/skynet +- https://github.com/hanxi/skynet-admin +- https://github.com/Manistein/SparkServer +- https://github.com/surparallel +- https://github.com/xiaonanln/goworld +- https://github.com/kbengine/kbengine +- https://github.com/imgamer/kbengine +- https://github.com/topfreegames/pitaya +- https://github.com/liangdas/mqant +- https://github.com/name5566/leaf +- https://github.com/heroiclabs/nakama +- https://www.comblockengine.com +- https://github.com/cocowolf/kestrel +- https://github.com/ketoo/NoahGameFrame +- https://github.com/Golangltd/LollipopGo +- https://github.com/servicetitan/Stl.Fusion +- https://github.com/naia-rs/naia +- https://github.com/coolspeed/century +- https://www.networknext.com/ +- https://github.com/DukeChiang/DCET +- https://github.com/node-pinus/pinus +- https://agones.dev/site/ +- https://github.com/googleforgames/agones +- https://heroiclabs.com/ +- https://github.com/grofit/persistity +- https://github.com/kingston-csj/jforgame +- https://github.com/LeagueSandbox/GameServer +- https://github.com/frog-game/frog-game-framework +- https://github.com/nykwil/UnityGGPO +- https://github.com/Maufeat/MobileMOBA-Server +- https://github.com/Uyouii/TPS-SLG-GAME +- https://github.com/jwpttcg66 +- https://github.com/liuhaopen/SkynetMMO +- https://github.com/zfoo-project +- https://github.com/no5ix/realtime-server +- https://github.com/duanhf2012/origin +- https://github.com/leeveel/GeekServer +- https://github.com/v2v3v4/BigWorld-Engine-2.0.1 +- https://github.com/yekoufeng/seamless-world +- https://github.com/yxinyi/YCServer +- https://github.com/googleforgames/quilkin +- https://jzyong.github.io/game-server/ +- https://github.com/bobohume/gonet +- https://github.com/jzyong/game-server +- https://github.com/jzyong/GameAI4j +- https://github.com/ZerlenZhang/distributed-architecture-of-moba-game-server +- https://github.com/surparallel/luacluster +- [OpenCoreMMO](https://github.com/caioavidal/OpenCoreMMO) Open-source MMORPG server emulator written in C# +- [MST](https://github.com/aevien/MST) This is a framework that allows you to create game servers and services for your game inside Unity. It allows you to avoid using third-party services such as Playful, PAN, or Smartfox server. This framework does not claim to be a substitute for all these systems. No way! +- [zfoo](https://github.com/zfoo-project/zfoo) Extreme fast enterprise Java server framework, can be RPC, game server framework, web server framework. +- [unityai](https://github.com/lazytiger/unityai) golang port of Unity NavMesh module. +- https://github.com/zhangqi-ulua/ServerFramework +- https://github.com/mmogdeveloper/MO.Framework +- https://github.com/Searchstars/Leekcutter +- [iogame](https://toscode.gitee.com/iohao/iogame) 国内首个基于蚂蚁金服 SOFABolt 的 java 网络游戏服务器框架;无锁异步化、事件驱动的架构设计; 通过 ioGame 你可以很容易的搭建出一个集群无中心节点、分步式、高性能的网络java游戏服务器! Netty + spring + protobuf + websocket + tcp + udp;全球同服;业务线程基于disruptor LMAX架构;FXGL、心跳、帧同步、状态同步 +- [iron](https://gitee.com/pink0453/iron) iron 基于vertx高性能游戏服务器框架 +- [NFShmServer](https://gitee.com/xiaoyi445_admin/NFShmServer) NFShmServer 是一个使用C++开发的轻量级,敏捷型,弹性的,分布式的共享内存的插件开发框架, 让你更快更简单的开发服务端应用. 部分思路来自UE4和Ogre.(当前主要用在游戏领域) 我写的开源架构,前几年开源过,后来自己做项目,又没开源了,现在没搞项目了,加上修改了2年了,打算重新开源 +- [hive](https://github.com/hero1s/hive) A cross-platform,lightweight,scalable game server framework written in C++, and support Lua Script +- [wind](https://github.com/ferris1/wind) Wind是一款面向云的高性能、高效率以及高扩展性的分布式游戏服务器引擎框架 +- [seastar](https://github.com/scylladb/seastar) High performance server-side application framework +- [SLikeNet](https://github.com/SLikeSoft/SLikeNet) SLikeNet is an Open Source/Free Software cross-platform network engine written in C++ and specifially designed for games +- [Summer](https://github.com/SwingFrog/Summer) +- https://github.com/vu-luong/ezy-smashers +- [hotel](https://github.com/minism/hotel) A simple master/lobby server for multiplayer games. +- [PlanetaMatchMaker](https://github.com/CdecPGL/PlanetaMatchMaker) A very simple and light match making system for P2P online game. Server binary for linux and windows, and client library for C# including Unity are provided. +- [everwar](https://github.com/geektcp/everwar) Everwar是一个开源魔兽世界服务端 +- [BigWorld-Engine](https://github.com/v2v3v4/BigWorld-Engine-14.4.1) +- [ForgedCore](https://github.com/ForgedWoW/ForgedCore) Forged Core is an open source server project for World of Warcraft written in C#. Based off CypherCore. +- [Rhisis](https://github.com/Eastrall/Rhisis) Rhisis is an experimental FlyFF MMORPG emulator built with C# 12 and .NET 8 +- https://tsrpc.cn/ +- https://github.com/thkhxm/tgf + +#### Server-Monitoring +- https://github.com/louislam/uptime-kuma A fancy self-hosted monitoring tool +#### Article +- [multiplayer-networking-ebook](https://unity.com/cn/blog/multiplayer-networking-ebook) +- [determinism-league-legends-implementation](https://technology.riotgames.com/news/determinism-league-legends-implementation) +- [danieljimenezmorales blog](https://danieljimenezmorales.github.io/) +- [浅谈街霸的帧数据 ](https://indienova.com/indie-game-development/street-fighter-frame-data-1/) +- [6-community-videos-to-get-you-started-with-multiplayer](https://blog.unity.com/games/6-community-videos-to-get-you-started-with-multiplayer) +- [Sakura Engine 中的状态同步](https://zhuanlan.zhihu.com/p/623969345) +- [网络游戏的进阶架构](https://zhuanlan.zhihu.com/p/565731139) +- [漫话帧同步](https://zhuanlan.zhihu.com/p/381339755) +- [载具的物理同步](https://zhuanlan.zhihu.com/p/623356428) +- [手游载具物理同步的实现方案](https://indienova.com/indie-game-development/game-vehicle-network-sync/) +- [游戏网络同步绿皮书](https://zhuanlan.zhihu.com/p/565875153) +- [从零开始的Unity网络同步 6.客户端本地预测(预表现)](https://zhuanlan.zhihu.com/p/49483875) +- [如何理解游戏引擎中的逻辑帧?](https://www.zhihu.com/question/568766453/answer/2774815968) +- [网络游戏是如何同步的?](https://www.zhihu.com/question/30553462/answer/2780039356) +- [技能系统的同步机制](https://zhuanlan.zhihu.com/p/26188869) +- [手游中的载具物理同步的实现方案](https://zhuanlan.zhihu.com/p/387842360) +- [游戏中的网络延迟](https://zhuanlan.zhihu.com/p/28617637) +- [图形引擎实战:战斗同步分享](https://zhuanlan.zhihu.com/p/598582277) +- [网络游戏移动同步那点事](https://zhuanlan.zhihu.com/p/581744996) +- [如何使用unity做帧同步模式的网络游戏?](https://www.zhihu.com/question/64395491/answer/2841269890) +- [帧同步和状态同步是如何处理断线重连的?](https://www.zhihu.com/question/538642699/answer/2828664931) +- [我的收藏](https://www.zhihu.com/collection/823582261) +- https://github.com/yiv/blog +- https://space.bilibili.com/3981300 +- https://github.com/briatte/awesome-network-analysis +- https://www.codersblock.org/blog/client-side-prediction-in-unity-2018 +- https://docs.google.com/spreadsheets/d/1Bj5uLdnxZYlJykBg3Qd9BNOtvE8sp1ZQ4EgX1sI0RFA/edit#gid=127892449 +- [52im](http://www.52im.net/thread-561-1-1.html) 高手在这里 +- [gafferongames](https://gafferongames.com/ ) +- [服务端高并发分布式架构 14 次演进之路](https://mp.weixin.qq.com/s?__biz=MzUzMTA2NTU2Ng==&mid=2247489277&idx=1&sn=ce3b70c631fa0e8c39f63fc302e7e9ff&chksm=fa49694ccd3ee05ae5ae665886a671e73ee5af98ae0f6144aa9e41a72f77dbd84cd43136b171&scene=126&sessionid=1585802695&key=e105728d74a847446e19a0c602b7735f31ddd53f9869dd2dae4c2e1c6dc722f4c4e0c1d67fc6dcdb7e5dafa961b0c4d30694217edab11f0e7205b6ececf3861f9d2f449840e34c94818a68c4318ff645&ascene=1&uin=MTUzMzg4NDYwNA%3D%3D&devicetype=Windows+10&version=62080079&lang=zh_CN&exportkey=Adi7rMQABUZyWowjJQoiHXg%3D&pass_ticket=wxWXZ7se5AXmrvlB%2BDSVsbzubdPTVegGwyaK32OUIFmgepVOkwPJLE4dpzv2ejLW) +- [Networking Scripted Weapons and Abilities in Overwatch](https://www.bilibili.com/video/av74390948) [中文版](https://www.lfzxb.top/ow-gdc-weapon-and-skillsystem/) +- [无缝大地图世界构建!!!](https://blog.csdn.net/qq_36912885/article/details/119980201) +- [基于状态帧同步的战斗系统教程——帧同步,状态同步,状态帧同步科普](https://www.bilibili.com/video/BV1RR4y1V7T2) +- [细谈网络同步在游戏历史中的发展变化 (上)](https://zhuanlan.zhihu.com/p/130702310) +- [细谈网络同步在游戏历史中的发展变化 (中)](https://zhuanlan.zhihu.com/p/164686867) +- [smooth-sync-unity-plugin](https://assetstore.unity.com/packages/tools/network/smooth-sync-96925) unity-plugin +- [dedicated-server-physics-synchronization](https://assetstore.unity.com/packages/tools/physics/dedicated-server-physics-synchronization-160594?locale=zh-CN) unity-plugin +- [帧同步联机战斗(预测,快照,回滚)](https://zhuanlan.zhihu.com/p/38468615) +- [213的博客](https://blog.csdn.net/weixin_45610260/category_9805206.html) +- [游戏服务端的高并发和高可用](https://zhuanlan.zhihu.com/p/342953318) +- [某百万DAU游戏的服务端优化工作](https://zhuanlan.zhihu.com/p/341855913) +- [网络游戏开发中的通讯杂谈](https://zhuanlan.zhihu.com/p/347389861) +- [端游、手游服务端常用的架构是什么样的?](https://www.zhihu.com/question/29779732/answer/45791817) +- [网络游戏同步技术概述](https://zhuanlan.zhihu.com/p/56923109) +- [Unity帧同步解决方案](https://zhuanlan.zhihu.com/p/66582899) +- [网游帧同步的分析与设计](https://zhuanlan.zhihu.com/p/105390563) +- [帧同步:浮点精度测试](https://zhuanlan.zhihu.com/p/30422277) +- [帧同步和状态同步该怎么选](https://zhuanlan.zhihu.com/p/104932624) +- [A guide to understanding netcode](https://www.gamereplays.org/overwatch/portals.php?show=page&name=overwatch-a-guide-to-understanding-netcode) +- [再谈网游同步技术](http://www.skywind.me/blog/archives/1343#more-1343) +- [帧同步的相关问题](http://www.igiven.com/dotnet/lock-step/) +- [关于帧同步和网游游戏开发的一些心得](https://www.kisence.com/2017/11/12/guan-yu-zheng-tong-bu-de-xie-xin-de/) +- [帧同步优化难点及解决方案](https://www.cnblogs.com/yptianma/p/11781083.html) +- [ACT类游戏 帧同步及预表现技术分享](http://awucn.cn/?p=597) +- [How do multiplayer games sync their state](https://medium.com/@qingweilim/how-do-multiplayer-games-sync-their-state-part-1-ab72d6a54043) +- [Don’t use Lockstep in RTS games](https://medium.com/@treeform/dont-use-lockstep-in-rts-games-b40f3dd6fddb) +- [Lockstep protocol](http://ds.cs.ut.ee/courses/course-files/Report%20-2.pdf) +- [lockstep 网络游戏同步方案](https://blog.codingnow.com/2018/08/lockstep.html) +- [SGMemory](https://github.com/Victorique-GOSICK/SGMemory) 这是一个用来实现内存快照同步的技术方案 +- [帧同步整理](https://www.zhihu.com/search?type=content&q=%E5%B8%A7%E5%90%8C%E6%AD%A5%E6%95%B4%E7%90%86) +- [Jeris大佬b站空间](https://space.bilibili.com/306838835/video) +- [《Exploring in UE4》关于网络同步的理解与思考[概念理解]](https://zhuanlan.zhihu.com/p/34721113) +- [《Exploring in UE4》网络同步原理深入(上)[原理分析]](https://zhuanlan.zhihu.com/p/34723199) +- https://www.youtube.com/watch?v=KHWquMYtji0 +- https://www.youtube.com/watch?v=1xiwJukvb60 +- [守望先锋等FPS游戏的网络同步](https://zhuanlan.zhihu.com/p/28825322) +- [《守望先锋》回放技术:阵亡镜头、全场最佳和亮眼表现](https://mp.weixin.qq.com/s/cOGn8-rHWLIxdDz-R3pXDg) +- [暴雪Tim Ford:《守望先锋》架构设计与网络同步](https://m.sohu.com/a/148848770_466876/?pvid=000115_3w_a) +- [Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization](https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization) +- [A latency compensation technique based on game characteristics to mitigate the influence of delay on cloud gaming quality of experience](https://dl.acm.org/doi/abs/10.1145/3339825.3391855) +- [Timelines: simplifying the programming of lag compensation for the next generation of networked games](https://link.springer.com/article/10.1007/s00530-012-0271-3) +- [Lag Compensation for First-Person ShooterGames in Cloud Gaming](https://core.ac.uk/download/pdf/159768685.pdf) +- https://github.com/Glitshy/Lag-Compensation +- [The effect of latency on user performance in Real-Time Strategy games](https://www.researchgate.net/publication/222028118_The_effect_of_latency_on_user_performance_in_Real-Time_Strategy_games) +- [Lag Compensation for First-Person Shooter Games in Cloud Gaming](https://www.researchgate.net/publication/325353977_Lag_Compensation_for_First-Person_Shooter_Games_in_Cloud_Gaming) +- [Fast-Paced Multiplayer (Part IV): Lag Compensation](https://www.gabrielgambetta.com/lag-compensation.html) +- [ag-compensation-in-a-real-time-game](https://gamedev.stackexchange.com/questions/162965/lag-compensation-in-a-real-time-game) +- [Lag Compensation](https://doc.photonengine.com/zh-cn/pun/current/gameplay/lagcompensation) +- [Enhancing the experience of multiplayer shooter games via advanced lag compensation](https://dl.acm.org/doi/10.1145/3204949.3204971) +- [How to reduce Lag - A Tutorial on Lag Compensation Techniques for Online Games](https://www.youtube.com/watch?v=2kIgbvl7FRs) +- [Lag Compensation using Bolt Physics](https://doc.photonengine.com/zh-tw/bolt/current/community-wiki/bolt-essentials/lag-compensation) +- [Fighting Latency on Call of Duty: Black Ops III](https://www.youtube.com/watch?v=EtLHLfNpu84) +- [以CSGO为例 分析不同网络延时下FPS游戏同步的实现](https://m.sohu.com/a/120126885_483399/?pvid=000115_3w_a) +- [PEEKING INTO VALORANT'S NETCODE](https://technology.riotgames.com/news/peeking-valorants-netcode) +- [I Shot You First: Networking the Gameplay of Halo: Reach](https://www.youtube.com/watch?v=h47zZrqjgLc) +- [8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2](https://www.youtube.com/watch?v=7jb0FOcImdg) +- [Destiny 2's Uniquely Complicated Netcode Analysis](https://www.youtube.com/watch?v=ks5lgcCFvvE&list=PLSWK4JALZGZNVcTcoXcTjWn8DrUP7TOeR&index=10) +- [Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective](https://www.youtube.com/watch?v=65_lBJbAxnk&list=PLSWK4JALZGZNVcTcoXcTjWn8DrUP7TOeR&index=8) +- [World of Warcraft's Network Serialization and Routing](https://www.youtube.com/watch?v=hCsEHYwjqVE&list=PLSWK4JALZGZNVcTcoXcTjWn8DrUP7TOeR&index=7) +- [与“延迟”抗争,射击游戏如何做到更好的体验](https://mp.weixin.qq.com/s/vhgnhEc-W0czI7-I6LvHFw) +- [How to keep server-client clocks in-sync for precision networked games like Quake 3](https://gamedev.stackexchange.com/questions/93477/how-to-keep-server-client-clocks-in-sync-for-precision-networked-games-like-quak) +- [Source_Multiplayer_Networking](https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking) +- [Dead Reckoning: Latency Hiding for Networked Games](https://www.gamedeveloper.com/programming/dead-reckoning-latency-hiding-for-networked-games) +#### Lockstep +- https://github.com/QinZhuo/IDG_Game_One +- https://github.com/ELK-milu/LockStepECS +- https://github.com/GaoKaiHaHa/UnityLockStepDemo +- https://github.com/Yinmany/NetCode-FPS +- https://qinzhuo.coding.net/public/ +- https://github.com/mmc1993/X-Game-Public +- https://github.com/ET-Packages/cn.etetet.lockstep +- http://netcoding4d.com/ +- https://cloud.tencent.com/product/mgobe +- https://github.com/JiepengTan/LockstepECS +- https://github.com/JiepengTan/LockstepEngine +- https://github.com/Golangltd/LollipopUnity +- https://github.com/SnpM/LockstepFramework +- https://github.com/proepkes/UnityLockstep +- https://github.com/CraneInForest/LockStepSimpleFramework-Client +- https://github.com/dudu502/LittleBee +- https://github.com/aaa719717747/TrueSyncExample +- https://github.com/CraneInForest/LockStepSimpleFramework-Shared +* [UnityLockstep](https://github.com/proepkes/UnityLockstep) - Deterministic Lockstep with serverside framerate for Unity +* https://github.com/JiepengTan/LockstepCollision +* https://github.com/HeatXD/PleaseResync +* [open-netcode](https://github.com/polartron/open-netcode) +* https://github.com/kisence-mian/UnityLockStepDemo +#### status-syn +- https://lucasteles.github.io/Backdash/ +- https://github.com/nilpunch/unity-prediction-rollback +- https://github.com/BestoGames/BestoNet? +- https://github.com/lucasteles/Backdash +- https://github.com/skeyll/SynicSugar?tab=readme-ov-file +- https://github.com/TCleard/PredictionReconciliationNetwork +- https://github.com/nilpunch/massive +- https://github.com/dotnet/WatsonTcp +- https://github.com/zpl-c/librg +- https://github.com/minism/fps-netcode +- https://github.com/Yinmany/NetCode-FPS +- https://github.com/Occuros/unity_netcode_predictive_spawning +- https://github.com/CodingCodingK/UnityMobaDemo +- https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop +- https://github.com/RevenantX/LiteEntitySystem +- https://github.com/oculus-samples/Unity-UltimateGloveBall +- https://github.com/526077247/ETPro +- https://github.com/Mun1z/KingNetwork +- https://github.com/moetsi/Unity-DOTS-Multiplayer-XR-Sample +- https://github.com/luoyikun/UnityMobaDemo +- https://github.com/LambdaTheDev/NetworkAudioSync +- https://github.com/dz0039/NetworkPhysics +- https://github.com/GiovanniZambiasi/Client-Side-Prediction +- https://github.com/DoctorWh012/Client-Side-Prediction +- https://github.com/TheVypur/UnityMovementPrediction +- https://github.com/bluejayboy/Unity-Network-Prediction +* [unity-fastpacedmultiplayer](https://github.com/JoaoBorks/unity-fastpacedmultiplayer) - Features a Networking Framework to be used on top of Unity Networking, in order to implement an Authoritative Server with Lag Compensation, Client-Side Prediction/Server Reconciliation and Entity Interpolation +* https://github.com/atrakeur/unity-unet-authoritative-networking +* https://github.com/FlameskyDexive/Legends-Of-Heroes +* https://github.com/wqaetly/NKGMobaBasedOnET +* https://github.com/VergilUa/EntitiesExt +* https://github.com/kidagine/Darklings-FightingGame +* https://github.com/genxium/DelayNoMoreUnity +* https://github.com/insthync/UnityMultiplayerARPG_MMO.NET +* https://github.com/suriyun-mmorpg/UnityMultiplayerARPG_MMOSource +* https://github.com/SolarianZ/Unity-Animation-Sync-Demo +* https://github.com/UnityTechnologies/GalacticKittens +* [unity-multiplayer-azure-solution](https://github.com/albertxavier100/unity-multiplayer-azure-solution) +* https://github.com/rivet-gg/rivet +* [EppNet](https://github.com/xMakerx/EppNet) A high-level multiplayer solution built on top of ENet +* [oodles-party-physics-based-online-battle-template-255802](https://assetstore.unity.com/packages/templates/packs/oodles-party-physics-based-online-battle-template-255802) +* https://github.com/RuanCardoso/OmniNet +* https://github.com/zacpeelyates/unityrollback +* [local-multiplayer](https://forum.unity.com/threads/released-local-multiplayer-for-ios-tvos-macos.474432/) +* https://github.com/Glitshy/Godot-Lag-Compensation +* https://github.com/ashoulson/RailgunNet +#### Library +- https://github.com/spectre1989/unity_physics_csp +- https://github.com/fbsamples/oculus-networked-physics-sample/ +#### Common-Server +- [sylar](https://github.com/sylar-yin/sylar) C++高性能分布式服务器框架 +#### Security +- https://github.com/imthenachoman/How-To-Secure-A-Linux-Server +## Serialization +- https://github.com/Levchenkov/NetCode +- https://github.com/rikimaru0345/Ceras +- https://github.com/Cysharp/MemoryPack [ppt](https://speakerdeck.com/neuecc/cedec-2023-modanhaipahuomansuc-number-2023-edition) +- https://github.com/dbolin/Apex.Serialization +- https://github.com/inkeliz/karmem +- https://github.com/space-wizards/netserializer +- https://github.com/apache/arrow +- https://github.com/koralium/Koralium +- https://en.wikipedia.org/wiki/Interface_description_language +- https://github.com/chronoxor/CppSerialization benckmark +- https://chronoxor.github.io/FastBinaryEncoding/ FastBinaryEncoding +- https://capnproto.org/ capnproto +- https://github.com/c80k/capnproto-dotnetcore +- https://github.com/serdedotnet/serde +- https://github.com/google/flatbuffers flatBuffer +- https://github.com/AlianBlank/com.google.flatbuffers +- https://github.com/julienkay/com.doji.flatbuffers +- https://github.com/jamescourtney/FlatSharp +- https://github.com/Unity-Technologies/FlatSharp +- https://developers.google.com/protocol-buffers pb +- https://github.com/skbkontur/GroBuf +- https://github.com/real-logic/simple-binary-encoding sbe-fastest +- https://github.com/neuecc/ZeroFormatter zero +- https://msgpack.org/ messagepack +- https://github.com/peteroupc/CBOR +- https://github.com/cloudwu/sproto sproto +- https://uscilab.github.io/cereal/ +- https://github.com/mzaks/FlexBuffersUnity +- https://github.com/UnderLogic/toml-serialization +- https://github.com/ReubenBond/Hagar +- https://github.com/1996v/Bssom.Net +- https://github.com/Dogwei/Swifter.MessagePack +- https://github.com/AArnott/Nerdbank.MessagePack +- https://github.com/MessagePack-CSharp/MessagePack-CSharp +- https://github.com/RainwayApp/bebop +- https://github.com/Sergio0694/BinaryPack +- https://github.com/akkadotnet/Hyperion +- https://github.com/leandromoh/RecordParser +- https://github.com/nietras/Sep +- https://github.com/RudolfKurka/StructPacker +- https://github.com/wqaetly/OdinSerializerForNetCore +- https://github.com/quabug/AnySerialize +- https://github.com/KrzysztofCwalina/POLE +- https://github.com/JasonXuDeveloper/Nino +- https://github.com/chronoxor/FastBinaryEncoding +- [zion-bandwidth-optimizer](https://assetstore.unity.com/packages/tools/network/zion-bandwidth-optimizer-112059) +- [StructBinarySerializer](https://github.com/gilzoide/unity-key-value-store/blob/main/Runtime/ObjectSerializers/StructBinarySerializer.cs) +- [BytePacketSupport](https://github.com/lukewire129/BytePacketSupport) +- https://github.com/pancake-llc/foundation/wiki/data +- https://github.com/xuhuanzy/pure-lua-protobuf +- https://github.com/hhblaze/Biser +- [com.unity.runtime-scene-serialization](https://docs.unity3d.com/Packages/com.unity.runtime-scene-serialization@0.2/manual/index.html) +#### Json +- https://github.com/neuecc/Utf8Json C# +- https://github.com/Dogwei/Swifter.Json C# +- https://github.com/zachsaw/Binaron.Serializer +- https://github.com/smopu/DragonJson c# +- https://jsonhero.io/ +- https://jsoncrack.com/editor +- https://altearius.github.io/tools/json/index.html +- https://github.com/nemesissoft/Nemesis.TextParsers +- https://jsoneditoronline.org/ +- https://github.com/gateboxlab/Variant +- https://github.com/json-everything/json-everything +- https://modern-mermaid.live/ +#### Yaml +- https://github.com/hadashiA/VYaml + +## Huge-World +- https://github.com/VIZ-Interactive/Depiction-Engine-Unity +- https://assetstore.unity.com/packages/tools/game-toolkits/chunx-chunks-culling-305400 +- https://assetstore.unity.com/packages/tools/terrain/bigworldstreamer-324077 +- [ScatterStream](https://github.com/ashleyseric/ScatterStream) A runtime object scattering/vegetation authoring, streaming and rendering tool for Unity optimised for instanced rendering a very large number of placed items. +- [mega-scatter-14954](https://assetstore.unity.com/packages/tools/modeling/mega-scatter-14954) unity-plugin +- [MightyTerrainMesh](https://github.com/jinsek/MightyTerrainMesh) A Unity Plugin for Converting Terrain 2 Mesh & Terrain 2 Data for Runtime Virtual Texture. +- [mountains-beyond-mountains](https://github.com/xshazwar/mountains-beyond-mountains) +- https://github.com/NextGenSoftwareUK/ +- https://assetstore.unity.com/packages/tools/terrain/easy-open-world-192659 +- https://github.com/SimBlocks +- https://github.com/tkonexhh/OpenWorld +- https://github.com/Ermiq/GodotMono-InfiniteTerrain +- https://github.com/tkonexhh/LearnGPUDrivenTerrain +- https://github.com/missyouangeled/GPUDriven_Project +- https://github.com/wujuju/UnityTerrain +- https://github.com/guchengyidao/OpenWorldTerrainToolset +- https://github.com/emrecancubukcu/Terrain-Decorator +- [terrain-tiler](https://assetstore.unity.com/packages/tools/terrain/terrain-tiler-329337) +- https://github.com/jintiao/VirtualTexture +- https://github.com/haolange/InfinityTexture +- https://github.com/jackie2009/VirturalTextureFast +- https://github.com/sienaiwun/Unity_TiledResource +- https://github.com/YichenWu11/RVT +- https://github.com/ACskyline/PVTUT +- https://github.com/lifangjie/HDRPVirtualTexture +- https://github.com/Unity-Technologies/Megacity-Sample +- [MegacityMultiplayer](https://github.com/Unity-Technologies/MegacityMultiplayer) +- https://github.com/Unity-Technologies/ECSGalaxySample/ +- [DOTSoftheDead](https://github.com/illogika-studio/DOTSoftheDead) +- https://github.com/decentraland/unity-renderer +- https://github.com/CesiumGS/cesium-unity +- https://github.com/SimBlocks/OneWorldSDKforUnity +- [SnowyOwl](https://github.com/SnowyLake/SnowyOwl) Unity Large World & Toon Shading Solution. +- [streamable-worlds-bundle-5982](https://assetstore.unity.com/packages/tools/game-toolkits/streamable-worlds-bundle-5982) The Streamable Worlds Bundle gives you access to Terra Slicer and S.A.M. - The Streamable Assets Manager. Please see description for how to download these assets after purchase! +- [continuous-floating-origin](https://assetstore.unity.com/packages/templates/packs/continuous-floating-origin-195971#description) + +## Massive-Crowds +- [large-scale-combat-system-rts-sieges-329415](https://assetstore.unity.com/packages/templates/systems/large-scale-combat-system-329415) +- [enemy-masses-massive-crowds](https://assetstore.unity.com/packages/tools/game-toolkits/enemy-masses-massive-crowds-1-click-enemy-ai-rts-formations-cont-351712) +#### PCG +- https://www.bilibili.com/read/cv22614836/ +- https://github.com/Nebukam/PCGExtendedToolkit +- https://github.com/BorisTheBrave/DeBroglie +- https://github.com/Lawlzee/UnityMapGenerator +- [Labyrinthian ](https://github.com/romandykyi/Labyrinthian) maze generation capabilities + + +## DataBase +- https://github.com/dolthub/dolt +- https://github.com/ClockworkLabs/SpacetimeDB +- https://github.com/strosz/com.northernrogue.cccp.spacetimedbserver +- https://github.com/mrousavy/StorageBenchmark + +#### c# +- https://github.com/sgf/dotnetDBRank +- https://aloneguid.github.io/parquet-dotnet +- https://github.com/AiursoftWeb/ArrayDb +- [ZoneTree](https://github.com/koculu/ZoneTree) ZoneTree is a persistent, high-performance, transactional, ACID-compliant ordered key-value database for NET. It can operate in memory or on local/cloud storage. +- [realm](https://github.com/realm/realm-dotnet) Realm is a mobile database: a replacement for SQLite & ORMs +- [LiteDB](https://github.com/mbdavid/LiteDB) LiteDB - A .NET NoSQL Document Store in a single data file +- [ravendb](https://github.com/ravendb/ravendb) ACID Document Database +- [MasterMemory](https://github.com/Cysharp/MasterMemory) Embedded Typed Readonly In-Memory Document Database for .NET Core and Unity. +- [RepoDB](https://github.com/mikependon/RepoDB) RepoDB is an open-source .NET ORM library that bridges the gaps of micro-ORMs and full-ORMs. It helps you simplify the switch-over of when to use the BASIC and ADVANCE operations during the development. +- [FASTER](https://github.com/microsoft/FASTER) Fast persistent recoverable log and key-value store + cache, in C# and C++, from Microsoft Research. +- [UltraLiteDB](https://github.com/rejemy/UltraLiteDB) Unity LiteDB +- [DBreeze](https://github.com/hhblaze/DBreeze/) LiteDB - A .NET NoSQL Document Store +- [Siaqodb](https://github.com/morecraf/Siaqodb) Siaqodb is a NoSQL embedded object and document database engine that currently runs on .NET, MonoMac, Universal Windows Platform (UWP), Xamarin.iOS, Xamarin.Android, Xamarin.Mac and Unity3D. +- [UnityMemoryMappedFile](https://github.com/sh-akira/UnityMemoryMappedFile) +- [SliccDB](https://github.com/pmikstacki/SliccDB) Light Embedded Graph Database for .net +- [VeloxDB](https://github.com/VeloxDB/VeloxDB) +- [BGDatabase](https://assetstore.unity.com/packages/tools/integration/bg-database-112262) unity-plugin +- [scriptable-sheets](https://assetstore.unity.com/packages/tools/utilities/scriptable-sheets-284559) unity-plugin +- [databrain-complete-bundle](https://assetstore.unity.com/packages/tools/game-toolkits/databrain-complete-bundle-278273) unity-plugin +- https://github.com/sugarzo/Unity_DataEditor +- https://github.com/CollisionBear/BearDataEditor +- https://github.com/Spreads/Spreads.LMDB +- https://github.com/stonstad/Stellar.FastDB Embedded document storage built for performance and high concurrency. +## ECS Libraries +#### Collection +- [awesome-entity-component-system](https://github.com/jslee02/awesome-entity-component-system) : A curated list of Entity-Component-System (ECS) libraries and resources + + +#### C/C++ + +* anax - Open source C++ entity system [github](https://github.com/miguelmartin75/anax) ![miguelmartin75/anax](https://img.shields.io/github/stars/miguelmartin75/anax.svg?style=flat&label=Star&maxAge=86400) +* ECS - C++ single-header entity component system library [github](https://github.com/redxdev/ECS) ![redxdev/ECS](https://img.shields.io/github/stars/redxdev/ECS.svg?style=flat&label=Star&maxAge=86400) +* ecs.hpp - A single header C++14 entity component system library [github](https://github.com/BlackMATov/ecs.hpp) ![BlackMATov/ecs.hpp](https://img.shields.io/github/stars/BlackMATov/ecs.hpp.svg?style=flat&label=Star&maxAge=86400) +* ecst - Experimental C++14 multithreaded compile-time entity-compnent-system library [github](https://github.com/SuperV1234/ecst) ![SuperV1234/ecst](https://img.shields.io/github/stars/SuperV1234/ecst.svg?style=flat&label=Star&maxAge=86400) +* EntityFu - A simple, fast entity component system written in C++ [github](https://github.com/NatWeiss/EntityFu) ![NatWeiss/EntityFu](https://img.shields.io/github/stars/NatWeiss/EntityFu.svg?style=flat&label=Star&maxAge=86400) +* EntityPlus - C++14 entity component system [github](https://github.com/Yelnats321/EntityPlus) ![Yelnats321/EntityPlus](https://img.shields.io/github/stars/Yelnats321/EntityPlus.svg?style=flat&label=Star&maxAge=86400) +* EntityX - Fast, type-safe C++ entity component system [github](https://github.com/alecthomas/entityx) ![alecthomas/entityx](https://img.shields.io/github/stars/alecthomas/entityx.svg?style=flat&label=Star&maxAge=86400) +* entt - Fast and reliable entity-component system [github](https://github.com/skypjack/entt) ![skypjack/entt](https://img.shields.io/github/stars/skypjack/entt.svg?style=flat&label=Star&maxAge=86400) +* Flecs - A Multithreaded Entity Component System written for C89 & C99 [github](https://github.com/SanderMertens/flecs) ![SanderMertens/flecs](https://img.shields.io/github/stars/SanderMertens/flecs.svg?style=flat&label=Star&maxAge=86400) +* goomy - A tiny, experimental ECS framework [github](https://github.com/vberlier/goomy) ![vberlier/goomy](https://img.shields.io/github/stars/vberlier/goomy.svg?style=flat&label=Star&maxAge=86400) +* Kengine - Type-safe and self-documenting implementation of an Entity-Component-System [github](https://github.com/phisko/kengine) ![phisko/kengine](https://img.shields.io/github/stars/phisko/kengine.svg?style=flat&label=Star&maxAge=86400) +* matter - C++17/20 ECS implementation [github](https://github.com/Dreyri/matter) ![Dreyri/matter](https://img.shields.io/github/stars/Dreyri/matter.svg?style=flat&label=Star&maxAge=86400) + +#### C# +- [EasyCS](https://github.com/Watcher3056/EasyCS) EasyCS 是一个易于使用且灵活的 Unity 框架,采用数据驱动的实体与角色-组件方法。它将 Unity 的经典面向对象与强大的数据导向模式相结合,而无需强制进行完整的 ECS 范式转变或思维转变。更聪明地构建,而不是更费力 +- [Frent](https://github.com/itsBuggingMe/Frent) A high performance component oriented take on ECS. +- [massive-ecs](https://github.com/nilpunch/massive-ecs) Prediction-rollback netcode has very stable nature, and is mainly used in fast paced online multiplayer games, such as Overwatch and Rocket League. +- [DragonECS](https://github.com/DCFApixels/DragonECS) C# Entity Component System framework +- [Friflo](https://github.com/friflo/Friflo.Json.Fliox/blob/main/Engine/README.md) fastest +- [fennecs](https://github.com/thygrrr/fennecs) ...the tiny, tiny, high-energy Entity-Component System! +- [ME.BECS](https://github.com/chromealex/ME.BECS) Bursted Entity Component System +- [Entitas](https://github.com/sschmid/Entitas) Entitas is a super fast Entity Component System (ECS) Framework specifically made for C# and Unity +- [Ecstasy](https://github.com/neon-age/Ecstasy) Simplest powerful ECS for Unity. Flexible and fast. Works w/ Burst +- [KECS](https://github.com/ludaludaed/KECS/) KECS is a fast and easy C# Entity Component System framework for writing your own games. +- https://github.com/PixeyeHQ/actors - ecs框架,代码不错 +* DefaultEcs - ECS for syntax and usage simplicity with maximum performance [github](https://github.com/Doraku/DefaultEcs) ![Doraku/DefaultEcs](https://img.shields.io/github/stars/Doraku/DefaultEcs.svg?style=flat&label=Star&maxAge=86400) +* Svelto.ECS - Lightweight data oriented entity component system framework [github](https://github.com/sebas77/Svelto.ECS) ![sebas77/Svelto.ECS](https://img.shields.io/github/stars/sebas77/Svelto.ECS.svg?style=flat&label=Star&maxAge=86400) and here is a [example](https://github.com/sebas77/Svelto.MiniExamples) +* [Hydrogen.Entities](https://github.com/periodyctom/Hydrogen.Entities) - A collection of helpers for work with Unity's ECS framework, used in our games. +* [Morpeh](https://github.com/X-Crew/Morpeh) ECS Framework for Unity Game Engine. +* https://github.com/hdmmY/BillionsUnit +* [NanoECS](https://github.com/SinyavtsevIlya/NanoECS) c#-Unity ECS framework +* [Unity ECS EntityBuilder](https://github.com/actionk/ECSEntityBuilder) This project is a wrapper around Unity ECS entities that allows one to simplify the process of creating / modifying entities. +* [leoecslite](https://github.com/aleverdes/leoecslite-zoo) +* [LeoECS](https://github.com/Leopotam/ecs) LeoECS is a fast Entity Component System (ECS) Framework powered by C# with optional integration to Unity +* [unity-entity-component-system](https://github.com/elraccoone/unity-entity-component-system) A better approach to game design that allows you to concentrate on the actual problems you are solving: the data and behavior that make up your game. By moving from object-oriented to data-oriented design it will be easier for you to reuse the code and easier for others to understand and work on it. +* [ME.ECS](https://github.com/chromealex/ecs) ECS for Unity with full game state automatic rollbacks +* [ME.ECSBurst](https://github.com/chromealex/ME.ECSBurst) +* [ecsrx.unity](https://github.com/EcsRx/ecsrx.unity) A simple framework for unity using the ECS paradigm but with unirx for fully reactive systems. +* [morpeh](https://github.com/scellecs/morpeh) Fast and Simple Entity Component System (ECS) Framework for Unity Game Engine +* [VodeoECS](https://github.com/VodeoGames/VodeoECS) +* [Arch](https://github.com/genaray/Arch) A high-performance C# based Archetype & Chunks Entity Component System (ECS) with optional multithreading. +* [Nukecs](https://github.com/AlexWargon/Nukecs) fast c# entity component system that uses burst and job systems by default. +#### Python +* esper - A lightweight Entity System for Python [github](https://github.com/benmoran56/esper) ![benmoran56/esper](https://img.shields.io/github/stars/benmoran56/esper.svg?style=flat&label=Star&maxAge=86400) + +#### Rust +* Shipyard - Entity Component System written in Rust [github](https://github.com/leudz/shipyard) ![leudz/shipyard](https://img.shields.io/github/stars/leudz/shipyard.svg?style=flat&label=Star&maxAge=86400) +* Specs - Parallel entity component system written in Rust [github](https://github.com/slide-rs/specs) ![slide-rs/specs](https://img.shields.io/github/stars/slide-rs/specs.svg?style=flat&label=Star&maxAge=86400) + +#### Lua +- https://github.com/bakpakin/tiny-ecs +#### ts +- https://github.com/3mcd/javelin +#### ECS-Benchmark +* [ecs_benchmark](https://github.com/abeimler/ecs_benchmark): EnTT vs. entityx vs. anax vs. Artemis-Cpp +* [Ecs.CSharp.Benchmark](https://github.com/Doraku/Ecs.CSharp.Benchmark) Benchmarks of some C# ECS frameworks. +* https://github.com/friflo/ECS.CSharp.Benchmark-common-use-cases +* https://github.com/blackbone/other-ecs-benchmarks + +#### Csharp-Benchmark +* [c-array-and-list-fastest-loop](https://blog.ndepend.com/c-array-and-list-fastest-loop/) +* [Performance-Wars-Benchmarking-CSharp](https://github.com/mjebrahimi/Performance-Wars-Benchmarking-CSharp) +* [blog.ndepend](https://blog.ndepend.com/category/net/) + +#### Article +- [ecs-faq](https://github.com/SanderMertens/ecs-faq) + +## Hash +- [Blake3](https://github.com/xoofx/Blake3.NET) Blake3.NET is a fast managed wrapper around the SIMD Rust implementations of the BLAKE3 cryptographic hash function. +- [HashDepot](https://github.com/ssg/HashDepot) +- [xxHash](https://github.com/Cyan4973/xxHash) Extremely fast non-cryptographic hash algorithm ,implement by c +- [xxHash](https://github.com/uranium62/xxHash) xxhash c# implement +- [FastHashes](https://github.com/TommasoBelluzzo/FastHashes) +- https://github.com/ogxd/gxhash-csharp + + +## Text-Template +- [Gridify](https://github.com/alirezanet/Gridify) Gridify is a dynamic LINQ library that converts your string to a LINQ query in the easiest way possible with excellent performance. it also, introduces an easy way to apply Filtering, Sorting and Pagination using text-based data. +- [cottle](https://github.com/r3c/cottle) High performance template engine for C# +- [VisualFA](https://github.com/codewitch-honey-crisis/VisualFA) A DFA Unicode Regular Expression Engine +- [scriban](https://github.com/lunet-io/scriban) A fast, powerful, safe and lightweight text templating language and engine for .NET +- [dotliquid](https://github.com/dotliquid/dotliquid) .NET Port of Tobias Lütke's Liquid template language. +- [fluid](https://github.com/sebastienros/fluid/) Fluid is an open-source .NET template engine that is as close as possible to the Liquid template language. +- [Nustache](https://github.com/jdiamond/Nustache) Logic-less templates for .NET +- [nevod](https://nevod.io) Nevod is a language and technology for pattern-based text search. It is specially aimed to rapidly reveal entities and their relationships in texts written in the natural language. +- [AngouriMath](https://github.com/asc-community/AngouriMath) Open-source cross-platform symbolic algebra library for C# and F#. One of the most powerful in .NET. Can be used for both production and research purposes +- [t4](https://github.com/faster-games/t4) T4 text template generative importer for Unity3D +- [t4-templates-unity3d](https://github.com/deniszykov/t4-templates-unity3d) T4 Text Template Processor for Unity3D +- [UriTemplates](https://github.com/tavis-software/Tavis.UriTemplates) +- [ExCSS](https://github.com/TylerBrinks/ExCSS) A CSS Parser for .NET. It's BADA55! +- [Csv-CSharp](https://github.com/AnnulusGames/Csv-CSharp) +- https://github.com/nuskey8/Csv-CSharp +- [XamlX](https://github.com/kekekeks/XamlX) +- https://github.com/benjamin-hodgson/Pidgin +- [slow-cheetah](https://github.com/microsoft/slow-cheetah) Tooling for XML and JSON file transforms on build from Visual Studio and MSBuild +- https://github.com/microsoft/vs-solutionpersistence +- https://github.com/datalust/superpower +- https://github.com/werwolfby/Zeroshtein +- https://github.com/dotnet/project-system +- https://github.com/LdotJdot/TDSContent +- https://github.com/aki-null/epsilon-script +## Authorization +- https://github.com/osohq/oso oso is an open source policy engine for authorization that’s embedded in your application +- https://github.com/casbin/Casbin.NET + +## NetWork +#### Collection&&Articles +- [GameNetworkingSockets](https://github.com/ValveSoftware/GameNetworkingSockets) +- [clumsy](https://github.com/jagt/clumsy) clumsy makes your network condition on Windows significantly worse, but in a controlled and interactive manner. +- [Explaining how fighting games use delay-based and rollback netcode](https://arstechnica.com/gaming/2019/10/explaining-how-fighting-games-use-delay-based-and-rollback-netcode/) +- [deterministic-netcode](https://yal.cc/preparing-your-game-for-deterministic-netcode/) +- [NetworkBenchmarkDotNet](https://github.com/JohannesDeml/NetworkBenchmarkDotNet) +- [硬不硬你说了算!近 40 张图解被问千百遍的 TCP 三次握手和四次挥手面试题 ](https://mp.weixin.qq.com/s?__biz=MzUxODAzNDg4NQ==&mid=2247484005&idx=1&sn=cb07ee1c891a7bdd0af3859543190202&chksm=f98e46cfcef9cfd9feb8b9df043a249eb5f226a927fd6d4065e99e62a645a584005d9921541b&scene=126&sessionid=1587373655&key=c1e3f751e477aefb2785e5e67e936b31e51cd2b2080391621fbd3fc27b4764cf9b02e0c6c25104fa7e3c90b7719ebe683a4fb3bc0a8bb16625e5b8696c4bb2133088ceea58e071e4f06742b5d6cf8225&ascene=1&uin=MTUzMzg4NDYwNA%3D%3D&devicetype=Windows+10&version=62080079&lang=zh_CN&exportkey=AQXqc918kP9oyoqf8cruy24%3D&pass_ticket=QdHP3k5%2FmrFq5WFcwZV4S%2BvR8mPmwfZtqWoh9PQiUYZE3cTJYTyDAx1P7teKSAck) 防止迷路,微信公众号:( 小林coding ) +- [你还在为 TCP 重传、滑动窗口、流量控制、拥塞控制发愁吗?看完图解就不愁了 ](https://mp.weixin.qq.com/s?__biz=MzUxODAzNDg4NQ==&mid=2247484017&idx=1&sn=dc54d43bfd5dc088e48adcfa2e2bc13f&chksm=f98e46dbcef9cfcdab645e79138deb078d68ad843b3e424408974bd8f0ecea620a2502a79230&scene=126&sessionid=1587373655&key=caefaff9574fe7b57087d887de9c6a4c47d8f28df557255cc812869d270224df92f9bb319c0637c0755e2072e8a83e69667b4024c32f8447e1b8fbea51f25679a85b5b27be78ad02905b3a7220e63b0e&ascene=1&uin=MTUzMzg4NDYwNA%3D%3D&devicetype=Windows+10&version=62080079&lang=zh_CN&exportkey=AUqHBUf2HKUOvDs1c3m9p6g%3D&pass_ticket=QdHP3k5%2FmrFq5WFcwZV4S%2BvR8mPmwfZtqWoh9PQiUYZE3cTJYTyDAx1P7teKSAck) 防止迷路,微信公众号:( 小林coding ) +- [万字详文:TCP 拥塞控制详解](https://zhuanlan.zhihu.com/p/144273871) +- [TCP 的那些事儿](https://coolshell.cn/articles/11564.html) +- [计网 IP 知识全家桶,45 张图一套带走](https://mp.weixin.qq.com/s/21Tk-8gxpDoH9DNWNYCWmA) +- [ping命令用得这么6,原理知道不?图解一波!](https://mp.weixin.qq.com/s/55bbQX2-SUNe6PEI9My5fA) +- [探究:一个数据包在网络中到底是怎么游走的?](https://mp.weixin.qq.com/s/07zloKKMUl-RHN6tWqZIJQ) +- [硬核!30 张图解 HTTP 常见的面试题](https://mp.weixin.qq.com/s/FJGKObVnU61ve_ioejLrtw) +- [如果面试再问GET和POST区别,就把这篇甩给他](https://mp.weixin.qq.com/s/BraxnIUJF4JGtIep0YiovA) +- [计网 TCP/UDP 部分高频面试题大集合](https://mp.weixin.qq.com/s/SZ8XcOzZCVJG_P1_O4OtWQ) +- [面试官:换人!他连 TCP 这几个参数都不懂 ](https://mp.weixin.qq.com/s/fjnChU3MKNc_x-Wk7evLhg) +- [4G5G和上网带宽与下载速度的换算方法](https://www.cnblogs.com/zhaoqingqing/p/12755749.html) +#### C# +- [Enclave.FastPacket](https://github.com/enclave-networks/Enclave.FastPacket) The FastPacket project provides efficient, zero-allocation mechanisms for reading and writing individual network packets +- [EasyTcp4Net](https://github.com/BruceQiu1996/EasyTcp4Net/) +- [NativeSockets](https://github.com/Molth/NativeSockets) +- https://github.com/ReferenceType/StandardNetworkLibrary +- [heartbeat](https://github.com/AliKhalili/heartbeat) +- [netmq](https://github.com/zeromq/netmq) A 100% native C# implementation of ZeroMQ for .NET +- [DOTSNET](https://assetstore.unity.com/packages/tools/network/dotsnet-dots-networking-102633) unity -dots netcode plugin +- [multiplayer-community-contributions](https://github.com/Unity-Technologies/multiplayer-community-contributions) +- [ENet-CSharp](https://github.com/nxrighthere/ENet-CSharp) Reliable UDP networking library +- https://github.com/Molth/enet-csharp +- [NetworkToolkit](https://github.com/scalablecory/NetworkToolkit) This project contains networking primitives for use with .NET. +- http://www.hslcommunication.cn/ +- [normcore](https://normcore.io/) Normcore is the best way to add multiplayer to any project. Period. +Whether you’re creating mobile games, the next esport title, enterprise collaboration tools, or any project with real-time communication +- [photonengine](https://www.photonengine.com) The world's #1 independent networking engine and multiplayer platform — +Fast, reliable, scalable. +- [darkriftnetworking](https://darkriftnetworking.com/) DarkRift Networking is a high performance, multithreaded networking system for Unity designed for speed and flexibility. It aims to be the ideal solution for every type of game, be it a First Person Shooter, a Trading card game or a Massively Multiplayer Online game. DarkRift Networking is the right choice for you. +- [Mirror](https://github.com/vis2k/Mirror) A community replacement for Unity's abandoned UNET Networking System. +- [SimpleWebTransport](https://github.com/James-Frowen/SimpleWebTransport?) WebSocket Server and client for unity designed for Mirror Networking +- [Unity-Mirror-Helper-Scripts](https://github.com/Goodgulf281/Unity-Mirror-Helper-Scripts) A collection of helper scripts for (Unity3d) Mirror networking. +- [aurora-engine-mirror-network-229925](https://assetstore.unity.com/packages/tools/game-toolkits/aurora-engine-mirror-network-229925) Aurora Engine - Mirror Network is ready made network solution for Aurora FPS Engine! +- [SyncUtilForMirror](https://github.com/fuqunaga/SyncUtilForMirror) +- [Ruffles](https://github.com/MidLevel/Ruffles) Lightweight and fully managed reliable UDP library. +- [libplanet](https://github.com/planetarium/libplanet) Blockchain core in C#/.NET for persistent peer-to-peer online games +- [supersocket](https://docs.supersocket.net/) 国人的骄傲 +- [BeetleX](https://github.com/beetlex-io/BeetleX) high performance dotnet core socket tcp communication components, support TLS, HTTP, HTTPS, WebSocket, RPC, Redis protocols, custom protocols and 1M connections problem solution +- [BeetleX.Light](https://github.com/beetlex-io/BeetleX.Light) Based on pipelines high performance dotnet core socket tcp communication components, support tls, http, https, websocket, rpc, mqtt, redis protocols, millions of connections are supported. +- [SAEA](https://github.com/yswenli/SAEA) SAEA.Socket是一个高性能IOCP框架的 TCP,基于dotnet standard 2.0;Src中含有其应用测试场景,例如websocket、rpc、redis驱动、MVC WebAPI、轻量级消息服… +- [ValveSockets-CSharp](https://github.com/nxrighthere/ValveSockets-CSharp) This repository provides a managed C# abstraction of GameNetworkingSockets library which is created and maintained by Valve Software. You will need to build the native library with all required dependencies before you get started. +- [lidgren-network-gen3](https://github.com/lidgren/lidgren-network-gen3) Lidgren.Network is a networking library for .NET framework, which uses a single UDP socket to deliver a simple API for connecting a client to a server, reading and sending messages. +- [SpaceWizards.Lidgren.Network](https://github.com/space-wizards/SpaceWizards.Lidgren.Network) +- [Mina.NET](https://github.com/longshine/Mina.NET) .NET implementation of Apache MINA. I like the ideas in it, simple yet functional, but I failed to find one in .NET, finally I created one. +- [HiSocket](https://github.com/hiramtan/HiSocket) It is a lightweight client socket solution, you can used it in Unity3d or C# project +- [NetStack](https://github.com/nxrighthere/NetStack) Lightweight toolset for creating concurrent networking systems for multiplayer games. +NetStack is self-contained and has no dependencies. +- [NetCoreServer](https://github.com/chronoxor/NetCoreServer) Ultra fast and low latency asynchronous socket server & client C# .NET Core library with support TCP, SSL, UDP, HTTP, HTTPS, WebSocket protocols and 10K connections problem solution +- [Sockets Under Control unity-plugin](https://assetstore.unity.com/packages/tools/network/sockets-under-control-159512) +* [UnitySocketIO](https://github.com/NetEase/UnitySocketIO) - socket.io client for unity3d. +* [Hazel-Networking](https://github.com/willardf/Hazel-Networking) - A low level networking library for C# providing connection orientated, message based communication via TCP, UDP and RUDP. +* [MassiveNet](https://github.com/jakevn/MassiveNet) - Unity3d UDP networking library focused on high-CCU, multi-server architecture. +* [Nakama](https://github.com/heroiclabs/nakama) - An open-source distributed social and realtime server for games and apps by [Heroic Labs](https://heroiclabs.com). It includes a large set of services for users, data storage, and realtime client/server communication; as well as specialized APIs like realtime multiplayer, groups/guilds, and chat. +* [Barebones Master Server](https://github.com/alvyxaz/barebones-masterserver) - Master Server framework for Unity +* [Forge Networking Remastered](https://github.com/BeardedManStudios/ForgeNetworkingRemastered) - In short, Forge Networking is a free and open source multiplayer game (multi-user) networking system that has a very good integration with the Unity game engine. You wanna make a multiplayer game or real time multi-user application? This is the library for you. +* [Facepunch.Steamworks](https://github.com/Facepunch/Facepunch.Steamworks) - Another fucking c# Steamworks implementation +* [MagicOnion](https://github.com/neuecc/MagicOnion) - gRPC based HTTP/2 RPC Streaming Framework for .NET, .NET Core and Unity. +* [lidgren-network-gen3](https://github.com/lidgren/lidgren-network-gen3) - Lidgren.Network is a networking library for .NET framework, which uses a single UDP socket to deliver a simple API for connecting a client to a server, reading and sending messages. +* [LiteNetLib](https://github.com/RevenantX/LiteNetLib) - Lite reliable UDP library for Mono and .NET +* [LiteNetLibManager](https://github.com/insthync/LiteNetLibManager) - Higher level implementation for LiteNetLib +* [UNet-Controller](https://github.com/GreenByteSoftware/UNet-Controller) - A CharacterController based controller for Unity's new Networking system +* [Steamworks.NET](https://github.com/rlabrecque/Steamworks.NET) - Steamworks wrapper for Unity / C# +* [UnityHTTP](https://github.com/andyburke/UnityHTTP) - A TcpClient-based HTTP library for Unity +* [SocketIoClientDotNet](https://github.com/Quobject/SocketIoClientDotNet) - Socket.IO Client Library for .Net +* [MLAPI](https://github.com/MidLevel/MLAPI) - A game networking framework built for the Unity Engine to abstract game networking concepts +* [Networker](https://github.com/MarkioE/Networker) - +A simple to use TCP and UDP networking library for .NET. Compatible with Unity +* [SmartFoxServer 2X](http://docs2x.smartfoxserver.com/ExamplesUnity/introduction) - A comprehensive SDK for rapidly developing multiplayer games and applications with Adobe Flash/Flex/Air, Unity, HTML5, iOS, Windows Phone 8, Android, Java, Windows 8, C++ and more +* [Colyseus](http://colyseus.io/) - Multiplayer Game Server for Node.js. [Demo with Unity3D](https://github.com/gamestdio/colyseus-unity3d) +* [UnityWebSocket](https://github.com/Unity3dAzure/UnityWebSocket) - Web Socket client for Unity +* [UnityWebSocket](https://github.com/psygame/UnityWebSocket) 🐳 The Best Unity WebSocket Plugin for All Platforms. +* [unity-websocket-webgl](https://github.com/jirihybek/unity-websocket-webgl) Hybrid WebSocket implementation for Unity 3D with support of native and browser client. +* [unity-websocket](https://github.com/mikerochip/unity-websocket?) +* [websocket-sharp](https://github.com/sta/websocket-sharp) - A C# implementation of the WebSocket protocol client and server +* [NativeWebSocket](https://github.com/endel/NativeWebSocket) WebSocket client for Unity - with no external dependencies (WebGL, Native, Android, iOS, UWP) +* [unity-websocket-server](https://github.com/shaunabanana/unity-websocket-server) +* [RESTClient](https://github.com/Unity3dAzure/RESTClient) - REST Client for Unity with JSON and XML parsing. (Features JSON helper to handle nested arrays and deserializing abstract types) +* [FreeIM](https://github.com/2881099/FreeIM) .NETCore websocket 实现简易、高性能、集群即时通讯组件,支持点对点通讯、群聊通讯、上线下线事件消息等众多实用性功能. +* [GrpcWebSocketBridge](https://github.com/Cysharp/GrpcWebSocketBridge) Yet Another gRPC over HTTP/1 using WebSocket implementation, primarily targets .NET platform. +* [SpeedDate](https://github.com/proepkes/SpeedDate) - SpeedDate Masterserver: Connecting Players +* [ET](https://github.com/egametang/ET) - Unity3D Client And C# Server Framework +* [Entitas-Sync-Framework](https://github.com/RomanZhu/Entitas-Sync-Framework) - Networking framework for Entitas ECS. Targeted at turnbased games or other slow-paced genres +* [RestClient](https://github.com/proyecto26/RestClient) - Simple HTTP and REST client for Unity based on Promises, also supports Callbacks! +* [rest](https://github.com/RageAgainstThePixel/com.utilities.rest?) +* [Davinet](https://github.com/IronWarrior/Davinet) - Minimalist Unity networking package with goals of responsive physics, loose coupling, extensibility and encapsulation of netcode. +* [ECSPowerNetcode](https://github.com/actionk/ECSPowerNetcode) Library to power up your experience with the DOTS Unity Netcode. +* [FastTunnel](https://github.com/SpringHgui/FastTunnel.SuiDao) 二次开发的内网穿透服务 +* [linker](https://github.com/snltty/linker) NET8、p2p打洞(tcp+udp),和异地组网(点对点,点对网,网对网),和内网穿透,.NET8 NAT transfer, Virtual Private Network,P2P Tunnel +* [CYarp](https://github.com/xljiulang/CYarp) http/1.1 over tcp, http/2.0 or http/3.0 private network tunnel +* [BeetleX](https://github.com/IKende/BeetleX) high performance dotnet core socket tcp communication components, support TLS, HTTP, HTTPS, WebSocket, RPC, Redis protocols, custom protocols and 1M connections problem solution +* [BedrockFramework](https://github.com/davidfowl/BedrockFramework) High performance, low level networking APIs for building custom servers and clients. +* [EuNet](https://github.com/zestylife/EuNet) Peer to peer network solution for multiplayer games +* [Telepathy](https://github.com/vis2k/Telepathy) Simple, message based, MMO Scale TCP networking in C#. And no magic. +* [Megumin](https://github.com/KumoKyaku/Megumin.Net) 应用程序和游戏网络层解决方案 +* [Mirage](https://github.com/MirageNet/Mirage) Easy to use Network library for Unity 3d +* [HouraiNetworking](https://github.com/HouraiTeahouse/HouraiNetworking) Transport level library for peer-to-peer networking with multiple backends for the Unity. +* [Unity-Netcode.IO](https://github.com/GlaireDaggers/Unity-Netcode.IO) A lightweight plugin to allow Unity games to use Netcode.IO for secure UDP socket communication. +* [RiptideNetworking](https://github.com/tom-weiland/RiptideNetworking) Reliable UDP networking solution for building multiplayer games. (In public testing phase) +* [LiteNetwork](https://github.com/Eastrall/LiteNetwork) +* [KcpTransport](https://github.com/Cysharp/KcpTransport) KcpTransport is a Pure C# implementation of RUDP for high-performance real-time network communication +* [csharp-kcp](https://github.com/l42111996/csharp-kcp) +* [kcp2k](https://github.com/vis2k/kcp2k) +* [java-Kcp](https://github.com/l42111996/java-Kcp) 基于java的netty实现的可靠udp网络库(kcp算法),包含fec实现,可用于游戏,视频,加速等业务 +* [kcp-Code-annotation](https://gitee.com/he-linson/kcp-Code-annotation) +* [learning-kcp-protocol](https://github.com/frimin/learning-kcp-protocol) KCP协议基本数据结构和算法介绍 +* [KCP](https://github.com/KumoKyaku/KCP) KCP C#版。线程安全,运行时无alloc,对gc无压力。, +* https://github.com/Molth/Kcp-CSharp +* [kcp-unity](https://github.com/passiony/kcp-unity) +* [kcp-genshin](https://github.com/labalityowo/kcp-genshin) +* https://github.com/xtaci/kcptun/ +* https://github.com/qq362946/Fantasy +* [Ignorance](https://github.com/SoftwareGuy/Ignorance) Ignorance utilizes the power of ENet to provide a reliable UDP networking transport for Mirror Networking. +* [FishNet](https://github.com/FirstGearGames/FishNet) FishNet: Networking Evolved. (OPEN BETA) +* [FFO-FishNet-Floating-Origin](https://github.com/hudmarc/FFO-FishNet-Floating-Origin) Floating Origin for FishNet. Tested with FN versions 2.5.4, 2.5.10 and 2.6.3. Should work with everything in between as well. +* [fishnet.sessionmanagement](https://github.com/ooonush/com.alven.fishnet.sessionmanagement) +* [TurtlePass](https://github.com/DanielSnd/TurtlePass) Turtle Pass is an addon for Fishnet that allows you to send large byte arrays over several frames so it doesn't overwhelm more limiting transports like FishySteamworks and FishyUtp +* [NetworkTilemap](https://github.com/celojevic/NetworkTilemap) Networked tilemap synchronizer for FishNet. +* [FishNet-ThirdPersonPrediction](https://github.com/RidefortGames/FishNet-ThirdPersonPrediction) +* [UnityCustomRaycastVehicle](https://github.com/Roceh/UnityCustomRaycastVehicle) +* [RVPFishNet-Multiplayer-Car-Controller](https://github.com/Roceh/RVPFishNet-Multiplayer-Car-Controller) +* [fishnet-tutorial](https://gitee.com/ghostking9/fishnet-tutorial) +* [FishMMO](https://github.com/jimdroberts/FishMMO) FishNetworking MMO Template +* [FishyEOS](https://github.com/ETdoFresh/FishyEOS) A FishNet Transport Library for Unity FishNet. +* https://github.com/Kostasel/Network-Authentication +* [NetworkParticleSystem](- https://github.com/celojevic/NetworkParticleSystem) +* [NetworkPositionSync](https://github.com/James-Frowen/NetworkPositionSync) Network Transform using Snapshot Interpolation and other techniques to best sync position and rotation over the network. +* [Snapshooter](https://github.com/agustin-golmar/Snapshooter) An implementation of the snapshot interpolation algorithm on Unity 3D, with client-server architecture and possibly, prediction. +* [zapnet](https://github.com/deadgg/zapnet) Zapnet is a Unity framework for game networking built with Lidgren +* [Imp.NET](https://github.com/DouglasDwyer/Imp.NET) Imp.NET is a fast, high-level, object-oriented C# networking library that supports the invocation of remote methods through proxy interface objects. +* [RRQMSocket](https://github.com/RRQM/RRQMSocket) RRQMSocket是一个整合性网络通信框架,特点是支持高并发、事件驱动、易用性强、二次开发难度低等。其中主要内容包括:TCP、UDP服务通信框架、大文件传输、RPC、WebSocket、WebApi、XmlRpc、JsonRpc等内容 +* [FastTunnel](https://github.com/FastTunnel/FastTunnel) expose a local server to the internet. 高性能跨平台的内网穿透解决方案 远程内网计算机 域名访问内网站点 反向代理内网服务 端口转发 http代理 +* [weaving-socket](https://gitee.com/dotnetchina/weaving-socket) 支持.NET5.0,core, U3D,物联网,web,通用,网关 socket通讯,架构带有内置协议,保证数据完整. +* [Cube](https://github.com/MKSQD/Cube) Scalable high level network library for Unity +* [NewLife.Net](https://github.com/NewLifeX/NewLife.Net) 单机吞吐2266万tps的网络通信框架 +* [TouchSocket](https://github.com/RRQM/TouchSocket) TouchSocket是 C# 的一个整合性的、超轻量级的网络通信框架。包含了 tcp、udp、ssl、http、websocket、rpc、jsonrpc、webapi、xmlrpc等一系列的通信模块。一键式解决 TCP 黏分包问题,udp大数据包分片组合问题等。使用协议模板,可快速实现「固定包头」、「固定长度」、「区间字符」等一系列的数据报文解析。 +* [Netcode.IO.NET](https://github.com/GlaireDaggers/Netcode.IO.NET) A pure managed C# implementation of the Netcode.IO spec +* [Nethostfire](https://github.com/treviasxk/Nethostfire) Nethostfire is a UDP server/client created with C# (netstandard2.0), it's a simple and easy-to-understand project, with it you can set up your game server, video calls, file transfers and more. +* [Netly](https://github.com/alec1o/Netly?) Netly is a open source socket library for c# (C-Sharp). It facilitates the use of socket (UDP and TCP, Client and Server) with which it is compatible (Android, iOS, macOS, Linux, Windows, ...) as long as it is compiled with its destination. +* [Unity-async-await-tcp](https://github.com/Bian-Sh/Unity-async-await-tcp) This is an async/await tcp communication (client and server inside) in unity.simple yet powerful! +- [EntityNetworkingSystems](https://github.com/AncientEntity/EntityNetworkingSystems) A networking framework for Unity. +- [Pipelines.Sockets.Unofficial](https://github.com/mgravell/Pipelines.Sockets.Unofficial) This is a managed sockets connector for the System.IO.Pipelines API, +- [JNetwork](https://github.com/1176892094/JNetwork) +- [asphyxia](https://github.com/Molth/asphyxia) a lifetime of living in obscurity, struggling to make ends meet, and enduring humiliation. +- [ChaseNet2](https://github.com/sowa705/ChaseNet2) +- [PurrNet](https://github.com/PurrNet/PurrNet) +- [StrideNet](https://github.com/Zeon8/StrideNet) Network library for Stride Game Engine +#### Netty +- [DotNetty](https://github.com/Azure/DotNetty) DotNetty project – a port of netty, event-driven asynchronous network application framework +- [GameNetty](https://github.com/ALEXTANGXIAO/GameNetty) ClientServer这种模式虽然很适合独立开发、但是如果团队规模上去后,存在专门的前后端分工,大量的共享双端的意义已经不大了,以及安全起见更不会让源码权限都掌握每个人的手中。就绝大多数商业级项目而言,前后端分离是必然。(既然ET的服务器作为商业级解决方案已经很完美了,那不如就按照中大型项目的架构来分离前后端!一次到位) +- [SpanNetty](https://github.com/cuteant/SpanNetty) Port of Netty(v4.1.51.Final) for .NET +- [Dotnetty-Practice](https://github.com/JusterZhu/Dotnetty-Practice) 主要讲解dotnetty企业级的应用开发,帮助开发者更容易的学习掌握该网络通讯框架。 +- [DotNettyForUnity](https://github.com/vovgou/DotNettyForUnity) +- [UniNetty](https://github.com/ikpil/UniNetty) +- [DotNetty](https://github.com/microsurging/DotNetty) + #### C/CPP +- [CppNet](https://github.com/caozhiyi/CppNet) +- [Muduo](https://github.com/chenshuo/muduo) +- [NanoSockets](https://github.com/nxrighthere/NanoSockets) Lightweight UDP sockets abstraction for rapid implementation of message-oriented protocols +- [ggpo](https://github.com/pond3r/ggpo) Good Game, Peace Out Rollback Network SDK +- [yasio](https://github.com/yasio/yasio/) A multi-platform support c++11 library with focus on asio (asynchronous socket I/O) for any client applications. +- [libhv](https://github.com/ithewei/libhv) 比libevent、libuv更易用的国产网络库。A c/c++ network library for developing TCP/UDP/SSL/HTTP/WebSocket client/server. +- https://github.com/skypjack/uvw/ +- [handy](https://github.com/yedf2/handy) 简洁易用的C++11网络库 / 支持单机千万并发连接 / a simple C++11 network server framework +- [workflow](https://github.com/sogou/workflow) C++ Parallel Computing and Asynchronous Networking Engine +- [Server](https://github.com/shenmingik/Server) 基于muduo网络库的集群聊天服务器 +- [slikesoft](https://www.slikesoft.com/) +- [RemoteNetwork](https://github.com/hn-lyf/RemoteNetwork) 远程组网 +- [Miku](https://github.com/JasonXuDeveloper/Miku) High performance TCP server/client library +#### Rust +- [crystalorb](https://github.com/ErnWong/crystalorb) Network-agnostic, high-level game networking library for client-side prediction and server reconciliation (unconditional rollback). +#### Web/Http/Server/Client +- https://github.com/uNetworking/uWebSockets +- https://github.com/scanfing/HttpFileServer +- https://actix.rs/ +- https://github.com/sableangle/UnityHTTPServer +- https://github.com/codeskyblue/gohttpserver +- https://github.com/Dreamacro/clash +- https://github.com/filebrowser/filebrowser +- [UnityFileDownloader](https://github.com/jpgordon00/UnityFileDownloader) Download multiple files at a time in Unity. +- [OctaneDownloader](https://github.com/gregyjames/OctaneDownloader) A high performance, multi-threaded C# file download library. +- [Downloader](https://github.com/bezzad/Downloader) Fast and reliable multipart downloader with asynchronous progress events for .NET applications. +- [DownloadFile](https://github.com/GrayGuardian/DownloadFile)基于Unity平台 C#编写的断点续传、多线程下载模块 +- [BackgroundDownload](https://github.com/Unity-Technologies/BackgroundDownload) +- [UnityHTTP-multi-thread-Download](https://github.com/Senfee-Cheng/UnityHTTP-multi-thread-Download) +- [手游Android端后台下载技术分享](https://zhuanlan.zhihu.com/p/612923726) +- [RestClient](https://github.com/proyecto26/RestClient) A Promise based REST and HTTP client for Unity +- [WatsonWebserver](https://github.com/dotnet/WatsonWebserver) Watson is the fastest, easiest way to build scalable RESTful web servers and services in C#. +- [sisk](https://sisk.project-principium.dev/) Sisk is an lightweight web framework designed for fast and robust development, which allows you to take the full control of what you want to do. +- https://github.com/cloudflare/pingora +- [davinci](https://github.com/shamsdev/davinci) An esay-to-use image downloading and caching library for Unity +## GameEngine Design +#### Collection +- https://ossinsight.io/collections/game-engine/ +- https://github.com/stevinz/awesome-game-engine-dev +- https://github.com/aloisdeniel/awesome-monogame +- https://github.com/redorav/public_source_engines +- https://github.com/raysan5/custom_game_engines +#### Article/Course +- https://isetta.io/resources/ +- https://ourmachinery.com/ +- https://enginearchitecture.org/ +- [多线程渲染](https://zhuanlan.zhihu.com/p/44116722) +- [UE4 关于主循环的资料](https://zhuanlan.zhihu.com/p/225465983) +- http://www.thisisgame.com.cn/book/makegameenginatnight/ +- https://github.com/Pikachuxxxx/Razix +- https://zhuanlan.zhihu.com/p/36765725 -- 天涯明月刀 +- https://zhuanlan.zhihu.com/p/68575577 -- 游戏引擎随笔 +- https://zhuanlan.zhihu.com/p/20311224 -- 文件摘要的方式管理资源 +#### GUI +- https://github.com/DaveGreen-Games/ShapeEngine? +- https://www.raylib.com/ +#### 2D Engines and Frameworks +- [sbox-public](https://github.com/Facepunch/sbox-public) +- [Ambient](https://github.com/AmbientRun/Ambient) The multiplayer game engine +- [galacean](https://github.com/galacean/engine) A typescript interactive engine, support 2D, 3D, animation, physics, built on WebGL and glTF. +- [EvoEngine](https://github.com/edisonlee0212/EvoEngine) An early-stage, cross-platform interactive application and rendering framework. +- [Dora-SSR](https://github.com/IppClub/Dora-SSR) Dora Project, Special Super Rare Edition +- [Easy3D](https://github.com/LiangliangNan/Easy3D) A lightweight, easy-to-use, and efficient C++ library for processing and rendering 3D data +- [Skybolt](https://github.com/Piraxus/Skybolt) Planetary rendering engine and aerospace simulation tools +* [Agen](http://2dengine.com/page.php?p=features) - Cross-Platform framework for making 2D games with Lua, compatible iOS, Mac and Windows devices. +* [Allegro](http://liballeg.org/) - Allegro 4 & 5 are cross-platform, open source, game programming libraries, primarily for C and C++ developers. :o2: +* [AndEngine](http://www.andengine.org) - 2D Android Game Engine :o2: +* [Bacon2D](http://bacon2d.com/) - A framework to ease 2D game development, providing ready-to-use QML elements representing basic game entities needed by most of games. :o2: +* [Bladecoder](https://github.com/bladecoder/bladecoder-adventure-engine) - Classic point and click adventure game engine and editor. :o2: +* [Box2D](https://box2d.org/) - A 2D Physics Engine for Games. :o2: +* [Box2D.Net](https://github.com/ikpil/Box2D.NET) +* [projectchrono](https://projectchrono.org/) An Open Source Multi-physics Simulation Engine +* [Chipmunk C#](https://github.com/netonjm/ChipmunkSharp) - C# implementation of the Chipmunk2D lib. :o2: +* [Chipmunk2D](https://chipmunk-physics.net/) - A fast and lightweight 2D game physics library. +* [VelcroPhysics](https://github.com/Genbox/VelcroPhysics) High performance 2D collision detection system with realistic physics responses. +* [Cocos2D](https://github.com/los-cocos/cocos) - graphic library for games and multimedia, for python language :o2: +* [Cocos2d-x](http://cocos2d-x.org/) - a C++ OpenGL 2D and 3D game engine. Uses C++ but has JS and Lua bindings. :free: +* [Construct 2](https://www.scirra.com/) - an HTML5 game maker, meaning you are not actually writing JavaScript. Instead, you use actions, events and conditions to do the heavy lifting. :triangular_flag_on_post: +* [Coquette](http://coquette.maryrosecook.com/) - A micro framework for JavaScript games. Handles collision detection, the game update loop, canvas rendering, and keyboard and mouse input. +* [Corona SDK](https://coronalabs.com/) - A Cross-Platform Mobile App Development for iOS and Android. +* [Defold](http://www.defold.com/) 2D game engine by King :free: +* [Duality](http://duality.adamslair.net/) - C# / OpenGL 2D Game Engine that comes with visual editor. +* [neoaxis](https://www.neoaxis.com/neoaxis/) NeoAxis Engine is an integrated development environment with built-in 3D, 2D game engine +* [EasyRPG](https://easyrpg.org/) - role playing game creation tool compatible with RPG Maker 2000/2003 games :free: +* [ENGi](https://github.com/ajhager/engi) - A multi-platform 2D game library for Go. :o2: +* [Ejecta](http://impactjs.com/ejecta) - A Fast, Open Source JavaScript, Canvas & Audio Implementation for iOS. :o2: +* [EnchantJS](https://github.com/wise9/enchant.js) - A simple JavaScript framework for creating games and apps. +* [Farseer](http://farseerphysics.codeplex.com) - a collision detection system with realistic physics responses. +* [FlashPunk](http://useflashpunk.net/) - free ActionScript 3 library designed for developing 2D Flash games. +* [Flixel](http://flixel.org/index.html) - an open source game-making written in ActionScript3. :o2: +* [GameMaker](http://www.yoyogames.com/studio) - 2D Game Engine :triangular_flag_on_post: +* [GameSalad](https://gamesalad.com/) - Game Creation Engine for Mac and Windows. +* [Gideros](http://giderosmobile.com/) - Mobile Cross-Platform framework using Lua programming language. :o2: +* [Glide Engine](https://github.com/cocoatoucher/Glide) - Game engine for making 2d games on iOS, macOS and tvOS, with practical examples. :o2: +* [Gosu](https://www.libgosu.org/) - 2D game development library for Ruby and C++ :o2: +* [HaxeFlixel](http://haxeflixel.com/) - Create cross-platform games easier and free. +* [iio.js](https://github.com/iioinc/iio.js) - A javascript library that speeds the creation and deployment of HTML5 Canvas applications :o2: +* [ImpactJS](http://impactjs.com/) - Impact is a JavaScript Game Engine that allows you to develop stunning HTML5 Games for desktop and mobile browsers. +* [Juno Lua](https://github.com/rxi/juno) - Framework for making 2D games with chunky pixels in Lua :o2: +* [Juno TypeScript](https://github.com/digitsensitive/juno) - Clean and lightweight 2D game framework written in TypeScript +* [Kivent](http://kivent.org/) - A 2D game framework for Kivy. +* [Kivy](http://kivy.org) - Cross platform Python framework for creating apps and games for Linux, Windows, OS X, Android and iOS +* [KiwiJS](http://www.kiwijs.org/) - a fun and friendly Open Source HTML5 Game Engine. Some people call it the WordPress of HTML5 game engines :o2: +* [LibGDX](https://libgdx.badlogicgames.com/) - Powerful (totally free) library for Java, code once and run the game on desktop, Android, Web, and iOS. :o2: +* [LimeJS](http://www.limejs.com/) - HTML5 game framework for building fast, native-experience games for all modern touchscreens and +* [Lums](https://github.com/lums-proj/Lums) - A 2D / 3D framework written in C++11. Very efficient and modern. Still under heavy development. :o2: +* [LÖVE](http://love2d.org) - Lua 2D Game Engine. :o2: +* [MINX](https://github.com/GearChicken/MINX) - Open Source 2D game framework written in C++ (to the style of XNA) :o2: +* [MOAI](http://getmoai.com/) - Cross-Platform framework designed for pro game developers to create iOS, Android, Windows, Linux, Chrome and OSX games using C++, OpenGL and Lua scripting. +* [Matter.js](http://brm.io/matter-js/) - a 2D physics engine for the web. +* [MelonJS](http://melonjs.org) - open source light-weight HTML5 game engine. :o2: +* [Monkey X](http://www.monkey-x.com) - Multi-platform programming language and cross-compiler, aimed at fast game programming. +* [Monogame](http://www.monogame.net/) - Open Source implementation of the Microsoft XNA 4 Framework. :o2: +* [NodeBox](https://www.nodebox.net/) - a family of Python tools to create generative design. +* [Open Mega Engine](https://github.com/rafaelcp/Open-Mega-Engine) +* [OpenFL](http://www.openfl.org/) - Open Source Haxe Engine for making multi-platform games. :o2: +* [OpenRA](http://www.openra.net/) - OpenRA is a Libre/Free Real Time Strategy Game Engine. +* [ORX](https://orx-project.org/) - ORX is a 2.5D Data-driven C/C++ open source & multi-platform Game Engine. +* [PICO-8](http://www.lexaloffle.com/pico-8.php) - A fantasy console for making, sharing and playing tiny games and other computer programs. +* [PandaJS](http://www.pandajs.net/) - Open Source HTML5 Engine. :o2: +* [Phaser](http://phaser.io/) - free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering. +* [PixiJS](http://www.pixijs.com/) - is a newcomer HTML5 game renderer - first released in early 2013. A main appeal of the engine is its use of WebGL for faster performance. If WebGL isn't supported, the engine falls back to standard canvas. + +* [PuzzleScript](http://www.puzzlescript.net/) - open-source HTML5 puzzle game engine. +* [PyGame](http://pygame.org/hifi.html) - a 2D game engine in Python. :free: +* [RPGMaker](http://www.rpgmakerweb.com/) - series of programs for the development of role-playing games. :heavy_dollar_sign: +* [Ren'Py](http://www.renpy.org/) - visual novel engine using the Python language in simplified form. It supports Windows, Mac OS X, Linux, Android and iOS :o2: +* [Rpgboss](http://rpgboss.com) - A 2d rpg game engine and editor based on scala and libgdx. Ease of use, with no programming knowledge. +* [SDL](http://libsdl.org/) - SDL is a cross-platform library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. :free: +* [SFML](http://www.sfml-dev.org/) - Simple and Fast Multimedia Library. :free: +* [Solarus](http://www.solarus-games.org/) a free and open-source Action-RPG (Zelda) game engine :free: +* [SpriteBuilder](http://www.spritebuilder.com/) - Open Source Game Development Suite for MacOS :o2: +* [SpriteKit](https://developer.apple.com/library/ios/documentation/GraphicsAnimation/Conceptual/SpriteKit_PG/Introduction/Introduction.html) - iOS/Mac 2D Game Engine. +* [Stage.js](http://piqnt.com/stage.js/) - Lightweight and fast 2D HTML5 rendering and layout engine for cross-platform game development. +* [Starling](http://gamua.com/starling/) - The GPU powered 2D Flash API +* [Stencyl](http://www.stencyl.com/) - a game creation platform that allows users to create 2D video games for computers, mobile devices, and the web. +* [Tilengine](http://www.tilengine.org/) - C Engine with wrappers for C#, Python and Java :o2: +* [Tiny Computer](http://nesbox.com/tic/) - a tiny computer where you can make, play and share tiny games. + + +#### 3D Engines and Frameworks +* [Xultaik](https://github.com/FaberSanZ/Xultaik?) +* [kaiju](https://github.com/KaijuEngine/kaiju) +* [EraEngine](https://github.com/EldarMuradov/EraEngine) +* [NextEngine](https://github.com/CompilerLuke/NextEngine) NextEngine is designed with rapid iteration and high-end desktop graphics in mind. +* [Prowl](https://github.com/michaelsakharov/Prowl) +* [LinaEngine](https://github.com/inanevin/LinaEngine) Lina Engine is an open-source , modular, tiny and fast C++ game engine, aimed to develop 3D desktop games. +* [Horde3D](https://github.com/horde3d/Horde3D) Horde3D is a small 3D rendering and animation engine. It is written in an effort to create an engine being as lightweight and conceptually clean as possible. +* [keyshot](https://www.keyshot.com/) +* [marmoset](https://marmoset.co/) +* [StratusGFX](https://github.com/KTStephano/StratusGFX) +* [RenderPipelineShaders](https://github.com/GPUOpen-LibrariesAndSDKs/RenderPipelineShaders) Render Pipeline Shaders SDK +* [cycles-renderer](https://www.cycles-renderer.org/) Cycles is a physically based production renderer developed by the Blender project. +* [flowers](https://github.com/ray-cast/flowers) 🤸🏾‍♀️👗开源的动画渲染软件,提倡以简单、易用,高质量的物理演算以及渲染质量和性能,为喜爱二次元动画的用户降低视频制作门槛 +* [LuisaRender](https://github.com/LuisaGroup/LuisaRender) +* [anki-3d-engine](https://github.com/godlikepanos/anki-3d-engine) AnKi 3D Engine - Vulkan backend, modern renderer, scripting, physics and more +* [garEnginePublic](https://github.com/garlfin/garEnginePublic) C# Engine - Features: Directional Shadows, PBR, SSAO, Bloom, IBL, ECS, Render/Frame Buffers, Baked Cubemaps +* [mach](https://github.com/hexops/mach) Mach is a game engine & graphics toolkit for the future. +* [zenustech](https://zenustech.com/) ZEn NOde system - a simulation & rendering engine in nodes +* [RenderLab](https://github.com/Ubpa/RenderLab) 渲染实验室,包含了实时渲染,离线渲染和场景编辑的功能 +* [appleseed](https://github.com/appleseedhq/appleseed) A modern open source rendering engine for animation and visual effects +* [Turbo](https://github.com/FuXiii/Turbo) Turbo is rendering engine base Vulkan +* [hybrid-rendering](https://github.com/diharaw/hybrid-rendering) A Vulkan sample that demonstrates a Rasterization and Ray Tracing Hybrid Rendering Pipeline. +* [kajiya](https://github.com/EmbarkStudios/kajiya) Experimental real-time global illumination renderer +* [Cafe-Shader-Studio](https://github.com/KillzXGaming/Cafe-Shader-Studio) +* [EveryRay-Rendering-Engine](https://github.com/steaklive/EveryRay-Rendering-Engine) Robust real-time rendering engine on DirectX 11 with many advanced graphics features for quick prototyping +* [ray-mmd](https://github.com/ray-cast/ray-mmd) The project is designed to create a physically-based rendering at mikumikudance +* [neoGFX](https://github.com/i42output/neoGFX) Cross-platform GPU-oriented C++ application/game framework +* [SpartanEngine](https://github.com/PanosK92/SpartanEngine) +* [Amethyst](https://www.amethyst.rs/) - Data-driven game engine written in Rust for 2D & 3D :o2: +* [ariyana](https://github.com/kochol/ariyana) Ariyana is an ECS work in progress game engine written in Orthodox C++ and Beef with a focus on cross-platform and multiplayer games +* [Azul3D](http://azul3d.org/) - A 3D engine written in Go. +* [bgfx](https://github.com/bkaradzic/bgfx) - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library. :o2: +* [Blend4Web](http://www.blend4web.com/) - A Javascript framework for creating and displaying interactive 3D computer graphics in web browsers. :o2: +* [CRYENGINE](https://github.com/CRYTEK-CRYENGINE/CRYENGINE) - A pay what you want next gen 3D game engine written in C++. :o2: +* [Dash](https://github.com/Circular-Studios/Dash) - A free and open 3D game engine written in D. :o2: +* [Diligent Engine](https://github.com/DiligentGraphics/DiligentEngine) - A modern cross-platform low-level graphics library that supports Direct3D11, Direct3D12, OpenGL/GLES, and Vulkan. :o2: +* [DiligentCore](https://github.com/DiligentGraphics/DiligentCore) +* [gameplay3d](http://gameplay3d.io/) - 2D + 3D game framework written in C++ :o2: +* [Godot](http://www.godotengine.org/) - An advanced, feature-packed, multi-platform 2D and 3D open-source game engine. :o2: +* [Havok Vision](http://www.havok.com/vision-engine/) - a cross-platform game engine that provides a powerful and versatile multi-platform runtime technology. +* [Hive3D](http://www.eyelead.com/hive/) - Real Time Collaboration 3D engine. +* [Horde3D](http://www.horde3d.org/) - small open source 3D rendering engine. :o2: +* [Irrlicht](http://irrlicht.sourceforge.net/) - open source high performance realtime 3D engine written in C++. :o2: +* [jMonkeyEngine 3](http://jmonkeyengine.org/) - a 3D open-source game engine for adventurous Java developers. +* [JPCT](http://www.jpct.net/) - jPCT is a 3D engine for desktop Java and Google's Android. +* [Lumberyard](https://aws.amazon.com/pt/lumberyard/) - Amazon Lumberyard is a free AAA game engine deeply integrated +* [ODE](http://www.ode.org/) - ODE is an open source, high performance library for simulating rigid body dynamics. :o2: +* [Ogre3D](http://www.ogre3d.org/) - is a scene-oriented, real-time, flexible 3D rendering engine (as opposed to a game engine) written in C++. +* [OpenXRay](https://github.com/OpenXRay/xray-16) - a community-modified X-Ray engine used in S.T.A.L.K.E.R. game series. :triangular_flag_on_post: +* [Panda3D](https://www.panda3d.org/) - a framework for 3D rendering and game development for Python and C++ programs. +* [Paradox](http://paradox3d.net/) - Open Source C# Game Engine. :o2: +* [Spark.Engine](https://github.com/CeSun/Spark.Engine) +* [Piston](http://www.piston.rs/) - a modular open source game engine written in Rust. :o2: +* [PlayCanvas](https://playcanvas.com/) - A WebGL Game Engine. +* [Polycode](http://polycode.org) - Open-Source Framework for creating games in C++ (with Lua bindings). +* [Rajawali](https://github.com/Rajawali/Rajawali) - Android OpenGL ES 2.0/3.0 Engine :o2: +* [Source](https://developer.valvesoftware.com/wiki/Main_Page) Valve's Flagship engine :free: +* [Spring](http://springrts.com/) - A powerful free cross-platform RTS engine. +* [Stingray](http://www.autodesk.com/products/stingray/) - 3D game engine and real-time rendering software :heavy_dollar_sign: +* [Superpowers](https://sparklinlabs.itch.io/superpowers) - HTML5 Collaborative 2D/3D Game Maker +* [Three.js](http://threejs.org/) - Javascript 3D Library. +* [Turbulenz](http://biz.turbulenz.com/developers) - Turbulenz offers the ability to build, publish, iterate and monetise high-quality games that react like no others, with immersive 3D effects and real-time physics that open up a whole new world of unprecedented and extraordinary web content. +* [Unity 3D](http://unity3d.com/) - A development engine for the creation of 2D and 3D games and interactive content. +* [o3de](https://www.o3de.org/) +* [Unreal Engine 4](https://www.unrealengine.com/) - the new game engine technology developed by Epic Games. +* [Urho3D](http://urho3d.github.io/) - Cross-platform rendering and game engine. :o2: +* [Wave](http://waveengine.net/) - Cross-platform engine written in C# +* [WhiteStorm.js](https://github.com/WhitestormJS/whitestorm.js) - 3d javacript framework for building apps and games :o2: +* [voxel.js](http://voxeljs.com/) - voxel.js is a collection of projects that make it easier than ever to create 3D voxel games like Minecraft all in the browser. +* [Xenko Game Engine](http://xenko.com/) - open-source C# game engine designed for the future of gaming :o2: +* [FocusEngine](https://github.com/phr00t/FocusEngine) +* [Nagule](https://github.com/sicusa/Nagule) 3D graphics engine for .NET platform. +* [EquilibriumEngine](https://github.com/clibequilibrium/EquilibriumEngine-CSharp) +* [ge](https://github.com/mellinoe/ge) A general-purpose 3D game engine with editor, built with .NET Core +* [MoltenEngine](https://github.com/Syncaidius/MoltenEngine) A spare-time C# .NET 7 game engine project. Cross-platform, multi-threaded. +* [Furball](https://github.com/Furball-Engine/Furball) A Game Engine designed in C# using a custom made Renderer called Furball.Vixie, uses a similiar design to the Engine peppy made while developing osu!stable +* [DeltaEngine](https://github.com/DeltaEngine/DeltaEngine) Open Source Multiplatform Game Engine, C# OpenGL Version (custom wrapper) including the Editor +* [NeoAxisEngine](https://github.com/NeoAxis/NeoAxisEngine) NeoAxis Engine is a versatile real-time platform for making 3D, 2D games and apps. +* [XNA](http://mxa.codeplex.com/) - Microsoft's game development framework. +- https://saeruhikari.github.io/SakuraEngine/#/ Sakura +- https://github.com/SakuraEngine +- https://github.com/magefree/mage +- https://github.com/nem0/LumixEngine +- https://github.com/tkgamegroup/flame An ECS Game Engine Based On Reflection. +- [WickedEngine](https://github.com/turanszkij/WickedEngine) +- [Hazel](https://github.com/TheCherno/Hazel) +- [FNA](https://github.com/FNA-XNA/FNA) FNA - Accuracy-focused XNA4 reimplementation for open platforms +- [Gorgon](https://github.com/Tape-Worm/Gorgon) +- [ezEngine](https://github.com/ezEngine/ezEngine) ezEngine is an open source C++ game engine in active development. It is currently mainly developed on Windows, and higher level functionality such as rendering and the tools are only available there, but the core libraries are also available for other platforms such as Mac and Linux. +- [skylicht-engine](https://github.com/skylicht-lab/skylicht-engine) Skylicht Engine is C++ Game Engine based on Irrlicht 3D +- [FlaxEngine](https://github.com/FlaxEngine/FlaxEngine) +- [rbfx](https://github.com/rokups/rbfx) +- [WolfEngine](https://github.com/WolfEngine/Wolf.Engine) The Wolf is a comprehensive set of C/C++ open source libraries for realtime rendering, realtime streaming and game developing +- [source-engine](https://github.com/nillerusr/source-engine) Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses + +#### Skinned-MeshRender +- [skinned-mesh](https://assetstore.unity.com/packages/tools/animation/ica-skinned-mesh-283380) + +## Creative Code +- [Cinder](https://libcinder.org/) - Cinder is a community-developed, free and open source library for professional-quality creative coding in C++. :o2: +- https://github.com/terkelg/awesome-creative-coding +- [awesome-casestudy](https://github.com/luruke/awesome-casestudy) : Curated list of technical case studies on WebGL and creative development +- https://github.com/jasonwebb/morphogenesis-resources +- [Processing](https://www.processing.org/) - Processing is a programming language, development environment for artists, designers, researchers. +- http://structuresynth.sourceforge.net/ +- https://github.com/TheFuseLab/VL.Fuse +- https://github.com/nannou-org/nannou +- https://ciphrd.com/ +- https://github.com/IxxyXR/polyhydra-upm +- https://github.com/keenanwoodall/Sketch +## 并发执行和多线程 +#### CPP +* https://github.com/rigtorp/awesome-lockfree +* Boost.Compute:用于OpenCL的C++GPU计算库。[官网](https://github.com/kylelutz/compute) +* Bolt:针对GPU进行优化的C++模板库。[官网](https://github.com/HSA-Libraries/Bolt) +* C++React:用于C++11的反应性编程库。[官网](https://github.com/schlangster/cpp.react) +* Intel TBB:Intel线程构件块。[官网](https://www.threadingbuildingblocks.org/) +* Libclsph:基于OpenCL的GPU加速SPH流体仿真库。[官网](https://github.com/libclsph/libclsph) +* OpenCL:并行编程的异构系统的开放标准。[官网](https://www.khronos.org/opencl/) +* OpenMP:OpenMP API。[官网](http://openmp.org/) +* Thrust:类似于C++标准模板库的并行算法库。[官网](http://thrust.github.io/) +* HPX:用于任何规模的并行和分布式应用程序的通用C++运行时系统。[官网](https://github.com/STEllAR-GROUP/hpx/) +* VexCL:用于OpenCL/CUDA 的C++向量表达式模板库。[官网](https://github.com/ddemidov/vexcl) +* TBB Threading Building Blocks (TBB) lets you easily write parallel C++ programs that take full advantage of multicore performance, that are portable, composable and have future-proof scalability.[官网](https://github.com/oneapi-src/oneTBB) +* [fiber-job-system](https://github.com/Freeeaky/fiber-job-system) This library offers a multi-threaded job-system, powered by fibers. + +#### C +* cchan:一个线程间通信通道构建的小型库。公共领域。[官网](http://repo.hu/projects/cchan/) +* ck:并发原语,安全内存回收机制和非阻塞数据结构。[FreeBSD](http://directory.fsf.org/wiki?title=License:FreeBSD "License:FreeBSD")。[官网](https://github.com/concurrencykit/ck) +* mill:用 C 写成的 Go 风格并发。[X11](https://directory.fsf.org/wiki/License:X11)[官网](http://libmill.org/) +* MPICH:MPI 的另一种实现。[MPICH licence](http://git.mpich.org/mpich.git/blob_plain/6aab201f58d71fc97f2c044d250389ba86ac1e3c:/COPYRIGHT)。[官网](http://www.mpich.org/) +* OpenMP:一组 C 编译指令,使其易于并行化代码。标准(许可不适用)。[官网](http://openmp.org/wp/about-openmp/) +* OpenMPI:一个消息传输接口实现。[3-clause BSD](http://directory.fsf.org/wiki/License:BSD_3Clause)。[官网](https://github.com/open-mpi/ompi) +* PETSc:一系列数据结构和例程,用于计算由偏微分方程建模的应用程序的可扩展并行解。[FreeBSD](http://directory.fsf.org/wiki?title=License:FreeBSD "License:FreeBSD")。[官网](http://www.mcs.anl.gov/petsc/) +* pth:一个非抢占式优先级调度多线程执行的可扩展实现。[GNU GPL3](http://www.gnu.org/licenses/gpl.html) 或者更高版本。[官网](https://gnu.org/software/pth/) +* pthreads:POSIX 线程库。标准(没有适用的许可)。[官网](https://en.wikipedia.org/wiki/POSIX_Threads) +* SLEPc:一个在并行计算机中的解决大型,稀疏特征值问题的软件库。[GNU LGPL3](http://www.gnu.org/licenses/lgpl.html)。[官网](http://slepc.upv.es/) +* TinyCThread:一个可扩展,小型的 C11 标准线程 API 实现。[zlib](http://directory.fsf.org/wiki/License:Zlib)。[官网](https://tinycthread.github.io/) + +## Game-Math +- [Vortice.Mathematics](https://github.com/amerkoleci/Vortice.Mathematics) Cross platform .NET math library. +- [omath](https://github.com/orange-cpp/omath) Cross-platform modern general purpose math library written in C++23 +- [geometry3Sharp](https://github.com/gradientspace/geometry3Sharp) C# library for 2D/3D geometric computation, mesh algorithms, and so on +- https://github.com/ViRGIS-Team/ViRGiS-Geometry +- https://github.com/UnrealStudio/Collection +- [redblobgames](https://www.redblobgames.com/) + [CGALDotNetGeometry](https://github.com/Scrawk/CGALDotNetGeometry) +- [unityMath](https://github.com/Unity-Technologies/Unity.Mathematics) c# unity +- [komietty](https://github.com/komietty) Computational Geometry Programmer +- [MathUtilities](https://github.com/zalo/MathUtilities) c# unity +- [clipper](http://www.angusj.com/delphi/clipper.php) clipper Delphi, C++ and C# +- [Math Library for Unity](https://assetstore.unity.com/packages/tools/math-library-for-unity-14912) c# unity plugin +- [triangle](https://archive.codeplex.com/?p=triangle) c# clipper +- [accord-net](https://github.com/accord-net/framework?) c# +- [game-math](https://github.com/npruehs/game-math) c# +- [Unity GPU Nearest Neighbor](https://github.com/kodai100/Unity_GPUNearestNeighbor) c# gpu +- [3DMath](https://github.com/GregLukosek/3DMath) Unity C# 3D Math methods library. +- [Mathfs](https://github.com/FreyaHolmer/Mathfs) c# Expanded Math Functionality for Unity +- [Unity.mathx](https://github.com/ltmx/Unity.mathx) An Extension Library for Unity.Mathematics - Extension Methods, New Syntax, Optimized Functions, and more ! +- [Geometric Algorithms](https://github.com/volfegan/GeometricAlgorithms) Java Geometric Algorithms implemented for Java and Processing v3 +- [delaunator](https://github.com/nol1fe/delaunator-sharp) c# Fast Delaunay triangulation of 2D points implemented in C#. +- [Triangulation](https://github.com/DaveTheCelt/Triangulation) A Bowyer–Watson algorithm for Triangulation, with a Unity3D demo provided. +- [UnityMathReference](https://github.com/zezba9000/UnityMathReference) Math reference for games and more. All visualized in Unity3D. +- [Computational](https://github.com/Habrador/Computational-geometry)Computational Geometry Unity library with implementations of intersection algorithms, triangulations like delaunay, voronoi diagrams, polygon clipping, bezier curves, etc +- [UGM](https://github.com/Ubpa/UGM) cpp +- Armadillo:高质量的C++线性代数库,速度和易用性做到了很好的平衡。语法和MatlAB很相似。[官网](http://arma.sourceforge.net/) +- blaze:高性能的C++数学库,用于密集和稀疏算法。[官网](https://code.google.com/p/blaze-lib/) +- ceres-solver:来自谷歌的C++库,用于建模和解决大型复杂非线性最小平方问题。[官网](http://ceres-solver.org/) +- cml:用于游戏和图形的免费C++数学库。[官网](http://cmldev.net/) +- GMTL:数学图形模板库是一组广泛实现基本图形的工具。[官网](http://ggt.sourceforge.net/) +- GMP:用于个高精度计算的C/C++库,处理有符号整数,有理数和浮点数。[官网](https://gmplib.org/) +- [Eigen](https://github.com/eigenteam/eigen-git-mirror) :star: linear algebra: matrices, vectors, numerical solvers, and related algorithms. [Eigen](http://eigen.tuxfamily.org/) +- [MathGeoLib](https://github.com/juj/MathGeoLib) :thumbsup: A C++ library for linear algebra and geometry manipulation for computer graphics +- [GeometricTools](https://github.com/davideberly/GeometricTools) :thumbsup: A collection of source code for computing in the fields of mathematics, geometry, graphics, image analysis and physics. +- [glm](https://github.com/g-truc/glm) OpenGL Mathematics (GLM) https://glm.g-truc.net +- [CGAL](https://github.com/CGAL/cgal) geometric algorithms in the form of a C++ library. +- [GEOS](http://trac.osgeo.org/geos) Geometry Engine +- [klein](https://github.com/jeremyong/klein) :thumbsup: P(R*_{3, 0, 1}) specialized SIMD Geometric Algebra Library https://jeremyong.com/klein +- [MTL](https://svn.simunova.com/svn/mtl4/trunk) Matrix Template Library, a linear algebra library for C++ programs. +- [DirectXMath](https://github.com/Microsoft/DirectXMath) DirectXMath is an all inline SIMD C++ linear algebra library for use in games and graphics apps +- [polyscope](https://github.com/nmwsharp/polyscope) A prototyping-oriented UI for geometric algorithms https://polyscope.run +- [geomc](https://github.com/trbabb/geomc) A c++ linear algebra template library +- [fastapprox](https://github.com/romeric/fastapprox) Approximate and vectorized versions of common mathematical functions +- [hlslpp](https://github.com/redorav/hlslpp) Math library using hlsl syntax with SSE/NEON support +- [vml](https://github.com/valentingalea/vml) C++17 GLSL-like vector and matrix math lib +- [mathfu](https://github.com/google/mathfu) C++ math library developed primarily for games focused on simplicity and efficiency. http://google.github.io/mathfu +- [cglm](https://github.com/recp/cglm) Highly Optimized Graphics Math (glm) for C +- [eigen](https://github.com/PX4/eigen) Eigen is a C++ template library for linear algebra: matrices, vectors, numerical solvers, and related algorithms. +- [red3d](http://www.red3d.com) +- [Realtime Math ](https://github.com/nfrechette/rtm) +- [vectorial](https://github.com/scoopr/vectorial) Vector math library with NEON/SSE support +- [MaxMath](https://github.com/MrUnbelievable92/MaxMath) +- [XUGL](https://github.com/monitor1394/XUGL) +- [nalgebra](https://www.nalgebra.org/) rust math +- [opengjk](https://www.mattiamontanari.com/opengjk/) C implementation of the GJK algorithm +- [geogram](https://github.com/BrunoLevy/geogram) c++ a programming library with geometric algorithms +- [FastMath](https://github.com/wiu-wiu/FastMath) C# library with very fast but not very accurate realisations of System.Math methods. +- [MathLibrary](https://github.com/db300/MathLibrary) 数学计算相关类库 +- [Unity.Mathematics-Extensions](https://github.com/LTMX/Unity.Mathematics-Extensions) +- [dots-plus-227492](https://assetstore.unity.com/packages/tools/utilities/dots-plus-227492) +- [gimme-dots-geometry-241774](https://assetstore.unity.com/packages/tools/utilities/gimme-dots-geometry-241774) +- [KlakMath](https://github.com/keijiro/KlakMath) An extension library for Unity Mathematics. +- https://github.com/cathei/RotationMath/ +- [c_math_library](https://github.com/pbotmeyertron/c_math_library) + +#### Math-Tool +- [awesome-manim](https://github.com/ManimCommunity/awesome-manim) +- [manim](https://github.com/ManimCommunity/manim) +- [Shadershop](http://tobyschachman.com/Shadershop/editor/) +- [wolframalpha](https://www.wolframalpha.com) +- [geogebra](https://www.geogebra.org/) +- [graphtoy](https://iquilezles.org/apps/graphtoy/index.html) +- https://www.mathcha.io/ +- https://www.mathtype.cn/ +- https://zh.numberempire.com/ +- http://penrose.ink/ +- https://github.com/FXH1/C-CPP-function-development-library +- https://www.keycurriculum.com/ +- http://tobyschachman.com/Shadershop/ +- [graphtoy](https://graphtoy.com/) +- https://www.andre-gaschler.com/rotationconverter/ +- https://github.com/zyl910/VectorTraits/ + +#### Curve +- [unity-nurbs](https://github.com/komietty/unity-nurbs) Unity base NURBS spline and surface module +- [Unity-Spline-Editor](https://github.com/vvrvvd/Unity-Spline-Editor) +- [Lagrange Interpolatio](https://www.youtube.com/watch?v=4S6G-zenbFM&t=621s) +- https://github.com/mxgmn/Blog/blob/master/squircles.md +- [bezierjs](https://github.com/Pomax/bezierjs) A nodejs and client-side library for (cubic) Bezier curve work +- [bezierinfo中文版](https://pomax.github.io/bezierinfo/zh-CN/index.html) +- [CurveDesigner](https://github.com/cmacmillan/CurveDesigner) A free tool for designing tubes, ramps, curves, and half-pipes in unity +- [2d 曲线](https://github.com/gabrielgiordan/Unity3D-Curves) +- [unity-curve-utils](https://github.com/baba-s/unity-curve-utils) 曲线 +- [nurbs](https://github.com/StandardCyborg/nurbs) js Non-Uniform Rational B-Splines (NURBS) of any dimensionality +- [BGCurve](https://github.com/bansheeGz/BGCurve) +- [NaughtyBezierCurves](https://github.com/dbrizov/NaughtyBezierCurves) Bezier Curve Game Object for Unity +#### Courses/Article/website +- https://d3gt.com/index.html +- https://zhuanlan.zhihu.com/p/362148370 +- https://github.com/rossant/awesome-math +- [傅里叶变换交互式入门](http://www.jezzamon.com/fourier/zh-cn.html) +- [一分钟看完漫画搞懂卷积](https://blog.csdn.net/cubesky/article/details/117446164) +- https://www.wolfram.com/ +- https://mathvault.ca/websites/ +- https://brilliant.org/ +- https://www.3blue1brown.com/ +- http://www.matrix67.com/blog +- https://mmaqa.com/ +- https://gist.github.com/munrocket/f247155fc22ecb8edf974d905c677de1? +- [空间划分](https://www.cnblogs.com/KillerAery/p/10878367.html) +- [切线空间(Tangent Space)完全解析](https://zhuanlan.zhihu.com/p/139593847) +- [图形学 | Shader |用一篇文章理解法线变换、切线空间、法线贴图](https://zhuanlan.zhihu.com/p/261667233) +- [谈谈法线图的压缩](https://gameinstitute.qq.com/community/detail/123850) +- 游戏相关的几何分支:欧式几何、射影几何、微分几何、代数几何和非交换几何 +- [projectivegeometricalgebra](http://projectivegeometricalgebra.org/) 摄影几何 +- [comparison with math libraries](https://nfrechette.github.io/2019/01/19/introducing_realtime_math/) +- [线性代数的本质 - 系列合集](https://www.bilibili.com/video/BV1ys411472E) +- [lir](https://github.com/Evryway/lir) Largest Interior Rectangle implementation in C# for Unity. +- https://github.com/Ohmnivore/com.not-unity.bsplines +- [强推!这可能是2023最新的图论和图算法教程了](https://www.bilibili.com/video/BV1hc41187JZ?) +- [用数学画风景](https://www.bilibili.com/video/BV1Da4y1q78H/?) +- [这可能是b站最全的【人工智能-数学基础】教程!](https://www.bilibili.com/video/BV1gQ4y1E7iy?) +- [墨子数学研究所](https://space.bilibili.com/427564152) + +#### Unity-Transform +- [Unity 和 Unreal 渲染中的坐标变换和跨平台兼容](https://zhuanlan.zhihu.com/p/590584851) +- [矩阵变换的本质 --- 欧拉角与矩阵与万向锁问题](https://zhuanlan.zhihu.com/p/394141773) +- [视图变换和投影变换矩阵的原理及推导,以及OpenGL,DirectX和Unity的对应矩阵](https://zhuanlan.zhihu.com/p/362713511) +- [一篇文章彻底弄懂齐次裁剪](https://zhuanlan.zhihu.com/p/102758967) +- [计算机图形学六:透视矫正插值和图形渲染管线总结](https://zhuanlan.zhihu.com/p/144331875) +- [渲染管线中MVP矩阵的推导](https://zhuanlan.zhihu.com/p/373489211) +- [Unity坐标系变换那些事](https://zhuanlan.zhihu.com/p/438828654) +- [图形学中常见的数学困惑](https://zhuanlan.zhihu.com/p/413224014) +- [Unity空间坐标转换的矩阵应用](https://zhuanlan.zhihu.com/p/453431538) +- [动态与静态欧拉角视角下的万向节死锁(Gimbal Lock)问题](https://zhuanlan.zhihu.com/p/474447990) +- [对于MVP矩阵变换以及其推导过程浅析](https://zhuanlan.zhihu.com/p/548044461) +- [计算机图形学:一文读懂透视投影](https://zhuanlan.zhihu.com/p/574538351) +- [图形学常见的变换推导](http://frankorz.com/2020/07/26/transformation/) +- [关于unity shader中偏导重建法向量](https://zhuanlan.zhihu.com/p/460718461) +- [彻底理解投影矩阵(一)](https://zhuanlan.zhihu.com/p/586364840) +- [彻底理解投影矩阵(二)](https://zhuanlan.zhihu.com/p/586577757) +- [OpenGL中投影矩阵(Projection Matrix)详解](https://zhuanlan.zhihu.com/p/588659397) +- [Unity Shader 各个空间坐标的获取方式及xyzw含义](https://zhuanlan.zhihu.com/p/505030222) +- [decoding-a-projection-matrix](http://xdpixel.com/decoding-a-projection-matrix/) +- [Unity_ShaderMatrixHacks](https://github.com/XJINE/Unity_ShaderMatrixHacks) +- [从MVP矩阵提取Frustum平面](https://zhuanlan.zhihu.com/p/573372287) +- [Matrix-crash-course](https://github.com/Bunny83/Unity-Articles/blob/master/Matrix%20crash%20course.md) +- [《RTR4》第4章 变换(Transforms)(上)](https://zhuanlan.zhihu.com/p/447927462) +- [为什么Unity3d旋转默认采用了有万向节死锁的欧拉角,而不用四元数?](https://www.zhihu.com/question/321381903/answer/667753991) +- [Unity从深度缓冲重建世界空间位置](https://zhuanlan.zhihu.com/p/92315967) +- [可视化理解四元数,愿你不再掉头发](https://zhuanlan.zhihu.com/p/53872740) +- [四元数与旋转](https://zhuanlan.zhihu.com/p/442146306) +- [四元数应用——顺序无关的旋转混合](https://zhuanlan.zhihu.com/p/28330428) +- https://github.com/Krasjet/quaternion +- https://thenumbat.github.io/Exponential-Rotations/ + +- [LookMaNoMatrices](https://github.com/enkimute/LookMaNoMatrices) +## Physics +#### Physics Framework +- [awesome-simulation](https://github.com/Housz/awesome-simulation) Resources for Physics based simulation in Computer Graphics 图形学中物理模拟的资源整理 +- [Gaia](https://github.com/AnkaChan/Gaia) The Gaia engine is a C++ codebase primarily designed for physics-based simulations. +- [Ten-Minute-Physics-Unity](https://github.com/Habrador/Ten-Minute-Physics-Unity) Implementations in Unity of the Ten Minute Physics YouTube channel. Instead of using Unity's built-in physics engine +- [UnitySimplePhysics](https://github.com/JohannHotzel/UnitySimplePhysics) Simple Physics provides lightweight, easy-to-use physics-based behaviors for Unity. (Rope, Cloth, SoftBodies) +- [bepuphysics2](https://github.com/bepu/bepuphysics2) Pure C# 3D real time physics simulation library, now with a higher version number. +- [bepuphysics1int](https://github.com/sam-vdp/bepuphysics1int) Pure C# deterministic fixed-point 3D real time physics simulation library +- https://github.com/Kimbatt/unity-deterministic-physics +- https://github.com/devlinzhou/deterministic_physics +- https://github.com/jonjon007/unity-deterministic-physics +- https://github.com/Zonciu/Box2DSharp-deterministic +- https://github.com/labbbirder/DecimalNavigation +- https://github.com/PetteriAimonen/libfixmath +- https://github.com/Unity-X/FixMath +- https://github.com/BXRan/PEMath +- https://github.com/GameArki/FPPhysics2D +- https://github.com/yingyugang/FixedPointPhysics +- https://github.com/devlinzhou/deterministic_float +- https://github.com/CarlVerret/csFastFloat +- https://github.com/XuToWei/SoftNumber/ +- https://github.com/XuToWei/com.unity.softfloat +- https://github.com/XuToWei/SoftFloat/ +- https://github.com/iggigabriel/FixPointUnity +- https://github.com/XMunkki/FixPointCS +- https://github.com/daleth90/fixed-point-unity +- https://github.com/Herta-Space-Station/FixedPoint +- https://github.com/8izips/fMath +- https://github.com/zeroerror/ZeroPhysics +- https://github.com/chenwansal/FPPhysics2D +- https://github.com/GameArki/FPMath +- https://github.com/CodingCodingK/CodingKPhysx +- https://github.com/Fractural/GodotFixedVolatilePhysics +- [Bullet](http://bulletphysics.org/wordpress/) - Real-time physics simulation. +- [collision-rs](https://github.com/rustgd/collision-rs) A collision extension to cgmath +- [ballistics](https://assetstore.unity.com/packages/tools/physics/toolkit-for-ballistics-2026-337806) +- https://github.com/MADEAPPS/newton-dynamics/ -newton-dynamics +- [fcl](https://github.com/flexible-collision-library/fcl) The Flexible Collision Library +- [Jitter](https://code.google.com/p/jitterphysics/) - a fast and lightweight physics engine written in C#. +- https://github.com/notgiven688/jitterphysics2 +- [libccd](https://github.com/danfis/libccd) Library for collision detection between two convex shapes +- [ncollide](https://github.com/dimforge/ncollide) 2 and 3-dimensional collision detection library in Rust. +- [reactphysics3d]([www.reactphysics3d.com](https://github.com/DanielChappuis/reactphysics3d)) +- [tinyc2](https://github.com/RandyGaul/cute_headers) Collection of cross-platform one-file C/C++ libraries with no dependencies, primarily used for games +- [qu3e](https://github.com/RandyGaul/qu3e) qu3e is a compact, light-weight and fast 3D physics engine in C++. +- [OPCODE](https://github.com/nitrocaster/OPCODE) +- https://github.com/kroitor/gjk.c gjk.c +- https://github.com/wnbittle/dyn4j dyn4j +- https://github.com/wellcaffeinated/PhysicsJS +- https://www.havok.com/products/havok-physics/ +- https://www.geforce.cn/hardware/technology/physx +- https://www.sofa-framework.org/ +- https://github.com/jeffvella/UnityNativeCollision +- https://github.com/lwwhb/OptimizingUnityCollision +- https://www.bepuentertainment.com/ +- https://samuelpmish.github.io/notes/RocketLeague/#_navigation +- https://github.com/devnio/Flowmo +- https://parry.rs/ +- https://rapier.rs/ +- https://github.com/fxredeemer/jitterphysics +- https://github.com/jrouwe/JoltPhysics +- https://github.com/seep/JoltPhysicsUnity +- https://github.com/godot-jolt/godot-jolt +- [BetterPhysics](https://github.com/SadnessMonday/BetterPhysics) Physics improvement suite for Unity +- https://github.com/irlanrobson/bounce +- https://github.com/Scrawk/CyclonePhysicsEngine +- https://github.com/LemonMontage420/TORSION-Community-Edition +#### Physics BOOKS +- [Physics for Game Programmers](https://www.amazon.com/Physics-Game-Programmers-Grant-Palmer/dp/159059472X) +- [Physics Modeling for Game Programmers](https://www.amazon.com/Physics-Modeling-Programmers-David-Conger/dp/1592000932/) +- [Fluid Simulation for Computer Graphics](https://www.amazon.ca/Simulation-Computer-Graphics-Second-Edition/dp/1482232839) +- [The Art of Fluid Animation](https://www.amazon.ca/Art-Fluid-Animation-Jos-Stam/dp/1498700209) +- [Computer Animation: Algorithms and Techniques ](https://www.amazon.com/Computer-Animation-Third-Edition-Algorithms/dp/0124158420/ref=dp_ob_title_bk) +- [Physics Based Animation](https://www.amazon.com/Physics-Based-Animation-Graphics-Erleben/dp/1584503807) +- [Game Physics ](https://www.amazon.com/Physics-Morgan-Kaufmann-Interactive-Technology/dp/1558607404) +- [Real-Time Collision Detection ](https://www.amazon.com/Real-Time-Collision-Detection-Interactive-Technology/dp/1558607323) +- [Guide to Dynamic Simulations of Rigid Bodies and Particle Systems ](https://www.amazon.com/Simulations-Particle-Simulation-Foundations-Applications/dp/1447144163) +- [Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game ](https://www.amazon.com/dp/0123819768/?tag=stackoverfl08-20) +- [Game Physics Pearls](https://www.amazon.ca/Game-Physics-Pearls-Gino-Bergen/dp/1568814747) +- [Fluid Engine Development](https://www.amazon.ca/Fluid-Engine-Development-Doyub-Kim/dp/1498719929) +- [zibra](https://zibra.ai/) +- [Foundations of Physically Based Modeling and Animation](https://www.amazon.ca/Foundations-Physically-Based-Modeling-Animation/dp/1482234602/) + +#### Fluid +- [Blender-FLIP-Fluids](https://github.com/rlguy/Blender-FLIP-Fluids) :thumbsup: FLIP Fluids is a powerful liquid simulation plugin that gives you the ability to create high quality fluid effects all within Blender +- [fluviofx](https://github.com/fluviofx/fluviofx) Fluid dynamics for Unity's VFX graph https://getfluv.io +- [Piranha](https://github.com/keenanwoodall/Piranha) A simple tool to make rigidbodies swarm a mesh in Unity. +- [SPlisHSPlasH](https://github.com/InteractiveComputerGraphics/SPlisHSPlasH) physically-based simulation of fluids. +- [GridFluidSim3D](https://github.com/rlguy/GridFluidSim3D) A PIC/FLIP fluid simulation based on the methods found in Robert Bridson's "Fluid Simulation for Computer Graphics" +- [SPHFluid](https://github.com/MangoSister/SPHFluid) Interactive 3D Fluid Simulation based on SPH +- [RealTimeFluidRendering](https://github.com/ttnghia/RealTimeFluidRendering) Implementation of the i3D2018 paper "A Narrow-Range Filter for Screen-Space Fluid Rendering". +- [fluid-engine-dev](https://github.com/doyubkim/fluid-engine-dev) Fluid simulation engine for computer graphics applications https://fluidenginedevelopment.org/ +- [Bimocq](https://github.com/ziyinq/Bimocq) Efficient and Conservative Fluids Using Bidirectional Mapping +- [PBD-Fluid-in-Unity](https://github.com/Scrawk/PBD-Fluid-in-Unity) A PBD fluid in unity running on the GPU +- https://github.com/nakjun/Position-Based-Dynamics-with-Unity-GPU +- [Trinity](https://github.com/portsmouth/Trinity) Programmable 3D GPU (WebGL) fluid simulator +- [Unity-ECS-Job-System-SPH](https://github.com/leonardo-montes/Unity-ECS-Job-System-SPH) Implementation of the SPH Algorithm (fluid simulation) in Unity, comparing singlethread and ECS/Job System performances. +- [Fluid-Simulator](https://github.com/Al-Asl/Fluid-Simulator) Case study on fluid dynamics, Volumetric GPU-Based fluid simulator +- [Liquid-Simulation](https://github.com/ivuecode/Liquid-Simulation) +- [The-Fluid-Toy](https://github.com/Victor2266/The-Fluid-Toy) Optimizing Collision Detection with GPU Acceleration for Real-Time Particle-Based Fluid Simulations. +#### Water +- [crest](https://github.com/wave-harmonic/crest) +- https://github.com/abecombe/FLIP-Fluid-for-Unity +- [CFD101](https://github.com/thu-zhanghl/CFD101) 💧CFD(计算流体力学)资料汇总、学习笔记 +- [FluidSimulationTutorialsUnity](https://github.com/clatterrr/FluidSimulationTutorialsUnity) +- [FluxInUnity](https://github.com/DaiZiLing/FluxInUnity) +- [boat-attack-water](https://github.com/Unity-Technologies/boat-attack-water) Package repo containing the water system created for the URP Boat Attack demo project +- [unity-stylized-water](https://github.com/danielshervheim/unity-stylized-water) +- [Unity中实现瓶中液体晃动的效果(从建模开始)](https://zhuanlan.zhihu.com/p/159913409) +- [AQUAS Water](https://assetstore.unity.com/packages/tools/particles-effects/aquas-water-river-set-52103) UnityPlugin +- [Stylized Water For URP](https://assetstore.unity.com/packages/vfx/shaders/stylized-water-for-urp-162025) UnityPlugin +- [Dynamic Water Physics 2 ](https://assetstore.unity.com/packages/tools/physics/dynamic-water-physics-2-147990) UnityPlugin +- https://github.com/Scrawk/Brunetons-Ocean +- https://github.com/Verasl/BoatAttack water +- https://github.com/eliasts/Ocean_Community_Next_Gen +- https://github.com/zulubo/VWater +- [FFT-Ocean](https://github.com/gasgiant/FFT-Ocean) +- https://github.com/bearworks/URPOcean +- https://github.com/wave-harmonic/water-resources +- [Compute-Shaders-Fluid-Dynamic-](https://github.com/IRCSS/Compute-Shaders-Fluid-Dynamic-) [Blog](https://shahriyarshahrabi.medium.com/gentle-introduction-to-fluid-simulation-for-programmers-and-technical-artists-7c0045c40bac) +- [UnityInteractableWater-Grass-Wind_URP](https://github.com/Zoroiscrying/UnityInteractableWater-Grass-Wind_URP) +- https://github.com/aniruddhahar/URP-WaterShaders +- https://github.com/abitofgamedev/water_vfx from here[youtube](https://www.youtube.com/watch?v=3CcWus6d_B8) +- https://github.com/Unity-Technologies/WaterScenes +- https://github.com/z4gon/water-caustics-shader-unity +- https://github.com/GarrettGunnell/Water +- https://github.com/DaiZiLing/Flux2-Shoreline-Wave-HLSL +- https://github.com/chocola-mint/ChocoWater +- https://github.com/Parrot222/Unity-URP-Underwater-Effects +- https://github.com/Parrot222/Unity-Water-Shaders +- https://github.com/SebLague/Fluid-Sim +- https://github.com/shanecelis/water-demo webgl +- https://github.com/MatrixRex/Uber-Stylized-Water +- https://github.com/ruccho/WaterRW +- https://github.com/Ezharjan/WaterShader +#### Glass +- https://github.com/toadstorm/RainyGlassShader +- https://github.com/omid3098/Unity-URP-GlassShader +- https://github.com/Tiitan/GlassSystem +#### Cloth +* [GPU-Cloth-Simulation](https://github.com/JUSTIVE/GPU-Cloth-Simulation) GPU Mass-Spring Simulation Cloth in Unity +* [Fusion](https://github.com/Ninjajie/Fusion) Unity Physics on GPU +* https://github.com/dragonbook/awesome-cloth +* [opencloth](https://github.com/mmmovania/opencloth) A collection of source codes implementing cloth simulation algorithms in OpenGL +* [GPUClothSimulationInUnity](https://github.com/voxell-tech/GPUClothSimulationInUnity) About +Trying to replicate what this legend did: https://youtu.be/kCGHXlLR3l8 +- [Cloth Simulation for Computer Graphic](https://www.amazon.ca/Cloth-Simulation-Computer-Graphics-Stuyck/dp/1681734117/) +#### Position-Based-Dynamics +- [Position-Based-Dynamics](https://github.com/Scrawk/Position-Based-Dynamics) +- [unity-position_based_dynamic](https://github.com/wsiqq23/unity-position_based_dynamic) 在unity上实现的一些基于position based dynamic的效果 +- [PBD2D](https://github.com/andywiecko/PBD2D) Unity Position Based Dynamics in two dimensions +- [PositionBasedDynamics](https://github.com/InteractiveComputerGraphics/PositionBasedDynamics) physically-based simulation of rigid bodies, deformable solids and fluids. +- [PositionBasedFluids](https://github.com/JAGJ10/PositionBasedFluids) CUDA/C++ implementation of several papers in the spirit of developing a small demo similar to Nvidia's FleX framework +- [AdaptorPhysX](https://github.com/Mustenaka/AdaptorPhysX) AdaptorPhysX项目是使用CPU多线程(Unity Burst & Jobs系统)实现PBD (Position Based Dynamics)算法来模拟具有体积或表面的可变形物体(绳、布、软体、流体),并根据PBD计算规则实现计算框架。您可以在此项目的基础上完成自己的算法扩展。 +#### Softbody +* [Softbodies](https://github.com/Ideefixze/Softbodies) Softbodies, jiggly items and other slimy stuff in Unity +* [SoftBodySimulation](https://github.com/chrismarch/SoftBodySimulation) Squish! A quick exploration of mesh deformation in response to collision +#### Vehicle +* [tork](https://github.com/adrenak/tork) Arcade vehicle physics for Unity +* [Randomation-Vehicle-Physics](https://github.com/JustInvoke/Randomation-Vehicle-Physics) +#### Sky +- https://github.com/xinyangaa/Unity_URP_Genshin_Impact_Programmed_Skybox + +## Game-BenchMark/Metric/Tool +#### Common +- [awesome-android-performance](https://github.com/Juude/awesome-android-performance) Android performance optimization tutorials, videos and tools list(Android性能优化视频,文档以及工具) +- [Android-ReadTheFuckingSourceCode](https://github.com/jeanboydev/Android-ReadTheFuckingSourceCode/) 记录日常的开发技巧,开发中遇到的技术重点、难点,各个知识点的总结,优质面试题等等。持续更新... +- [iOS-Performance-Optimization](https://github.com/skyming/iOS-Performance-Optimization) 关于iOS 性能优化梳理、内存泄露、卡顿、网络、GPU、电量、 App 包体积瘦身、启动速度优化等、Instruments 高级技巧、常见的优化技能- Get — Edit +- [py-ios-device](https://github.com/YueChen-C/py-ios-device) +- [AdvancedSharpAdbClient](https://github.com/SharpAdb/AdvancedSharpAdbClient) +- [Remotery](https://github.com/Celtoys/Remotery) +- [tracy](https://github.com/wolfpld/tracy) C++ frame profiler +- [perfdog](https://perfdog.qq.com/) 移动全平台性能测试分析专家 +- [upr](https://upr.unity.com/) 一款Unity出的性能分析工具,基于UnityProfiler的基础上制作的UPR,UPR的数据来自与UnityProfiler,会比Profiler有更多细节信息 +- [loli_profiler](https://github.com/Tencent/loli_profiler) Memory instrumentation tool for android app&game developers. +- [Unity-Excpetion-Crash](https://github.com/sundxing/Unity-Exception-Crash) +- https://github.com/nskrkmz/CrashReporter +- [MonitorTool](https://github.com/dingxiaowei/MonitorTool) Unity性能监控软件 +- [VisualProfiler-Unity](https://github.com/microsoft/VisualProfiler-Unity) The Visual Profiler provides a drop in solution for viewing your mixed reality Unity application's frame rate, scene complexity, and memory usage. +- [UnityHeapExplorer](https://github.com/pschraut/UnityHeapExplorer) Heap Explorer is a Memory Profiler, Debugger and Analyzer for Unity. +- [UnityMemorySnapshotThing](https://github.com/SamboyCoding/UnityMemorySnapshotThing) Tool to work with unity memory snapshots +- [MemorySnapshotAnalyzer](https://github.com/facebookexperimental/MemorySnapshotAnalyzer) Analysis tooling for memory snapshots of managed code runtimes, specifically, Unity Memory Snapshots. +- [il2cppMemoryProfiler](https://github.com/haitor888/il2cppMemoryProfiler) UnityMemperf是一款专为Unity引擎安卓平台IL2CPP运行时打造的高性能内存分析、泄露检查、快照对比工具 +- https://github.com/studentutu/unity-memoryprofiler-csv-export +- [uwa4d](https://www.uwa4d.com/) +- [selective-profiling](https://github.com/needle-tools/selective-profiling) Selectively deep profile code in Unity +- [optick](https://github.com/bombomby/optick) Optick is a super-lightweight C++ profiler for Games. +It provides access for all the necessary tools required for efficient performance analysis and optimization: +instrumentation, switch-contexts, sampling, GPU counters. +- [performance.tools](https://github.com/MattPD/cpplinks/blob/master/performance.tools.md) +- [orbit](https://github.com/google/orbit) C/C++ Performance Profiler +- [profiling](https://github.com/aclysma/profiling) +- [palanteer](https://github.com/dfeneyrou/palanteer) +- [WatchDog](https://github.com/IzyPro/WatchDog) WatchDog is a Realtime Message, Event, HTTP (Request & Response) and Exception logger and viewer for ASP.Net Core Web Apps and APIs. +- [lnav](https://lnav.org/) +- [UnityChoseKun](https://github.com/katsumasa/UnityChoseKun) Unity Remote Control on Editor +- [MemoryProfiler](https://github.com/larryhou/MemoryProfiler) +- [ScreenshotToUnityProfiler](https://github.com/wotakuro/ScreenshotToUnityProfiler) +- [speedscope](https://www.speedscope.app/) +- https://github.com/jlfwong/speedscope +- [ULogViewer](https://github.com/carina-studio/ULogViewer) +- [needle-console](https://github.com/needle-tools/needle-console) +- [UnityIL2CPP包Crash闪退利用Android Logcat还原符号表堆栈日志](https://www.jianshu.com/p/2000f524879d) +- https://github.com/Palatis/XAppDebug + +### Google Analytics +- https://github.com/umami-software/umami Umami is a modern, privacy-focused alternative to Google Analytics. +- https://github.com/rybbit-io/rybbit Rybbit - open-source and privacy-friendly alternative to Google Analytics that is 10x more intuitive. +- https://github.com/matomo-org/matomo Web & app analytics for teams who demand accuracy +- https://github.com/plausible/analytics Simple, open source, lightweight and privacy-friendly web analytics alternative to Google Analytics. +#### GPU + +- https://github.com/taptap/render-doctor +- https://github.com/taptap/perf-doctor +- [perfstudio](https://gpuopen.com/archived/gpu-perfstudio/) +- [renderdoc](https://renderdoc.org/) +- [renderdocArticle](https://blog.kangkang.org/index.php/archives/504) +- [RenderDocMeshParserForUnity](https://github.com/windsmoon/RenderDocMeshParserForUnity) +- [LcL-RenderdocTextureExporter](https://github.com/csdjk/LcL-RenderdocTextureExporter) +- [Qualcomm GPU Tools](https://developer.qualcomm.com/software/adreno-gpu-sdk/tools). +- [Shader中的代码优化原理分析](https://zhuanlan.zhihu.com/p/210221918) +- [Arm Mobile Studio](https://www.arm.com/products/development-tools/graphics/arm-mobile-studio) - includes the Arm Graphics Analyzer to trace graphics performance issues easily, and Arm Streamline performance analyzer, for a whole-system view of performance to determine bottlenecks quickly across both the CPU and GPU. +- [Unity Arm Mobile Studio Article](https://blog.unity.com/games/enhanced-mobile-performance-analysis-with-arms-new-mobile-studio-package-for-unity) +- [ARM Mobile Studio性能优化](https://developer.unity.cn/projects/5f9d13daedbc2a37b91122be) +- [UnityShaderAnalyzer](https://github.com/liamcary/UnityShaderAnalyzer) powered by mali +- [com.unity.shaderanalysis](https://github.com/Unity-Technologies/Graphics/tree/master/Packages/com.unity.shaderanalysis) +- [MaliCompiler](http://neozheng.cn/2021/12/22/MaliCompiler/) +- [使用Mali Compiler对Unity Shader进行优化](https://zhuanlan.zhihu.com/p/448732749) +- https://github.com/arcsearoc/UnityMaliCompilerBridge +- [MaliCompilerReport](https://github.com/Unity-Technologies/sol-games-unity-samples/tree/main/Graphics/MaliCompilerReport) +- [com.unity.profiling.systemmetrics.mali](https://github.com/needle-mirror/com.unity.profiling.systemmetrics.mali) +- [全新Arm Mobile Studio for Unity软件包,增强移动端性能分析](https://developer.unity.cn/projects/60d19990edbc2a1b2110acb7) +- [Arm Mali GPU Training Series](https://www.youtube.com/watch?v=tnR4mExVClY&list=PLKjl7IFAwc4QUTejaX2vpIwXstbgf8Ik7&index=1) +- [Authoring Efficient Shaders for Optimal Mobile Performance](https://www.dropbox.com/s/ic0c6k0yzf2uk81/Authoring%20Efficient%20Shaders%20for%20Optimal%20Mobile%20Performance%20-%20GDC2022%20-Arm%20%26%20NaturalMotion.pdf?dl=0) David Sena and Zandro Fargnoli's 2022 GDC session +- [Nsight™ Visual Studio Edition 5.2+](https://developer.nvidia.com/nvidia-nsight-visual-studio-edition). +- [perfTest](https://github.com/sebbbi/perftest)A simple GPU shader memory operation performance test tool. Current implementation is DirectX 11.0 based. +- [Intel-GPA](https://software.intel.com/content/www/us/en/develop/tools/graphics-performance-analyzers.html) +- [Android GPU Inspector](https://gpuinspector.dev/) +- [ShaderDebugger](https://github.com/arigo/ShaderDebugger) unity-shader-debugger +- [UnityShaderDebug](https://github.com/yujen/UnityShaderDebug) This material can print shader value. +- [A unity shader .cginc to draw numbers in the fragment shader](https://gist.github.com/FreyaHolmer/71717be9f3030c1b0990d3ed1ae833e3) +- [Unity-ShaderCharDisplay](https://github.com/frankhjwx/Unity-ShaderCharDisplay) +- [ShaderDebug](https://github.com/zouchunyi/ShaderDebug) 详细文档参见知乎: https://zhuanlan.zhihu.com/p/104643601 +- [pix]( https://devblogs.microsoft.com/pix/documentation/) +- [WaitForTargetFPS、Gfx.WaitForPresent](https://blog.csdn.net/yudianxia/article/details/79398590?) +- [垂直同步,G-sync,Freesync](https://zhuanlan.zhihu.com/p/41848908) +- [OverdrawForURP](https://github.com/ina-amagami/OverdrawForURP) +- [OverdrawMonitor](https://github.com/Nordeus/Unite2017/tree/master/OverdrawMonitor) +- [OverdrawChecker](https://github.com/haw2fregel/OverdrawChecker) +- [OverdrawMonitor](https://github.com/ZBlueLine/OverdrawMonitor) +- https://github.com/alexanderameye/stencil-debugger +## ComputerGraphics && Shadingv + +#### Conference +- [highperformancegraphics](https://www.highperformancegraphics.org/) +- [siggraph-2021-links](https://blog.selfshadow.com/2021/08/18/siggraph-2021-links/) +- [siggraph-2023-links](https://blog.selfshadow.com/2023/08/12/siggraph-2023-links/) +- [ACM Siggraph 2020](https://s2020.siggraph.org/) +- [ACM Siggraph ASIA 2020](https://sa2020.siggraph.org/) +- [ACM SIGGRAPH/Eurographics Symposium on Computer Animation 2020](http://computeranimation.org/) +- [China Israel Bi-National Conference 2009](http://cg.cs.tsinghua.edu.cn/ci2009/) [2011](http://www.cs.bgu.ac.il/IsraelChina2011/) +- [Computational Visual Media 2012](http://iccvm.org/2012/) [2020](http://www.iccvm.org/2020/) +- [Computer Animation and Social Agents 2020](http://casa2020.bournemouth.ac.uk/) +- [Computer Graphics International 2020](http://www.cgs-network.org/cgi20/) +- [Computer Vision and Pattern Recognition 2020](http://cvpr2020.thecvf.com//) +- [Euographics EuroVis 2020](https://conferences.eg.org/egev20/) +- [https://sgp2020.sites.uu.nl](Euographics Symposium on Geometry Processing 2020) +- [>Euographics Symposium on Rendering 2020](https://egsr2020.london) +- [Geometry Modeling and Processing 2004](http://cg.cs.tsinghua.edu.cn/gmp2004/) [2020](https://indico.oist.jp/indico/event/10/) +- [>International Conference of Computer Vision 2021](http://iccv2021.thecvf.com/) +- [Pacific Graphics 2002](http://cg.cs.tsinghua.edu.cn/pg2002/) +- [2015](http://cg.cs.tsinghua.edu.cn/pg2015/) +- [2020](https://ecs.wgtn.ac.nz/Events/PG2020/) +- [SIAM Geometric Design and Computing 2019](https://www.siam.org/conferences/CM/Main/gd19) +- [https://smi2020.sciencesconf.org/](Shape Modeling International 2020) +- [Solid and Physical Modeling 2007](http://cg.cs.tsinghua.edu.cn/spm2007/index.htm) +- [2020](https://spm2020.sciencesconf.org/) + +#### Journal +- [ACM Transactions on Graphics](http://www.acm.org/tog/) +- [Computer-Aided Design](http://www.journals.elsevier.com/computer-aided-design/) +- [Computer Aided Geometric Design](http://www.journals.elsevier.com/computer-aided-geometric-design/) +- [Computational Geometry](http://www.elsevier.com/locate/issn/09257721) +- [Computer&Graphics](http://www.journals.elsevier.com/computers-and-graphics/) +- [Computer Graphics Forum](http://onlinelibrary.wiley.com/journal/10.1111/(ISSN)1467-8659) +- [Computational Visual Media](http://www.springer.com/computer/image+processing/journal/41095) +- [Graphical Models](http://www.journals.elsevier.com/graphical-models/) +- [IEEE Computer Graphics and Applications](http://www.computer.org/portal/web/computingnow/cga) +- [IEEE Transactions on Image Processing ](http://www.signalprocessingsociety.org/publications/periodicals/image-processing/) +- [IEEE Transactions on Multimedia](http://ieeexplore.ieee.org/xpl/RecentIssue.jsp?reload=true&punumber=6046) +- [IEEE Transactions on Pattern Analysis & Machine Intelligence](http://www.computer.org/portal/web/tpami) +- [IEEE Transaction on Visualizations and Computer Graphics](https://www.computer.org/csdl/journal/tg) +- [International Journal of Computational Geometry and Application](http://www.worldscinet.com/ijcga/ijcga.shtml/) +- [International Journal of Computer Vision](http://www.springer.com/east/home/computer/computer+journals?SGWID=5-40100-70-35547002-0) +- [Journal of Computer Animation and Virtual Worlds](http://onlinelibrary.wiley.com/journal/10.1002/(ISSN)1546-427X/issues) +- [The Visual Computers](http://link.springer.com/journal/371) +#### Group +- [Arizona-CAGD](http://www.farinhansford.com/gerald/) +- [Bath-Graphics](http://yongliangyang.net/) +- [Brown-Graphics](http://www.cs.brown.edu/research/graphics/) +- [City U HK-Creative Media](http://sweb.cityu.edu.hk/hongbofu/index.htm) +- [Cardiff-Visual Computing](http://www.cs.cf.ac.uk/research/vis.php) +- [Caltech-Graphics](http://www.gg.caltech.edu/) +- [City University of Hong Kong - Graphics](http://sweb.cityu.edu.hk/hongbofu/) +- [CMU-Graphics](http://graphics.cs.cmu.edu/) +- [Cornell-Graphics](http://www.graphics.cornell.edu/) +- [ETH Zurich-Graphics](http://graphics.ethz.ch/) +- [Hanyang U-Voronoi Diagram](http://voronoi.hanyang.ac.kr/) +- [Harvard-Graphics, Vision & Interaction](http://gvi.seas.harvard.edu/) +- [HKU-Geometric Computing](http://www.csis.hku.hk/GraphicsGroup/) +- [>HKUST-Vision&Graphics](http://visgraph.cs.ust.hk/) +- [Interdisciplinary Center -Graphics ](http://www.faculty.idc.ac.il/arik/site/index.asp) +- [KAUST-GMSV](http://gmsv.kaust.edu.sa/) +- [Kentucky-Graphics & Geometric Modeling](http://www.cs.uky.edu/~cheng/) +- [MIT-Graphics](http://graphics.lcs.mit.edu/) +- [Princeton-Graphics](http://www.cs.princeton.edu/gfx/) +- [Rice-Graphics & Geometric design](http://compsci.rice.edu/research.cfm?doc_id=4354) +- [http://www-i8.informatik.rwth-aachen.de/](RWTH-Graphics & Multimedia) +- [SNU-3D modeling & Processing](http://3map.snu.ac.kr/) +- [South Florida-CAD](http://www.piegl.com/) +- [Stanford-Graphics](http://graphics.stanford.edu) +- [Stony Brook- Visual Computing](http://cvc.cs.sunysb.edu/) +- [Technion-Graphics & Geometric Computing](http://www.cs.technion.ac.il/~cggc/) +- [Tel Aviv University-Graphics](http://www.cs.tau.ac.il/~dcor/) +- [The Hebrew University of Jerusalem Israel-Graphics](http://www.cs.huji.ac.il/labs/cglab/) +- [The University of Toronto-Dynamic Graphics](http://www.dgp.toronto.edu/) +- [TU Wien-Geometry ](http://www.geometrie.tuwien.ac.at) +- [UC Berkeley-Graphics](http://graphics.cs.berkeley.edu/) +- [UC Davis-CAD&manufacturing](http://mae.ucdavis.edu/~farouki/) +- [Computer Graphics and Visualization](http://www.cs.ucdavis.edu/research/cgv/) +- [UC San Diego-Graphics](http://graphics.ucsd.edu/) +- [UCL-Virtual Environments & Computer Graphics](http://vecg.cs.ucl.ac.uk/) +- [UIUC-Graphics](http://graphics.cs.uiuc.edu/) +- [UNC at Chapel Hill- GAMMA](http://gamma.cs.unc.edu/) +- [University of Virginia- Graphics](http://www.connellybarnes.com/work/) +- [Utah-Geometric Design and Computation](http://www.cs.utah.edu/gdc/") +- [Washington-Graphics and Image](http://grail.cs.washington.edu/) +- [Washington Univ. St. Louis - Media and Machines](http://www.cs.wustl.edu/MediaAndMachines) +- [Yale-Graphics](http://graphics.cs.yale.edu/) + +#### Vendor +- https://www.disneyanimation.com/publications/ +- https://www.disneyanimation.com/technology/hyperion/ +- https://graphics.pixar.com/library/ + +#### Graphics-Library + +- https://github.com/GeorgeAdamon/ModernComputerGraphicsResources +- https://github.com/sinclairzx81/zero +- http://www.mitsuba-renderer.org/ +- [nuklear](https://github.com/Immediate-Mode-UI/Nuklear) nuklear-A single-header ANSI C gui library +- [bgfx](https://bkaradzic.github.io/bgfx/overview.html) - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style library. [github](https://github.com/bkaradzic/bgfx) ![bkaradzic/bgfx](https://img.shields.io/github/stars/bkaradzic/bgfx.svg?style=social&label=Star&maxAge=2592000)] +- [bs::framework](https://www.bsframework.io/) - Modern C++14 library for the development of real-time graphical applications [github](https://github.com/GameFoundry/bsf) ![GameFoundry/bsf](https://img.shields.io/github/stars/GameFoundry/bsf.svg?style=social&label=Star&maxAge=2592000)] +- [Diligent Engine](http://diligentgraphics.com/diligent-engine/) - Modern cross-platform low-level graphics library. [github](https://github.com/DiligentGraphics/DiligentEngine) ![DiligentGraphics/DiligentEngine](https://img.shields.io/github/stars/DiligentGraphics/DiligentEngine.svg?style=social&label=Star&maxAge=2592000)] +- [Falcor](https://developer.nvidia.com/falcor) - Real-time rendering framework designed specifically for rapid prototyping. [github](https://github.com/NVIDIAGameWorks/Falcor) ![NVIDIAGameWorks/Falcor](https://img.shields.io/github/stars/NVIDIAGameWorks/Falcor.svg?style=social&label=Star&maxAge=2592000)] + +- [Magnum](https://magnum.graphics/) - Lightweight and modular graphics middleware for games and data visualization. [github](https://github.com/mosra/magnum) ![mosra/magnum](https://img.shields.io/github/stars/mosra/magnum.svg?style=social&label=Star&maxAge=2592000)] +- [OGRE3D](https://www.ogre3d.org/) - Scene-oriented flexible 3D engine written in C++. [bitbucket](https://bitbucket.org/sinbad/ogre)] +- [OpenSceneGraph](http://www.openscenegraph.org/) - High performance 3D graphics toolkit. [github](https://github.com/openscenegraph/OpenSceneGraph) ![openscenegraph/OpenSceneGraph](https://img.shields.io/github/stars/openscenegraph/OpenSceneGraph.svg?style=social&label=Star&maxAge=2592000)] +- [OptiX](https://developer.nvidia.com/optix) - Application framework for achieving optimal ray tracing performance on the GPU +- [OSPRay](http://www.ospray.org/) - Ray tracing based rendering engine for high-fidelity visualization. [github](https://github.com/ospray/OSPRay) ![ospray/OSPRay](https://img.shields.io/github/stars/ospray/OSPRay.svg?style=social&label=Star&maxAge=2592000)] +- [Polyscope](http://polyscope.run/) - Prototyping-oriented UI for geometric algorithms. [github](https://github.com/nmwsharp/polyscope) ![nmwsharp/polyscope](https://img.shields.io/github/stars/nmwsharp/polyscope.svg?style=social&label=Star&maxAge=2592000)] +- [Taichi](http://taichi.graphics/) - Computer graphics R&D infrastructure [github](https://github.com/yuanming-hu/taichi) ![yuanming-hu/taichi](https://img.shields.io/github/stars/yuanming-hu/taichi.svg?style=social&label=Star&maxAge=2592000)]https://michaelwalczyk.com/ +- The Forge - Cross-platform rendering framework. [github](https://github.com/ConfettiFX/The-Forge) ![ConfettiFX/The-Forge](https://img.shields.io/github/stars/ConfettiFX/The-Forge.svg?style=social&label=Star&maxAge=2592000)] +- [VulkanSceneGraph](https://vsg-dev.github.io/VulkanSceneGraph/) - Vulkan & C++17 based Scene Graph Project [github](https://github.com/vsg-dev/VulkanSceneGraph) ![vsg-dev/VulkanSceneGraph](https://img.shields.io/github/stars/vsg-dev/VulkanSceneGraph.svg?style=social&label=Star&maxAge=2592000)] + +#### SoftWare-Render +- [raylib](https://gamefromscratch.com/raylib-new-software-renderer/) +- [mesa3d](https://www.mesa3d.org/) nothing to say :) +- [tinyrenderer](https://github.com/ssloy/tinyrenderer) A brief computer graphics / rendering course +- [renderer](https://github.com/zauonlok/renderer) A shader-based software renderer written from scratch in C89 +- [SoftwareRenderer](https://github.com/Angelo1211/SoftwareRenderer) Software rendering engine with PBR. Built from scratch on C++. +- [mini3d](https://github.com/skywind3000/mini3d) 3D Software Renderer in 700 Lines !! (700 行代码的 3D 软件渲染器) +- [Zagara](https://github.com/justalittlefat/Zagara) A tiny softrendering engine based on unity3d. +- [SoftRenderer](https://github.com/wlxklyh/SoftRenderer) +- [rasterizr](https://github.com/tgjones/rasterizr) +- https://github.com/kosua20/herebedragons +- https://github.com/Litmin/SoftRenderer-Unity +* [SalviaRenderer](https://github.com/wuye9036/SalviaRenderer) SALVIA is the rasterizer based software renderer. The goal of SALVIA is capacity of Direct3D 10+. +#### 3rd-Binding +- https://github.com/Devsh-Graphics-Programming/Nabla +- [Zenith.NET](https://github.com/qian-o/Zenith.NET/) [blog](https://www.cnblogs.com/xymfblogs/p/19443277) +- [EmberGL](https://github.com/EmberGL-org/EmberGL) EmberGL (Ember Graphics Library) is a low-level open source graphics library +- [igl](https://github.com/facebook/igl) Intermediate Graphics Library (IGL) is a cross-platform library that commands the GPU. It provides a single low-level cross-platform interface on top of various graphics APIs (e.g. OpenGL, Metal and Vulkan). +- [veldrid](https://github.com/mellinoe/veldrid) A low-level, portable graphics library for .NET. +- [XenoAtom](https://github.com/XenoAtom/XenoAtom.Graphics) +- [sharpdx](http://sharpdx.org/) SharpDX is an open-source managed .NET wrapper of the DirectX API. +- [SharpVulkan](https://github.com/jwollen/SharpVulkan) C# bindings for the Vulkan graphics API, used by the Xenko game engine. +- [VulkanSharp](https://github.com/mono/VulkanSharp) Open source .NET binding for the Vulkan API +- [Silk](https://github.com/Ultz/Silk.NET) Silk.NET is a high-speed, advanced library, providing bindings to popular low-level APIs such as OpenGL and OpenAL. Use Silk.NET to add cross-platform 3D graphics, audio, compute and haptics to your C# application. +- [helix-toolkit](https://github.com/helix-toolkit/helix-toolkit) Helix Toolkit is a collection of 3D components for .NET Framework. +- [SharpGame](https://github.com/BobbyBao/SharpGame) 基于Vulkan的多线程渲染引擎,采用C#9.0开发,支持.Net5.0 +- [SharpBgfx](https://github.com/MikePopoloski/SharpBgfx) C# bindings for the bgfx graphics library +- [Vortice.GPU](https://github.com/amerkoleci/Vortice.GPU) A low-level, cross-platform .NET GPU library +- https://github.com/egorodet/MethaneKit +- https://github.com/dotnet/Silk.NET +- https://github.com/gfx-rs/gfx +- https://github.com/threejs4net/threejs4net +- https://github.com/DigitalRune/DigitalRune +- https://github.com/Raikiri/LegitEngine +- https://github.com/Trivaxy/WGPU.NET +- https://github.com/haolange/SharpGPU +- https://github.com/google/angle +- [XUSG](https://github.com/StarsX/XUSG) XUSG, XU's supreme graphics lib, is a handy wrapper currently for DirectX 12. It can be a good reference for designing your own DX12 wrapper APIs. +- [LLGL](https://github.com/LukasBanana/LLGL) Low Level Graphics Library (LLGL) is a thin abstraction layer for the modern graphics APIs OpenGL, Direct3D, Vulkan, and Metal +- [nicegraf](https://github.com/nicebyte/nicegraf) +- [Kinc](https://github.com/Kode/Kinc?) Modern low level game library and hardware abstraction. +#### Collection +- [awesome-geometry-processing)](https://github.com/zishun/awesome-geometry-processing) +- [Computer Graphics Research Software](http://www.dgp.toronto.edu/~rms/links.html) +- https://github.com/neverfelly/awesome-light-transport +- https://dl.acm.org/journal/tog/software +- https://github.com/GeorgeAdamon/ModernComputerGraphicsResources +- [realtimerendering](http://www.realtimerendering.com/) +- [graphicscodex](https://graphicscodex.courses.nvidia.com/app.html?) +- https://github.com/luisnts/awesome-computer-graphics +- https://github.com/Go1c/AboutGameEngineGraphics +- https://paroj.github.io/gltut/ +- https://www.interactiveshaderformat.com/popular +- https://github.com/Calence/BookContainer +- https://github.com/Gforcex/OpenGraphic +- https://github.com/ArturoNereu/ComputerGraphics +- https://github.com/mattdesl/graphics-resources +- https://docs.krita.org/zh_CN/general_concepts.html +- https://github.com/jbhuang0604/awesome-computer-vision +- https://github.com/sjfricke/awesome-webgl +- https://github.com/vinjn/awesome-vulkan +- https://github.com/ericjang/awesome-graphics +- https://github.com/IndieVisualLab/UnityGraphicsProgramming +- https://github.com/jslee02/awesome-graphics-libraries +- https://github.com/FancyVin/fun-with-graphics +- https://github.com/FaithZL/fun-with-graphics +- https://github.com/vo01github/ComputerGraphics +- https://github.com/AngelMonica126/GraphicAlgorithm +- https://github.com/mikbry/awesome-webgpu +- https://github.com/toji/webgpu-best-practices +- https://github.com/Graphics-Programming-Virtual-Meetup/Resources +- https://github.com/tensorush/Awesome-Graphics-Programming +#### Shading-Language +- https://github.com/wshxbqq/GLSL-Card +- [cg](https://developer.download.nvidia.cn/cg/index_stdlib.html) +- [hlsl](https://docs.microsoft.com/zh-cn/windows/win32/direct3dhlsl/dx-graphics-hlsl-semantics?redirectedfrom=MSDN) +- https://github.com/microsoft/hlsl-specs +- https://maraneshi.github.io/HLSL-ConstantBufferLayoutVisualizer/ +- https://github.com/NaitorStudios/FusionShaderRepo +- [lygia](https://github.com/patriciogonzalezvivo/lygia) lygia, it's a granular and multi-language shader library designed for performance and flexibility +- [FidelityFX](https://github.com/GPUOpen-Effects/FidelityFX) +- [common-shaders](https://github.com/libretro/common-shaders) +- [HLSL-Library](https://github.com/youandhubris/HLSL-Library) +- https://github.com/repalash/Open-Shaders +- https://github.com/Radagasd/line-intersections +- [glsl-pcg-prng](https://github.com/riccardoscalco/glsl-pcg-prng) Glsl implementation of the PCG algorithm for the generation of random numbers. + +#### Shader-Compiler +- [UnityRuntimeShader](https://github.com/witalosk/UnityRuntimeShader/) Compile and apply fragment / compute shaders to render textures or buffers. +- [unity shaderlab 和 3dsmax maya .fx 自定义 hlsl directx material 材质的联系](https://zhuanlan.zhihu.com/p/627040080) [doc](https://docs.google.com/document/d/1yHARKE5NwOGmWKZY2z3EPwSz5V_ZxTDT8RnRl521iyE/) +- [a-review-of-shader-languages](https://alain.xyz/blog/a-review-of-shader-languages) +- [UnityShaderParser](https://github.com/pema99/UnityShaderParser) UnityShaderParser +- [spir](https://www.khronos.org/spir/) The Industry Open Standard Intermediate Language for Parallel Compute and Graphics +- [DirectX Intermediate Language](https://github.com/microsoft/DirectXShaderCompiler/blob/master/docs/DXIL.rst) +- [XenoAtom.ShaderCompiler](https://github.com/XenoAtom/XenoAtom.ShaderCompiler) Provides a .NET library, a tool executable and an integration of shaderc compiler into MSBuild for compiling all your GLSL/HLSL files to SPIR-V. +- [AMD Developer Guides, Manuals & ISA Documents](https://developer.amd.com/resources/developer-guides-manuals/) +- [Parallel Thread Execution ISA Version 7.5](https://docs.nvidia.com/cuda/parallel-thread-execution/index.html) +- [CUDA Binary Utilities](https://docs.nvidia.com/cuda/cuda-binary-utilities/index.html#instruction-set-ref) +- [跨平台引擎Shader编译流程分析](https://zhuanlan.zhihu.com/p/56510874) +- [如何阅读和还原分析器中的DXBC](https://zhuanlan.zhihu.com/p/346324622) +- [DXBC指令](http://xiaopengyou.fun/public/2021/01/16/DXBC%E6%8C%87%E4%BB%A4/#more) +- [HLSLDecompiler](https://github.com/crossous/HLSLDecompiler) +- [MFShaderRecover](https://github.com/Reguluz/MFShaderRecover) ■■Updating■■ A simple tool to recognize DXBC language then translate to unity shaderlab typed shader +- [dxbc_reader](https://github.com/luxuia/dxbc_reader) +- [offline-shader-analysis](https://github.com/eldnach/offline-shader-analysis) Offline shader compilation and analysis for Unity +- [RenderDoc截帧DXBC编译 一文详解](https://zhuanlan.zhihu.com/p/590676458) +- [GLSLShaderShrinker](https://github.com/deanthecoder/GLSLShaderShrinker) Optimizes the size of GLSL shader code. +- [DXBCShaderRecover](https://github.com/Moonflow-Studio/DXBCShaderRecover) +- [DXDecompiler](https://github.com/spacehamster/DXDecompiler) DXDecompiler is a Direct3D shader bytecode decompiler for .NET. It is in currently in very early development. +- [how-to-read-shader-assembly](https://interplayoflight.wordpress.com/2021/04/18/how-to-read-shader-assembly/) +- [ShaderConductor](https://github.com/microsoft/ShaderConductor) +- [HLSLDecompiler](https://github.com/etnlGD/HLSLDecompiler) HLSL Decompiler forked from 3Dmigoto +- [ShaderPackager]( https://github.com/slipster216/ShaderPackager) +- [Shader中的代码优化原理分析](https://blog.csdn.net/qq_36383623/article/details/107249625) +- [HLSL中的MUL指令深层剖析](https://blog.csdn.net/u012871784/article/details/49250765) +- [shader mad是汇编指令吗_Shader中的代码优化原理分析](https://blog.csdn.net/weixin_39634900/article/details/111584248) +- [The Shader Permutation Problem - Part 1: How Did We Get Here?](https://therealmjp.github.io/posts/shader-permutations-part1/) +- [The Shader Permutation Problem - Part 2: How Do We Fix It](https://therealmjp.github.io/posts/shader-permutations-part2/) +- [How does a GPU Shader work?](https://aras-p.info/texts/files/2018Academy%20-%20GPU.pdf) +- [ShaderLab](https://github.com/BobLChen/ShaderLab) +- [crossshader](https://github.com/alaingalvan/crossshader) +- [pmfx-shader](https://github.com/polymonster/pmfx-shader) +#### ShaderVariant +- [Shader变体收集与打包](https://github.com/Nicholas10128/AAAResearch/blob/master/Experiences/Shader%E6%89%93%E5%8C%85%E6%A8%A1%E5%9D%97/Shader%E6%89%93%E5%8C%85%E6%A8%A1%E5%9D%97.md#shadervariantcollection%E7%94%9F%E6%88%90%E9%80%9A%E8%BF%87shaderfeature%E5%AE%9A%E4%B9%89%E7%9A%84%E5%8F%98%E4%BD%93%E8%A7%84%E5%88%99) +* [ShaderVariantCollector](https://github.com/lujian101/ShaderVariantCollector) 一种Shader变体收集和打包编译优化的思路 +* https://github.com/networm/ShaderVariantCollectionExporter +* https://github.com/SixWays/UnityShaderStripper +* https://gist.github.com/yasirkula/d8fa2fb5f22aefcc7a232f6feeb91db7 +* https://github.com/needle-tools/shader-variant-explorer +* https://github.com/crossous/SocoTools/ +* [shaders-limiter](https://assetstore.unity.com/packages/tools/utilities/shaders-limiter-270827) +* [shader-fix-assistant](https://assetstore.unity.com/packages/tools/utilities/shader-fix-assistant-326073) +#### Course/Article +- https://techartaid.com/cheatsheet/ +- https://github.com/GraphicsReplicability +- [branching-in-shaders](https://forum.unity.com/threads/branching-in-shaders.1231695/) +- [技术美术学习大纲](https://zhuanlan.zhihu.com/p/401525846) +- [图形学硬件拾遗](https://zhuanlan.zhihu.com/p/371469482) +- [Life of a triangle](https://developer.nvidia.com/content/life-triangle-nvidias-logical-pipeline) +- [Scratchapixel](https://www.scratchapixel.com) +- [学习笔记:GAMES101-现代计算机图形学入门](https://blog.csdn.net/weixin_43803133/category_10303553.html) +- [一个角色最终呈现在引擎里,美术制作上的思考以及注意事项](https://zhuanlan.zhihu.com/p/344991995) +- [技术美术 (Technical Artist)](https://zhuanlan.zhihu.com/p/258861976) +- [霜狼_may - TA技术美术学习体系框架](https://www.bilibili.com/video/av77755500) +- https://github.com/lygyue/Books (来自味精的图形学入门书籍) +- [Unity图形渲染——基础渲染系列教程20篇](https://zhuanlan.zhihu.com/p/137429554) +- [shader map总结](https://zhuanlan.zhihu.com/p/75497647) +- [ComputeShader手机兼容性报告](https://zhuanlan.zhihu.com/p/68886986) +- [Unity3D shader优化技巧集合](http://www.xionggf.com/post/unity3d/shader/u3d_shader_optimization/) +- [Unity3D的渲染路径的细节一览表](http://www.xionggf.com/post/unity3d/u3d_render_path_detail/) +- [深度探索Skinned Mesh【翻译】](http://www.xionggf.com/post/d3d/skinned_mesh_with_d3d9/) +- [MultiThread SkinnedMeshRenderer原理及实现](https://blog.csdn.net/huutu/article/details/113787863?) +- [理解高动态范围光](http://www.xionggf.com/post/cg/inside_hdr/) +- [The Book of Shaders](https://thebookofshaders.com/?lan=ch) +- [总结一些TA(技术美术)学习的网站](https://zhuanlan.zhihu.com/p/84550677) +- [全局光照:光线追踪、路径追踪与GI技术进化编年史](https://www.cnblogs.com/machong8183/p/7543724.html) +- [技术美术工作内容及举例](https://zhuanlan.zhihu.com/p/397308985) + +#### Shader-Collection +- https://github.com/falseeeeeeeeee/ShaderLibrary +- https://github.com/kleineluka/backlace +- https://mini.gmshaders.com/ +- [CgFX-Shader-Compilation](https://github.com/steaklive/CgFX-Shader-Compilation) +- [Unity-Advanced-Shaders-Tutorial](https://github.com/Habrador/Unity-Advanced-Shaders-Tutorial) Implementation of advanced shaders in Unity like raytracing, interior mapping, parallax mapping +- [litplus-urp-enhanced-lit-shader](https://assetstore.unity.com/packages/vfx/shaders/litplus-urp-enhanced-lit-shader-328765) +- [UNITY-Arc-system-Works-Shader](https://github.com/Aerthas/UNITY-Arc-system-Works-Shader) Shader created to emulate the design style of Arc System Works games such as Guilty Gear and Dragon Ball FighterZ. Created using Amplify Shader Editor. +- [Next-Generation-Character-Rendering](https://github.com/HigashiSan/Next-Generation-Character-Rendering) +- https://github.com/MochiesCode/Mochies-Unity-Shaders +- [Unity_Shader_Library_Zoroiscrying](https://github.com/Zoroiscrying/Unity_Shader_Library_Zoroiscrying) This is a shader library used for unity shader coding, pointing to different shader effects found from various sources. Several library topics may become public in the future. This project is mainly for personal study and lack the knowledge of code management and formal name formatting. +- https://github.com/Xibanya/ShaderTutorials +- https://github.com/z3y/shaders +- https://github.com/MartinMisiak/Realtime-Diffraction-PBR +- https://github.com/sam20191128/shader_URP +- https://github.com/orels1/orels-Unity-Shaders filament unity shader +- https://github.com/momoma-null/GeneLit GeneLit is an alternative to standard shader for Unity built-in pipeline. +- https://github.com/poiyomi/PoiyomiToonShader A feature rich toon shader for unity and VR Chat +- https://github.com/AoiKamishiro/PoiyomiToonShader +- https://github.com/Melioli/HoyoToon +- https://github.com/Alligrater/Shader-Practice +- https://github.com/cnlohr/shadertrixx shader tricks +- https://tips.orels.sh/ +- https://interplayoflight.wordpress.com/2022/01/22/shader-tips-and-tricks/ +- https://github.com/pema99/shader-knowledge +- https://github.com/danilw/GPU-my-list-of-bugs +- [avoiding-shader-conditionals](https://theorangeduck.com/page/avoiding-shader-conditionals) +- https://github.com/McNopper/OpenGL +- https://github.com/nucleartide/Shaders-for-Game-Devs-Workbook +- https://github.com/ipud2/Unity-Basic-Shader +- https://www.zhihu.com/column/c_1347510841814691840 +- https://github.com/QianMo/Awesome-Unity-Shader +- https://github.com/JiepengTan/FishManShaderTutorial +- https://github.com/przemyslawzaworski/Unity3D-CG-programming +- [ShaderLab 开发实战- 沈军](https://shenjun4shader.github.io/shaderhtml/) +- [Shader实验室专栏](https://www.zhihu.com/column/c_1254807683619966976) +- [RoadOfShader](https://github.com/bzyzhang/RoadOfShader) 学习Shader的一些练习记录。 +- [LearnUnityShader](https://github.com/csdjk/LearnUnityShader) +- [LearnURP](https://github.com/csdjk/LearnURP) +- [shaderslab-shaders](http://www.shaderslab.com/shaders.html) +- [UnityShaderRepository](https://github.com/garsonlab/UnityShaderRepository) +- [ConfigurableShaders](https://github.com/supyrb/ConfigurableShaders) +- https://github.com/cinight/ShadersForFun +- https://github.com/ellioman/ShaderProject +- https://github.com/adrian-miasik/unity-shaders +- https://github.com/CrowFea/ShaderToy +- https://github.com/KaimaChen/Unity-Shader-Demo +- https://github.com/marcozakaria/URP-LWRP-Shaders +- [ShaderSketches](https://github.com/setchi/Unity-ShaderSketches) +- https://space.bilibili.com/5863867/article +- https://space.bilibili.com/6373917/video +- http://glslsandbox.com/ +- https://www.ronja-tutorials.com/ +- https://github.com/lettier/3d-game-shaders-for-beginners +- https://github.com/WorldOfZero/UnityVisualizations +- https://github.com/knapeczadam/Unity-Shaders +- https://github.com/ewersp/Shaders +- https://github.com/igradeca/Unity-Shaders +- https://github.com/netri/Neitri-Unity-Shaders +- https://github.com/Delt06/urp-toon-shader +- https://github.com/Xiexe/Unity-Lit-Shader-Templates +- [ultimate-10-shaders](https://assetstore.unity.com/packages/vfx/shaders/ultimate-10-shaders-168611) unity free plugin +- [urpplus](https://assetstore.unity.com/packages/vfx/shaders/urpplus-215494) +- [omnishade-mobile-optimized-shader](https://assetstore.unity.com/packages/vfx/shaders/omnishade-mobile-optimized-shader-213594) +- [NovaShader](https://github.com/CyberAgentGameEntertainment/NovaShader) unity Uber shader for Particle System +- [shaders-impossible-geom](https://github.com/daniel-ilett/shaders-impossible-geom) A shader project for Unity URP featuring impossible geometry shaders like those seen in the game Antichamber. +- [Anisotropy-Shader](https://github.com/DaiZiLing/Anisotropy-Shader-For-Unity-SRP) +- https://github.com/eangulee/UnityShader +- https://github.com/AnCG7/URPShaderCodeSample +- https://github.com/neon-age/VFX-Lab +- https://github.com/MirzaBeig/Post-Processing-Scan +- https://github.com/sacshadow/3D_ChineseInkPaintingStyleShader +- https://github.com/mixandjam/Okami-Celestial-Brush +- https://github.com/julienkay/genesis +- [Coloring](https://github.com/DumoeDss/Coloring) 基于通道混合的染色系统 +- [Unity3DCrossSectionShader](https://github.com/Dandarawy/Unity3DCrossSectionShader) +- [a_list_of_a_lot_of_shaders_urp](https://old.reddit.com/r/Unity3D/comments/156u8fm/a_list_of_a_lot_of_shaders_urp/) +- [ConfigurableShaders](https://github.com/supyrb/ConfigurableShaders) About +Showing off the power of shader properties in Unity +- https://github.com/Delt06/unity-graphics + +#### TA-Tool +- https://github.com/danbaidong1111/SmoothNormal +- https://github.com/JasonMa0012/OutlineNormalSmoother +#### Effect +- [UnityVFXLibrary](https://github.com/DeJhon-Huang/UnityVFXLibrary) VFX Effect made with unity +- [Constellation-Plexus](https://github.com/MirzaBeig/Constellation-Plexus) Simple, beautiful ribbons VFX for Unity (URP). +#### ShaderToy +- https://github.com/umutbebek/shadertoy-to-unity-URP +- https://pema.dev/glsl2hlsl/ +- https://www.shadertoy.com/browse +- https://github.com/smkplus/ShaderMan +- https://shadertoyunofficial.wordpress.com/ +- https://github.com/studentutu/shadertoy-to-unity-URP +#### OpenGL +- [noteForOpenGL](https://github.com/wangdingqiao/noteForOpenGL) +- https://github.com/eug/awesome-opengl +- https://learnopengl-cn.readthedocs.io/zh/latest/ +- http://www.opengl-tutorial.org +- http://ogldev.atspace.co.uk/index.html +#### Tool +- [IESviewer](http://photometricviewer.com/) IESviewer is the world's most popular photometric viewer. It lets you quickly view, find and convert photometric data files.1 + +#### PlayGround +- [shadered](https://shadered.org/) +- [vscode-shadered](https://github.com/dfranx/vscode-shadered) +- [shader-school](https://github.com/stackgl/shader-school) +- [shaderfrog](https://shaderfrog.com/app/editor) +- [glslEditor](https://github.com/patriciogonzalezvivo/glslEditor) +- [glslb](http://glslb.in/) +- [shader-playground](https://github.com/tgjones/shader-playground) +- [UnityShaderViewer](https://github.com/Xibanya/UnityShaderViewer) +- [shader-playground](http://shader-playground.timjones.io/) + +#### RenderingAssets +- [McGuire Computer Graphics Archive](http://casual-effects.com/data/index.html) - OBJ format scenes +- [ORCA: Open Research Content Archive](https://developer.nvidia.com/orca) - Free large graphics scene samples +- [ambientCG](https://ambientcg.com/) - Public Domain materials for Physically Based Rendering +- [Rendering Resources - Benedikt Bitterli](https://benedikt-bitterli.me/resources/) + +#### GPU-Architecture +- [GPU 渲染管线和硬件架构浅谈](https://mp.weixin.qq.com/s/-ueKhxbsJOnUtV1SC5eyBQ) +- [gpu-glossary](https://modal.com/gpu-glossary/) +- [CIS 565 GPU Programming and Architecture](http://cis565-fall-2021.github.io/) +- [Gentle introduction to GPUs inner workings](https://vksegfault.github.io/posts/gentle-intro-gpu-inner-workings/) +- [GCN – two ways of latency hiding and wave occupancy](https://bartwronski.com/2014/03/27/gcn-two-ways-of-latency-hiding-and-wave-occupancy/) +- [Breaking Down Barriers](https://therealmjp.github.io/posts/breaking-down-barriers-part-1-whats-a-barrier/) +- https://raphlinus.github.io/gpu/2020/02/12/gpu-resources.html +- https://interplayoflight.wordpress.com/2020/05/09/gpu-architecture-resources/ +- [adreno-gpu](https://developer.qualcomm.com/docs/adreno-gpu/developer-guide/gpu/best_practices_shaders.html) +- [英伟达GPU架构演进近十年,从费米到安培](https://zhuanlan.zhihu.com/p/413145211) +- [GPU架构及运行机制学习笔记](https://zhuanlan.zhihu.com/p/393485253 +- [gpu-architecture-types-explained](https://rastergrid.com/blog/gpu-tech/2021/07/gpu-architecture-types-explained/) +- [Modern-GPU-Architecture](http://download.nvidia.com/developer/cuda/seminar/TDCI_Arch.pdf) +- [Samsung-GPU-DOC](https://developer.samsung.com/galaxy-gamedev/gpu-architecture.html) +- https://www.jianshu.com/p/87cf95b1faa0 +- https://drive.google.com/file/d/12ahbqGXNfY3V-1Gj5cvne2AH4BFWZHGD/view +- [AMD Vega Architecture](https://en.wikichip.org/w/images/a/a1/vega-whitepaper.pdf) +- [Nvidia Turning Architecture](https://www.nvidia.com/content/dam/en-zz/Solutions/design-visualization/technologies/turing-architecture/NVIDIA-Turing-Architecture-Whitepaper.pdf) +- [Nvidia Pascal Architecture](https://images.nvidia.com/content/pdf/tesla/whitepaper/pascal-architecture-whitepaper.pdf) +- [PowerVR](http://cdn.imgtec.com/sdk-documentation/PowerVR.Performance+Recommendations.pdf) +- [移动设备GPU架构知识汇总](https://zhuanlan.zhihu.com/p/112120206) +- [GPU架构 核心问题笔记](https://zhuanlan.zhihu.com/p/139118900) +- [Awesome-GPU](https://github.com/Jokeren/Awesome-GPU) +- [移动处理器CPU性能天梯图](https://pan.baidu.com/s/1hqKuONq) +- [GPU性能天梯图](https://www.socpk.com/allperf/) +- [GPU-BenchMark](https://gfxbench.com/result.jsp) +- [深入GPU硬件架构及运行机制](https://www.cnblogs.com/timlly/p/11471507.html) +- 微信公众号:GPUer +- [GPU/CPU性能天梯图](https://mubu.com/doc/explore/17532) +- [gpu/cpu硬件信息](https://dench.flatlib.jp/) +- [实时渲染管线](https://zhuanlan.zhihu.com/p/440584180) + +#### Optimize +- [针对移动端TBDR架构GPU特性的渲染优化](https://gameinstitute.qq.com/community/detail/123220) +- [Performance Tunning for Tile-Based Architecture/Tile-Based架构下的性能调校](https://www.cnblogs.com/gameknife/p/3515714.html) +- [后处理效率问题和Tile-Based GPU](https://zhuanlan.zhihu.com/p/135285010) +- [Loads, Stores, Passes, and Advanced GPU Pipelines](https://developer.oculus.com/blog/loads-stores-passes-and-advanced-gpu-pipelines/) +- [再议移动平台的AlphaTest效率问题](https://zhuanlan.zhihu.com/p/33127345) +- [深入剖析GPU Early Z优化](https://zhuanlan.zhihu.com/p/53092784) +- https://software.intel.com/en-us/gamedev +- http://developer.download.nvidia.com/GPU_Programming_Guide/GPU_Programming_Guide.pdf +- [GPU Optimization for GameDev](https://gist.github.com/silvesthu/505cf0cbf284bb4b971f6834b8fec93d) +#### imposters +- [amplify-impostors](https://assetstore.unity.com/packages/tools/utilities/amplify-impostors-119877) +#### Physically-Based-Render +- https://academysoftwarefoundation.github.io/OpenPBR +- https://blog.selfshadow.com/publications/ +- https://github.com/neil3d/awesome-pbr +- https://github.com/AntonPalmqvist/physically-based-api +- https://github.com/Josh015/Alloy +- https://github.com/xelatihy/yocto-gl +- https://dassaultsystemes-technology.github.io/EnterprisePBRShadingModel/ +- https://github.com/DassaultSystemes-Technology/EnterprisePBRShadingModel +- [基于物理的渲染—更精确的微表面分布函数GGX](https://blog.uwa4d.com/archives/1582.html) +- [Physically Based Shading in Unity](https://aras-p.info/texts/files/201403-GDC_UnityPhysicallyBasedShading_notes.pdf) +- [smallvcm](http://www.smallvcm.com/) +- [mitsuba](https://www.mitsuba-renderer.org/) which though focuses on advanced R&D on light transport +- [lightmetrica](Lightmetrica : A modern, research-oriented renderer ) +- [Filament](https://google.github.io/filament/) - Real-time physically based rendering engine. [github](https://github.com/google/filament) ![google/filament](https://img.shields.io/github/stars/google/filament.svg?style=social&label=Star&maxAge=2592000) [中文翻译地址](https://jerkwin.github.io/filamentcn/) +- [【基于物理渲染】业界主流GGX](https://zhuanlan.zhihu.com/p/32985996) +- [publications](https://www.ppsloan.org/publications/) +- [图流:Unity 标准PBR材质 美术向数据流程](https://zhuanlan.zhihu.com/p/397501285) +- [学习PBR路程(四、Specular)](https://zhuanlan.zhihu.com/p/454439797) + +#### NPR +- https://github.com/FernRP +- https://github.com/Reuben-Sun/ToonURP +- https://github.com/Delt06/toon-rp +- https://github.com/Yu-ki016/Yu-ki016-Articles +- https://github.com/danbaidong1111/DanbaidongRP +- [PrimoToon](https://github.com/festivize/PrimoToon) Shader for Unity (Built-in Rendering Pipeline) attempting to replicate the shading of Genshin Impact developed by miHoYo. This is for datamined assets, not custom-made ones nor the MMD variants. +- [FernNPR](https://github.com/DeJhon-Huang/FernNPR) NPR相关实验,基于Unity。 +- [UnityURP-AnimeStyleCelShader](https://github.com/hatfullr/UnityURP-AnimeStyleCelShader) A custom shader and post-processing effect for achieving anime-style characters or levels in Unity using the Universal Render Pipeline. +- [NPR_ResearchFactory](https://github.com/hahahuahai/NPR_ResearchFactory) NPR相关实验,基于Unity。 +- [浅谈卡通渲染与真实感渲染结合思路](https://zhuanlan.zhihu.com/p/561494026) +- [卡通渲染漫谈](https://zhuanlan.zhihu.com/p/575096572) +- [卡通渲染流程2.0-【罪恶装备效果解析与优化】](https://zhuanlan.zhihu.com/p/555060305) +- https://space.bilibili.com/32731698/channel/collectiondetail?sid=153541 +- https://github.com/TechMiZ/ToonShadingCollection +- http://stylized.realtimerendering.com/ +- https://zhuanlan.zhihu.com/p/532600738 +- [非真实渲染](https://mp.weixin.qq.coqm/s/oNjYmta6FFkfhCsOO6ZCWA) +- [PBR Lego Shading – 基于PBR的偏风格化的乐高材质](http://walkingfat.com/pbr-lego-shading-%E5%9F%BA%E4%BA%8Epbr%E7%9A%84%E5%81%8F%E9%A3%8E%E6%A0%BC%E5%8C%96%E7%9A%84%E4%B9%90%E9%AB%98%E6%9D%90%E8%B4%A8/) +- [【NPR】卡通渲染](https://blog.csdn.net/candycat1992/article/details/50167285)及其对应的github库[NPR_Lab](https://github.com/candycat1992/NPR_Lab) +- [UnityChanToonShaderVer2](https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project) toon shader的解决方案 +- [UnityChanToonShaderVer2-Detail](https://zhuanlan.zhihu.com/p/104998415) +- [Unity NPR之日式卡通渲染(基础篇)](https://zhuanlan.zhihu.com/p/129291888) +- [卡通渲染及其相关技术总结](https://blog.uwa4d.com/archives/usparkle_cartoonshading.html) +- [各向异性头发效果](https://www.jianshu.com/p/7dc980ea4c51) +- Unity-plugin:[Toony Colors Pro 2](https://assetstore.unity.com/packages/vfx/shaders/toony-colors-pro-2-8105) +- Unity-plugin:[Flat Kit: Cel / Toon Shading](https://assetstore.unity.com/packages/vfx/shaders/flat-kit-cel-toon-shading-143368) +- [【翻译】西川善司「实验做出的游戏图形」「GUILTY GEAR Xrd -SIGN-」中实现的「纯卡通动画的实时3D图形」的秘密](https://www.cnblogs.com/TracePlus/p/4205798.html) +- [UnityURPToonLitShader](https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample) +- [这是一个Unity HDRP 卡通渲染管线,我会将学习到的NPR技术不断完善到这个管线中](https://github.com/Jason-Ma-233/JasonMaToonRenderPipeline) +- [到目前为止的二次元渲染总结](https://zhuanlan.zhihu.com/p/126668414) +- [Unity中二次元渲染算法总汇](https://zhuanlan.zhihu.com/p/69260586) +- [崩坏3卡通渲染 · 贺甲:《从移动端到高端PC:实现Unity卡通渲染》· 完整版](https://www.bilibili.com/video/BV1XE411R7Ue?) +- [程序干货:日式卡通渲染基础技术](https://zhuanlan.zhihu.com/p/352347502) +- [Sunao Shader](https://booth.pm/ja/items/1723985) +- https://github.com/poiyomi/PoiyomiToonShader +- https://github.com/Xiexe/Xiexes-Unity-Shaders +- https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project +- https://github.com/whiteflare/Unlit_WF_ShaderSuite +- [MMS](https://miniscape.booth.pm/items/1627422) +- [ReflexShader](https://reflex.booth.pm/items/1560511) +- https://github.com/synqark/Arktoon-Shaders +- https://github.com/ciro-unity/BotW-ToonShader +- https://gitlab.com/s-ilent/SCSS +- https://github.com/chrisloop +- [URPToonShader2](https://github.com/chrisloop/URPToonShader2) +- [kShading](https://github.com/Kink3d/kShading) +- https://unity-chan.com/contents/news/unitychankagura/ +- https://github.com/ChiliMilk/URP_Toon +- https://github.com/you-ri/LiliumToonGraph +- https://github.com/SnutiHQ/Toon-Shader +- https://github.com/Santarh/MToon +- https://github.com/lilxyzw/lilToon +- [kamakura](https://github.com/kayac/kamakura-shaders) toon shader +- https://github.com/you-ri/LiliumToonGraph +- https://github.com/yoship1639/UniToon +- https://github.com/madumpa/URP_StylizedLitShader +- https://github.com/JasonMa0012/MooaToon +- https://github.com/Gaolingx/HonkaiStarRailToonShader +#### NPR-Tricks +- [ToonShadingCollection阴影章节](https://github.com/TechMiZ/ToonShadingCollection/blob/main/%E6%AD%A3%E6%96%87/13_Shadow%E6%8A%95%E5%BD%B1%E7%AF%87.md) +- [新的程序化面部光照修正,支持顶点动画](https://www.bilibili.com/video/BV1Ar4y1a7D7/?spm_id_from=pageDriver&vd_source=5c7d796f5431572d06618f01e5e55fd8) +- [UnityURP管线实现高质量角色单独投影](https://zhuanlan.zhihu.com/p/501739296) +- [UnityURP卡通渲染中的刘海投影·改](https://zhuanlan.zhihu.com/p/416577141) +- [从零开始的原神角色渲染](https://zhuanlan.zhihu.com/p/468209534) +- [神作面部阴影渲染还原](https://zhuanlan.zhihu.com/p/361716315) +- [Unity URP 卡通渲染 原神角色渲染记录-Function-Based Light and Shadow: Emission + SDF脸部阴影](https://zhuanlan.zhihu.com/p/552097741) +- [SDF-LightMap](https://github.com/qjh5606/SDF-LightMap) 实现了基于SDF的卡通阴影图生成 +- [YuanShen_Face](https://github.com/ipud2/Unity-Basic-Shader/blob/master/YuanShen_Face.shader) +#### SDF +- https://github.com/CedricGuillemet/SDF +- https://github.com/danielshervheim/unity-sdf-generator +- https://github.com/StarsX/SDFTracing/ +- https://github.com/cecarlsen/SDFTextureGenerator +- https://github.com/Reguluz/MFSDFShadowGenerator +- https://github.com/Weesals/UnitySDF +- https://github.com/T3sT3ro/SdfManipulator +* [Discregrid](https://github.com/InteractiveComputerGraphics/Discregrid) A static C++ library for the generation of discrete functions on a box-shaped domain. This is especially suited for the generation of signed distance fields. +* [SDFr](https://github.com/xraxra/SDFr) a signed distance field baker for Unity +* [MeshToSDF](https://github.com/aman-tiwari/MeshToSDF) Convert a mesh to an SDF for the Visual Effect Graph (Unity) in realtime +* [Signed-Distance-Field-Generator](https://github.com/danielshervheim/Signed-Distance-Field-Generator) A Unity tool to generate signed distance field volumes (as Texture3D assets) from meshes. +* [msdfgen](https://github.com/Chlumsky/msdfgen) Multi-channel signed distance field generator +* [Typogenic](https://github.com/Chman/Typogenic) Signed-distance field text rendering for Unity +* [SDF](https://github.com/memononen/SDF) Signed Distance Field Builder for Contour Texturing +* [SDFGen](https://github.com/christopherbatty/SDFGen) A simple commandline utility to generate grid-based signed distance field (level set) generator from triangle meshes +* [通过黑白图生成SDF图和SDF图集的小工具](https://github.com/Yu-ki016/SDFTool) +* [DeepSDF](https://github.com/facebookresearch/DeepSDF) Learning Continuous Signed Distance Functions for Shape Representation +* [sdfu](https://github.com/termhn/sdfu) Signed Distance Field Utilities https://crates.io/crates/sdfu +* [mTec](https://github.com/xx3000/mTec) Rendering the World Using a Single Triangle:Efficient Distance Field Rendering +* [distance-occlusion](https://github.com/andrewwillmott/distance-occlusion) A library of distance and occlusion generation routines +* [pb_CSG](https://github.com/karl-/pb_CSG) Constructive Solid Geometry (CSG) [csg.js](https://evanw.github.io/csg.js/) +* [What-Are-SDFs-Anyway](https://joyrok.com/What-Are-SDFs-Anyway) +* [NativeSDF](https://github.com/Amarcolina/NativeSDF) Evaluate signed-distance-fields with speed using Unity Jobs and Burst +* [IsoMesh](https://github.com/EmmetOT/IsoMesh) IsoMesh is a group of related tools for Unity for converting meshes into signed distance field data, raymarching signed distance fields, and extracting signed distance field data back to meshes via surface nets or dual contouring. +* [Raymarching-Engine-Unity](https://github.com/aniketrajnish/Raymarching-Engine-Unity) A raymarching engine for Unity +* [raymarcher](https://assetstore.unity.com/packages/tools/game-toolkits/raymarcher-168069) unity-plugin +* https://github.com/INedelcu/RayTracingDynamicMeshGeometry +* [A Dataset and Explorer for 3D Signed Distance Functions](https://jcgt.org/published/0011/02/01/) +* [sdf-explorer](https://github.com/tovacinni/sdf-explorer) +* https://github.com/rgl-epfl/differentiable-sdf-rendering +* [mesh-to-sdf](https://github.com/Unity-Technologies/com.unity.demoteam.mesh-to-sdf) +#### SphericalHarmonicLighting/CubeMap/Probes +- https://www.pauldebevec.com/Probes/ +- https://github.com/TheRealMJP/SHforHLSL +- https://github.com/frostbone25/Unity-Improved-Box-Projected-Reflections +- [SpecularProbes](https://github.com/zulubo/SpecularProbes) Bake specular highlights into Unity Reflection Probes, allowing baked lights to cast sharp specular highlights for free +- https://github.com/wlgys8/SHLearn +- https://github.com/pema99/BakeSH +- [详解Cubemap、IBL与球谐光照](https://zhuanlan.zhihu.com/p/463309766) +- [AmbientProbesUnity](https://github.com/staggartcreations/AmbientProbesUnity) Ambient lighting probe sampling +- [light_probe_placement](https://github.com/cgaueb/light_probe_placement) Unity component for the implementation of the Eurographics 2021 Poster: Illumination-driven Light Probe Placement. +- [Unity-Specular-Probes](https://github.com/frostbone25/Unity-Specular-Probes) A simple editor script that emulates specular highlighting for every light in the scene on reflection probes when baking them. +- [magic-light-probes](https://assetstore.unity.com/packages/tools/utilities/magic-light-probes-157812) unity-plugin +- [LightProbeBinder](https://github.com/tsujihaneta/LightProbeBinder)An editor extension that restores light probes when the specified game object is loaded; Multi-Scene and Timeline support are also available. +- [OBBReflectionProbeSupport](https://github.com/noisecrime/Unity-OBBReflectionProbeSupport) +- [InfLightProbe](https://github.com/limztudio/InfLightProbe) Automatic Light probe generator for Unity engine. Based on "Light Grid" of "Precomputed Lighting in CoD IW 2017". and "Light probe interpolation using tetrahedral tessellations" by "Robert Cupisz". +- https://github.com/pieroaccardi/Unity_SphericalHarmonics_Tools +- https://github.com/526077247/Dual-Paraboloid-Reflection-Mapping +- https://github.com/ushizawa-jushichi/U17CubemapGenerator +#### Outline +- https://alexanderameye.github.io/notes/rendering-outlines/ +- https://assetstore.unity.com/packages/vfx/shaders/linework-294140 +- https://github.com/Shrimpey/UltimateOutline +- https://www.patreonm/posts/urp-mesh-part-1-55990741 +- https://github.com/IronWarrior/UnityOutlineShader +- https://github.com/Arvtesh/UnityFx.Outline +- https://github.com/malyawka/URP-ScreenSpaceCavity +- https://github.com/Robinseibold/Unity-URP-Outlines +- [sdf-outline](https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/corgi-sdf-outlines-aka-stroke-outlines-for-urp-206960) unity-plugin +- [ultimate-outlines-highlights](https://assetstore.unity.com/packages/vfx/shaders/ultimate-outlines-highlights-235063) unity-plugin +- [QuickOutline](https://github.com/chrisnolet/QuickOutline) +- https://github.com/Blatko1/awesome-msdf +- https://github.com/Chlumsky/msdfgen +- https://github.com/kamone416/MayaToonOutlineShader +- [outlines](https://assetstore.unity.com/packages/vfx/shaders/linework-easy-outlines-edges-and-fills-294140) +- [Tvitchi](https://assetstore.unity.com/publishers/78833) assetstore +- [highlight-plus-2-all-in-one](https://assetstore.unity.com/packages/vfx/shaders/highlight-plus-2-all-in-one-outline-selection-effects-321005) +- [linework-outlines-and-edge-detection-294140](https://assetstore.unity.com/packages/vfx/shaders/linework-outlines-and-edge-detection-294140) +- https://github.com/tantaneity/unity-urp-outline-postprocess + +#### FootPrint +- https://github.com/edualvarado/ +#### Unity-Shader +##### Article +- [Unity3D之DrawCalls、Batches和SetPassCalls的关系](https://blog.csdn.net/Wei_Yuan_2012/article/details/88677172?utm_medium=distribute.pc_relevant.none-task-blog-BlogCommendFromMachineLearnPai2-1.nonecase&depth_1-utm_source=distribute.pc_relevant.none-task-blog-BlogCommendFromMachineLearnPai2-1.nonecase) +- [网易技术美术总监:深度解析次世代手游的贴图与着色技巧 [UNITE SHANGHAI 2017qq.]](https://connect.unity.com/p/wang-yi-ji-zhu-mei-zhu-zong-jian-shen-du-jie-xi-ci-shi-dai-shou-you-de-tie-tu-yu-zhao-se-ji-qiao-unite-shanghai-2017) +- [一口气解决RenderQueue、Ztest、Zwrite、AlphaTest、AlphaBlend和Stencil](https://zhuanlan.zhihu.com/p/28557283) +- [渲染杂谈:early-z、z-culling、hi-z、z-perpass到底是什么?](https://zhuanlan.zhihu.com/p/389396050) +- [Unity通过RenderTexture渲染特效和模型方案](https://zhuanlan.zhihu.com/p/110517201) +- [Unity中影响渲染顺序的因素总结](https://zhuanlan.zhihu.com/p/55762351) +- [2017.8 半透明的绘制顺序与接收阴影问题](https://zhuanlan.zhihu.com/p/113399133) +- [unity 半透明渲染技巧合集](https://zhuanlan.zhihu.com/p/123023614) +- [关于理解 Premultiplied Alpha 的一些 Tips](https://zhuanlan.zhihu.com/p/344751308) +- [图形学|shader|用一篇文章理解半透明渲染、透明度测试和混合、提前深度测试并彻底理清渲染顺序。](https://zhuanlan.zhihu.com/p/263566318) +- [to-z-prepass-or-not-to-z-prepass](https://interplayoflight.wordpress.com/2020/12/21/to-z-prepass-or-not-to-z-prepass/) +- [渲染状态改变消耗详情](https://blog.csdn.net/cubesky/article/details/77674201) +- [Notes on ddx/ddy](http://fushigi-hako.site/2019/08/25/Notes-on-ddx-ddy/) +- [关于ddx/ddy的一些思考和测试](https://zhuanlan.zhihu.com/p/594028291) + +##### URP/SPR/HDRP Course +- [MeasuredMaterialLibraryURP](https://github.com/Unity-Technologies/MeasuredMaterialLibraryURP) +- [shaderacademy](https://shaderacademy.com/) +- [URP管线的自学HLSL之路](https://www.bilibili.com/read/cv6382907) +- [译 URP shader coding教程](https://zhuanlan.zhihu.com/p/138818637) +- [Universal RP Unity通用渲染管线学习](https://zhuanlan.zhihu.com/p/84908168) +- [HDRP高清渲染管线-学习资料汇总](https://zhuanlan.zhihu.com/p/106646409) +- [Unity自定义可编程渲染管线(SRP)](https://www.zhihu.com/column/c_1249285959101227008) +- [How the URP unlocks games for you](https://zhuanlan.zhihu.com/p/105941187) +- [关于静态批处理/动态批处理/GPU Instancing /SRP Batcher的详细剖析](https://zhuanlan.zhihu.com/p/98642798) +- [SRP Batcher工作原理探究](https://zhuanlan.zhihu.com/p/383158953) +- [从DX角度看SRPBatcher](https://zhuanlan.zhihu.com/p/508206639) +- [Unity手游项目优化记录](https://www.jianshu.com/p/5712bf3c26ba) +- [SRP到URP从原理到应用](https://www2.slideshare.net/MOMO145/srpurp) +- [ProjectKaya](https://github.com/UnityKorea/ProjectKaya) Project Kaya for mobile game platform powered by urp +- [HDRP-Custom-Passes](https://github.com/alelievr/HDRP-Custom-Passes) + +##### Mask +* [Unity-MeshMask](https://github.com/leoin2012/Unity-MeshMask) effient,easy use Mask Component compare to Unity Mask, cost less drawcall and lower pixel fill rate. + +##### Fur +- http://sorumi.xyz/posts/unity-fur-shader/ +- https://github.com/jiaozi158/ShellFurURP +- https://github.com/hecomi/UnityFurURP +- https://github.com/shyaZhou/UnityURPFurDemo +- [XFur Studio 2 unity-plugin](https://assetstore.unity.com/packages/tools/particles-effects/pidi-xfur-studio-2-ultimate-edition-145885) +- https://zhuanlan.zhihu.com/p/446221956 +- https://github.com/HigashiSan/Fur-Rendering +- https://github.com/Acshy/FurShaderUnity +##### Holographic +- [Unity切片类全息效果](https://mp.weixin.qq.com/s/vUmuq3Tek4vypJiy7da4Sw) +##### Matrix +- https://github.com/IRCSS/MatrixVFX + ##### Dissolve + - [hyperspace-teleport-urp](https://assetstore.unity.com/packages/vfx/hyperspace-teleport-urp-214050) + - [VerticalDissolve](https://github.com/AdultLink/VerticalDissolve) + ##### Dither-Transparency + - [unity-dithered-transparency-shader](https://github.com/gkjohnson/unity-dithered-transparency-shader) Unity material and shader for applying clipped, dithered transparency +##### Shader-GUI +* [ShaderAccessor](https://github.com/JiongXiaGu/ShaderAccessor) Define the structure, assign values to shader parameters using C# +* https://github.com/gasgiant/Markup-Attributes +* https://github.com/JasonMa0012/LWGUI +* https://github.com/Thryrallo/ThryEditor +* https://github.com/Straw1997/UnityCustomShaderGUI +* https://github.com/ipud2/Unity-Basic-Shader/tree/master/SimpleShaderGUI +* [shader-graph-markdown](https://assetstore.unity.com/packages/tools/gui/shader-graph-markdown-194781) +* [OpenGraphGUI](https://github.com/RobProductions/OpenGraphGUI) +* [chroma-creative-shader-ui](https://assetstore.unity.com/packages/tools/utilities/chroma-creative-shader-ui-231313) +* [ShaderUtilsForSRP](https://github.com/stalomeow/ShaderUtilsForSRP) +* https://github.com/HuangJuanLR/Juan_ShaderandGraphGUI +* [Unity Shader替换工具](https://zhuanlan.zhihu.com/p/688010572) +* [bzshadergui](https://assetstore.unity.com/packages/tools/gui/bzshadergui-279195) +##### Interior +- https://github.com/Gaxil/Unity-InteriorMapping +- https://zhuanlan.zhihu.com/p/575453172 +- https://zhuanlan.zhihu.com/p/159439811 +##### Decal +* [InkPainter](https://github.com/EsProgram/InkPainter) Texture-Paint on Unity. https://esprogram.github.io/InkPainterDocument/ +* [TexturePaint](https://github.com/IRCSS/TexturePaint) Painting directly in mesh textures in Unity 3d with shaders +* [Paint in 3D](https://assetstore.unity.com/packages/tools/painting/paint-in-3d-26286) +* [Easy Decal](https://assetstore.unity.com/packages/tools/utilities/easy-decal-22867) +* [Decal Master: Advanced Deferred Decals](https://assetstore.unity.com/packages/tools/utilities/decal-master-advanced-deferred-decals-145432) +* [kDecals](https://github.com/Kink3d/kDecals) kDecals is a system for definition, placement and rendering of projection Decals in Unity's Universal Render Pipeline +* [DynamicDecals](https://github.com/EricFreeman/DynamicDecals) +* [driven-decals](https://github.com/Anatta336/driven-decals) +* [decalery](https://assetstore.unity.com/packages/tools/level-design/decalery-293468) unity-plugin +* [AirSticker](https://github.com/CyberAgentGameEntertainment/AirSticker) Air Sticker is a decal system that addresses the limitations of URP decals and has a low impact on performance. + ##### Skin +- [手机端皮肤渲染](https://zhuanlan.zhihu.com/c_1244739490260090880) +- [Skin](https://github.com/codewings/PreIntegrated-Skin) + +##### Crystal +- https://github.com/CJT-Jackton/URP-Anime-Crystal-Shader +##### Ice +- https://github.com/daniel-ilett/shaders-ice +##### Rimlight +- https://github.com/AdultLink/Rimlight +#### Noise +- https://github.com/keijiro/NoiseShader +- https://github.com/electronicarts/fastnoise +- https://github.com/tuxalin/procedural-tileable-shader +- https://github.com/Auburn/FastNoiseLite +- https://flogelz.itch.io/noisemixer +- https://github.com/Hengle/FastNoiseLite +- https://github.com/boppygames/FastNoiseEditorUnity +- https://github.com/tuxalin/procedural-tileable-shaders +- https://github.com/ToasterTub/UniNoise +- https://zhuanlan.zhihu.com/p/560229938 +- https://github.com/BrianSharpe/Wombat +- https://github.com/BrianSharpe/GPU-Noise-Lib +- https://github.com/ashima/webgl-noise +- https://github.com/Fewes/CloudNoiseGen +- https://github.com/stegu/psrdnoise +- https://github.com/xshazwar/noize-job +- https://github.com/krubbles/NoiseDotNet + +##### Trail +- [RevealShader](https://github.com/nomand/RevealShader) This is a set of shaders for Unity3D. It maps worldspace position of a gameObject and draws to a RenderTexture in relation to world bounds and remaps it back onto the worldas a mask, allowing for various shader effects. +#### RenderPipelineFrameWork +- https://github.com/af8a2a/VividRP +- https://github.com/AkiKurisu/IllusionRP +- https://github.com/Delt06/aaaa-rp +- https://github.com/ahd2/AHD2-TODSystem +- https://github.com/aras-p/UnityGaussianSplatting +- https://github.com/wuyize25/gsplat-unity +- https://github.com/StressLevelZero +- https://github.com/alelievr/HDRP-Mobile +- https://github.com/Valax321/RadishRenderPipeline +- https://github.com/Hypnos-Render-Pipeline +- https://github.com/MaxwellGengYF/Unity-MPipeline m大神的渲染框架 +- https://github.com/haolange/InfinityRenderPipeline +- https://github.com/MatheusMarkies/MagicByte +- https://github.com/JorenJoestar/DataDrivenRendering +- https://github.com/WeakKnight/GDC23_PracticalMobileRendering Demo for Practical High-Performance Rendering on Mobile Platforms (GDC 2023) +- https://github.com/larsbertram69 +- https://github.com/TakeshiCho/UI_RenderPipelineInLinearSpace +- https://cmwdexint.com/2019/05/30/3d-scene-need-linear-but-ui-need-gamma/ +- https://github.com/chenjd/Unity_UI_Gamma +- https://github.com/alelievr/HDRP-UI-Camera-Stacking +- https://github.com/tkweizhong/CustomURP +- https://github.com/AkilarLiao/ForwardPlusURP +- https://github.com/Raphael2048/URP_ForwardPlus +- https://github.com/bcrusco/Forward-Plus-Renderer +- https://github.com/GuardHei/SRP +- https://github.com/wlgys8/SRPLearn +- https://github.com/Cyanilux/URP_BlitRenderFeature +- https://github.com/AKGWSB/ToyRenderPipeline +- https://github.com/GuardHei/UltimateTAA +- https://github.com/sienaiwun/TAA_Unity_URP +- https://github.com/Raphael2048/URPTAA +- https://github.com/CMDRSpirit/URPTemporalAA +- https://github.com/CrazyEngine/Unity_Indirect-Rendering-With-Compute-Shaders +- [dots-renderer](https://github.com/vectorized-runner/dots-renderer) +- https://github.com/JoshuaLim007/Unity-ScreenSpaceReflections-URP +- https://github.com/draftPRD/URP_PlanarReflections +- https://github.com/NineTwoMay1st/URP_PlanerReflection +- https://github.com/Reuben-Sun/SSPR +- https://github.com/fzbRun/Global-Illumination +- https://github.com/KTSAMA001/Unity_URP_Learning +- https://github.com/frostbone25/Unity-Cubemap-Rendering +- https://github.com/REDSIM/VRCLightVolumes +- https://github.com/5a5ha111/NoesisRender +- [lumen-stylized-light-fx](https://assetstore.unity.com/packages/tools/particles-effects/lumen-stylized-light-fx-2-322150) +#### Global illumination (GI) + +##### Collection +* [gi-study](https://github.com/JMS55/gi-study) +* https://github.com/Henry00IS/DynamicLighting +* [IlluminationComparison](https://github.com/EKnapik/IlluminationComparison) A comparison of typical illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination) +* [dirtchamber](https://github.com/thefranke/dirtchamber) A mixed reality testing environment for real-time global illumination algorithms +* [NatRender](https://github.com/unitycoder/NatRender) NatRender is a lightweight graphics utility library for Unity Engine. + +##### nanite +- https://github.com/Scthe/nanite-webgpu +##### RadianceCascades +- [RadianceCascades](https://github.com/Youssef-Afella/RadianceCascadesUnity) +- https://github.com/simondevyoutube/Shaders_RadianceCascades +- https://m4xc.dev/articles/fundamental-rc/ +- https://github.com/alexmalyutindev/unity-urp-radiance-cascades +- https://github.com/Sohojoe/radiance-cascades-godot +- https://github.com/Youssef-Afella/UnityURP-RadianceCascades2DGI +##### PRT +* [precomputed-radiance-transfer](https://github.com/pramanc/precomputed-radiance-transfer) +* [SHTest](https://github.com/dwilliamson/SHTest) +* [SphericalHarmonicLighting](https://github.com/Lumak/Urho3D-1.4-SphericalHarmonicLighting) +* [Urho3D-1.4-SphericalHarmonicLighting](https://github.com/Lumak/Urho3D-1.4-SphericalHarmonicLighting) +* [实时PRTGI技术与实现](https://zhuanlan.zhihu.com/p/541137978) +* [预计算辐照度全局光照(PRTGI)从理论到实战](https://zhuanlan.zhihu.com/p/571673961) +* [Unity-Baked-Volumetrics](https://github.com/frostbone25/Unity-Baked-Volumetrics) +* [Volumetrics_URP](https://github.com/bladesero/Volumetrics_URP) A render feature to recover Unity 5.x's offical volumetric fog in Adam demo +* [CasualPRT](https://github.com/AKGWSB/CasualPRT) +* [lighting-data-asset-reverse](https://github.com/guycalledfrank/lighting-data-asset-reverse) +* [PRT](https://github.com/lvjiahui/PRT) Precomputed Radiance Transfer in OpenGL +##### Irradiance Probes/Voxels +* [webgl-deferred-irradiance-volumes](https://github.com/pyalot/webgl-deferred-irradiance-volumes) An implementation of deferred irradiance volumes in WebGL +* [RTXGI](https://github.com/NVIDIAGameWorks/RTXGI) RTX Global Illumination (RTXGI) SDK +* [unity-radiance-cache](https://github.com/Simoid/unity-radiance-cache) +##### VPL +##### VSGL +* [VSGL](https://github.com/yusuketokuyoshi/VSGL) Fast Indirect Illumination Using Two Virtual Spherical Gaussian Lights +##### RSM +##### Imperfect Shadow Maps +* [qt5-shadow-maps](https://github.com/tatsy/qt5-shadow-maps) Shadow mapping implementation with Qt5 and OpenGL +##### Instant Radiosity +##### LPV +* [Light-Propagation-Volumes](https://github.com/djbozkosz/Light-Propagation-Volumes) +* [GI-LPV](https://github.com/innovation-cat/GI-LPV) Implement global illumination with OCaml, using light propagation volumes +##### VCT +- https://github.com/frostbone25/Unity-Voxel-Tracer +- [lumina-gi-real-time-voxel-global-illumination](https://assetstore.unity.com/packages/tools/particles-effects/lumina-gi-real-time-voxel-global-illumination-226660) unity-plugin +* [【渲染】算法分析:Deferred Voxel Shading for Real-Time Global Illumination](https://zhuanlan.zhihu.com/p/466869586) +* [Nigiri](https://github.com/ninlilizi/Nigiri) A fully-dynamic voxel-based global illumination system for Unity. +* [SEGI](https://github.com/sonicether/SEGI) Almost real-time Global Illumination for Unity. +* [Unity-SRP-VXGI](https://github.com/Looooong/Unity-SRP-VXGI) Voxel-based Global Illumination using Unity Scriptable Render Pipeline. +* [segi-urp](https://github.com/Invelord/segi-urp) +* [VCTRenderer](https://github.com/jose-villegas/VCTRenderer) Deferred voxel shading for real-time global illumination. https://jose-villegas.github.io/post/deferred_voxel_shading/ +* [voxel-cone-tracing](https://github.com/Friduric/voxel-cone-tracing) A real-time global illumination implementation using voxel cone tracing. +* [VoxelConeTracingGI](https://github.com/compix/VoxelConeTracingGI) Global illumination with Voxel Cone Tracing in fully dynamic scenes using a 3D clipmap to support huge areas around the camera while maintaining a low memory footprint. +* [Vulkan-VXGI-VR-FrameWork](https://github.com/byumjin/Vulkan-VXGI-VR-FrameWork) University of Pennsylvania, CIS 565: GPU Programming and Architecture, Final Project +* [MAGE](https://github.com/matt77hias/MAGE) Game and rendering engine featuring both forward and deferred PBR (physically-based rendering) pipelines with optional indirect illumination using Voxel Cone Tracing. +* [VoxelConeTracing](https://github.com/domme/VoxelConeTracing) An implementation of the "Voxel Cone Tracing" global illumination technique proposed by Cyril Crassin +* [VCTGI](https://github.com/rdinse/VCTGI) GPU-based real-time global illumination renderer based on voxel cone tracing +* [Voxel_Cone_Tracing](https://github.com/kbladin/Voxel_Cone_Tracing) [Voxel-Cone-Tracing](https://github.com/Cigg/Voxel-Cone-Tracing) easy to understand +* [MAGE](https://github.com/matt77hias/MAGE) Game and rendering engine featuring both forward and deferred PBR (physically-based rendering) pipelines with optional indirect illumination using Voxel Cone Tracing. +* [DXR-Sandbox-GI](https://github.com/steaklive/DXR-Sandbox-GI) Simple DirectX 12 toy framework for testing Global Illumination: Reflective Shadow Mapping, Light Propagation Volume, Voxel Cone Tracing, DXR +* [A voxel cone traced realtime Global Illumination rendering engine in dx12, wip](https://github.com/LanLou123/DXE) +* [VXAO](https://developer.nvidia.com/vxao-voxel-ambient-occlusion) Voxel Ambient Occlusion +* [voxelized-shadows-improved](https://github.com/loinesg/voxelized-shadows-improved) Construction and sampling of precomputed shadows in a compressed voxel octree +* https://github.com/Ushio/MassiveVoxelRayTracing +- [voxel-renderer-unity](https://github.com/sjoerd-code/voxel-renderer-unity) This is a voxel renderer made using Unity +- https://github.com/voxelbased/core +- [unity-voxel-SC-WGRDemo](https://github.com/betairylia/unity-voxel-SC-WGRDemo) Unity playground for voxel world generation / rendering. +##### SSGI +* [SSGI-URP](https://github.com/demonixis/SSGI-URP) Screen Space Global Illumination for Unity Universal Render Pipeline +* [UnitySSGIURP](https://github.com/jiaozi158/UnitySSGIURP) Screen Space Global Illumination for Unity URP (Universal Render Pipeline). +* [FSSGI](https://github.com/bloc97/FSSGI) Fast Screen Space Global Illumination +* [mf-ssgi](https://forum.unity.com/threads/mf-ssgi-v1-0-live-bridging-the-gap-between-urp-and-hdrp-global-illumination-occlusion.1367820/) [github](https://github.com/MFrankfort84/mfssgi) +* https://github.com/cdrinmatane/SSRT3 +##### DFGI +##### Lighting Grid +* [LGHDemo](https://github.com/DQLin/LGHDemo) Real-Time Rendering with Lighting Grid Hierarchy I3D 2019 Demo +##### Point Based GI +* [PBGI](https://github.com/XT95/PBGI) Point Based Global Illumination +##### Radiosity +* [instant_radiosity](https://github.com/cache-tlb/instant_radiosity) +* [simple-instant-radiosity](https://github.com/githole/simple-instant-radiosity) +* [GIGL](https://github.com/vgfx/GIGL) Tiny Global Illumination OpenGL Renderer +##### Ray tracing +- [openmoonray](https://github.com/dreamworksanimation/openmoonray) MoonRay is DreamWorks’ open-source, award-winning, state-of-the-art production MCRT renderer +- [gpurt](https://github.com/GPUOpen-Drivers/gpurt) +- https://github.com/WeakKnight/real-time-seamless-object-space-shading +- [RTXGI](https://github.com/NVIDIAGameWorks/RTXGI?) +- https://github.com/Pjbomb2/Realtime-Compute-Shader-Unity-PathTracer +- https://github.com/aras-p/ToyPathTracer +- https://github.com/fallingcat/ComputeRayTracingSamples +- [Helios](https://github.com/diharaw/Helios) Real-time unidirectional GPU path tracer using the cross-vendor Vulkan ray-tracing extensions. +- [snelly](https://github.com/portsmouth/snelly) A system for physically-based SDF (signed distance field) pathtracing in WebGL +- [nori](https://wjakob.github.io/nori/) Nori: an educational ray tracer +- [minilight](https://www.hxa.name/minilight) another good educational path tracer. +- https://github.com/daseyb/pathgraph +- https://www.ospray.org/index.html +- [cmake-raytracer](https://github.com/64/cmake-raytracer) +- https://developer.download.nvidia.com/ray-tracing-gems/rtg2-chapter30-preprint.pdf +- https://github.com/AlerianEmperor/LuxRenderer +- https://github.com/jiaozi158/UnitySSPathTracingURP +- https://github.com/INedelcu/PathTracingDemo +- https://github.com/Pjbomb2/TrueTrace-Unity-Pathtracer +- https://github.com/teofilobd/URP-RayTracer +- https://github.com/AlucardDH/dh-reshade-shaders +- https://github.com/SebLague/Ray-Tracing +- https://github.com/StarsX/RayTracedSPH +- https://intro-to-restir.cwyman.org/ +- https://github.com/INedelcu/InlineRayTracingShadows +- https://github.com/guiqi134/Area-ReSTIR +- https://github.com/TU-Clausthal-Rendering/ReSTIR-FG +- [dynamic-diffuse-global-illumination](https://blog.traverseresearch.nl/dynamic-diffuse-global-illumination-b56dc0525a0a) +- https://github.com/airliang/unity-raytracing +##### Path tracing +* [minpt](https://github.com/hi2p-perim/minpt) A path tracer in 300 lines of C++ +* [GLSL-PathTracer](https://github.com/knightcrawler25/GLSL-PathTracer) :thumbsup: A GLSL Path Tracer +* [PSRayTracing](https://github.com/define-private-public/PSRayTracing) A (modern) C++ implementation of the first two books of the Peter Shirley Ray Tracing mini-books +* [rayn](https://github.com/termhn/rayn) A small path tracing renderer written in Rust. + +* [simple-bidirectional-pathtracer](https://github.com/githole/simple-bidirectional-pathtracer) +* [edubpt](https://github.com/githole/edubpt) +* [Volumetric-Path-Tracer](https://github.com/sergeneren/Volumetric-Path-Tracer) Volumetric path tracer using cuda +* [simple-spectral](https://github.com/imallett/simple-spectral) A Simple Spectral Renderer +##### RTX +* [Quartz](https://github.com/Nadrin/Quartz) Physically based Vulkan RTX path tracer with a declarative ES7-like scene description language. +* https://github.com/keijiro/UnityDxrTest +* [DXRPathTracer](https://github.com/TheRealMJP/DXRPathTracer) A (very) simple path tracer implemented using DirectX Ray Tracing (DXR) +* [WispRenderer](https://github.com/TeamWisp/WispRenderer) RTX Ray Tracing Renderer, made by Y3 students at Breda University of Applied Science https://teamwisp.github.io +* [rtx-explore](https://github.com/rtx-on/rtx-explore) DirectX Raytracing Path Tracer +* [Kaguya](https://github.com/kcloudy0717/Kaguya) This is a hobby project using DirectX 12 and DirectX RayTracing (DXR) +* [RayTracingInVulkan](https://github.com/GPSnoopy/RayTracingInVulkan) Implementation of Peter Shirley's Ray Tracing In One Weekend book using Vulkan and NVIDIA's RTX extension. +* [PBRVulkan](https://github.com/Zielon/PBRVulkan) Vulkan Real-time Path Tracer Engine +* [Helios](https://github.com/diharaw/Helios) Real-time unidirectional GPU path tracer using the cross-vendor Vulkan ray-tracing extensions. +* [vk_mini_path_tracer](https://github.com/nvpro-samples/vk_mini_path_t +* +* racer) A beginner-friendly Vulkan path tracing tutorial in under 300 lines of C++. +- [UPGEN Lighting](https://forum.unity.com/threads/upgen-lighting-standard-hdrp-urp.898526/) +- [Candela](https://github.com/swr06/Candela) Pathtraced Realtime Engine + +##### DDGI +- https://github.com/xuechao-chen/DDGI +- https://github.com/flwmxd/LuxGI +- [图形引擎实战:DDGI动态漫反射全局光照](https://zhuanlan.zhihu.com/p/12455261126) +- [RTXGI-DDGI-URP](https://github.com/SanYue-TechArt/RTXGI-DDGI-URP) RTXGI-DDGI Implementation with Unity (2022.3.17f1c1-URP14.0.9) +##### SurfelGI +- https://github.com/W298/SurfelGI +##### Metropolis Light Transport +##### PhotonMapping +* [CPMFIGIOTVVD](https://github.com/ResearchDaniel/Correlated-Photon-Mapping-for-Interactive-Global-Illumination-of-Time-Varying-Volumetric-Data) Correlated Photon Mapping for Interactive Global Illumination of Time-Varying Volumetric Data by Daniel Jönsson and Anders Ynnerman +* [SOPGI](https://github.com/alexnardini/SOPGI) A VEX raytracer for SideFX Houdini with photon mapping global illumination and full recursive reflections and refractions +* [DXR-PhotonMapper](https://github.com/ananthaks/DXR-PhotonMapper) An implementation of Photon Mapping using DXR +##### Ambient occlusion +- [游戏中的全局光照(三) 环境光遮蔽/AO](https://zhuanlan.zhihu.com/p/19419867 ) +* [KinoObscurance](https://github.com/keijiro/KinoObscurance) Alchemy Ambient Obscurance ---AlchemyHPG11 +* [ScalableAmbientObscurance](https://research.nvidia.com/publication/scalable-ambient-obscurance) https://research.nvidia.com/publication/scalable-ambient-obscurance +* [XeGTAO](https://github.com/GameTechDev/XeGTAO) An implementation of [Jimenez et al., 2016] Ground Truth Ambient Occlusion, MIT license +* [ASSAO](https://github.com/GameTechDev/ASSAO) Adaptive Screen Space Ambient Occlusion +* [UnitySSReflectionURP](https://github.com/jiaozi158/UnitySSReflectionURP) +* [Robust Screen Space Ambient Occlusion](https://github.com/wolfgangfengel/GPUZen/tree/master/04_Screen%20Space/) Robust Screen Space Ambient Occlusion +* [HBAOPlus](https://github.com/NVIDIAGameWorks/HBAOPlus) HBAO+ is a SSAO algorithm designed to achieve high efficiency on DX11 GPUs. +* [gl_ssao](https://github.com/nvpro-samples/gl_ssao) optimized screen-space ambient occlusion, cache-aware hbao +* [MiniEngineAO](https://github.com/keijiro/MiniEngineAO) SSAO image effect from Microsoft MiniEngine, ported to Unity. +* [NNAO](https://github.com/simeonradivoev/NNAO) Neural Network Ambien Occlusion +* [dssdo](https://github.com/kayru/dssdo) Deferred Screen Space Directional Occlusion http://kayru.org/articles/dssdo/ +* [ssgi](https://github.com/jdupuy/ssgi) Screen space global illumination demo: SSAO vs SSDO +* [SSRT](https://github.com/cdrinmatane/SSRT) Real-time indirect diffuse illuminaton using screen-space information for Unity. +* [AmplifyOcclusion](https://github.com/AmplifyCreations/AmplifyOcclusion) Full source-code for Amplify Occlusion plugin for Unity [AmplifyOcclusion-URP](https://github.com/neon-age/AmplifyOcclusion-URP) +* [Unity-Ground-Truth-Ambient-Occlusion](https://github.com/MaxwellGengYF/Unity-Ground-Truth-Ambient-Occlusion) A physically based screen space ambient occulsion post processing effect +* [Unity-GeoAO](https://github.com/nezix/Unity-GeoAO) Fast ambien occlusion in Unity at runtime +* [ConeSphereOcclusionLUT](https://github.com/knarkowicz/ConeSphereOcclusionLUT) ConeSphereOcclusionLUT generates a cone sphere occlusion LUT to be used with TLoU style **capsule AO shadows**. For details "Lighting Technology Of "The Last Of Us". +* [RTAO](https://github.com/boksajak/RTAO) Ray Traced Ambient Occlusion (RTAO) implemented using DirectX Raytracing (DXR) +* [BNAO](https://github.com/Fewes/BNAO) A tiny, GPU-based Bent Normal and Ambient Occlusion baker for Unity. +* [ambient occlusion baking tool](https://github.com/prideout/aobaker) +* [dxr-ao-bake](https://github.com/Twinklebear/dxr-ao-bake) A demo of ambient occlusion map baking using DXR +* [DFAO-unity)](https://github.com/ZephyrL/DFAO-unity) Distance Field Ambient Occlusion, implemented in Unity, as an extension of SDFr +* [VertexColorBaker](ttps://github.com/Fewes/VertexColorBaker) +* [CapsuleOcclusion](https://github.com/Fewes/CapsuleOcclusion) +* [GTAO_URP](https://github.com/bladesero/GTAO_URP) ground truth ambient occlusion in unity urp +##### Bent Normal +* [ssbn](https://github.com/KageKirin/ssbn) Screen Space Bent Normals +##### Radiosity Normal Mapping +* [GzRNM](https://github.com/Geenz/GzRNM) brings Radiosity Normal Mapping/Directional Light Mapping to Unity 3D! +* [SSbumpGenerator](https://sourceforge.net/projects/ssbumpgenerator/) A GUI interface to a tool for generating SSBumps (Self Shadowed Bump Maps). +##### LightMap +- [lightmapping-troubleshooting-guide](https://forum.unity.com/threads/lightmapping-troubleshooting-guide.1340936/) +- [Unity Global Illumination Learning Resources](https://forum.unity.com/threads/global-illumination-learning-resources.1290662/) +* [lightmapper](https://github.com/ands/lightmapper) A C/C++ single-file library for drop-in lightmap baking. Just use your existing OpenGL renderer to bounce light! +* [seamoptimizer](https://github.com/ands/seamoptimizer) A C/C++ single-file library that minimizes the hard transition errors of disjoint edges in lightmaps. +* [BakingLab](https://github.com/TheRealMJP/BakingLab) A D3D11 application for experimenting with Spherical Gaussian lightmaps +* [GPULightmass](https://github.com/AlanIWBFT/GPULightmass) Luoshuang's GPULightmass for UE4 +* [trianglepacker](https://github.com/ray-cast/trianglepacker) Triangle packer for light map +* [HDR_Lightmapper](https://github.com/Naxela/HDR_Lightmapper) Implements a cycles based lightmapper with denoiser +* [The_Lightmapper](https://github.com/Naxela/The_Lightmapper) Fast and easy baked GI Lightmaps for Blender and Cycles +* [LightmapperToy](https://github.com/candycat1992/LightmapperToy) This project is a hobby lightmapper completely based on Houdini geometry nodes. Basically it grew out of a re-implementation of Matt's The Baking Lab with some modification. +* https://github.com/laurenth-personal/lightmap-switching-tool +* https://github.com/Ayfel/PrefabLightmapping +* https://github.com/Burn1ngApe/Prefab_Lighting_Baker +* https://github.com/z3y/XatlasLightmap +* https://github.com/MahmoudKanbar/Unity-Dynamic-Lightmaps +* https://github.com/liuwenjiexx/Unity.BakedLightmap +* https://github.com/laurenth-personal/LODLightmapScripts +* https://github.com/nukadelic/Unity-Lightmap-Prefab-Baker +* https://github.com/lujian101/LightmapRepacker_FixedDemo +* https://github.com/gordonbest/UnityCullMaskBake +##### MLGI +* [DeepIllumination](https://github.com/CreativeCodingLab/DeepIllumination) Code and examples from our paper "Deep Illumination: Approximating Dynamic Global Illumination with Generative Adversarial Networks," by Manu Mathew Thomas and Angus Forbes + +##### ltcgi +- [ltcgi](https://github.com/PiMaker/ltcgi) Optimized plug-and-play realtime area lighting using the linearly transformed cosine algorithm for Unity/VRChat. +- [LTC-Polygon-Light-For-URP](https://github.com/DaiZiLing/LTC-Polygon-Light-For-URP) +##### Beam +- [Unity_LightBeamPerformance](https://github.com/kodai100/Unity_LightBeamPerformance) This package can create light beam performance with Unity's timeline functionality. +- [volumetric-light-beam](https://assetstore.unity.com/packages/vfx/shaders/volumetric-light-beam-99888) unity-plugin +#### Shadow +* [realtimeshadows](https://www.realtimeshadows.com/?q=node/12) codes +* [TVSO](https://github.com/LexCapp/TVSO-Temporal-Variance-Shadow-Optimizer) Real-time adaptive shadow cascade optimizer for Unity URP. Powered by variance. +* [Sparse Virtual Shadow Maps](https://ktstephano.github.io/rendering/stratusgfx/svsm) +* [Unity SRP 实战(三)PCSS 软阴影与性能优化](https://zhuanlan.zhihu.com/p/462371147) +* [UnityShadows](https://github.com/Eukky/UnityShadows) Shadow map in unity, include hard shadow, PCF, PCSS, VSSM. +- [PerObjectShadowSRP](https://github.com/GavinKG/PerObjectShadowSRP) Per-object shadow implementation using Unity SRP. +* [Shadows](https://github.com/TheRealMJP/Shadows) :thumbsup: A sample app that demonstrates several techniques for rendering real-time shadow maps +* [ShadowVSM](https://github.com/arigo/ShadowVSM) +* [UnityPCSS](https://github.com/TheMasonX/UnityPCSS) Nvidia's PCSS soft shadow algorithm implemented in Unity +* [ContactShadows](https://github.com/keijiro/ContactShadows) Experimental implementation of contact shadows for Unity. +* [HFTS](https://developer.nvidia.com/Hybrid-Frustum-Traced-Shadows) NVIDIA Hybrid Frustum Traced Shadows in NVIDIA ShadowLib. +* [ShadowFX](https://github.com/GPUOpen-Effects/ShadowFX) DirectX 11 and 12 library that provides a scalable and GCN-optimized solution for deferred shadow filtering +* [Cinder-Experiments](https://github.com/simongeilfus/Cinder-Experiments) A collection of experiments, samples and other bits of code. +* [of-ESMShadowMapping](https://github.com/jacres/of-ESMShadowMapping) Exponential Shadow Mapping in openFrameworks +* [RayTracedShadows](https://github.com/kayru/RayTracedShadows) This demo implements BVH construction and GPU traversal for rendering hard shadows. +* [RaytracedHardShadow](https://github.com/unity3d-jp/RaytracedHardShadow) DXR based raytraced hard shadow for Unity +* [ShadowVolume](https://github.com/chengkehan/ShadowVolume) Shadow Volume for Static-Scene-Object of Unity +* [variance_shadow_mapping_vk](https://github.com/sydneyzh/variance_shadow_mapping_vk) Variance shadow mapping for omni lights with Vulkan +* [Precomputed-Shadow-Fields-for-Dynamic-Scenes](https://github.com/nblintao/Precomputed-Shadow-Fields-for-Dynamic-Scenes) A realization of computing soft shadow by shadow fields +* [DeepShadowMap](https://github.com/ecidevilin/DeepShadowMap) Real-Time Deep Shadow Maps for Unity3D +* [CachedShadowMaps](https://github.com/aivclab/CachedShadowMaps) Cached Shadow Map Solution for Unity +* [Unity_URP_Planear_Shadowmap](https://github.com/dreamfairy/Unity_URP_Planear_Shadowmap) Unity 主相机范围 扁平阴影 +* [Unity-Capsule-Shadows](https://github.com/frostbone25/Unity-Capsule-Shadows) A work in progress solution for capsule shadows in Unity. +* [analytic-soft-shadows](https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/analytic-soft-shadows-built-in-urp-189680#description) Analytic Soft Shadows is a real-time soft shadowing solution with shadows defined by Spheres, Capsules and Boxes +#### GPGPU +- https://github.com/Alan-Rock-GS/GpuScript +- https://github.com/arrayfire/arrayfire +- [现代C++中的高性能并行编程与优化](https://www.bilibili.com/video/BV1fa411r7zp) +- https://github.com/tech-quantum/Amplifier.NET +- https://www.ilgpu.net/ +- https://github.com/KomputeProject/kompute +- https://github.com/Sergio0694/ComputeSharp +- https://github.com/kunzmi/managedCuda +- https://github.com/andmax/gpufilter +- https://github.com/NVIDIAGameWorks/SHARC +- [Parallel Prefix Sum (Scan) with CUDA](http://www.eecs.umich.edu/courses/eecs570/hw/parprefix.pdf) +- [Thinking Parallel, Part I: Collision Detection on the GPU](https://developer.nvidia.com/blog/thinking-parallel-part-i-collision-detection-gpu/) +- [Thinking Parallel, Part II: Tree Traversal on the GPU](https://developer.nvidia.com/blog/thinking-parallel-part-ii-tree-traversal-gpu/) +- [Thinking Parallel, Part III: Tree Construction on the GPU](https://developer.nvidia.com/blog/thinking-parallel-part-iii-tree-construction-gpu/) +#### Compute-Shader +- [compute-shaders-in-unity-multiple-kernels-computebuffers-cpu-gpu-data-flow](https://www.artstation.com/blogs/degged/ZV2q/compute-shaders-in-unity-multiple-kernels-computebuffers-cpu-gpu-data-flow) +- [compute-shaders-in-unity-boids-simulation-on-gpu-shared-memory](https://www.artstation.com/blogs/degged/Ow6W/compute-shaders-in-unity-boids-simulation-on-gpu-shared-memory) +- [Compute Shader 简介](http://frankorz.com/2021/04/17/compute-shader/) +- [Introduction to Compute Shaders](https://anteru.net/blog/2018/intro-to-compute-shaders/) +- [More Compute Shaders](https://anteru.net/blog/2018/more-compute-shaders/) +- [Even more Compute Shaders](https://anteru.net/blog/2018/even-more-compute-shaders/) +- [Compute Shader Glossary](https://github.com/googlefonts/compute-shader-101/blob/main/docs/glossary.md) +- [MinimalCompute](https://github.com/cinight/MinimalCompute) Minimal Compute Shader Examples +- https://zhuanlan.zhihu.com/p/368307575 +- https://github.com/cabbibo/IMMATERIA/ +- https://github.com/luckyWjr/ComputeShaderDemo +- https://bitbucket.org/catlikecodingunitytutorials/basics-05-compute-shaders/src/master/ +- https://github.com/googlefonts/compute-shader-101 +- https://www.youtube.com/watch?v=DZRn_jNZjbw +- https://github.com/googlefonts/compute-shader-101/blob/main/docs/glossary.md +- https://therealmjp.github.io/posts/breaking-down-barriers-part-1-whats-a-barrier/ +- https://github.com/keijiro/NoiseBall6 +- https://logins.github.io/graphics/2020/10/31/D3D12ComputeShaders.html +- https://www.3dgep.com/learning-directx-12-4/#Compute_Shaders +- https://github.com/Robert-K/gpu-particles +- https://github.com/REDSIM/GPUParticleVolumes/ +- https://github.com/Ninjajie/Fusion +- https://github.com/ellioman/Indirect-Rendering-With-Compute-Shaders +- https://github.com/EmmetOT/BufferSorter +- https://github.com/hiroakioishi/UnityGPUBitonicSort +- https://github.com/ruccho/BitonicPixelSorter +- https://github.com/krylov-na/Compute-shader-particles +- https://github.com/Rroxyy/Depth-To-Particle-Unity-Renderer-Feature +- https://github.com/IRCSS/Procedural-painting +- https://github.com/keijiro/Swarm +- https://github.com/voxell-tech/GPUClothSimulationInUnity +- https://github.com/TarAlacrin/HeightmapOnTheGPU +- https://github.com/Scrawk/GPU-GEMS-3D-Fluid-Simulation +- https://github.com/LouisBavoil/ThreadGroupIDSwizzling +- [Compute Shaders: Optimize your engine using compute / Lou Kramer, AMD](https://www.youtube.com/watch?v=0DLOJPSxJEg) +- [Indirect-Rendering-With-Compute-Shaders](https://github.com/ellioman/Indirect-Rendering-With-Compute-Shaders) An example of drawing numerous instances using Unity3D, compute shaders and Graphics.DrawMeshInstancedIndirect with Frustum & Occlusion culling and LOD'ing. +- [Unity物理引擎实战-基于SPH方法的简单水体模拟](https://zhuanlan.zhihu.com/p/456696305) +- https://github.com/Gornhoth/Unity-Smoothed-Particle-Hydrodynamics +- https://github.com/aceyan/Unity3D_PBR_Path_Tracer +- https://github.com/happy-turtle/oit-unity +- https://github.com/candycat1992/OIT_Lab +- https://github.com/przemyslawzaworski/Unity-GPU-Based-Tetrahedralization +- https://github.com/fuqunaga/GpuTrail +- https://github.com/keijiro/ComputeMarchingCubes +- https://linebender.org/wiki/gpu/sorting/ +- https://github.com/TakeshiCho/GPU_Parallel_Reduction +- https://github.com/alvion427/PerroPastor +- https://github.com/etnlGD/UnityAstcGpuEncoder +- https://github.com/niepp/astc_encoder/ +- [在运行时将 Texture2D 压缩并加载到 ASTC 纹理中](https://qiita.com/up-hash/items/76f6f879f3129bb1d23e) +- https://github.com/aras-p/UnityGPUTexCompression +- https://github.com/kecho/ComputeUtils +- https://github.com/drzhn/UnityGpuCollisionDetection +- https://github.com/b0nes164/GPUPrefixSums +- https://github.com/b0nes164/GPUSorting +- https://github.com/b0nes164/ShaderOneSweep +- https://github.com/b0nes164/SimpleComputeShaderHashTable +- https://github.com/naelstrof/UnityPenetrationTech A gpu-based deformation system for mapping penetrators along orifice paths. + +#### Boids +* [Boids](https://github.com/Shinao/Unity-GPU-Boids) c# gpu +* [Boids](https://github.com/Unity-Technologies/EntityComponentSystemSamples/tree/master/EntitiesSamples/Boids) EntityComponentSystemSamples Boids +* [nvjob-boids](https://github.com/nvjob/nvjob-boids) #NVJOB Simple Boids (Flocks of Birds, Fish and Insects). Flocking Simulation. nvjob.github.io/unity/nvjob-boids +* [DragonSpace](https://github.com/Appleguysnake/DragonSpace-Demo) A simple boids simulation to show the difference between implementations of a few spatial partitioning structures in Unity. +* [BoidsUnity](https://github.com/jtsorlinis/BoidsUnity) +* [Unity-Flocking-CPU-GPU](https://github.com/CristianQiu/Unity-Flocking-CPU-GPU) CPU and GPU flocking implementations in the Unity game engine. Based on Unity's ECS implementation using DOTS, presented by Mike Acton. +* [Unity-BatchRendererGroup-Boids](https://github.com/AlexMerzlikin/Unity-BatchRendererGroup-Boids) +* [Unity-Boids-Behavior-on-GPGPU](https://github.com/chenjd/Unity-Boids-Behavior-on-GPGPU) +* [unity-jobsystem-boids](https://github.com/komietty/unity-jobsystem-boids) Superfast CPU boids for Unity +* [Boids](https://github.com/MirzaBeig/Boids) + +#### BatchRendererGroup +- https://github.com/LizzyFox-code/BrgContainer +#### GPU Driven +- [LeoGPUDriven](https://github.com/lijundacom/LeoGPUDriven) 一个GPUDriven学习工程 +- [GPU-Driven-03](https://github.com/chessCXK/GPU-Driven-03/) +- [(Unity)GPU-Driven场景渲染](https://zhuanlan.zhihu.com/p/703147658) +- [Realtime-Compute-Shader-Unity-PathTracer](https://github.com/killop/Realtime-Compute-Shader-Unity-PathTracer) A passion projects that has been going on for awhile, finally at a place where I feel comfortable tentatively uploading it to Github for others +- [GPUDrivenTerrainLearn](https://github.com/wlgys8/GPUDrivenTerrainLearn) +- [GPUDriven](https://github.com/GouGeLSJ/GPUDriven) +- [webgpu-compute-rasterizer](https://github.com/OmarShehata/webgpu-compute-rasterizer) +- [URasterizer](https://github.com/happyfire/URasterizer) URasterizer: A software rasterizer on top of Unity, accelerated by Job system & Compute Shader +- [vkguide gpu_driven_engines](https://vkguide.dev/docs/gpudriven/gpu_driven_engines/) +- [Max:GPU Driven Pipeline — 工具链与进阶渲染](https://zhuanlan.zhihu.com/p/44411827) +- [GPU Driven Render Pipeline](https://zhuanlan.zhihu.com/p/37084925) +- [撸一个GPU Driven Pipeline](https://zhuanlan.zhihu.com/p/109858034) +- [现代渲染引擎开发-GPU Driven Render Pipeline](https://zhuanlan.zhihu.com/p/409244895) +- [GPU-Driven Rendering 有没有可能应用到移动端呢?如果不能是什么原因导致的?](https://www.zhihu.com/question/427803115/answer/1548993170) +- [Siggraph15 GPU-Driven Rendering Pipelines](https://zhuanlan.zhihu.com/p/33881505) +- [max:GPU Driven Rendering Pipeline 开发小结](https://zhuanlan.zhihu.com/p/58311222) +- [游戏引擎随笔 0x13:现代图形 API 的 Bindless](https://zhuanlan.zhihu.com/p/136449475) +- [Unity中实现高性能渲染遇到的问题](https://zhuanlan.zhihu.com/p/106388466) +- [Unity_GPU_Driven_Particles](https://github.com/sienaiwun/Unity_GPU_Driven_Particles) +- [[GDC16] Optimizing the Graphics Pipeline with Compute](https://zhuanlan.zhihu.com/p/33881861) +- [unity-gpu-culling-experiment](https://www.mpc-rnd.com/unity-gpu-culling-experiment) +- [VkGPUDrivenCNGuide](https://github.com/fangcun010/VkGPUDrivenCNGuide) 基于Vulkan的GPU Driven Rendering教程 + +#### GPU-Particle +- [KvantSpray](https://github.com/keijiro/KvantSpray) Object instancing/particle animation system for Unity +- [particle-optimizer-pro](https://assetstore.unity.com/packages/tools/particles-effects/particle-optimizer-pro-290175) +#### BVH +- [ComputeShaderBVHMeshHit](https://github.com/fuqunaga/ComputeShaderBVHMeshHit) Unity ComputeShader implementation of BVH(Bounding Volume Hierarchy) based mesh hit checking. +- [NativePhysicsBVH](https://github.com/marijnz/NativePhysicsBVH) A Bounding Volume Hierarchy with basic physics queries for Unity DOTS +- [UnityBoundingVolumeHeirachy](https://github.com/rossborchers/UnityBoundingVolumeHeirachy) Unity Bounding Volume Heirachy (BVH) +- [Fast-BVH](https://github.com/brandonpelfrey/Fast-BVH) A Simple, Optimized Bounding Volume Hierarchy for Ray/Object Intersection Testing +- [bvh](https://github.com/madmann91/bvh) About A modern C++ BVH construction and traversal library +- https://github.com/Niravaana/HIP-BVH-Construction +- https://github.com/ToruNiina/lbvh +- https://github.com/EmmetOT/BoundingVolumeHierarchy +- https://github.com/Sylmerria/Spatial-Hashing +- https://github.com/AdamYuan/SparseVoxelOctree +- https://github.com/bartofzo/NativeTrees +- https://github.com/emilianavt/BVHTools +- https://github.com/VisualPinball/NativeTrees +- https://github.com/WeiPhil/nbvh +- https://github.com/MircoWerner/VkLBVH +- https://github.com/andr3wmac/unity-tinybvh +- https://github.com/zhujun3753/i-octree? +- https://github.com/atonalfreerider/Unity-FDG +- https://github.com/insthync/unity-spatial-partitioning-systems + +#### Point-Distribution +- 均匀撒点的算法,思路是 + 1. 随机撒点,可以用概率分布函数快速生成点 + 2. lloyd relaxation,迭代N次使第 1. 步的点均匀分布 +- https://www.sidefx.com/docs/houdini/nodes/sop/relax.html +- https://www.bilibili.com/opus/803587723956846594 +- https://zhuanlan.zhihu.com/p/447898464 +- https://www.sidefx.com/docs/houdini/nodes/sop/relax.html +- https://www.bilibili.com/opus/803587723956846594 + +#### Afterimage +- https://github.com/xieliujian/UnityDemo_Afterimage +#### SVG +- [Berny_Core](https://github.com/Reavenk/Berny_Core) +- [UnityGPUVectorGraphics](https://github.com/voxell-tech/UnityGPUVectorGraphics) +- https://github.com/yasuohasegawa/SVGPainterUnity +- https://github.com/CiaccoDavide/Unity-UI-Polygon +- https://github.com/anyuser/vectorshapes-unity +- [keen-vectors](https://assetstore.unity.com/packages/add-ons/keen-vectors-beta-254369) +#### Post-Process +- https://github.com/DevsDaddy/UnityXScaling Unity XScaling - a runtime framework for GPU-based textures and screen upscaling (super-resolution). Supports every platform. +- https://github.com/sphynx-owner/JFA_driven_motion_blur_demo +- https://github.com/SnapdragonStudios/snapdragon-gsr +- https://github.com/tatoforever/snapdragon-gsr +- https://github.com/keijiro/KinoBloom 牛逼的bloom +- https://github.com/AKGWSB/FFTConvolutionBloom +- https://github.com/StellarWarp/High-Performance-Convolution-Bloom-On-Unity +- https://github.com/tkonexhh/X-PostProcessing-URP +- https://github.com/alexmalyutindev/unity-cmaa2 +- https://github.com/Mortalitas/GShade +- https://github.com/MikuMikuShaders/SMAA +- https://github.com/GarrettGunnell/Post-Processing +- https://github.com/xwidghet/StereoCancer +- https://github.com/BlueSkyDefender/AstrayFX +- https://github.com/FransBouma/OtisFX +- https://github.com/martymcmodding +- https://github.com/GarrettGunnell/AcerolaFX +- https://github.com/NullTale/VhsFx +- https://github.com/NullTale/VolFx +- [Anime-Speed-Lines](https://github.com/MirzaBeig/Anime-Speed-Lines) Post-processing effect to procedurally generate a anime/manga-style vignette of lines typically used to portray speed or surprise. +- [LUTS](https://blog.frost.kiwi/WebGL-LUTS-made-simple/) +- [cavifree](Screen space shader for Unity resembling the "cavity" effect in Blender) +- [lut-creator](https://assetstore.unity.com/packages/tools/utilities/lut-creator-suite-317840) unity-plugin +- https://github.com/meenphie/AgX-Tonemapping-Unity +#### MatCaps +- https://github.com/nidorx/matcaps#matcaps + + +#### Color +- [cg-cinematography](https://chrisbrejon.com/cg-cinematography/) -[中文翻译](https://wp.aducg.com/archives/author/adu) +- [exposure](https://bruop.github.io/exposure/) +- [colour-unity](https://github.com/colour-science/colour-unity) +- [JL-s-Unity-Blend-Modes](https://github.com/penandlim/JL-s-Unity-Blend-Modes) +- [unity-blend-shaders](https://github.com/zigurous/unity-blend-shaders) +- [万能的曲线——堪称调色之王(颜色篇)](https://zhuanlan.zhihu.com/p/375597094) +- [色彩理论」颜色是怎么回事儿?以及如何高效使用 Adobe 颜色库](https://www.bilibili.com/video/BV114411R7x4?) +- [皮克斯光线与色彩应用培训中文字幕](https://www.bilibili.com/video/BV1Dr4y1P7LW?) +- [电脑颜色是错的](https://www.bilibili.com/video/BV1Js411S7w3?) +- [实时渲染之how to render pixels](https://zhuanlan.zhihu.com/p/128090890) +- [伽马还是线性?用一张图理理在U3D中该如何设置。](https://zhuanlan.zhihu.com/p/271011254) +- [一篇文章彻底搞清PS混合模式的原理](https://zhuanlan.zhihu.com/p/23905865) +- [Photoshop blending modes in glsl ](https://github.com/jamieowen/glsl-blend) +- [blending modes](https://www.shadertoy.com/view/XdS3RW) +- [色彩空间基础](https://zhuanlan.zhihu.com/p/24214731) +- [漫谈HDR和色彩管理](https://zhuanlan.zhihu.com/p/129095380) +- [色彩原理](https://docs.krita.org/zh_CN/general_concepts/colors.html) +- https://github.com/keijiro/Pugrad Pugrad is a color gradient generator for Unity that provides a set of widely used +- [停止扯淡!!漫谈显示器色彩管理](https://zhuanlan.zhihu.com/p/19648994) +- [颜色:原理和应用](https://ppt.baomitu.com/d/c887a533#/) +- [浅谈伽玛和线性颜色空间](https://www.gameres.com/811214.html) +- [Gamma的传说](http://geekfaner.com/unity/blog1_gamma.html) +- [通过实验透彻理解颜色空间](https://zhuanlan.zhihu.com/p/141904960) +- [Color: From Hexcodes to Eyeballs](http://jamie-wong.com/post/color/) +- [A short history of color theory](https://programmingdesignsystems.com/color/a-short-history-of-color-theory/index.html) +- [color vision](https://www.handprint.com/LS/CVS/color.html) +- [color science](https://www.itp.uni-hannover.de/fileadmin/arbeitsgruppen/zawischa/static_html/indexe.html) +- [色彩基础知识](https://www.zcool.com.cn/search/content?&word=%E8%89%B2%E5%BD%A9%E7%9F%A5%E8%AF%86) +- 微信公众号: 领略色彩之雅 +- [colorizer](http://colorizer.org/) +- [光学原理在绘画中的应用](https://www.bilibili.com/video/BV1zE41167AH?p=9) +- [配色网站一锅端](http://www.fenxitu.cn/peise/web.php) +- [物理学大神如何研究颜色](https://www.bilibili.com/read/cv9334842?from=category_0) +- [color-studio](https://assetstore.unity.com/packages/tools/painting/color-studio-151892) unity-plugin +- https://opencolorio.org/ + +#### Depth +- [Unity中深度值推导](https://zhuanlan.zhihu.com/p/393643084) +- [【Unity】深度图(Depth Texture)的简单介绍](https://zhuanlan.zhihu.com/p/389971233?) +- [UnityShader部分内置函数推导(周末随机更几个)](https://zhuanlan.zhihu.com/p/404516361) + +### FPS +- https://mp.weixin.qq.com/s/RS3KYxq5hmLAGrmijk3FtQ +- https://bbs.perfdog.qq.com/article-detail.html?id=5 + +## Interview/DataStruct-Algorithms +- https://github.com/enjalot/algovis +- https://github.com/gaerae/awesome-algorithms-education +- https://github.com/lnishan/awesome-competitive-programming +- https://github.com/tayllan/awesome-algorithms +- https://github.com/0voice/interview_internal_reference#1 +- https://github.com/ZXZxin/ZXBlog +- https://github.com/awangdev/LintCode +- https://github.com/apachecn/Interview +- https://github.com/kdn251/interviews/blob/master/README-zh-cn.md +- https://algorithm.yuanbin.me/zh-hans/?q= +- https://github.com/labuladong/fucking-algorithm +- https://github.com/algorithm-visualizer/algorithm-visualizer +- https://github.com/aalhour/C-Sharp-Algorithms +- https://github.com/SolutionsDesign/Algorithmia +- https://github.com/OpenGenus/cosmos +- https://github.com/CyC2018/CS-Notes +- https://github.com/azl397985856/leetcode +- https://github.com/wolverinn/Waking-Up +- https://github.com/AobingJava/JavaFamily +- https://github.com/MisterBooo/LeetCodeAnimation +- https://www.keithschwarz.com/interesting/ +- https://gitee.com/SnailClimb/JavaGuide +- https://github.com/dongyuanxin/blog +- https://leetcode.wang/ +- https://github.com/Xunzhuo/OI_Sharing +- https://github.com/TheAlgorithms/Java +- https://github.com/greyireland/algorithm-pattern +- https://www.cs.usfca.edu/~galles/visualization/Algorithms.html +- https://visualgo.net/zh +- https://algorithm-visualizer.org/ +- https://github.com/geekxh/hello-algorithm +- https://github.com/Xunzhuo/Algorithms-in-4-Steps +- https://github.com/halfrost/LeetCode-Go +- https://github.com/sephirothx/DStruct.NET +- https://github.com/justcoding121/Advanced-Algorithms +- https://github.com/ikesnowy/Algorithms-4th-Edition-in-Csharp +- https://github.com/pinefor1983/CS-Growing-book +- https://github.com/changgyhub/leetcode_101 +- https://github.com/youngyangyang04/leetcode-master +- https://light-city.club/ +- https://oi-wiki.org/ +- https://www.geeksforgeeks.org/advanced-data-structures/ +- https://doocs.github.io/#/README_CN +- https://github.com/IceLanguage/LinHowe_GameAlgorithm +- https://github.com/afatcoder/LeetcodeTop +- https://www.scaler.com/topics/data-structures/ +- https://github.com/krahets/hello-algo +- https://github.com/WTFAcademy/WTF-zk + +#### Article +- [24张图,九大数据结构安排得明明白白!](https://mp.weixin.qq.com/s/ZVwIUN-xf9FuxOFXW8H3Nw) +- [十大经典排序算法大梳理 (动图+代码)](https://mp.weixin.qq.com/s/ekGdneZrMa23ALxt5mvKpQ) +- [数据结构里各种难啃的“树”,一文搞懂它](https://mp.weixin.qq.com/s/k4-RaW4ROlo6chSXsO_4AA) +- [一篇文章彻底学会递归思路解题!](https://mp.weixin.qq.com/s/-V0jBkPoZHYC2jLfSnQ6-g) + +## Operating-System +- [万字长文带你还原进程和线程](https://www.cnblogs.com/cxuanBlog/p/12302848.html) +- [CPU Cache](https://coolshell.cn/articles/20793.html) +- [CPU Cache Latency](https://gist.github.com/hellerbarde/2843375) +- [Linux内存 -1](https://mp.weixin.qq.com/s/Aj-A5ltGJoD5fkFiMlhjoA) +- [Linux内存 -2](https://mp.weixin.qq.com/s/EvU7pV51ctPooREQt_8SaQ) +- [Cache的基本原理](https://zhuanlan.zhihu.com/p/102293437) +- [打开线程 | 进程 | 协程的大门 ](https://mp.weixin.qq.com/s/RLlNHgW6ilMqoFVHXf6x6g) + + +## Bad Words Filter +- [bad-word-filter](https://assetstore.unity.com/packages/tools/localization/bad-word-filter-pro-26255) unity-plugin +- https://github.com/toolgood/ToolGood.Words -- 中文敏感词过滤 +- https://github.com/NewbieGameCoder/IllegalWordsDetection 敏感词过滤 +- https://github.com/871041532/ZMatchForLua +- https://github.com/yuanjie-ai/ChineseSensitiveVocabulary 敏感词库 +- https://github.com/CMurphyc/ACTrie +- https://github.com/wenlifan/SensitiveWordFilter +- https://github.com/konsheng/Sensitive-lexicon 一个持续更新的中文敏感词库,帮助开发者和内容审核者快速识别并过滤不当文本。 + +## Random +- [WeightedRandomSelector](https://github.com/viliwonka/WeightedRandomSelector) +- [pcg-random](https://www.pcg-random.org/) +- [Quasi_Random](https://github.com/DCFApixels/Quasi_Random) +- [random-from-distributions](https://assetstore.unity.com/packages/tools/random-from-distributions-statistical-distributions-random-numbe-15873) c# unity-plugin +## 高性能数据结构和算法 +- [Arithmetics](https://github.com/Lombiq/Arithmetics) Next-generation arithmetic implementations, improved floating point number types for .NET, written in C#. Includes the following number types: +- [用C#将四元数压缩到32位](https://qiita.com/NightOwl/items/3c2d099ec034056f5018) +- [the-art-of-packing-data](https://www.elopezr.com/the-art-of-packing-data/) +- [BreakInfinity](https://github.com/Razenpok/BreakInfinity.cs) Double replacement for numbers that go over 1e308 +- https://github.com/BlueRaja/High-Speed-Priority-Queue-for-C-Sharp -- 高性能优先级队列 +- https://github.com/eventhorizon-cli/BufferQueue +- https://github.com/xljiulang/RecyclableBuffer +- [swifter](https://github.com/Dogwei/Swifter.Core) -- swifter 的和核心库,里面很多unsafe 优化 +- https://github.com/giacomelli/GeneticSharp 遗传算法 +- https://github.com/asarnaout/OpenGeneticAlgorithm.NET An extensible .NET genetic algorithm library for optimization and artificial intelligence - Evolutionary computation and complex problem solving made simple +- https://github.com/DesignEngrLab 里面的有很多的优化项,不知道为啥不火 +- https://surparallel.org unity 多线程优化工具 +- https://github.com/linys2333/TimingWheel c# 时间轮优化 +- https://github.com/HalfLobsterMan/TimingWheel c# 时间轮优化 +- https://github.com/wangjia184/HashedWheelTimer HashedWheelTimer implemented in C# and .Net Standard inspired by io.netty.util.HashedWheelTimer +- https://github.com/adammyhre/Unity-Improved-Timers +- https://github.com/MonkSoul/TimeCrontab NET 全能 Cron 表达式解析库,支持 Cron 完整特性。 +- https://github.com/bitfaster/BitFaster.Caching 高性能cache +- https://github.com/ZiggyCreatures/FusionCache 高性能cache +- https://github.com/jitbit/FastCache +- https://github.com/neon-sunset/fast-cache +- [.NET 中 Web API 中的速率限制算法](https://mp.weixin.qq.com/s/tnYaeTci9dJIIwj1iOgf1Q) +- https://github.com/LuchunPen/Fast-Hash-Collection +- [FibonacciHeap](https://github.com/sqeezy/FibonacciHeap) C# implementation of a fibonacci heap structure. +- https://github.com/thomhurst/ModularPipelines/ +- [bithacks](http://graphics.stanford.edu/~seander/bithacks.html) bithacks +- https://github.com/sgf/SomeReposAboutBitFieldOfCSharp +- https://github.com/aelij/spanify span用法总结 +- https://github.com/draconware-dev/SpanExtensions.Net +- https://github.com/jiangjinnan/NativeBuffering +- [SparseBitsets](https://github.com/RupertAvery/SparseBitsets) A pure C# implementation of sparse bitsets +- https://github.com/barncastle/BitsKit +- https://github.com/gilzoide/unity-enum-bitset +- https://github.com/MrUnbelievable92/Bit-Collections Bit Collections for Unity is all about saving as much RAM as possible, by providing array value types of single bits, aswell as array value types of signed- and unsigned integers with a given number of bits. +- https://github.com/dennisdoomen/FluidCaching Multi-threaded .NET high performance Least Recently Used cache with async/await support shipped as source-only NuGet package +- [FastFilter](https://github.com/Genbox/FastFilter) FastFilter is a C# implementation of a few different Bloom filters with focus on high performance. It contains the following Bloom filter implementations +- https://github.com/NetFabric/NetFabric.Hyperlinq High performance LINQ implementation with minimal heap allocations. Supports enumerables, async enumerables, arrays and Span. +- https://github.com/jackmott/LinqFaster Linq-like extension functions for Arrays, Span, and List that are faster and allocate less. +- [BurstLinq](https://github.com/AnnulusGames/BurstLinq) Extremely fast LINQ aggregation operations implementation optimized by Burst Compiler +- https://github.com/cathei/LinqGen +- https://github.com/andanteyk/SpanLinq +- https://github.com/Cysharp/ZLinq +- https://github.com/disruptor-net/Disruptor-net The Disruptor is a high performance inter-thread message passing framework. This project is the .NET port of LMAX Disruptor. +- https://github.com/hl845740757/commons/tree/dev/csharp/Wjybxx.Commons.Concurrent +- https://github.com/lujian101/GCFreeClosure A gc-free closure implementation for unity +- https://github.com/Microsoft/Microsoft.IO.RecyclableMemoryStream A library to provide pooling for .NET MemoryStream objects to improve application performance, especially in the area of garbage collection. +- https://github.com/MiloszKrajewski/K4os.Streams +- https://github.com/LunaMultiplayer/CachedQuickLz Allows you to compress and decompress with QuickLz while keeping low the GC pressure +- https://github.com/AArnott/Nerdbank.Streams 高效流 +- [NaturalSort](https://github.com/tompazourek/NaturalSort.Extension) Extension method for StringComparison that adds support for natural sorting (e.g. "abc1", "abc2", "abc10" instead of "abc1", "abc10", "abc2"). +- [MemoryExtensions](https://github.com/xljiulang/MemoryExtensions) + +- [ResizableSpanWriter](https://github.com/adam-dot-cohen/ResizableSpanWriter) +- [caffeine](https://github.com/ben-manes/caffeine) A high performance caching library for Java +- [AdvancedDLSupport](https://github.com/Firwood-Software/AdvancedDLSupport) Delegate-based C# P/Invoke alternative - compatible with all platforms and runtimes. +- https://github.com/mono/Embeddinator-4000 +- [interprocess](https://github.com/cloudtoid/interprocess) A cross-platform shared memory queue for fast communication between processes (Interprocess Communication or IPC). +- [H.Pipe](https://github.com/HavenDV/H.Pipe) A simple, easy to use, strongly-typed, async wrapper around .NET named pipes +- [LeslieXin.SimpleMMF](https://github.com/lesliexinxin/LeslieXin.SimpleMMF) 简单、易用的进程间通信框架,基于共享内存实现。 + +- [NativeStringCollections](https://github.com/kawai125/NativeStringCollections) The toolset to parse text files using C# JobSystem on Unity. +- [c#零成本抽象](https://mp.weixin.qq.com/s/jenoW4Ls0yKLknSdLEEa0g) + +- https://github.com/xin9le/FastEnum +- [garnet](https://github.com/microsoft/garnet) Garnet is a remote cache-store from Microsoft Research that offers strong performance (throughput and latency), scalability, storage, recovery, cluster sharding, key migration, and replication features. Garnet can work with existing Redis clients. +- [sharpkmeans](https://github.com/lofcz/sharpkmeans) +#### MMO +- [3D游戏的万人同屏技术详解(2)](https://zhuanlan.zhihu.com/p/195065464) +#### OC +- https://github.com/Kink3d/kPortals +#### String +- https://github.com/benaadams/Ben.StringIntern string intern +- https://github.com/Cysharp/ZString 零内存消耗的stringbuilder +- https://github.com/871041532/zstring 零内存消耗的stringbuilder +- https://github.com/FlatlinerDOA/Rope +- https://github.com/snozbot/FastString Alternative to StringBuilder class for Unity games, with minimal memory allocation and faster performance. +- https://github.com/MikePopoloski/StringFormatter Zero-allocation string formatting for .NET. +- [stringHelper](https://github.com/Dogwei/Swifter.Json/blob/db6c0be4fa2bfac5583d5bce7b475a2d618e7d74/Swifter.Core/Tools/String/StringHelper.cs) unsafe zero alloc string from [swifter](https://github.com/Dogwei/Swifter.Core) +- [ZeroLog](https://github.com/Abc-Arbitrage/ZeroLog) ZeroLog is a zero-allocation .NET logging library +- https://github.com/Misaka-Mikoto-Tech/MutableString +- https://github.com/linkdotnet/StringBuilder +- https://github.com/augustoproiete/NaturalStringExtensions +- https://github.com/sq/FString +- https://github.com/U8String/U8String +- [DefaultInterpolatedStringHandler.cs](https://gist.github.com/Akeit0/0ac9a82ecbe952287bae694a10a7a7d0) +- https://github.com/axuno/SmartFormat +- https://github.com/kuronekoyang/UnsafeStringBuffer +- https://github.com/Molth/StringPool +- https://github.com/soenneker/soenneker.utils.pooledstringbuilders + +#### Log +- https://github.com/DerploidEntertainment/UnityUtil +- https://github.com/Cysharp/ZLogger/ Zero Allocation Text/Structured Logger for .NET Core and Unity +- https://assetstore.unity.com/packages/tools/utilities/switchboard-250879 +- https://docs.unity3d.com/Packages/com.unity.logging@1.4/manual/index.html +- https://github.com/Elfinik/burst-trace +- https://github.com/Tencent/BqLog +- https://github.com/pamburus/hl + +#### Collection +* [NativeCollections](https://github.com/jacksondunstan/NativeCollections) - Native Collection Types for Unity https://jacksondunstan.com/articles/tag/native-collection +* https://github.com/kuronekoyang/UnsafeArrayBuffer +* [UnsafeCollections](https://github.com/fholm/UnsafeCollections/) - Native Collection Types for Unity +* https://github.com/Molth/NativeCollections/ best for you +* https://github.com/DennisCorvers/UnsafeCollections +* [SharedArray](https://github.com/stella3d/SharedArray) Zero-copy sharing between managed and native arrays in Unity +* [UnsafeArray](https://github.com/LizzyFox-code/UnsafeArray) +- [SparseSet](https://gdx.dotbunny.com/api/GDX.Collections.SparseSet.html) +- [QuikGraph](https://github.com/KeRNeLith/QuikGraph) About Generic Graph Data Structures and Algorithms for .NET +- [NativeOctree](https://github.com/marijnz/NativeOctree) +- [trie](https://github.com/miniksa/trie) +- [PruningRadixTrie](https://github.com/wolfgarbe/PruningRadixTrie) PruningRadixTrie - 1000x faster Radix trie for prefix search & auto-complete +- https://github.com/SouthBegonia/RedDotManager +- [KDTree](https://github.com/viliwonka/KDTree) 3D KDTree for Unity, with fast construction and fast & thread-safe querying, with minimal memory garbage. +- [UnityOctree](https://github.com/Nition/UnityOctree) A dynamic octree implementation for Unity written in C#. +- [trienet](https://github.com/gmamaladze/trienet) .NET Implementations of Trie Data Structures for Substring Search, Auto-completion and Intelli-sense. Includes: patricia trie, suffix trie and a trie implementation using Ukkonen's algorithm. +- [SharedMemory](https://github.com/justinstenning/SharedMemory) C# shared memory classes for sharing data between processes (Array, Buffer, Circular Buffer and RPC) +- [Faster.Map](https://github.com/Wsm2110/Faster.Map) A fast & densely stored hashtable based on robin-hood backshift deletion c# +- https://github.com/Nyrest/FastGenericNew +- [DawgSharp](https://github.com/bzaar/DawgSharp) DAWG String Dictionary in C# +- [Towel](https://github.com/ZacharyPatten/Towel) A .NET library intended to make coding a bit more towelerable: data structures, algorithms, mathematics, metadata, extensions, console, and more. :) +- [ObservableCollections](https://github.com/Cysharp/ObservableCollections) High performance observable collections and synchronized views, for WPF, Blazor, Unity. +- [ObservableComputations](https://github.com/IgorBuchelnikov/ObservableComputations) Cross-platform .NET library for computations whose arguments and results are objects that implement INotifyPropertyChanged and INotifyCollectionChanged (ObservableCollection) interfaces. +- [daachorse](https://github.com/legalforce-research/daachorse) A fast implementation of the Aho-Corasick algorithm using the compact double-array data structure. +- [Collections.Pooled](https://github.com/jtmueller/Collections.Pooled) Fast, low-allocation ports of List, Dictionary, HashSet, Stack, and Queue using ArrayPool and Span. +- [Collections.Pooled](https://github.com/Zitga-Tech/ZBase.Collections.Pooled) +- [BurstCollections](https://github.com/andywiecko/BurstCollections) +- https://github.com/XenoAtom/XenoAtom.Collections +- [NullGC](https://github.com/fryderykhuang/NullGC) +- https://github.com/troubear/BetterDictionary + +#### Thread/Task +- https://github.com/RichieSams/FiberTaskingLib +- https://github.com/taskflow/taskflow +- https://github.com/mewlist/MewCore? + +## Utils +#### C +* APR:Apache Portable Runtime;另一个跨平台的实用函数库。[Apache2.0](http://directory.fsf.org/wiki/License:Apache2.0)。[官网](http://apr.apache.org/) +* C Algorithms:一个常用算法和数据结构的集合。[官网](https://github.com/fragglet/c-algorithms) +* CPL:The Common Pipeline Library;一系列详尽,高效和强壮的软件工具包。[GNU GPL2.1](http://www.gnu.org/licenses/old-licenses/gpl-2.0.html)。[官网](http://www.eso.org/sci/software/cpl/) +* EFL:一个大型实用数据结构和函数的的集合。多种许可证,完全免费。[官网](https://www.enlightenment.org/p.php?p=about/efl) +* GLib:一个便携,高效和强大的实用函数和数据结构库。[GNU LGPL2.1](http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html)。[官网](https://wiki.gnome.org/Projects/GLib) + +* GObject:一个 C 的面向对象系统和对象模型。[GNU LGPL2.1](http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html)。[官网](https://developer.gnome.org/gobject/stable/) +* libnih:一个轻量级的 C 函数和数据结构库。[GNU GPL2.1](http://www.gnu.org/licenses/old-licenses/gpl-2.0.html)。[官网](https://github.com/keybuk/libnih) +* libU:一个提供基本实用函数的迷你库,包括内存分配,字符串处理和日志功能。[官网](http://www.koanlogic.com/libu/) +* PBL:一个包括实用函数,特色数据结构等的大型库。[GNU LGPL2.1](http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html)及更高版本(库),[GNU GPL2.1](http://www.gnu.org/licenses/old-licenses/gpl-2.0.html)及更高版本(测试代码)。[官网](http://www.mission-base.com/peter/source/) +* qlibc:一个简单且强大的 C 库,当我们想要小且轻的库时,可作为 Glib 的替代品。[qLib license](https://github.com/wolkykim/qlibc/blob/master/LICENSE) (类似于 [FreeBSD](http://directory.fsf.org/wiki?title=License:FreeBSD "License:FreeBSD"))。[官网](https://github.com/wolkykim/qlibc) +* stb:一系列单文件 C 库。公共领域。[官网](https://github.com/nothings/stb) +* [libcstl](http://hao.importnew.com/libcstl/):标准C语言通用数据结构和常用算法库。[官网](http://libcstl.org/) +#### C++ +* https://github.com/electronicarts/EASTL + + +## Javascript +- https://github.com/ljianshu/Blog -js优秀博主 +- https://muyiy.cn/blog/ -- js优秀博主 +- https://github.com/airbnb/javascript JavaScript Style Guide +- https://github.com/ryanmcdermott/clean-code-javascript clean-code-javascript +- https://github.com/vuejs/vue 不解释,最牛逼的框架 +- https://github.com/denysdovhan/wtfjs/blob/master/README-zh-cn.md js的奇技淫巧 +- https://github.com/trekhleb/javascript-algorithms js相关的数据结构 +- https://github.com/lydiahallie/javascript-questions + +## Lua +- http://cloudwu.github.io/lua53doc/manual.html +- [Rxlua](https://github.com/bjornbytes/RxLua) +- https://github.com/iwiniwin/LuaKit +- https://github.com/LorettaDevs/Loretta +- https://github.com/frog-game/lua-5.4.4-comments +- https://zhuanlan.zhihu.com/p/597188766 +- https://zhuanlan.zhihu.com/p/603584772 +- https://mp.weixin.qq.com/s/Ya9nQRBPLPkeaO2vpIg7-w +- https://github.com/PlutoLang/Pluto +- https://github.com/esrrhs/lua-family-bucket +- https://github.com/DoooReyn/LuaPanda4Cynking +- https://github.com/2kpixelstudios/lua-script-assets +- https://github.com/dingxiaowei/MessagePack/ +- https://github.com/anod221/lua-buffer + +## Typescript +- https://jkchao.github.io/typescript-book-chinese/#how-to-contribute + +## C# +- https://github.com/dotnet/dotNext +- https://github.com/gautema/cqrslite cqrs +- https://github.com/libgit2/libgit2sharp -git的c#实现 +- https://github.com/NetchX/Netch -nat打洞 +- https://referencesource.microsoft.com/ C#源码 +- https://github.com/kgrzybek/modular-monolith-with-ddd 领域设计驱动 +- https://getakka.net/ - Akka.Net +- https://dotnet.github.io/orleans/ actor +- https://github.com/OrleansContrib/Orleankka actor +- https://github.com/ledjon-behluli/OrleanSpaces +- https://github.com/PiotrJustyna/road-to-orleans +- https://github.com/RayTale/Vertex Vertex is a distributed, ultimately consistent, event traceable cross platform framework based on Orleans, which is used to build high-performance, high throughput, low latency, scalable distributed applications +- https://www.newlifex.com/ +- https://github.com/whuanle/maomi +- https://github.com/iamoldli/NetModular NetModular 是基于.Net Core 和 Vue.js 的业务模块化以及前后端分离的快速开框架 +- https://github.com/nodatime/nodatime 时间管理 +- https://github.com/night-moon-studio/Leo A high-performance type dynamic operation library. +- [Chinese](https://github.com/zmjack/Chinese) 中文解析通用工具。包括拼音,简繁转换,数字读法,货币读法。 +- [Demystifier](https://github.com/benaadams/Ben.Demystifier) High performance understanding for stack traces (Make error logs more productive) +- [ProductionStackTrace](https://github.com/gimelfarb/ProductionStackTrace) Without deploying PDBs, generate a .NET exception stack trace that can be processed to retrieve source file and line number info +- https://github.com/madelson/DistributedLock +- https://github.com/thedmi/Equ +- https://github.com/bitwarden/server +- https://github.com/randyklex/caffeine.net +- [adnc](https://github.com/AlphaYu/adnc) .NET6微服务/分布式开发框架,同时也适用于单体架构系统的开发。 +- https://github.com/aelyo-softworks/Wice +- [Net 高级调试](https://www.cnblogs.com/PatrickLiu/) +- [Windows 调试工具课程](https://www.cnblogs.com/lindexi/p/18421353) + +#### C#-Reflection +- [fasterflect](https://github.com/buunguyen/fasterflect) .NET Reflection Made Fast and Simple +- [unity3d_quick_reflection](https://github.com/smopu/unity3d_quick_reflection) [作者知乎](https://zhuanlan.zhihu.com/p/552294970) +- [UniReflection](https://github.com/Akeit0/UniReflection) +- [ReflectionEnhance](https://github.com/Katsuya100/ReflectionEnhance?) +- [unity下零GC反射实现](https://zhuanlan.zhihu.com/p/15399068951) +- [ReflectionTool](https://github.com/kuronekoyang/ReflectionTool/ReflectionTool) 是一个强大的Unity编辑器扩展工具,用于处理反射和方法钩子(Method Hooking)相关的操作。它提供了一套完整的工具集,可以帮助开发者更便捷地处理Unity中的反射操作和方法拦截。 + +#### C#-Reactive +- https://github.com/kwan3854/Unity-NOPE +- https://github.com/Cysharp/R3 +- https://assetstore.unity.com/packages/tools/utilities/gods-globally-observable-data-structures-294571 +- https://github.com/nekoya404/UniFP-Functional-Programming-for-Unity +## C +- https://github.com/nothings/stb +- [Tinyhttpd](https://github.com/EZLippi/Tinyhttpd) Tinyhttpd 是J. David Blackstone在1999年写的一个不到 500 行的超轻量型 Http Server,用来学习非常不错,可以帮助我们真正理解服务器程序的本质。建议源码阅读顺序为:main ->startup ->accept_request ->execute_cgi, 通晓主要工作流程后再仔细把每个函数的源码看一看。这500行代码吃透了,C语言的功底就会大幅提升。 +- [MyTinySTL](https://github.com/Alinshans/MyTinySTL) MyTinySTL的作者它就用 C++11 重新复写了一个小型 STL(容器库+算法库)。代码结构清晰规范、包含中文文档与注释,并且自带一个简单的测试框架,非常适合新手学习与参考! +- [oatpp](https://github.com/oatpp/oatpp) oatpp是一个轻量、跨平台、高性能、完全零依赖,用纯 C++ 实现的 Web 框架,实在是难得,小伙伴们可以学习学习 +## CPP +- [CPlusPlusThings](https://github.com/Light-City/CPlusPlusThings) C++那些事 + +## Java +- [eladmin](https://github.com/elunez/eladmin) eladmin 是一款基于 Spring Boot 2.1.0 、 Jpa、 Spring Security、redis、Vue 的前后端分离的后台管理系统,项目采用分模块开发方式, 权限控制采用 RBAC,支持数据字典与数据权限管理,支持一键生成前后端代码,支持动态路由 +- [人人开源](https://www.renren.io/) +- [COLA](https://github.com/alibaba/COLA) Clean Object-Oriented and Layered Architecture +- [SnowJena](https://github.com/ystcode/SnowJena) SnowJena是一个基于令牌桶算法实现的分布式无锁限流框架,支持熔断降级,支持动态配置规则,支持可视化监控,开箱即用。可用于Java后端项目常见的本地限流和分布式限流的场景。 +- [jodd](https://github.com/oblac/jodd)(Produce lightweight code and focus on unleashing your full potential. Jodd is a set of developer-friendly and open-source Java micro-frameworks. It's designed to make things simple, but not simpler.) + +## Admin +### Rust +- [openobserve](https://github.com/openobserve/openobserve) +### Lua +- https://github.com/cfadmin-cn/cfadmin + + ## Author + - https://github.com/AzureAD/microsoft-authentication-library-for-dotnet + - [sa-token](https://github.com/dromara/sa-token) sa-token是一个轻量级Java权限认证框架,主要解决:登录认证、权限认证、Session会话、单点登录、OAuth2.0 等一系列权限相关问题 +## CMAKE +- https://github.com/Akagi201/learning-cmake +- https://github.com/ttroy50/cmake-examples +- https://github.com/onqtam/awesome-cmake +- https://github.com/iBicha/NativePluginBuilder +- https://github.com/xiaoweiChen/Professional-CMake +- https://www.bookstack.cn/books/CMake-Cookbook +- https://github.com/SFUMECJF/cmake-examples-Chinese +- https://github.com/xiaoweiChen/CMake-Cookbook +- https://github.com/fenneishi/cmake +- https://zhuanlan.zhihu.com/p/393316878 +- https://github.com/leetal/ios-cmake +- https://zhuanlan.zhihu.com/p/534439206 +- [《CMake Best Practices》的非专业个人翻译](https://github.com/xiaoweiChen/CMake-Best-Practices) +- [《Modern CMake for C++》的非专业个人翻译](https://github.com/xiaoweiChen/Modern-CMake-for-Cpp) + +## Embed-Script/VM/ +- [IwasmUnity](https://github.com/HoloLabInc/IwasmUnity) +- https://github.com/FPCSharpUnity/FPCSharpUnity? +- https://github.com/ruccho/WaaS +- [WACS](https://github.com/kelnishi/WACS) WebAssembly Interpreter written in C# 9.0/.NET Standard2.1 +- [cyber](https://github.com/fubark/cyber) Fast and concurrent scripting. +- [luajit-remake](https://github.com/luajit-remake/luajit-remake) +- [luajit2](https://github.com/openresty/luajit2) +- https://github.com/zherczeg/sljit/ +- [minivm](https://github.com/FastVM/minivm) A VM That is Dynamic and Fast +- [CS2X](https://github.com/reignstudios/CS2X) Transpiles a C# subset to non .NET languages and runtimes. (Powered by Roslyn) +- [roblox-ts](https://github.com/roblox-ts/roblox-ts) ts2lua +- [titan](https://github.com/titan-lang/titan) +- [tolua](https://github.com/topameng/tolua) The fastest unity lua binding solution +- [xlua](https://github.com/Tencent/xLua) xLua is a lua programming solution for C# ( Unity, .Net, Mono) , it supports android, ios, windows, linux, osx, etc. +- [xLua](https://github.com/zentia/xLua) xLua-il2cpp is a lua programming solution for C# ( Unity, .Net, Mono) , it supports android, ios, windows, linux, osx, etc. +- [bLua](https://github.com/bianpeng001/bLua) 另一个Unity3d lua热更方案, another lua solution for Unity3d +- https://github.com/blua-devs/blua +- [PureJSB](https://github.com/linkabox/PureJSB) +- [gravity](https://github.com/marcobambini/gravity) +- [quickjs](https://github.com/horhof/quickjs) +- [wren](https://github.com/wren-lang/wren) +- [skip](https://github.com/skiplang/skip) Skip is a general-purpose programming language that tracks side effects to provide caching with reactive invalidation, ergonomic and safe parallelism, and efficient garbage collection. Skip is statically typed and ahead-of-time compiled using LLVM to produce highly optimized executables. +- [miniJVM](https://github.com/digitalgust/miniJVM) Develop iOS Android app in java, Cross platform java virtual machine, embeded jvm , the minimal jvm . +- [cone](https://github.com/jondgoodwin/cone) Cone is a fast, fit, friendly, and safe systems programming language. +- [flax](https://github.com/flax-lang/flax) A low level, general-purpose language with high level syntax and expressibility. +- [coreVM](https://github.com/tetrachrome/coreVM) Language runtime framework designed to empower developers devise modern and novel programming language features. +- [dora](https://github.com/dinfuehr/dora) JIT-compiler for the programming language Dora implemented in Rust. Works on Linux, Windows and macOS (x86_64 and aarch64). +- [awesome-jit](https://github.com/wdv4758h/awesome-jit) A curated list of awesome JIT frameworks, libraries, software and resources +- [WAVM](https://github.com/WAVM/WAVM) WAVM is a WebAssembly virtual machine, designed for use in non-web applications. +- https://github.com/RyanLamansky/dotnet-webassembly +- [Bytecoder](https://github.com/mirkosertic/Bytecoder) Bytecoder is a Rich Domain Model for Java Bytecode and Framework to interpret and transpile it to other languages such as JavaScript, OpenCL or WebAssembly +- [skew](https://github.com/evanw/skew) A web-first, cross-platform programming language with an optimizing compiler +- [delta](https://github.com/delta-lang/delta) A new systems programming language in development +- [Volta](https://github.com/VoltLang/Volta) Volt is a systems level programming language, that aims to be safe by default but still allowing you access to nitty gritty low level details. +- [Eagle](https://github.com/samhorlbeck/eagle-lang) A compiled language that is halfway between C and Go/Swift/Rust +- [ponyc](https://github.com/ponylang/ponyc) ony is an open-source, object-oriented, actor-model, capabilities-secure, high-performance programming language +- [gosu-lang](https://github.com/gosu-lang/gosu-lang) Gosu is a pragmatic programming language for the JVM. It has been designed with Java developers in mind by providing a set of features that allow them to be more productive without sacrificing the benefits of Java's simple syntax and type-safety. Gosu is an object oriented language with a sprinkle of functional programming features. +- [Tern](https://github.com/tern-lang/tern) Tern is an optionally typed object oriented language with first class functions and coroutines. It borrows concepts and constructs from many sources including Swift, JavaScript, Java, and Scala amongst others. It is interpreted and has no intermediate representation, so there is no need to compile or build your application. +- [fanx](http://fanx.info/) A portable language with elegant libraries +- [mun](https://mun-lang.org/) A programming language empowering creation through iteration. +- [beef](https://www.beeflang.org/) Beef is an open source performance-oriented compiled programming language which has been built hand-in-hand with its IDE environment. The syntax and many semantics are most directly derived from C#, while attempting to retain the C ideals of bare-metal explicitness and lack of runtime surprises, with some "modern" niceties inspired by languages such as Rust, Swift, and Go +- [dascript](https://dascript.org) daScript is high-level, statically strong typed scripting language, designed to be fast as embeddable ‘scripting’ language for C++ performance critical applications like games. +- [neos](https://neos.dev/) neos is a cross-platform (C++) universal compiler that can theoretically compile any scripting/programming language. +- [rune](https://github.com/rune-rs/rune/) +- https://github.com/LemonVM/LemonVMRedesign2 +- https://github.com/flix/flix +- [inko](https://inko-lang.org/) +- [arturo](https://github.com/arturo-lang/arturo) +- [artichoke](https://github.com/artichoke/artichoke) python in dnasm +- [Yuri AVG Engine](https://github.com/Project-AZUSA/YuriAVGEngine) Project Yuri将着眼于设计一个包含基本AVG游戏所需功能的引擎套装。 +- [chaos](https://chaos-lang.org/) Chaos is a purely functional programming language that achieves zero cyclomatic complexity. +- [RTCLI.Runtime](https://github.com/Team-RTCLI/RTCLI.Runtime) +- [langs-in-rust](https://github.com/alilleybrinker/langs-in-rust) +- [sol2](https://github.com/ThePhD/sol2) Sol3 (sol2 v3.0) - a C++ <-> Lua API wrapper with advanced features and top notch performance - is here, and it's great! Documentation: +- [lc3-vm](https://justinmeiners.github.io/lc3-vm/) Write your Own Virtual Machine +- [nekovm](https://nekovm.org/) +- [Jinx](https://jamesboer.github.io/Jinx/) +- [terralang](https://terralang.org/) +- [mana_lang](https://github.com/0xF6/mana_lang) +- [halide](https://halide-lang.org/) +- [ulox](https://github.com/stevehalliwell/ulox) +- [umka-lang](https://github.com/vtereshkov/umka-lang) +- [luau](https://github.com/Roblox/luau) +- https://github.com/AnnulusGames/Lua-CSharp +- [BorrowScript](https://github.com/alshdavid/BorrowScript) +- [tuyin](http://www.tuyin.org/) +- [CSnakes](https://github.com/tonybaloney/CSnakes) CSnakes - a tool for embedding Python into .NET projects +- [Topaz](https://github.com/koculu/Topaz) Multithreaded Javascript Engine for .NET + +#### Collection +- https://github.com/tensorush/Awesome-Langs-Learning +- https://github.com/moonbitlang/core +- https://gitlab.com/camelot/kickc KickC is a C-compiler for 6502-based platforms creating optimized and readable assembler code. The language is 95% standard C with a few limitations and a few extensions. Download Releases here +- [cosmopolitan](https://github.com/jart/cosmopolitan) build-once run-anywhere c library +- https://langium.org/ +- https://github.com/google/souper +- https://github.com/shining1984/PL-Compiler-Resource +- [TypeRunner](https://github.com/marcj/TypeRunner) ts compiler +- https://github.com/alilleybrinker/langs-in-rust +- https://github.com/Kixiron/rust-langdev +- https://github.com/prathyvsh/pl-catalog +- [awesome-jit](https://github.com/wdv4758h/awesome-jit) +- [awesome-wasm-runtimes](https://github.com/appcypher/awesome-wasm-runtimes) +- [awesome-language-engineering](https://github.com/NLKNguyen/awesome-language-engineering) +- https://github.com/ChessMax/awesome-programming-languages +- https://github.com/CYJB/Cyjb.Compilers + +#### Allocator +- [smmalloc](https://github.com/SergeyMakeev/smmalloc) Blazing fast memory allocator designed for video games +- https://github.com/XenoAtom/XenoAtom.Allocators +- https://github.com/Molth/tlsf-csharp +- [Arenas](https://github.com/Enichan/Arenas) Unmanaged arena memory allocators for C#/CSharp with easy interactions between managed and unmanaged references +- [Varena](https://github.com/xoofx/Varena) + +#### Garbage Collector +- [UpsilonGC](https://github.com/kkokosa/UpsilonGC) Zero GCs and one real-world Upsilon GC +- [bdwgc](https://github.com/ivmai/bdwgc) The Boehm-Demers-Weiser conservative C/C++ Garbage Collector (libgc, bdwgc, boehm-gc) +#### dynCall/ffi/interop +- [libffi](http://sourceware.org/libffi/) +- [dyncall](https://dyncall.org) +- [xbyak](https://github.com/herumi/xbyak) Xbyak is a C++ header library that enables dynamically to assemble x86(IA32), x64(AMD64, x86-64) mnemonic. +- https://github.com/royalapplications/beyondnet +- https://github.com/Cysharp/csbindgen +- https://github.com/Hitmasu/Jitex +- https://github.com/XenoAtom/XenoAtom.Interop +- https://github.com/Nihlus/AdvancedDLSupport/ +#### IL +- [Disasmo](https://github.com/EgorBo/Disasmo) VS2022 Add-in. Click on any method or class to see what .NET Core's JIT generates for them (ASM). +- [net-ssa](https://github.com/m-carrasco/net-ssa) net-ssa: A fast and easy-to-use register-based representation for .NET bytecode. +- [JitInspector](https://github.com/DaZombieKiller/JitInspector) JIT codegen inspector for Unity +## DevOps +- [bashtop](https://github.com/aristocratos/bashtop) Resource monitor that shows usage and stats for processor, memory, disks, network and processes. +- [xyops](https://github.com/pixlcore/xyops) +## Unity + +#### Awesome-Unity +- https://github.com/michidk/Unity-Script-Collection +- [needle](https://github.com/needle-mirror) +- https://github.com/agarcialeon/awesome-unity#awesome-unity +- https://github.com/baba-s/awesome-unity-open-source-on-github +- https://lab.uwa4d.com/ +- https://unitylist.com/ +- https://openupm.com/packages/ +- https://github.com/insthync/awesome-unity3d +- https://github.com/RyanNielson/awesome-unity +- https://github.com/Warl-G/GRUnityTools +- https://gdx.dotbunny.com/ +- https://github.com/UnityCommunity/UnityLibrary +- https://github.com/crazyshader/GameDev +- https://www.zhihu.com/search?q=renderdoc%20unity&range=3m&type=content +#### AssetBundle +- [UnityDataTools](https://github.com/Unity-Technologies/UnityDataTools) +- [Locus-Bundle-System](https://github.com/locus84/Locus-Bundle-System) Simple Unity Addressables Alternative That Supports Synchronized API +- [UnityAutoBundles](https://github.com/perholmes/UnityAutoBundles) Extension to Unity Engine's Addressables for making it easier to distribute large projects and keep mobile download size small. +- [xasset](https://github.com/xasset/xasset) Fast & powerful, asset system for unity. +- [YooAsset](https://github.com/tuyoogame/YooAsset) 途游 unity3d resource system +- [WooAsset](https://github.com/OnClick9927/WooAsset) +- [AssetBundleLoadManager](https://github.com/TonyTang1990/AssetBundleLoadManager) +- [AssetBundleManager](https://github.com/SadPandaStudios/AssetBundleManager) Yet another asset bundle manager for Unity. +- [unity-addressable-importer](https://github.com/favoyang/unity-addressable-importer) A rule based addressable asset importer +- [HiAssetBundle_unity](https://github.com/hiramtan/HiAssetBundle_unity) Unity's asset bundle solution for end-users to access resources dynamically at runtime. +- [assetUpdater](https://github.com/sNaticY/assetUpdater-core) AssetUpdater is a Unity plugin which helps developers build assetbundles and download it easily +- [AddressableTools](https://github.com/UniGameTeam/UniGame.AddressableTools) Addressables utils for Unity3D +- [com.unity.addressables](https://github.com/juniordiscart/com.unity.addressables) Addressables extended with the ability to build multiple catalogs, ideal for traditional DLC purposes. +- [addressable-asset-system-chinese-manual](https://github.com/xiexx-game/addressable-asset-system-chinese-manual) +- [EZAddresser](https://github.com/Haruma-K/EZAddresser) +- [AssetBundle-ContentHasher](https://github.com/AndyMUnity/AssetBundle-ContentHasher) This tool can be integrated into a build pipeline in order to generate more reliable hashes for AssetBundles using Unity's built in pipeline. +- [AddressablesServices](https://github.com/dre0dru/AddressablesServices) A set of classes to convert Unity Addressables callbacks/coroutine workflow to async/await with UniTask. +- [AssetBundles-Browser](https://github.com/Rootjhon/AssetBundles-Browser) +- [AssetManagement](https://github.com/dre0dru/AssetManagement) +- https://github.com/NibbleByte/UnityAssetManagementTools +- [AssetBundleLoadManager](https://github.com/TonyTang1990/AssetBundleLoadManager) +- [QuarkAsset](https://github.com/DonnYep/QuarkAsset) +- [SmartAddresser](https://github.com/CyberAgentGameEntertainment/SmartAddresser) + +#### Pool-Cache +- https://github.com/inversionhourglass/Pooling +- https://github.com/BatuhanKanbur/PoolManager +- https://github.com/TORISOUP/uPools +- https://github.com/gilzoide/unity-prefab-pool/ +- [Addler](https://github.com/Haruma-K/Addler) Preloading, Pooling, Lifetime Management for Unity Addressable Asset System. +#### Unity-Framework +- https://github.com/ProgramForFun/Icy +- [GameFrameX](https://github.com/AlianBlank/GameFrameX) 前后端一体化,带后台管理系统,支持webgl和微信小游戏 +- https://github.com/AkiKurisu/AkiFramewor +- https://github.com/fancyhub/UnityLibs +- https://github.com/firleaves/GameEntity +- [coimbrastudios](https://github.com/coimbrastudios/framework/blob/master/Documentation~/Index.md) actor/playerloop +- [F8Framework](https://github.com/TippingGame/F8Framework) +- https://github.com/cocowolf/loxodon-framework +- https://tinax.corala.space/#/ tinax +- https://github.com/JasonXuDeveloper/JEngine +- https://github.com/gmhevinci/MotionFramework +- https://github.com/yimengfan/BDFramework.Core +- https://github.com/liangxiegame/QFramework +- https://github.com/EllanJiang/GameFramework +- https://github.com/mr-kelly/KSFramework +- https://github.com/CatLib/CatLib +- https://github.com/OnClick9927/IFramework +- https://github.com/jarjin/FinalFramework +- https://github.com/smilehao/xlua-framework +- https://github.com/passiony/xlua-framework-unity2018 +- https://github.com/Tencent/InjectFix +- https://github.com/Justin-sky/Nice-Lua +- https://github.com/Juce-Assets/ +- https://github.com/MattRix/Futile +- https://github.com/dotmos/uGameFramework +- https://github.com/ManakhovN/FigmaToUnityImporter +- https://github.com/TrackMan/Unity.Package.FigmaToUnity +- https://github.com/kyubuns/AkyuiUnity +- https://github.com/DonnYep/CosmosFramework network util +- https://github.com/christides11/hack-and-slash-framework +- https://github.com/ALEXTANGXIAO/GameFramework-at-YooAsset +- [TaoTie](https://github.com/526077247/TaoTie) 基于YooAsset资源管理的轻量级UI框架 +- [GameDevelopmentKit](https://github.com/XuToWei/GameDevelopmentKit) +- [UniFramework](https://github.com/gmhevinci/UniFramework) +- [OxGFrame](https://github.com/michael811125/OxGFrame) +- [ZeroGameKit](https://github.com/jinglikeblue/ZeroGameKit) +- https://github.com/ALEXTANGXIAO/TEngine +- [MojoUnity-Packages](https://github.com/scottcgi/MojoUnity-Packages) +- https://github.com/821869798/unifantasy 网络 +- https://github.com/sunsvip/GF_HybridCLR +- https://github.com/JoinEnjoyJoyYangLingYun/HybridCLR_YooAsset_UniTask hybrid clr更新 +- https://github.com/Me-Maped/Gameframework-at-FairyGUI +- https://github.com/FlameskyDexive/ETPlus 网络 +- https://github.com/ZMteacher/ZMFrameWork +- https://github.com/thebeardphantom/Bootstrap/ +#### Dependency Injection +- https://github.com/danielpalme/IocPerformance +- https://github.com/gustavopsantos/reflex +- https://github.com/ssannandeji/Zenject-2019 +- https://github.com/hadashiA/VContainer +- https://github.com/alexanderlarsen/Saneject +- https://github.com/ipjohnson/Grace +- https://github.com/dadhi/DryIoc +- https://github.com/Mathijs-Bakker/Extenject +- https://github.com/somedeveloper00/Binject +- https://github.com/labbbirder/UnityInjection +- https://github.com/labbbirder/DirectRetrieveAttribute +- https://github.com/mewlist/Doinject +- https://github.com/labbbirder/UnityInjectionV2 +- https://assetstore.unity.com/packages/tools/utilities/init-args-200530 + +## GamePlay +### GameAI +* [EntitiesBT](https://github.com/quabug/EntitiesBT) - Behavior Tree for Unity ECS (DOTS) framework +* https://github.com/TheWizardsCode/Character-Dev +* https://github.com/hl845740757/FastestBtree +* https://github.com/SinyavtsevIlya/DOTS-BehaviorTree +* [behavior-designer-pro-dots](https://assetstore.unity.com/packages/tools/visual-scripting/behavior-designer-pro-dots-powered-behavior-trees-298743) +* https://github.com/CatImmortal/CatBehaviour +* https://github.com/meniku/NPBehave +* https://github.com/Saroce/BehaviorTreeEditor +* https://github.com/AkiKurisu/Real-Agents +- [awesome-behavior-trees](https://github.com/BehaviorTree/awesome-behavior-trees) : A list of awesome Behavior Trees resources +- [com.bananaparty.behaviortree](https://github.com/forcepusher/com.bananaparty.behaviortree) Unity package. Fully cross-platform Behavior Tree featuring support for deterministic simulation and prediction-rollback netcode. +- https://github.com/piruzhaolu/ActionFlow +- https://github.com/SinyavtsevIlya/BehaviorTree +- https://github.com/ls361664056/GameAI-paper-list +- https://github.com/jzyong/GameAI4j +- https://github.com/kietran99/BehaviorTree +- https://github.com/thekiwicoder0/UnityBehaviourTreeEditor +- https://github.com/crashkonijn/GOAP +- https://github.com/AkiKurisu/AkiGOAP +- https://github.com/TotalAI/TotalAI +- https://github.com/AkiKurisu/AkiBT +- [behavior-2](https://assetstore.unity.com/packages/tools/behavior-ai/behavior-2-game-creator-2-by-catsoft-works-262851) +- [appccelerate](https://github.com/appccelerate/statemachine) asyn fsm +- https://github.com/rwth-acis/Virtual-Agents-Framework +- https://github.com/acdamiani/schema +- https://github.com/HalfADog/Unity-RPGCore-HFSM +- https://github.com/Inspiaaa/UnityHFSM +- https://github.com/Enzx/NxGraph NxGraph is a zero-allocation runtime, high-performance finite state machine (FSM) framework for .NET 8+, designed for scenarios where execution speed, memory efficiency, and runtime safety are critical. +- https://github.com/Yuan-ManX/ai-game-development-tools +- https://github.com/baponkar/zombie-ai +#### LLM-GAME-AI +- https://github.com/KsanaDock/Microverse +- [agentcore-ai-game-command-framework](https://assetstore.unity.com/packages/tools/generative-ai/agentcore-ai-game-command-framework-343114) +### Chat/Dialogue +- https://github.com/AkiKurisu/Next-Gen-Dialogue/ +- https://github.com/hafewa/unity-AI-Chat-Toolkit +- https://github.com/Lunatic-Works/Nova +- https://github.com/AkiKurisu/UniChat +- https://github.com/Owmacohe/Descant? +- https://github.com/uezo/ChatdollKit +- https://github.com/ClemGG/Dialogue-Node-System + +### Tutorial +- [tutorial-maker-create](https://assetstore.unity.com/packages/tools/utilities/automatic-tutorial-maker-create-customizable-learning-steps-by-s-310196) +- [tutorialmax](https://assetstore.unity.com/packages/tools/game-toolkits/tutorialmax-283888) + +### Skill +- https://github.com/lsunky/SkillEditorDemo +- [combateditor-252420](https://assetstore.unity.com/packages/tools/animation/combateditor-252420) unity-plugin +- [animation-composer-system](https://assetstore.unity.com/packages/tools/animation/animation-composer-system-acs-348598) +- https://github.com/Mr-sB/ACTSkill +- https://github.com/meredoth/Stat-System +- https://github.com/ancientElement/AE_Skill_Editor +- https://github.com/kierstone/ACT-Game-Action-System +- https://github.com/gsm958708323/HaloAct +- https://github.com/zhangxingStarMaker/SkillEditor +- https://github.com/m969/EGamePlay 一个基于Entity-Component模式的灵活、通用、可扩展的轻量战斗(技能)框架,配置可选使用ScriptableObject或是Excel表格. A flexible, generic, easy to extend, lightweight combat (skills) framework based on Entity-Component pattern. Configuration can choose to use ScriptableObject or Excel tables +- https://github.com/ancientElement/AE_SkillEditor_Plus +- https://github.com/huailiang/seqence 剧情-技能编辑器 +- https://github.com/jewer3330/plato timeline-技能编辑器 +- https://github.com/Elfansoer/dota-2-lua-abilities +- [unity-gameplay-ability-system](https://github.com/sjai013/unity-gameplay-ability-system) The approach for this is taken from that used by Unreal's Gameplay Ability System, but implemented in Unity using the Data-Oriented Technology Stack (DOTS) where possible. +- https://github.com/taotao111/SkillSystem +- [IcSkillSystem](https://github.com/yika-aixi/IcSkillSystem) - A simple and reusable skill system +- https://github.com/PxGame +- https://github.com/WAYNGROUP/MGM-Ability +- https://github.com/qq362946/AOI +- https://github.com/KrazyL/SkillSystem-3 (Dota2 alike Skill System Implementation for KnightPhone) +- https://github.com/weichx/AbilitySystem +- https://github.com/dongweiPeng/SkillSystem (丰富的接口可便于使用扩展 完整的技能效果流程【如流程图】 配套的技能管理器 自定义的技能数据表) +- https://github.com/dx50075/SkillSystem (skill system for unity , 思路 http://blog.csdn.net/qq18052887/article/details/50358463 技能描述文件如下 skill(1000) //技能1 { FaceToTarget(0) PlayAnimation(1,Skill_1) Bullet(1.3,Bullet,7) PlayEffect(0,Explode8,3) }) +- https://github.com/SuperCLine/actioneditor +- https://github.com/PhysaliaStudio/Flexi +- https://github.com/smartgrass/XCSkillEditor_Unity +- https://github.com/526077247/GenshinGamePlay +- https://github.com/YouwantLee/Joker_Unity_SkillEditor +- https://github.com/kierstone/ACT-Game-Action-System +- https://github.com/NoSLoofah/Unity-Buff-System +- [深空之眼战斗模块拆解&个人对打击感的理解](https://zhuanlan.zhihu.com/p/569092956?) +- [动作游戏的动作系统是这样做的](https://mp.weixin.qq.com/s/MuySxYMjXZncKfwRDeE7HQ) +- [action-timeline](https://assetstore.unity.com/packages/tools/utilities/action-timeline-273478) +- [UniInk-高性能0GC的轻量化脚本逻辑解决方案](https://github.com/Arc-huangjingtong/UniInk-CSharpInterpreter4AOT) +- [drakkar-vfx](https://assetstore.unity.com/packages/tools/integration/drakkar-vfx-304995) +#### NOBUG +- https://github.com/TheSakuraCherry/MMDarknessTimeline +- https://github.com/NoBugCn/ActionEditor +- https://github.com/NoBugCn/ActionEditorExample +- https://github.com/OnClick9927/ActionEditor +#### GAS +- [GASDocumentation](https://github.com/tranek/GASDocumentation) My understanding of Unreal Engine 4's GameplayAbilitySystem plugin with a simple multiplayer sample project. +- https://github.com/BillEliot/GASDocumentation_Chinese +- https://github.com/No78Vino/gameplay-ability-system-for-unity + +#### Slate +- https://github.com/wqaetly/SkillEditorBasedOnSlate slate based skill +- https://github.com/wqaetly/NKGMobaBasedOnET + +#### Occlusion Culling +- [剔除:从软件到硬件](https://zhuanlan.zhihu.com/p/66407205) +- [使用Unity DXR加速PVS烘焙](https://zhuanlan.zhihu.com/p/88905817) +- [适合于移动平台的预计算遮挡剔除](https://zhuanlan.zhihu.com/p/150448978) +- [Vision](https://github.com/mackysoft/Vision) UnityEngine.CullingGroup API for everyone. +- [ta-frustrum-culling](https://github.com/ThousandAnt/ta-frustrum-culling) Demo repository for URP + Frustrum Culling + Jobs +- [culling](https://github.com/zcvdf/culling) Unity ECS implementation of a typical Culling system supporting Frustrum Culling and Occlusion Culling +- [Unity GPU Based Occlusion Culling](https://github.com/przemyslawzaworski/Unity-GPU-Based-Occlusion-Culling) +- https://github.com/SnapdragonStudios/snapdragon-oc +- [com.asurafanclub.frustumculling](https://github.com/Asura336/com.asurafanclub.frustumculling) +- [FrustumCullingSolution](https://github.com/BartoszWiszniewski/FrustumCullingSolution) +- https://github.com/SoSoReally/RenderFeature_HizCull +- [x-culling-pro-ultimate-performance-optimization-system](https://assetstore.unity.com/packages/tools/utilities/x-culling-pro-ultimate-performance-optimization-system-323779) +- [drakkar-culling-pro](https://assetstore.unity.com/packages/tools/integration/drakkar-culling-pro-323413) +#### ShaderGraph&&Effect +- [ShaderGraph暴力学习](https://www.bilibili.com/video/BV1ZE411W7Nz?) +- [赵京宇](https://www.bilibili.com/video/BV1ut41197aQ) +- [浮生若梦Jason](https://space.bilibili.com/20508311/) +- [游戏特效优化指南—贴图篇](https://zhuanlan.zhihu.com/p/394084695) +- [ShaderGraphAssets](https://github.com/keijiro/ShaderGraphAssets) +- [ShaderGraph_ExampleLibrary](https://github.com/UnityTechnologies/ShaderGraph_ExampleLibrary) +- [ShaderGraphExamples](https://github.com/keijiro/ShaderGraphExamples) +- [Unity_ShaderGraphStudy](https://github.com/rito15/Unity_ShaderGraphStudy) +- [Shader Graph所有节点讲解](https://www.bilibili.com/video/BV1qE411y7MJ?) +- [BrackeysUnity Shader Graph教程合集](https://www.bilibili.com/video/BV1pV411U7sE) +- https://github.com/andydbc/unity-shadergraph-sandbox +- https://github.com/Zallist/unity-universal-shadergraph-extensions +- https://github.com/gilescoope/shader-graph-nodes +- https://github.com/johanhelsing/UniSdf? +#### Memory/GC +- https://github.com/SergeyTeplyakov/ObjectLayoutInspector +- https://github.com/Herta-Space-Station/MemoryPool +- [Unity游戏内存分布概览](https://zhuanlan.zhihu.com/p/370467923) +- [分析Unity在移动设备的GPU内存机制](https://zhuanlan.zhihu.com/p/50632856) +- [解决unity3d mono内存问题的架构思路](https://zhuanlan.zhihu.com/p/379371712) +- [关于unity mono内存优化的工具](https://zhuanlan.zhihu.com/p/99655489) +- [Unity内存分配和回收的底层原理](https://zhuanlan.zhihu.com/p/381859536) +- [Unity的内存管理与性能优化](https://zhuanlan.zhihu.com/p/362941227) +- [Unity2019新特性增量式垃圾回收[译文]](https://www.bilibili.com/read/cv3260881) +- [浅谈 Unity 内存管理](https://www.notion.so/Unity-f79bb1d4ccfc483fbd8f8eb859ae55fe) +- [Unity 活动-浅谈Unity内存管理](https://www.bilibili.com/video/av79798486/) +- [解读MONO内存管理:BOEHM GC原理及总结](https://zhuanlan.zhihu.com/p/41398507) +- [.NET内存性能分析指南](https://www.cnblogs.com/InCerry/p/maoni-mem-doc.html) +- [浅谈Unity中的内存管理策略之TLSF](https://zhuanlan.zhihu.com/p/678788602) +- [浅析Unity引擎视角下的游戏内存优化](https://zhuanlan.zhihu.com/p/603847226) +- [理解 C# 中的各类指针](https://www.cnblogs.com/eventhorizon/p/18873400) +- [理解 .NET 结构体字段的内存布局](https://www.cnblogs.com/eventhorizon/p/18913041) +#### Asyn-Await +- https://www.albahari.com/threading +- https://www.zhihu.com/question/554133167/answer/2690808608 +- https://github.com/timcassell/ProtoPromise +- https://github.com/RageAgainstThePixel/com.utilities.async +- https://github.com/Enderlook/Unity-Threading +- https://github.com/modesttree/Unity3dAsyncAwaitUtil +- https://github.com/Cysharp/UniTask +- https://github.com/TORISOUP/SequentialTaskExecutors +- https://github.com/Arvtesh/UnityFx.Async +- https://www.cnblogs.com/heyuquan/archive/2013/04/26/3045827.html +- https://github.com/brminnick/AsyncAwaitBestPractices +- https://github.com/mgravell/PooledAwait +- https://github.com/thomhurst/AsyncSemaphore +- https://github.com/coryleach/UnityAsync +- https://asyncexpert.com/ +- https://github.com/StephenCleary/AsyncEx +- https://github.com/mehdihadeli/awesome-dotnet-async +- https://github.com/microsoft/coyote +- [minicoro](https://github.com/edubart/minicoro) Single header asymmetric stackful cross-platform coroutine library in pure C. +- [libcsp](https://github.com/shiyanhui/libcsp) A concurrency C library 10x faster than Golang. +- [ZeroAllocJobScheduler](https://github.com/genaray/ZeroAllocJobScheduler) A high-performance alloc free c# Jobscheduler. +- [durabletask](https://github.com/Azure/durabletask) Durable Task Framework allows users to write long running persistent workflows in C# using the async/await capabilities. +- [AsyncWorkerCollection](https://github.com/dotnet-campus/AsyncWorkerCollection) A collection of tools that support asynchronous methods and support high-performance multithreading. +- [Skyward.Threading](https://github.com/SkywardApps/Skyward.Threading) This is a system for running items in background queues. All tasks run locally in-process, so this is not a replacement for eg Redis or RabbitMQ or Kafka, but is a simpler implementation of deferring worker items. +- [vs-threading](https://github.com/microsoft/vs-threading) +- [backgroundqueue](https://github.com/soenneker/soenneker.utils.backgroundqueue) +- - https://github.com/timonkrebs/MemoizR Declarative Structured Concurrency for C# +#### Node-Editor +- [Bolt.Addons.Community](https://github.com/RealityStop/Bolt.Addons.Community) +- [StateGraphTool](https://github.com/darkrainbowsprinkles/StateGraphTool) +- [UAlive](https://github.com/LifeandStyleMedia/UAlive) +- [UniState](https://github.com/bazyleu/UniState) UniState is an architectural framework for Unity, designed around State pattern. Offers high performance and excellent scalability, ideal for complex Unity projects. +- [UNode](https://assetstore.unity.com/packages/tools/visual-scripting/unode-visual-scripting-101176) +- https://github.com/wahidrachmawan/uNode +- [XNode](https://github.com/Siccity/xNode) +- [Node_Editor_Framework](https://github.com/Seneral/Node_Editor_Framework) +- [BlueGraph](https://github.com/McManning/BlueGraph) +- [NewGraph](https://github.com/Gentlymad-Studios/NewGraph) +- https://github.com/StephenCleary/StructuredConcurrency +- https://github.com/CoffeeVampir3/Graphify? +- https://github.com/alelievr/NodeGraphProcessor +- https://github.com/haloman9527/3.0_GraphProcessor +- https://github.com/chocola-mint/VisualScriptingKai +- [Lattice](https://github.com/Pontoco/Lattice) A visual scripting system for Unity ECS. Quickly create gameplay logic. +- [UnityVisualPlayable](https://github.com/SolarianZ/UnityVisualPlayable) +- [Ceres](https://github.com/AkiKurisu/Ceres) Powerful node based visual scripting toolkit for Unity. +- [function-player](https://assetstore.unity.com/packages/tools/utilities/function-player-329120#) +#### AI +- [delft-ai-toolkit](https://github.com/pvanallen/delft-ai-toolkit) +- https://github.com/jiachenli94/Awesome-Interaction-aware-Trajectory-Prediction +#### UI +- https://github.com/DevsDaddy/UIFramework +- https://github.com/greatclock/w-framework +- [uxtool](https://uxtool.netease.com/) +- https://github.com/Eashiong/StackUI +- https://github.com/dmitry-ivashenko/StatefulUI +- https://github.com/3-Delta/Unity-UI +- https://github.com/Skierhou/UISystem +- https://github.com/LiShengYang-yiyi/YIUI +- https://github.com/Avalon712/UniVue +- https://github.com/Avalon712/UniVue-Develop +- https://github.com/Aleshmandr/Uice +- [UnityGUI](https://github.com/coryleach/UnityGUI) UGUI Panel Systems for navigation, animation and more +- [MacacaViewSystem](https://github.com/MacacaGames/MacacaViewSystem) ViewSystem is a element based UI management system based on Unity GUI +- [Unity-Async-UIFrame](https://github.com/feifeid47/Unity-Async-UIFrame) +- [fiber](https://github.com/unity-atoms/fiber) +- [NRFramework](https://github.com/NRatel/NRFramework.UI) +- https://github.com/blightue/UIEEx +- https://github.com/codewriter-packages/TutorialMaskForUGUI +- https://github.com/dreamcodestudio/UIMask? +- [CSReactive](https://github.com/labbbirder/CSReactive) 纯C#下实现Vue,特别针对Unity +- https://github.com/labbbirder/UnityVue +- [MVI4Unity](https://github.com/Wilson403/MVI4Unity) 基于MVI架构为Unity设计的UI框架 (不管你是使用UGUI,NGUI或者其它,MVI4Unity都可以适用) +- [LiShengYang-yiyi](https://github.com/LiShengYang-yiyi) Unity3D UGUI Framework +- [UGUIExtension](https://github.com/SihaoLiang/UGUIExtension) +- [OwlAndJackalope.UX](https://github.com/AnonyBob/OwlAndJackalope.UX) A simple property binding and UX management library for Unity. +- [Rosalina](https://github.com/Eastrall/Rosalina) Rosalina is a code generation tool for Unity's UI documents. It generates C# code-behind script based on a UXML template. +- https://github.com/LibraStack/UnityUxmlGenerator +- https://github.com/ChebanovDD/UnityMvvmToolkit +- https://github.com/LibraStack/UnityMvvmToolkit +- https://github.com/jbruening/ugui-mvvm +- https://github.com/UnioGame/UniGame.ViewSystem +- [aspid-mvvm](https://assetstore.unity.com/packages/tools/utilities/aspid-mvvm-298463) +- [gods-globally-observable-data-structures-294571](https://assetstore.unity.com/packages/tools/utilities/gods-globally-observable-data-structures-294571) +- https://github.com/XuToWei/CodeBind +- https://github.com/ls9512/UBind +- https://github.com/nadako/TinkStateSharp +- https://github.com/CatImmortal/ComponentAutoBindTool +- https://gameinstitute.qq.com/community/detail/117690 +- https://github.com/Niikelion/lithium-ui +- https://github.com/scottcgi/MojoUnity-Packages +- https://github.com/markeahogan/UGUIVertexEffect +- [Unity UGUI开发,0GC更新视图](https://zhuanlan.zhihu.com/p/668253748) +- https://github.com/kwan3854/TwentyFiveSlicer + +- https://github.com/gwaredd/UnityMarkdownViewer +- https://github.com/mitay-walle/com.mitay-walle.text-asset-inspector-edit +- [easy-multiple-healthbar](https://assetstore.unity.com/packages/tools/gui/easy-multiple-healthbar-193986) +- https://uiforia.io/ +- https://github.com/LudiKha/Graphene +- https://github.com/ReactUnity/core +- https://github.com/chexiongsheng/XUUI +- https://github.com/BennyKok/unity-tailwindcss +- [GentlyUI](https://github.com/Gentlymad-Studios/GentlyUI) Custom Unity UI solution by Gentlymad Studios. +- [Unity-RuntimeEditorWindow](https://github.com/994935108/Unity-RuntimeEditorWindow) +- [uicomponents](https://github.com/jonisavo/uicomponents)A small front-end framework for Unity's UIToolkit with a goal to reduce boilerplate code and make development more fun +- [UI-Toolkit-Plus](https://github.com/ErnSur/UI-Toolkit-Plus) +- https://github.com/Shaun-Fong/UIToolkit-FieldBinding +- https://www.zoboui.com/ +- https://assetstore.unity.com/packages/tools/gui/flexbox-4-unity-139571 unity ugui layout system +- https://assetstore.unity.com/packages/tools/gui/flexbuilder-2023-flexbox-css-3-ui-245345 +- https://github.com/gilzoide/unity-flex-ui +- https://github.com/chasinghope/CurveLayoutGroup +- https://github.com/niwatly/SectorLayoutGroup +- https://github.com/tetr4lab/FitForScreen +- https://github.com/zambari/LayoutPanel.UI.Unity +- https://assetstore.unity.com/packages/tools/gui/ui-position-clamp-keep-recttransform-on-screen-315346 +- [flexalon-ui-layouts](https://assetstore.unity.com/packages/tools/gui/flexalon-ui-layouts-254652) +- https://github.com/tetr4lab/FitForScreen +- https://github.com/litefeel/Unity-AlignTools ugui锚点设置 +- https://github.com/cyberaslan/AdaptiveGrid +- https://github.com/feifeid47/Unity-UI-Adapter +- https://github.com/Haruma-K/UnityScreenNavigator +- https://github.com/mitay-walle/com.mitay-walle.ui-circle-segmented +- https://edu.uwa4d.com/course-intro/0/127 +- https://github.com/Unity-UI-Extensions/com.unity.uiextensions + +- https://github.com/mattak/Unidux +- https://github.com/kirurobo/UniWindowController +- https://github.com/liuhaopen/UGUI-Editor +- https://github.com/zs9024/quick_psd2ugui +- https://github.com/sunsvip/PSD2UGUI_X +- https://github.com/Sunnyliumingsheng/AutoUI +- [psd-2-ugui](https://assetstore.unity.com/packages/tools/gui/psd-2-ugui-pro-16131) +- [SlidingScreenAndSurfaceBall](https://github.com/romantic123fly/SlidingScreenAndSurfaceBall) 实例的球形分布+UGUI切换卡牌效果 +- [RadialProgressBar](https://github.com/AdultLink/RadialProgressBar) 牛逼的雷达进度条 +- [Progress-Bar](https://github.com/MirzaBeig/Animated-Progress-Bar-Shader-Graph) +- [progress-bar-system](https://assetstore.unity.com/packages/tools/gui/progress-bar-system-330540) +- [ParticleEffectForUGUI](https://github.com/mob-sakai/ParticleEffectForUGUI) 最好的ui 特效组件 +- [UnityUiParticles](https://github.com/ken48/UnityUiParticles) +- [ui-particle-image](https://assetstore.unity.com/packages/tools/gui/ui-particle-image-235001) unity-plugin +- [canvas-particle-system](https://assetstore.unity.com/packages/tools/particles-effects/canvas-particle-system-64134) unity-plugin +- [UIEffect](https://github.com/mob-sakai/UIEffect) UIEffect is an effect component for uGUI element in Unity +- https://github.com/unishiki/Unity-UGUI-Effect +- [ui-effects-uimotionfx-tool](https://assetstore.unity.com/packages/tools/particles-effects/ui-effects-uimotionfx-tool-318473) +- https://github.com/PandaArcade/UIOutline +- https://github.com/V0odo0/Sprite-Swap-Morph +- https://github.com/LeiQiaoZhi/Easy-Text-Effects-for-Unity +- [Shader2D](https://github.com/nightyan/Shader2D) Shader2D: some 2d shader effect +- [Sample file of Unity SYNC2022 "Rich UI effects created with shader and animation"](https://github.com/applibot-inc/sync2022-ui-sample-techbot) +- [HSV-Color-Picker-Unity](https://github.com/judah4/HSV-Color-Picker-Unity) HSV color picker for Unity UI +- [TexturePanner](https://github.com/AdultLink/TexturePanner) This shader is a glorified texture panner, with a few extra features oriented towards adding variety. By getting creative with mesh geometry and textures, we can achieve a wide range of results +- [UnityUIOptimizationTool](https://github.com/JoanStinson/UnityUIOptimizationTool) +- [Composite Canvas Renderer](https://github.com/mob-sakai/CompositeCanvasRenderer) +- [ui-baker](https://assetstore.unity.com/packages/tools/gui/ui-baker-263270#description) +- [raganddrop-unity3d](https://github.com/Xander93/draganddrop-unity3d) +- [ui-toolkit-safe-area](https://github.com/artstorm/ui-toolkit-safe-area) +- [UniversalInventorySystem](https://github.com/Heymity/UniversalInventorySystem) +- [uLui](https://github.com/LingJiJian/uLui) unity3d - advanced control library +- [uis](https://github.com/mopsicus/uis) Unity infinite scroller (UIS) is an extension allows you to use the ScrollRect control as an infinite scroller/spinner +- https://github.com/NRatel/Unity-ListView +- https://github.com/qiankanglai/LoopScrollRect +- https://github.com/MagasDeveloper/ListView +- https://github.com/zhaozilong1988/UITableViewForUnity + +#### UI-System +- https://www.pangui.io/ + +### HUD +- https://github.com/alsostone/com.stone.hud +- https://github.com/506638093/RichText 头顶血条 +- https://github.com/toptensoftware/RichTextKit +- https://github.com/SlipperSoar/SSRichText +- [health-bars](https://assetstore.unity.com/packages/vfx/shaders/gimme-instanced-health-bars-259079) +#### Font/Text +- [Harfbuzz native plugin for use in Latios Framework](https://github.com/Dreaming381/HarfbuzzUnity) +- [TextMeshDOTS](https://github.com/Fribur/TextMeshDOTS) +- https://github.com/wuxiongbin/uHyperText +- https://github.com/Wilson403/Html2UnityRich +- https://github.com/codewriter-packages/TMP-Image +- https://github.com/garsonlab/GText +- https://github.com/redbluegames/unity-text-typer +- https://github.com/chick-soups/TextFilesForTextMeshPro tm 的字体库 +- https://github.com/wy-luke/Unity-TextMeshPro-Chinese-Characters-Set +- https://github.com/akof1314/Unity-TextMeshPro-DynamicText +- https://github.com/TonyViT/CurvedTextMeshPro +- https://github.com/jp-netsis/RubyTextMeshPro +- https://github.com/kwan3854/TextMeshProMax? +- https://github.com/FallingXun/ +- https://github.com/Ikaroon/TMP3D +- https://github.com/phanphantz/ThaiTextCare-for-Unity +- https://github.com/neon-izm/UnityTextMeshProNotoSansForRude +- https://github.com/STARasGAMES/tmpro-dynamic-data-cleaner +- [FontAssetSaveDisabler.cs](https://gist.github.com/yasirkula/edf4ba1bb7c5c18800e791e01bc9bcd7) +- https://github.com/Giresharu/TMPro-Player +- https://github.com/Luca3317/TMPEffects +- https://github.com/aillieo/TMPSpriteAssetCreator +- https://github.com/pnarimani/RTLTMPro +- https://github.com/coding2233/TextInlineSprite +- https://github.com/codewriter-packages/textmeshpro-spriteatlas-support +- https://github.com/coding2233/TextInlineprite +- https://gitcode.net/linxinfa/UnityEmojiTextDemo +- https://github.com/JimmyCushnie/FancyTextRendering Render markdown & clickable links with TextMeshPro in Unity. +- [modular](https://assetstore.unity.com/packages/3d/gui/modular-3d-text-in-game-3d-ui-system-159508) unity 3d ui +- https://github.com/wantdabo/goblin.ui.fontcreator +- https://github.com/nicloay/ecs-damage-bubbles +- [damage-numbers-extreme](https://assetstore.unity.com/packages/tools/particles-effects/damage-numbers-extreme-performance-355128) +- https://github.com/YingMei7531/TextMeshPro2.1.6-GCOptimize +- https://github.com/aiczk/Typography High-performance GPU text rendering for Unity/VRChat. + +##### BitMap +- [Unity-BitmapFontImporter](https://github.com/litefeel/Unity-BitmapFontImporter) +- [littera](http://kvazars.com/littera/) +- [bmglyph](https://www.bmglyph.com/) +- [glyphdesigner](https://www.71squared.com/glyphdesigner) +- [shoebox](http://renderhjs.net/shoebox/) +##### Free-Font +- https://www.100font.com/ chinese font +- https://www.hellofont.cn/ chinese font +- https://github.com/lxgw/LxgwNeoXiHei chinese font +- https://github.com/DrXie/OSFCC chinese font +- https://www.fontspace.com/ english font +- https://www.dafont.com/ english font +- https://www.1001fonts.com/ english font +- https://lana-ro.itch.io/sra-free-pixel-font-pack pixel-font-pack + + +#### 2D +- [2d-cloth](https://assetstore.unity.com/packages/tools/sprite-management/2d-cloth-165428?) +- [2d-soft-body](https://assetstore.unity.com/packages/tools/physics/2d-soft-body-182142) +- [pidi-2d-reflections-2-standard-edition](https://assetstore.unity.com/packages/tools/particles-effects/pidi-2d-reflections-2-standard-edition-148499) +- [character-creator-2d](https://assetstore.unity.com/packages/2d/characters/character-creator-2d-111398) +- [quill-framework](https://github.com/DamiTheHuman/quill-framework) A 2D sonic framework in unity +- [soft2d-for-unity](https://github.com/taichi-dev/soft2d-for-unity) +- [GiLight2D](https://github.com/NullTale/GiLight2D) 2D Raytracing for Unity Urp + +#### Camera +- https://github.com/gilzoide/unity-camera-fov-fit +- [UnityCameraSystem_CC](https://github.com/LeahLee13/UnityCameraSystem_CC) [bilibili](https://www.bilibili.com/video/av301538767/) 基于Cinemachine的第一/三人称过肩 +- [Cine-AI](https://github.com/inanevin/Cine-AI) +- [tactical-camera](https://www.impossible-odds.net/tactical-camera/) The Tactical Camera package for Unity contains an easy-to-use camera system, ideal for both top-down overview of your worlds and close-up action scenes. It offers a lot of freedom to define and customize its behavior. +- [RTSCameraController-Cinemachine](https://github.com/Nickk888SAMP/RTSCameraController-Cinemachine) +- [UnityCinematicControl](https://github.com/andreasbaumde/UnityCinematicControl) +- https://github.com/lopespm/unity-camera-multi-target +- https://assetstore.unity.com/packages/tools/camera/universal-strategy-camera-2-333458 + +#### TextureStreaming +- [TextureStreaming](https://docs.google.com/document/d/1P3OUoQ_y6Iu9vKcI5B3Vs2kWhQYSXe02h6YrkDcEpGM/edit#) +#### Particle +- [【Unity工具】使用Mesh生成以降低特效贴片Overdraw的自动化工具](https://zhuanlan.zhihu.com/p/678481238) +- https://github.com/sunbrando/ParticleEffectProfiler +- https://github.com/akof1314/UnityParticleSystemPreview +- https://assetstore.unity.com/packages/tools/utilities/bt-optiparticlex-advanced-performance-smart-particle-optimizer-320368 +- https://github.com/kimomi/UnityParticleSystemMemoryOptimization +- https://assetstore.unity.com/packages/tools/particles-effects/particle-optimizer-pro-290175 +#### Util +- https://github.com/pancake-llc/foundation/wiki +- https://github.com/Greener-Games/Unity_Extensions/ +- https://github.com/nothke/unity-utils +- https://github.com/adammyhre/Unity-Utils +- https://github.com/oleghcp/UnityTools +- https://github.com/wyryyds/Unity-GamePlay-Library +- https://github.com/GameArki/GameArkiSetup/ +- https://github.com/Hertzole/runtime-options-manager +- https://github.com/gilzoide/unity-easy-project-settings +- https://github.com/xZenvin/UnitySettingsFramework +- https://github.com/caneva20/ConfigAssets +- https://github.com/neuecc/LINQ-to-GameObject-for-Unity +- https://github.com/lujian101 +- https://github.com/shinn716/ShinnUtils +- https://github.com/Skyrim07/SKCell +- https://github.com/cs-util-com/cscore +- https://github.com/silphid/silphid.unity/ +- https://github.com/IainS1986/UnityCoverFlow +- https://github.com/blueberryzzz/UIAndShader +- https://github.com/rfadeev/pump-editor +- https://github.com/bradsc0tt/Unity-Extended-Transform-Editor +- [PlayHooky](https://github.com/wledfor2/PlayHooky) PlayHooky is a simple C# Class that can be used to hook C# Methods at runtime. +- https://github.com/doitian/unity-git-hooks +- https://github.com/SirHall/Excessives +- https://github.com/prime31/UtilityKit +- https://github.com/vertxxyz/NTexturePreview +- https://github.com/Unity-Technologies/AutoLOD/tree/master/Runtime/Helpers +- https://github.com/renanwolf/UniRate/ +- https://github.com/ashblue/oyster-package-generator +- https://github.com/Deadcows/MyBox +- https://github.com/handzlikchris/Unity.TransformSetterInterceptor +- https://github.com/handzlikchris/Unity.TransformChangesDebugger.API +- https://github.com/SolarianZ/UnityPlayableGraphMonitorTool +- https://github.com/KybernetikGames/LinkAndSync +- https://github.com/Rhinox-Training/rhinox-lightspeed +- https://github.com/stonesheltergames/Unity-GUID +- https://github.com/williamrjackson/UnityScriptingUtilities +- https://github.com/emanzione/MHLab.Utilities +- https://github.com/cloudinnng/PluginHub +- https://github.com/sudotman/BetterUnity +- https://github.com/VictorHHT/VTools +- https://github.com/csdjk/LcL-Tools-Unity 引擎优化向TA 的 工具箱 +- https://github.com/FronkonGames/GameWork-Foundation + + +#### Rope +- [Cable](https://github.com/sass00n1/Cable) 在Unity中使用Verlet积分模拟绳索 +- https://github.com/Ali10555/FakeRopeSimulation +- https://github.com/Ali10555/OptimizedRopesAndCables +- https://github.com/GaryMcWhorter/Verlet-Chain-Unity +- https://github.com/EricHu33/Verlet-Integration-In-Unity +- https://github.com/survivorr9049/LineRenderer3D +- https://github.com/Yword/Unity-SmoothLineTrail +- [verlet](https://assetstore.unity.com/packages/tools/physics/toolkit-for-verlet-motion-2026-337828) unity-plugin +#### Unity-Update +- https://github.com/sotanmochi/PlayerLooper +- https://github.com/Refsa/PlayerLoopInjector +- https://github.com/Baste-RainGames/PlayerLoopInterface +- https://github.com/ehakram/FrameRateBooster +- https://github.com/gilzoide/unity-update-manager +#### Code-Reload&&Unity-Editor-Compiler +- [unity-domain-reload-helper](https://github.com/joshcamas/unity-domain-reload-helper) +- [UnityScriptHotReload](https://github.com/Misaka-Mikoto-Tech/UnityScriptHotReload) +- https://github.com/handzlikchris/FastScriptReload +- https://github.com/ZeroUltra/UnityManuallyReload +- [fast-script-reload-239351](https://assetstore.unity.com/packages/tools/utilities/fast-script-reload-239351) unity-plugin +- [hotreload](https://hotreload.net/) and his free version [gitlab-freeVersion](https://gitlab.com/singularitygroup/hot-reload-for-unity) [github-freeVersion](https://github.com/pancake-llc/hot-reload) +- [BuildingHotReloadForUnity](https://github.com/handzlikchris/BuildingHotReloadForUnity) +- [editoriterationprofiler](https://github.com/Unity-Technologies/com.unity.editoriterationprofiler) Assists in capturing frames from the Profiler of Domain Reloads in the Unity Editor. Compatible with Unity 2019.3 + +- [Unity Editor performance ](https://github.com/Unity-Technologies/com.unity.performance-tracking) A set of tools and utilities to help track Unity Editor performance +- [compilation-visualizer](https://github.com/needle-tools/compilation-visualizer) This tool visualizes the assembly compilation process in Unity3D. It hooks into the Editor-provided events and nicely draws them on a timeline. That's especially helpful when trying to optimize compile times and dependencies between assemblies. +- [MethodChangeWithILPostProcessor](https://github.com/sune2/MethodChangeWithILPostProcessor) +- [引擎编译时间优化](https://zhuanlan.zhihu.com/p/601065788) +- [UniTyped](https://github.com/ruccho/UniTyped) UniTyped is a source generator that allows typed access to data such as SerializedObjects, material parameters, tags and layers +- [csharp-source-generators](https://github.com/amis92/csharp-source-generators) +- https://github.com/longde123/csharp-source-generators +- [SourceGenerator.Foundations](https://github.com/ByronMayne/SourceGenerator.Foundations) A Source Generator for Source Generators. Gives out of the box support for transistent dependencies and logging right in Visual Studio +- [Gobie](https://github.com/GobieGenerator/Gobie) Simple C# source generation based on custom templates +- [Unity-AltSourceGenerator](https://github.com/sator-imaging/Unity-AltSourceGenerator) +- [Rider 中使用 Source Generator](https://qiita.com/Tanakancolle/items/b12c48e0cf0fe78af2ad) 介绍在 Rider 中使用 Source Generator 创建工具的流程 +- [Rider 中使用 Source Generator](https://qiita.com/amenone_games/items/0a99f38fd08911b62c3a) +- [Arch.Extended](https://github.com/genaray/Arch.Extended) Extensions for Arch with some useful features like Systems, Source Generator and Utils. +- https://github.com/FoxsterDev/DevAccelerationSystem +- [PrivateProxy](https://github.com/Cysharp/PrivateProxy) Source Generator and .NET 8 UnsafeAccessor based high-performance strongly-typed private accessor for unit testing and runtime. +- [RapidEnum](https://github.com/hanachiru/RapidEnum) Enum utility with SourceGenerator for C#/.NET +- [DomainReloadSG](https://github.com/LurkingNinja/DomainReloadSG) +- [UnityCodeGen](https://github.com/AnnulusGames/UnityCodeGen) +- [StructureOfArraysGenerator](https://github.com/Cysharp/StructureOfArraysGenerator) Structure of arrays source generator to make CPU Cache and SIMD friendly data structure for high-performance code in .NET and Unity. +- [RSCG_Examples](https://github.com/ignatandrei/RSCG_Examples) Roslyn Source Code Generators with Examples +- [neovim-unity](https://github.com/Domeee/com.cloudedmountain.ide.neovim) +- [com.tsk.ide.vscode](https://github.com/Chizaruu/com.tsk.ide.vscode) Enhance your Unity development workflow with seamless code editor integration for VSCode. +- [Burst2ManagedCall](https://github.com/Jura-Z/Burst2ManagedCall) How to call managed functions (like Thread.Sleep) from Burst +- [Runtime-TypeCache](https://github.com/thebeardphantom/Runtime-TypeCache) Extending Unity's UnityEditor.TypeCache support to player builds. +- [assemblytools](https://github.com/Jawsarn/com.jforge.assemblytools) JForge Assembly Tools is a collection of tools to help with creating and managing assemblies within a Unity Project +- [Assembly](https://github.com/Bian-Sh/Friend-Assembly-By-asmref) 演示了使用 Assembly Definition References 实现无侵入的新增动态友元|Demonstrated the use of Assembly Definition References to achieve non-intrusive addition of dynamic friend assemblies +- [MethodTimer](https://github.com/Fody/MethodTimer) +- [InlineIL.Fody](https://github.com/ltrzesniewski/InlineIL.Fody) Inject arbitrary IL code at compile time. +- [ZergRush](https://github.com/CeleriedAway/ZergRush) +- [ILPostProcessorCommon](https://github.com/Katsuya100/ILPostProcessorCommon) This is a set of useful functions used in the ILPostProcessor family of libraries created by Katuusagi (a.k.a Katsuya100). +- [GenericEnhance](https://github.com/Katsuya100/GenericEnhance/) This library "GenericEnhance" provides strong support for Generic programming. +- [MemoizationForUnity](https://github.com/Katsuya100/MemoizationForUnity/) +- [IL2CPPUtility](https://github.com/Akeit0/IL2CPPUtility) +- https://github.com/microsoft/Microsoft.Unity.Analyzers +- https://github.com/vad710/UnityEngineAnalyzer +- https://github.com/DaZombieKiller/UnityRoslynUpdater +- [CSharpCompilerSettingsForUnity](https://github.com/mob-sakai/CSharpCompilerSettingsForUnity) +- [CsprojModifier](https://github.com/Cysharp/CsprojModifier) CsprojModifier performs additional processing when Unity Editor generates the .csproj. +- https://github.com/kandreyc/unity-csharp-patch +- https://github.com/apkd/UnityDemystifier +- https://github.com/Sergio0694/PolySharp +- https://github.com/apkd/Medicine + +#### Csharp-debug +- https://github.com/MattParkerDev/sharpdbg +- https://github.com/lordmilko/ClrDebug +- https://github.com/Samsung/netcoredbg +- https://github.com/microsoft/debug-adapter-protocol + +#### Windows-Show +- https://github.com/Blinue/Magpie 使游戏窗口全屏显示 +- https://github.com/sator-imaging/AppWindowUtility +- https://github.com/XJINE/Unity_TransparentWindowManager +- https://github.com/LorisYounger/VPet +- https://github.com/Asura336/Hosting-Unity3D-Skeleton +- [ExplorerGenie](https://github.com/martinstoeckli/ExplorerGenie) ExplorerGenie is an extended context menu for the Windows explorer. +- [了解 Unity 的托管代码剥离删除的代码](https://zenn.dev/waz/articles/2f9c62c2742622) + +#### File-Browser +- https://github.com/SrejonKhan/AnotherFileBrowser +- https://github.com/yasirkula/UnitySimpleFileBrowser +#### Unity 特色工程(精粹) +- https://github.com/CiaccoDavide/Alchemy-Circles-Generator 炼金师法 +- [介绍几个日本开源动画项目](https://connect.unity.com/p/jie-shao-ji-ge-ri-ben-kai-yuan-dong-hua-xiang-mu) + +#### Drawing +- [linefy](https://assetstore.unity.com/packages/tools/particles-effects/linefy-165393) unity-plugin +- [fast-line-renderer](https://assetstore.unity.com/packages/tools/particles-effects/fast-line-renderer-for-unity-gpu-line-and-particle-system-54118) +- [gl-line-renderer-urp-337490](https://assetstore.unity.com/packages/tools/particles-effects/gl-line-renderer-urp-337490) unity-plugin +- https://github.com/KelpieT/MeshUI +- [Shapes](https://assetstore.unity.com/packages/tools/particles-effects/shapes-173167) +- [aline](https://assetstore.unity.com/packages/tools/gui/aline-162772) +- [draw-xxl-246836](https://assetstore.unity.com/packages/tools/utilities/draw-xxl-246836) +- [Unity-DebugX](https://github.com/DCFApixels/Unity-DebugX) +- [SLGDrawLine](https://github.com/871041532/SLGDrawLine) SLG游戏画行军线 +- [ui-shapes-kit](https://github.com/thisotherthing/ui-shapes-kit) +- [Vertx.Debugging](https://github.com/vertxxyz/Vertx.Debugging) Debugging Utilities for Unity +- [lineburst](https://github.com/bassmit/lineburst) Plot functions and draw large amounts of debug lines, shapes and text to the Unity game and scene view +- [UnityArcRayCast](https://github.com/williamrjackson/UnityArcRayCast) +- [UGizmo](https://github.com/harumas/UGizmo) Highly efficient gizmo drawer for Unity +- [RaycastVisualization](https://github.com/nomnomab/RaycastVisualization) This asset allows users to view raycasts as the user fires them +- [path-linefx-support-cinemachine](https://assetstore.unity.com/packages/tools/particles-effects/path-linefx-support-cinemachine-234316) +- [UnityEditorDataChartTool](https://github.com/SolarianZ/UnityEditorDataChartTool) +- [DataRenderer2D](https://github.com/geniikw/DataRenderer2D) make mesh like line, polygon, etc in unity3d +- [SaintsDraw](https://github.com/unitycoder/SaintsDraw) draw arrow, circle, and arc in Unity, using Gizmos or LineRenderer +- [vectorizer](https://assetstore.unity.com/packages/tools/particles-effects/vectorizer-170267) unity-plugin +- [Unity-SDF-UI-Toolkit](https://github.com/TLabAltoh/Unity-SDF-UI-Toolkit) +- [dk.cec.plot](https://github.com/cecarlsen/dk.cec.plot) An immediate mode (IM) procedural 2D drawing package for Unity +- [path-fx-linerender](https://assetstore.unity.com/packages/tools/particles-effects/path-fx-linerender-234316) +- [Segments](https://github.com/andrew-raphael-lukasik/Segments) Line renderer for DOTS tech stack. +#### Effect +- [mmfeedbacks](https://assetstore.unity.com/packages/tools/utilities/mmfeedbacks-155004) +- [Dynamic Radial Masks](https://assetstore.unity.com/packages/vfx/shaders/dynamic-radial-masks-144845) + +#### Scriptable Object +* [PaddleGameSO](https://github.com/UnityTechnologies/PaddleGameSO) A demo project to showcase design patterns and game architecture using ScriptableObjects +* [ScriptableObjectCollection](https://github.com/brunomikoski/ScriptableObjectCollection) The ScriptableObjectCollection exists to help you deal with scriptable objects without losing your sanity! Its a set of tools that will make your life a lot easier. +* [unity-atoms](https://github.com/AdamRamberg/unity-atoms) - Tiny modular pieces utilizing the power of Scriptable Objects +* [SoCreator](https://github.com/NullTale/SoCreator) ScriptableObject creation menu +* [Scriptable-Framework](https://github.com/pablothedolphin/Scriptable-Framework) - A Unity Framework for modular app creation based on ScriptableObject architecture, data oriented design and event driven programming to help programmers and designers adhere to the 5 SOLID programming principals. +* [yaSingleton](https://github.com/jedybg/yaSingleton) - A singleton pattern implementation for Unity3d. Based on ScriptableObjects instead of the conventional MonoBehaviour approach. +* [SOFlow](https://github.com/BLUDRAG/SOFlow) - A ScriptableObject oriented design SDK. +* [ScriptableObject-Architecture](https://github.com/DanielEverland/ScriptableObject-Architecture) - Makes using Scriptable Objects as a fundamental part of your architecture in Unity super easy +- [GenericScriptableObjects](https://github.com/SolidAlloy/GenericScriptableObjects) This package allows to create and use generic ScriptableObjects in Unity3D. Although generic serializable classes are now supported by Unity 2020, generic ScriptableObject and MonoBehaviour are not yet, and this plugin allows to overcome this limitation. +- https://github.com/joebinns/asteroids-scriptable-objects +- https://assetstore.unity.com/packages/tools/utilities/lunaris-scriptables-221163 +- https://github.com/VirtueSky/sunflower +#### DOTS +- [fennecs](https://github.com/outfox/fennecs) +- [TopGames](https://blog.csdn.net/final5788) +- https://gametorrahod.com/tag/unity-dots/ +- https://github.com/UnioGame/ECS.Features/ +- [multiplayer-resource-roundup](https://blog.unity.com/engine-platform/multiplayer-resource-roundup) +- [ECS_Game_Demo](https://github.com/JiepengTan/ECS_Game_Demo) +- https://github.com/Unity-Technologies/ECS-Network-Racing-Sample +- https://github.com/Wind-Coming/MultiUnitSameScreen +* [KNN](https://github.com/ArthurBrussee/KNN) - Fast K-Nearest Neighbour Library for Unity DOTS +* [util](https://github.com/bassmit/util) BURST compatible collections, math and utility functions +* [EntitySelection](https://github.com/JonasDeM/EntitySelection) - A minimal solution for selecting entities in the unity sceneview. +* [Reinterpret](https://github.com/HelloKitty/Reinterpret.Net) +* [Burst2ManagedCall](https://github.com/Jura-Z/Burst2ManagedCall) +* [Unity-2D-Pathfinding-Grid-ECS-Job](https://github.com/Omniaffix-Dave/Unity-2D-Pathfinding-Grid-ECS-Job) - ECS Burst Job System 2D Pathfinding +* [My_DOTS-NavMeshAgent](https://github.com/NotBugThisFicha/My_DOTS-NavMeshAgent) DOTS 1.0 Producive PathFinding by NavMeshQuere +* [EntitySelection](https://github.com/JonasDeM/EntitySelection) - A minimal solution for selecting entities in the unity sceneview +* [Easy-Road-3D-ECS-Traffic](https://github.com/Blissgig/Easy-Road-3D-ECS-Traffic) - Unity DOTS/ECS traffic using Easy Roads 3D for the data +* [Unity-ECS-Job-System-SPH](https://github.com/leonardo-montes/Unity-ECS-Job-System-SPH) Implementation of the SPH Algorithm (fluid simulation) in Unity, comparing singlethread and ECS/Job System performances. +* [Latios-Framework](https://github.com/Dreaming381/Latios-Framework) The packages contained in this repository are packages built upon Unity DOTS which I use for my own personal hobbyist game development +* [Tdbe-2023-URP-DOTS-ECS-Graphics-Physics](https://github.com/tdbe/Tdbe-2023-URP-DOTS-ECS-Graphics-Physics) +* [NativeMessenger](https://github.com/bustedbunny/NativeMessenger) This is system-wide native messenger for Unity Entities. It provides an efficient way to trigger systems on demand without involving entities data or any structural changes. +* [tertle](https://gitlab.com/tertle) +* [ReactiveDots](https://github.com/PanMadzior/ReactiveDots) Reactive systems and other utilities for Unity DOTS. +* [DOTS-Stackray](https://github.com/GilbertoGojira/DOTS-Stackray) +* [bovinelabs](https://github.com/tertle/com.bovinelabs.core) +* [actors](https://github.com/PixeyeHQ/actors.unity) +* [ReeseUnityDemos](https://github.com/reeseschultz/ReeseUnityDemos) +* [UniteAustinTechnicalPresentation](https://github.com/Unity-Technologies/UniteAustinTechnicalPresentation) +* https://github.com/nothke/UnityDOTSGotchas +* https://github.com/Tree37/Unity-DOTS-RTS-Collision-System +* https://github.com/unitycoder/Unity-DOTS-RTS-Collision-System +* https://github.com/quabug/EntitiesBT +* https://github.com/GilbertoGojira/DOTS-Stackr +* https://github.com/AI-In-Games/FormationMovement +* https://github.com/Flameshot/Unity-Formation-Movement-AStar +* https://github.com/NagaChiang/entity-tween +* https://github.com/mikyll/UnityDOTS-Thesis +* https://github.com/sschoener/burst-simd-exercises +* [Trove](https://github.com/PhilSA/Trove) Collection of tools for Unity DOTS +* [EntitiesEvents](https://github.com/AnnulusGames/EntitiesEvents) Provides inter-system messaging functionality to Unity ECS +* [TransformAccessArrayDemo](https://github.com/Jura-Z/TransformAccessArrayDemo) This project demonstrates a few ways to implement moving 3d objects (casters) that project some decal (see Decal Documentation in URP) on the ground below them. +* https://github.com/enzi/NZCore +* https://github.com/Nebukam/com.nebukam.job-assist +#### PathFinding +* https://coffeebraingames.wordpress.com +* https://github.com/kingstone426/NativeFlowField +* https://github.com/alsostone/com.stone.gridbuilder +* [hpj-pathfinding-pro](https://assetstore.unity.com/packages/tools/game-toolkits/hpj-pathfinding-pro-257490#) unity-plugin +* http://qiao.github.io/PathFinding.js/visual/ +* https://github.com/trgrote/JPS-Unity +* https://space.bilibili.com/477041559 +* https://github.com/bustedbunny/Pathfinding +* https://github.com/ForgingStation/Dynamic-Obstacle--Avoidance-with-Nav-Mesh-Query---DOTS-1.0 +* [EntitiesNavMeshBuilder](https://github.com/bustedbunny/EntitiesNavMeshBuilder) Runtime NavMesh dynamic building for Unity Entities. +- [Unity-Formation-Movement2.0](https://github.com/Goodgulf281/Unity-Formation-Movement2.0) Formation movement for Unity 3D using built in NavMesh navigation or A*Pathfinding +- [Large Scale Formation System](https://topsongames.gitbook.io/topsongames-docs) +- [unity-ecs-navmesh](https://github.com/zulfajuniadi/unity-ecs-navmesh) - A demo implementation of Unity Entity Component System with NavMesh +- [NavMeshAvoidance](https://github.com/InsaneOneHub/NavMeshAvoidance) Custom Nav Mesh Avoidance to replace default one +- [NavMeshAvoidance](https://github.com/OlegDzhuraev/NavMeshAvoidance) Custom Nav Mesh Avoidance to replace default one in Unity. +- [CustomNavMesh](https://github.com/jadvrodrigues/CustomNavMesh) Alternative to Unity's NavMesh system where the agents avoid each other. +- https://github.com/Acissathar/NavMesh-Cleaner +- https://github.com/llamacademy/ladder-navmeshlink +- [dotsnav](https://github.com/dotsnav/dotsnav) A fully dynamic planar navmesh Unity package supporting agents of any size +- [knockback-navmeshagent](https://github.com/llamacademy/knockback-navmeshagent) Learn how to knock back NavMeshAgents using Physics & Forces +- [Unity_DOTS_NodePathFinding](https://github.com/Antypodish/Unity_DOTS_NodePathFinding) Unity DOTS node based path finding, using Eager Dijkstra modified Shortest Path algorithm +- [unity-rrt](https://github.com/markus-exler/unity-rrt) +- [RecastSharp](https://github.com/ryancheung/RecastSharp) dotnet 6 port of the C++ recastnavigation library. +- [DotRecast](https://github.com/ikpil/DotRecast) C# Recast & Detour is a navigation mesh toolkit for games, Unity3D and servers. +- https://github.com/recastnavigation/recastnavigation +- https://github.com/KimHeeRyeong/SphereNavigation +- https://github.com/idbrii/unity-navgen +- https://github.com/h8man/NavMeshPlus +- https://github.com/jzyong/NavMeshDemo +- https://github.com/llamacademy/ai-series-part-14.5/ +- https://github.com/brunomikoski/Simple-optimized-A-Pathfinder +- https://github.com/dbrizov/Unity-PathFindingAlgorithms +- https://github.com/samueltardieu/pathfinding +- https://github.com/hugoscurti/hierarchical-pathfinding/ +- https://clementmihailescu.github.io/Pathfinding-Visualizer +- https://www.zhihu.com/people/cong-zi-64/posts +- https://wuzhiwei.net/group-path-movement/ +- https://github.com/zhm-real/PathPlanning +- https://mp.weixin.qq.com/s/MIGnEW_VxOBAHNm9uAu5AQ +- https://forum.unity.com/attachments/com-bovinelabs-navigation-7z.679287/ +- https://github.com/ppiastucki/recast4j +- https://github.com/Cr33zz/Nav +- https://github.com/snape/RVO2-CS +- https://github.com/warmtrue/RVO2-Unity +- https://github.com/aillieo/RVO2-Unity +- https://github.com/sunsvip/UnityRVO2 +- https://zhuanlan.zhihu.com/p/669426124 +- https://github.com/Nebukam/com.nebukam.orca +- https://github.com/Nebukam/com.nebukam.beacon.orca +- [agents-navigation](https://assetstore.unity.com/packages/tools/ai/agents-navigation-239233) unity-plugin +- [SimpleAI](https://github.com/OneManMonkeySquad/SimpleAI) +- [WZCQ](https://github.com/FengQuanLi/WZCQ) 用基于策略梯度得强化学习方法训练AI玩王者荣耀 +- https://github.com/RubenFrans/ContextSteering-Unity +- https://github.com/friedforfun/ContextSteering +- https://github.com/SunnyValleyStudio/Unity-2D-Context-steering-AI +- [避障算法 - VO、RVO 以及 ORCA (RVO2)](https://indienova.com/indie-game-development/vo-rvo-orca/) +- [CrowdPathfinding](https://github.com/MendelDebrabandere/CrowdPathfinding) +#### Bone&&Spring + - [Swing Bone](https://assetstore.unity.com/packages/tools/animation/swing-bone-90743) + - [dynamic Bone](https://assetstore.unity.com/packages/tools/animation/dynamic-bone-16743) + - [Boing Kit](https://assetstore.unity.com/packages/tools/particles-effects/boing-kit-dynamic-bouncy-bones-grass-water-and-more-135594) + - [AutomaticDynamicBone](https://github.com/OneYoungMean/AutomaticDynamicBone) + - [uSpringBone](https://github.com/EsProgram/uSpringBone) + - [Unity-DynamicBone-JobSystem-Opmized](https://github.com/dreamfairy/Unity-DynamicBone-JobSystem-Opmized) + - [SPCRJointDynamics](https://github.com/SPARK-inc/SPCRJointDynamics) + - [UnityHighPerformanceDynamicBone](https://github.com/ldh/UnityHighPerformanceDynamicBone) + - https://github.com/TongYOuO/UnityBetterJobDynamicBone + + + #### Create Model + - [ProBuilder](https://assetstore.unity.com/packages/tools/modeling/probuilder-2-x-111418) + - [Archimatix](https://assetstore.unity.com/packages/tools/modeling/archimatix-pro-59733) + - [umodeler](https://assetstore.unity.com/packages/tools/modeling/umodeler-80868) + + #### Mesh + - [Graphmesh](https://github.com/Siccity/Graphmesh) Graph-based mesh modifiers. + - [fbx-editor-332318](https://assetstore.unity.com/packages/tools/modeling/fbx-editor-332318) + - [mesh-baker](https://assetstore.unity.com/packages/tools/modeling/mesh-baker-5017) + - https://github.com/OlegDzhuraev/MeshBaker + - [skinned-mesh-combiner](https://assetstore.unity.com/packages/templates/systems/skinned-mesh-combiner-mt-135422) + - [costume](https://assetstore.unity.com/packages/tools/animation/q-costume-157049) + - [mesh-combine-studio](https://assetstore.unity.com/packages/tools/modeling/mesh-combine-studio-2-101956) + - [super-combiner](https://assetstore.unity.com/packages/tools/modeling/super-combiner-92129) + - https://github.com/roundyyy/Simple-Atlas-Generator + - [fast-skinned-mesh-combiner](https://github.com/joshcamas/fast-skinned-mesh-combiner) + - [body-proportions](https://assetstore.unity.com/packages/tools/modeling/body-proportions-266535) + - [SkinnedMeshCombiner](https://github.com/JLChnToZ/SkinnedMeshCombiner) + - https://github.com/roundyyy/intelligent_mesh_combiner + - [avautils](https://github.com/JLChnToZ/avautils) + - [multi-material-atlasing-skinned-mesh-combiner](https://assetstore.unity.com/packages/tools/modeling/multi-material-atlasing-skinned-mesh-combiner-with-data-save-139574) + - [AvatarClothes](https://github.com/136512892/AvatarClothes) Unity 人物换装系统解决方案 + - [character-customization](https://assetstore.unity.com/packages/tools/utilities/character-customization-181286) 人物换装系统 插件 + - [character-customizer](https://assetstore.unity.com/packages/tools/game-toolkits/character-customizer-241861) 人物换装系统 插件 +- [aramis-customization-system-v2-323146](https://assetstore.unity.com/packages/tools/game-toolkits/aramis-customization-system-v2-323146) + - [网格汇编程序](https://assetstore.unity.com/packages/3d/animations/mesh-assembler-110145) unity-plugin + - [Mount Points](https://assetstore.unity.com/packages/tools/animation/mount-points-16318) unity-plugin + - [better-mesh-filter-266489](https://assetstore.unity.com/packages/tools/utilities/better-mesh-filter-266489) + - [2d-art-maker-casual-characters](https://assetstore.unity.com/packages/2d/characters/2d-art-maker-casual-characters-316781) + - [MeshDebugger](https://github.com/willnode/MeshDebugger/) First-class Mesh debugging tools for Unity + - [LyumaMeshTools](https://github.com/lyuma/LyumaShader/blob/master/LyumaShader/Editor/LyumaMeshTools.cs) + - https://github.com/BennyKok/unity-hotspot-uv + - [character-creator-framework](https://assetstore.unity.com/packages/tools/utilities/character-creator-framework-instant-customization-305742) + - [mudbun-volumetric-vfx-mesh](https://assetstore.unity.com/packages/tools/particles-effects/mudbun-volumetric-vfx-mesh-tool-177891) unity plugin + - [clayxels](https://assetstore.unity.com/packages/tools/game-toolkits/clayxels-165312) unity plugin + - https://github.com/nementic-games/mesh-debugging + - [BakerBoy](https://github.com/Fewes/BakerBoy) A tiny GPU-based ambient occlusion and bent normal baker for Unity + - [GMesh](https://github.com/sitterheim/GMesh) a node-based procedural geometry generator for Unity + - [uv-inspector](https://assetstore.unity.com/packages/tools/utilities/uv-inspector-91703) unity plugin + - [Auto-UV-Scaler](https://github.com/roundyyy/Auto-UV-Scaler) A non-destructive UV mapping tool for quick level prototyping in Unity. + - [UVPreview](https://github.com/AsehesL/UVPreview) + - [VertexProfilerTool](https://github.com/SaberZG/VertexProfilerTool) 一个Unity中可用的顶点密度debug工具,部分调试类型可导出密度信息 + - [meshlab](https://github.com/cnr-isti-vclab/meshlab) MeshLab is an open source, portable, and extensible system for the processing and editing of unstructured large 3D triangular meshes + - [libigl](https://libigl.github.io/) libigl - A simple C++ geometry processing library + - [Open3D](https://github.com/intel-isl/Open3D) Open3D: A Modern Library for 3D Data Processing + - [trimesh](https://github.com/mikedh/trimesh) Python library for loading and using triangular meshes. + - [meshio](https://github.com/nschloe/meshio) There are various mesh formats available for representing unstructured meshes. meshio can read and write all of the following and smoothly converts between them + - [MeshBoolean](https://github.com/KaimaChen/MeshBoolean) Make Boolean Operator on Mesh. In Unity. + - [Open3D](https://github.com/isl-org/Open3D) Open3D: A Modern Library for 3D Data Processing + - [MonoManifold](https://github.com/komietty/MonoManifold) Differencial Geometry library on Unity + - [Ica_Normal_Tools](https://github.com/icauroboros/Ica_Normal_Tools) Super fast Normal and Tangent recalculation library for Unity. + - [boxcutter](https://assetstore.unity.com/packages/tools/physics/boxcutter-realtime-voxel-destruction-331249?srsltid=AfmBOooWOZfql8rpxjwikkT0sEAvFKi9qpnkVuES1zLlCtCXIWFMp5FB) + - [rayfire](https://assetstore.unity.com/packages/tools/game-toolkits/rayfire-2-342492) + - [mesh-deformation](https://assetstore.unity.com/packages/tools/modeling/mesh-deformation-full-collection-47061) +##### Fracture Mesh +- https://gitlab.com/dima13230/unity-libre-fracture + +#### Fog&&Smoke&&Cloud&&Atmospheric&&wind +- [Vapor](https://github.com/ArthurBrussee/Vapor) Volumetric Fog for Unity +- [FogOfWar](https://github.com/QinZhuo/FogOfWar_ForUnity) unity实现的基于视野的战争迷雾 +- [GodOfWarWindSimulation](https://github.com/SaberZG/GodOfWarWindSimulation) +- [Unity-URP-SmokeLighting](https://github.com/peeweek/Unity-URP-SmokeLighting) +- https://github.com/vanish87/UnityVolumetricCloud +- https://github.com/adrianpolimeni/RealTimeVolumetricClouds +- https://github.com/Raphael2048/URP_SkyAtmosphere_VolumetricClouds +- https://github.com/DaiZiLing/URP_Sixway_Panorama_Cloud +- https://github.com/wujuju/UnitySkyAtmosphere +- https://github.com/ebruneton/precomputed_atmospheric_scattering +- https://github.com/Reguluz/Moonflow-Lensflare-System +- https://github.com/AKGWSB/RealTimeAtmosphere +- https://github.com/MirzaBeig/GPU-Fog-Particles +- https://github.com/GarrettGunnell/CS2-Smoke-Grenades +- https://github.com/Reguluz/HeightExponentialFog +- https://github.com/mkwozniak/mangofogunity +#### Volumetric Mesh +- [volumetric Mesh ](https://assetstore.unity.com/packages/templates/systems/clayxels-165312) Clayxels is an interactive volumetric toolkit to sculpt models in editor and in game +#### Editor +* [UnityDrawers](https://github.com/fishtopher/UnityDrawers) :thumbsup: A collection of property and decorator drawers for Unity +* [NaughtyAttributes](https://github.com/dbrizov/NaughtyAttributes) :thumbsup: Attribute Extensions for Unity +* [FolderTag](https://github.com/liyingsong99/FolderTag) +* [EditorAttributes](https://github.com/v0lt13/EditorAttributes) EditorAttributes is a unity package that adds some extra editor attributes to your project to easily customize your editors without having to write any editor code. +* [inspector-desinger](https://assetstore.unity.com/packages/tools/gui/inspector-desinger-307698) +* [UnityHiddenObjectFinder](https://github.com/SolarianZ/UnityHiddenObjectFinder/) +* [ShaderAccessor](https://github.com/JiongXiaGu/ShaderAccessor) Define the structure, assign values to shader parameters using C# reflection,work in unity +* [CategoryTool](https://github.com/Demkeys/CategoryTool) Unity Editor tool to create Categories in the Hierarchy. The Categories work as dividers between GameObjects. +* [RapidGUI](https://github.com/fuqunaga/RapidGUI) Unity OnGUI(IMGUI) extensions for Rapid prototyping/development +* [unity-toolbar-extender](https://github.com/marijnz/unity-toolbar-extender) Extend the Unity Toolbar with your own Editor UI code +* [Unity-Editor-Toolbox](https://github.com/arimger/Unity-Editor-Toolbox) +* [ToolbarExtension](https://github.com/XuToWei/ToolbarExtension) 扩展Unity Toolbar的工具 +* [BetterAttributes](https://github.com/uurha/BetterAttributes) +* [CustomizationInspector](https://github.com/Mr-sB/CustomizationInspector) +* [project-view-enhanced-199685](https://assetstore.unity.com/packages/tools/gui/project-view-enhanced-199685) +* [QuickEye-Utility](https://github.com/ErnSur/QuickEye-Utility) +* https://github.com/Brian-Jiang/SmartReference +* https://github.com/Full-Metal-Bagel/unity-stable-reference +* https://github.com/AnnulusGames/Alchemy +* https://github.com/AlexeyTaranov/SerializeReferenceDropdown +* https://github.com/Goatman1996/DynamicForUnity/ +* [SaintsField](https://github.com/TylerTemp/SaintsField) A Unity Inspector extension tools focusing on script fields inspector enhancement +* [ProjectWindowHistory](https://github.com/Yusuke57/ProjectWindowHistory) +* [EasyTab](https://github.com/dav-sea/EasyTab) +* [unity-serializable-collections](https://github.com/gilzoide/unity-serializable-collections)Serializable versions of Dictionary, HashSet and KeyValuePair for Unity 2020.1+ +* [OdinTree](https://github.com/MasterZ0/OdinTree) This attribute will make it easier when you need to create custom fields and windows within the NodeCanvas +* [Unity_FolderSystem](https://github.com/Gaskellgames/Unity_FolderSystem) Extends Unity by adding in custom folder visuals in the scene hierarchy and project files. +* https://github.com/SolarianZ/UnityEditorMessages +* https://github.com/yasirkula/UnityInspectPlus +- https://github.com/AbZorbaGames/artificetoolkit +- https://github.com/Thundernerd/Unity3D-SerializableInterface +- [show git branch](https://qiita.com/ScreenPocket/items/5065cd020ad4649b9115) +- [unity project icon](https://github.com/AtaruMatsudaira/Unicon/) + +#### Asset-Management +* [Unity-Ripgrep-Search-Tool](https://github.com/prime31/Unity-Ripgrep-Search-Tool) +* [Flexy.AssetRefs](https://github.com/FlexyTools/Flexy.AssetRefs) +* [SimilarTextureCheckToolPublic](https://github.com/SaberZG/SimilarTextureCheckToolPublic) 一个用于检测项目内相似图片,并提供替换/删除的工具 +* [unity-project-pin-board](https://github.com/ichenpipi/unity-project-pin-board) +* [UnityEngineAnalyzer](https://github.com/vad710/UnityEngineAnalyzer) Roslyn Analyzer for Unity3D +* [ProjectAuditor](https://github.com/Unity-Technologies/ProjectAuditor)untiy工程分析工具 +* [analyzers](https://github.com/tertle/com.bovinelabs.analyzers) Package to add Roslyn Analyzers to Unity projects. +* [ReferenceExplorer](https://github.com/tsubaki/ReferenceExplorer) ReferenceExplorer will visualize the object and component dependencies +* [AssetsReporter](https://github.com/wotakuro/AssetsReporter) [Unity] Report System for Asset Import Settings +* [Unity-AssetDependencyGraph](https://github.com/Unity-Harry/Unity-AssetDependencyGraph) An Asset Dependency Graph for Unity +* [UnityResourceStaticAnalyzeTool](https://github.com/AMikeW/UnityResourceStaticAnalyzeTool) 分析Unity资源,如贴图、精灵图、旧版图集, 新版图集SpriteAtlas,支持AB包资源冗余 +* [unitysizeexplorer](https://github.com/aschearer/unitysizeexplorer) Visualize how much space each asset in your Unity game takes +* [UnityAddressablesBuildLayoutExplorer](https://github.com/pschraut/UnityAddressablesBuildLayoutExplorer) +- [UnityComponent](https://github.com/GameBuildingBlocks/UnityComponent) +- [Maintainer](https://assetstore.unity.com/packages/tools/utilities/find-reference-2-59092) +- [find reference2](https://assetstore.unity.com/packages/tools/utilities/find-reference-2-59092) +- [Unity-Dependencies-Hunter](https://github.com/AlexeyPerov/Unity-Dependencies-Hunter) +- [asset-relations-viewer](https://github.com/innogames/asset-relations-viewer) +- [InspectorGraph](https://github.com/giantparticlegames/InspectorGraph) +- [shader control](https://assetstore.unity.com/packages/vfx/shaders/shader-control-74817) +- [Asset Hunter PRO](https://assetstore.unity.com/packages/tools/utilities/asset-hunter-pro-135296) +- [A+ Assets Explorer](https://assetstore.unity.com/packages/tools/utilities/a-assets-explorer-57335) +- [AssetBundle加密-fair-guard](https://www.fair-guard.com) +- [Unity-Resource-Checker](https://github.com/handcircus/Unity-Resource-Checker) +- https://github.com/ZxIce/AssetCheck +- https://github.com/Unity-Technologies/asset-auditing-tools +- https://github.com/MarkUnity/AssetAuditor +- https://github.com/charcolle/CustomAssetImporter +- https://github.com/daihenka/asset-pipeline +- [render-order-settings-editor](https://assetstore.unity.com/packages/tools/utilities/render-order-settings-editor-226896?) +- [Choosing the Right Load Type in Unity’s Audio Import Settings](https://medium.com/@made-indrayana/choosing-the-right-load-type-in-unitys-audio-import-settings-1880a61134c7) +- [Unity 下网格内存的优化](https://mp.weixin.qq.com/s/OB5oyokEhf1psyzsFvgjoQ) +- [Unity 下网格内存的优化](https://zhuanlan.zhihu.com/p/396822196) +- https://github.com/starburst997/Unity.Trimmer +- [unity-audio-optimisation-tips](https://gamedevbeginner.com/unity-audio-optimisation-tips/) +- [missing-component-info](https://github.com/zhaoguohao/missing-component-info) +- [Unity-Textures-Hunter](https://github.com/AlexeyPerov/Unity-Textures-Hunter) +- [Unity-MissingReferences-Hunter](https://github.com/AlexeyPerov/Unity-MissingReferences-Hunter) +- [SpriteAuditor](https://github.com/brunomikoski/SpriteAuditor) The missing tool to help you optimize your game +- https://github.com/aniketrajnish/Unity-Collider-Optimizer +- https://github.com/SarahWeiii/CoACD +- [SubAssetTool](https://github.com/konsti219/SubAssetTool-vpm) Provides a Unity tool for managing Sub Assets +- https://github.com/markeahogan/ImporterPresets +- https://assetstore.unity.com/packages/tools/utilities/asset-variants-224010 +- [AssetManagement/LockableFolders](https://github.com/Unity-Technologies/sol-games-unity-samples/blob/main/AssetManagement/LockableFolders/Assets/Editor/LockableFolder.cs) +- [CustomAssetMetadata](https://github.com/LogicalError/CustomAssetMetadata) +- [SceneMaterialManager](https://github.com/roundyyy/SceneMaterialManager) +- [missing-reference-fixer](https://assetstore.unity.com/packages/tools/utilities/missing-reference-fixer-316285) +- [texture-converter-pro](https://assetstore.unity.com/packages/tools/utilities/texture-converter-pro-advanced-format-export-tool-322759) +- https://github.com/RimuruDev/Unity-MissingScriptsFinder +- [project-verification](https://assetstore.unity.com/packages/tools/utilities/project-verification-2-0-pro-find-and-fix-errors-in-your-project-333892) + +#### PackageManager +- https://github.com/quabug/unity-pack Create an Unity Package from directory +- https://github.com/HakuSystems/EasyExtractUnitypackage +- https://github.com/abdelfattahradwan/cup +#### Material-Cleaner +- [清理material中无用的的property](https://blog.csdn.net/ngrandmarch/article/details/46828365) +- [EZMaterialOptimizer](https://github.com/EZhex1991/EZUnity/blob/master/Assets/EZhex1991/EZUnity/Editor/EditorTools/EZMaterialOptimizer.cs) +- [MaterialCleaner](https://github.com/lujian101/UnityToolDist/blob/master/Assets/Editor/MaterialCleaner.cs) +- [unity-material-cleaner](https://github.com/ina-amagami/unity-material-cleaner/blob/master/Assets/Editor/MaterialCleaner.cs) +- [MotionFramework/Scripts/Editor/EditorTools](https://github.com/gmhevinci/MotionFramework/blob/master/Assets/MotionFramework/Scripts/Editor/EditorTools.cs) +- [Unity材质冗余序列化数据清理](https://zhuanlan.zhihu.com/p/366636732) +- [UnityClearMaterailsProperties](https://github.com/tkweizhong/UnityClearMaterailsProperties) +- https://github.com/Unity-Javier/SimpleEditorLogParser +- [ProfilerModuleForShaderCompile](https://github.com/wotakuro/ProfilerModuleForShaderCompile/) This tool is an extension module of the Profiler that allows ShaderCompile to be listed in the Profiler. +This tool not only lists ShaderCompiles, but also automatically creates ShaderVariantCollection assets from the ShaderCompile information. + +##### Textrue Compression +- [ASTC纹理压缩格式详解](https://zhuanlan.zhihu.com/p/158740249) +- [常用纹理和纹理压缩格式](https://blog.csdn.net/ynnmnm/article/details/44983545) +- [Unity-Textrue-Format](https://docs.unity3d.com/Manual/class-TextureImporterOverride.html) +- [工作技巧 | 纹理压缩格式Block Compression](https://zhuanlan.zhihu.com/p/199635682) +- [几种主流贴图压缩算法的实现原理详解](https://www.2cto.com/kf/201603/493773.html) +- [小数派报告-Shader加载的纹理压缩的原理](https://zhuanlan.zhihu.com/p/104006858) +- [游戏图片纹理压缩相关总结](https://zhuanlan.zhihu.com/p/102416815) +- [游戏资源常见贴图类型](https://zhuanlan.zhihu.com/p/260973533) +- [你所需要了解的几种纹理压缩格式原理](https://zhuanlan.zhihu.com/p/237940807) +- [各种移动GPU压缩纹理的使用方法](https://www.cnblogs.com/luming1979/archive/2013/02/04/2891421.html) +###### Article +- [程序丨入门必看:Unity资源加载及管理 ](https://mp.weixin.qq.com/s/0XFQt8LmqoTxxst_kKDMjw) +- [Unity引擎资源管理模块知识Tree](https://blog.uwa4d.com/archives/UWA_ResourceTree.html) +- [Unity3D内存释放](https://blog.csdn.net/andyhebear/article/details/50977295) + +#### Message Bus +- [BasicEventBus](https://github.com/pointcache/BasicEventBus) - Basic event bus +- https://github.com/AnnulusGames/ZeroMessenger +- https://github.com/recstazy/UnityEventReferenceViewer +- [Disposify](https://github.com/ruccho/Disposify) Disposify is a source generator to subscribe / unsubscribe C# events with using-dispose pattern. +- [wolverine](https://github.com/JasperFx/wolverine) +- [UniEventSystem](https://github.com/Bian-Sh/UniEventSystem) - A generic Event-Bus +- [Unibus](https://github.com/mattak/Unibus) - Unibus is event passing system +- [klab-messagebuses-unity](https://github.com/KLab/klab-messagebuses-unity) - Message bus +- [signals](https://github.com/yankooliveira/signals) - A typesafe, lightweight messaging lib +- [unity-events](https://github.com/GalvanicGames/unity-events) - A code focused strongly typed event system with global system and per GameObject system +- [Unity3d-Signals](https://github.com/dimmpixeye/Unity3d-Signals) - Signals are in-memory publish/subscribe system and effectively replace Unity SendMessage +- [MessageKit](https://github.com/prime31/MessageKit) - Decoupled message sending system meant as a replacement for SendMessage and its variantslibrary +- [edriven](https://github.com/dkozar/edriven) - Event-driven / asynchronous framework for Unity3d +- [Brighter](https://github.com/BrighterCommand/Brighter) Command Dispatcher, Processor, and Distributed Task Queue +- [signals](https://github.com/supyrb/signals) +- [UnityEventVisualizer](https://github.com/MephestoKhaan/UnityEventVisualizer) +- [ExtEvents](https://github.com/SolidAlloy/ExtEvents) A better replacement for UnityEvents +- [Unity.MissingUnityEvents](https://github.com/handzlikchris/Unity.MissingUnityEvents) +- [Unity-Missing-Features](https://github.com/kevincastejon/Unity-Missing-Features) +- [VitalRouter](https://github.com/hadashiA/VitalRouter) +- [bovinelabs.event](https://github.com/tertle/com.bovinelabs.event) A high performance solution for safely creating events between systems in Unity ECS. +- [UniFlux](https://github.com/xavierarpa/UniFlux) Easy to use, Super Optimized, Typed Event Driven with Flux for Unity. +- https://github.com/codewriter-packages/UniMob/ +- [schedule](https://github.com/FelixBole/schedule-master) +- [drakkar-events](https://assetstore.unity.com/packages/tools/integration/drakkar-events-302282) +#### Time control +- [agamotto](https://assetstore.unity.com/packages/tools/particles-effects/agamotto-180884?) unity-plugin +- [ultimate-replay](https://assetstore.unity.com/packages/tools/camera/ultimate-replay-2-0-178602) unity-plugin +- https://github.com/AkiKurisu/Time-Control +- https://github.com/SitronX/UnityTimeRewinder +- https://github.com/CyberSys/ChronosTimeControl +- https://github.com/BcoffeeDev/game-core-time-channels +- [magic-time-control-time-per-object-local-time-scale](https://assetstore.unity.com/packages/tools/utilities/magic-time-control-time-per-object-local-time-scale-298494) unity-plugin +#### Raycast&&Sensor +- RayCastCommand - Dealing with Physics bottle necks? You can use Unity C# Job System's RayCastCommand to boost your performance. Test example. +- https://github.com/adammyhre/Unity-Batch-Raycasting Optimizing Collision handling in Unity with Batch Raycasting! +- https://github.com/staggartcreations/Graphics-Raycast/ +- [Sensor](https://github.com/muveso/Unity-Detection-Sensor) +- [sensortoolkit](https://assetstore.unity.com/packages/tools/behavior-ai/sensortoolkit-2-205336) +- [senses](https://assetstore.unity.com/packages/tools/behavior-ai/senses-279833) +- [raycastpro](https://assetstore.unity.com/packages/tools/physics/raycastpro-214714) +- [dynamic-raycast-system-2-0](https://assetstore.unity.com/packages/tools/integration/dynamic-raycast-system-2-0-c-jobs-123768) +- [geocast-gpu-collider-free-raycasting-engine](https://assetstore.unity.com/packages/tools/physics/geocast-gpu-collider-free-raycasting-engine-291609) +- [targeting-system-3](https://assetstore.unity.com/packages/add-ons/targeting-system-3-0-215501) +- [VisionFieldMesh](https://github.com/SinlessDevil/VisionFieldMesh) +- [Custom-Raycaster-Colliders-Unity](https://github.com/Watcher3056/Custom-Raycaster-Colliders-Unity) + +#### CameraController +- https://github.com/XJINE/Unity_SceneCameraController +#### GamePlay +- [我开发的角色动作系统概述-战斗,3C相关](https://zhuanlan.zhihu.com/p/67143501) +- [NeatoTags](https://github.com/KingRecycle/NeatoTags) A GameObject Tagging System for Unity. + + +## 知识库软件/笔记软件/思维构造工具 +- [A hackable markdown note application for programmers](https://github.com/purocean/yn) +- [印象笔记](https://www.yinxiang.com/) +- [anytype](https://anytype.io/) +- [有道云笔记](http://note.youdao.com/) +- [pocket](https://app.getpocket.com/) +- [mybase](http://www.wjjsoft.com/chs) +- [蚁阅](https://rss.anyant.com) +- [语雀](https://www.yuque.com/dashboard) +- [notion](https://www.notion.so/) +- [diigo](https://www.diigo.com/index) +- [微软 onenote](https://www.onenote.com) +- [obsidian](https://obsidian.md/) +- [withpinbox](https://withpinbox.com/) +- [taskade](https://taskade.com/) +- [思源](https://github.com/siyuan-note/siyuan) +- [日常学习工作流](https://csdiy.wiki/%E5%BF%85%E5%AD%A6%E5%B7%A5%E5%85%B7/workflow/) +- [zhixi](https://www.zhixi.com/) 国人做的xmind +- [quarkdown](https://github.com/iamgio/quarkdown) +## Unity-Build +- https://github.com/CyberAgentGameEntertainment/BuildMagic +- https://github.com/AnhPham/Build-Unity-Projects-with-Jenkins +- [exclude-from-build-222791](https://assetstore.unity.com/packages/tools/utilities/exclude-from-build-222791) +- https://github.com/XJINE/Unity_RemoveOnBuilds +- https://github.com/FoxsterDev/DevAccelerationSystem/ code compiler +- [unity-conditional-objects](https://github.com/gilzoide/unity-conditional-objects) Unity scripts that modify GameObjects and Components at Prefab/Scene import time based on build configurations +- https://github.com/unitycoder/SaintsBuild +- https://github.com/ligurio/awesome-ci +- [jenkins-shared-library](https://github.com/DreamPWJ/jenkins-shared-library/) One For All DevOps, Powerful, flexible and easy-to-use, multi-terminal CI/CD shared library pipeline( 强大灵活易用的多端CI/CD共享库流水线 ) +- [JenkinsUnityPyAutoMator](https://github.com/Eerrly/JenkinsUnityPyAutoMator) 通过Jenkins服务使用python语言来对Unity和周边进行构建和自动化操作 +- [详解iOS打包、发布与证书体系](https://insights.thoughtworks.cn/ios-package-release/) +- [Usdk](https://github.com/honghuachen/Usdk) 这是一个Unity3D移动平台sdk快速适配框架和多渠道打包平台 +- [Game-ci](https://github.com/game-ci)自动测试和构建游戏项目的最快、最简单的方法 +- https://github.com/UNSH/Unity-Apple-Distribution-Workflow +- https://github.com/tylearymf/UniHacker +- https://unity.com.alianblank.uk/ +- https://www.nounitycn.top/ +- https://github.com/somedeveloper00/GameBuilder +- https://github.com/unitycoder/UnityLauncherPro +- [buildtool](https://github.com/superunitybuild/buildtool) +- [unity-build-system](https://github.com/kwnetzwelt/unity-build-system) +- [u3d](https://github.com/DragonBox/u3d/) fast lane +- [AndResGuard](https://github.com/shwenzhang/AndResGuard) Android资源混淆工具 +- [UnitySkipSplash](https://github.com/psygames/UnitySkipSplash) Skip Unity Splash Screen only one script +- [remove-unity-splash-screen](https://github.com/kiraio-moe/remove-unity-splash-screen) +- [xcode-project](https://github.com/StansAssets/com.stansassets.xcode-project) The package provides a visual way to set XCode project settings and properties for your Unity project. Editor based C# API is avaliable as well. +- [USSR](https://github.com/kiraio-moe/USSR) Unity Splash Screen Remover (USSR) is a CLI tool to remove Unity splash screen logo + watermark. +- [ios-build-action](https://github.com/mrAlbert-development/ios-build-action) Build iOS project (.xcodeproj, .xcworkspace), and export ipa +- [iOSDeviceSupport](https://github.com/fateshen/iOSDeviceSupport) +- [SaintsBuild](https://github.com/TylerTemp/SaintsBuild/) + ## Mobile + - [UnityAndroidRuntimePermissions](https://github.com/yasirkula/UnityAndroidRuntimePermissions)A native Unity plugin to handle runtime permissions on Android M+ + - [permissions-kit](https://discussions.unity.com/t/permissions-kit-unified-api-for-handling-permissions-across-mobile-platforms/1613950) + - [permissions-kit](https://github.com/voxelbusters/permissions-kit) + - [unity-background-service](https://github.com/nintendaii/unity-background-service) + - [unimgpicker](https://github.com/thedoritos/unimgpicker) + - https://github.com/yasirkula/UnityMobileLocalizedAppTitle + - [BlankGalleryScreenshot](https://github.com/AlianBlank/BlankGalleryScreenshot) Unity 3D Gallery Screenshot + - [Unity-iOS-Android-Download](https://github.com/LBCross/Unity-iOS-Android-Download) + - [Unity-NativePlugins](https://github.com/AlexMerzlikin/Unity-NativePlugins) + - [Android-Auxiliary](https://github.com/JYX-MOD/Android-Auxiliary) Unity开发过程中部分安卓操作会用到的函数 + - [APKToolGUI](https://github.com/AndnixSH/APKToolGUI) + - [AppIconChangerUnity](https://github.com/kyubuns/AppIconChangerUnity) + - [BlankDeviceUniqueIdentifier](https://github.com/AlianBlank/BlankDeviceUniqueIdentifier) 用于在 Unity3D 中获取Android 和 iOS 平台上唯一机器码的插件 + - [BlankOperationClipboard](https://github.com/AlianBlank/BlankOperationClipboard) Unity 读写Android 和 iOS 的粘贴板插件 + - [UnityWebBrowser](https://github.com/Voltstro-Studios/UnityWebBrowser) + - [UnityNativeFilePicker](https://github.com/yasirkula/UnityNativeFilePicker) + - [UnityMobileLocalizedAppTitle](https://github.com/yasirkula/UnityMobileLocalizedAppTitle) + - [UnityMobileSupport](https://github.com/CyberAgentGameEntertainment/UnityMobileSupport) + - [GKNativeExtensions](https://github.com/dark-1-games/GKNativeExtensions) Provides GameKit bindings for Mono interoperability. Works on Unity (tested with 2018.3). + - [umi](https://github.com/mopsicus/umi) Unity mobile input (UMI) plugin for Android and iOS, allows to use features of mobile native input fields + - [keystore](https://github.com/dreamcodestudio/com.dreamcode.mobile.android-keystore) + - [unity-mobile-dialog-popup-native](https://github.com/khanhuitse05/unity-mobile-dialog-popup-native) + - [dynamic-icon](https://github.com/dreamcodestudio/com.dreamcode.mobile.dynamic-icon) +## Unity-Games&&OpenSource-Games +- https://github.com/bobeff/open-source-games +- https://github.com/liuhaopen/UnityMMO +- https://github.com/hutian23/ETScript 基于ET7复刻《苍翼混沌效应》《街头霸王6》战斗系统 +- [Unity-Hyper-FPS-FrameWork-](https://github.com/InboraStudio/Unity-Hyper-FPS-FrameWork-Open-Source-) +- https://github.com/freezy/VisualPinball.Engine +- https://github.com/136512892/Unity-Multiplayer +- https://github.com/Voltstro-Studios/Team-Capture? +- https://github.com/insthync/UnityMultiplayerARPG_MMO +- https://github.com/KaganAyten/RestaurantGame3DUnity Simple Hamburger making game like Overcooked in Unity3D +- https://github.com/jynew/jynew +- [Pal3.Unity](https://github.com/0x7c13/Pal3.Unity) 仙剑奇侠传三(以及外传)C#/Unity实现 +- https://github.com/skyteks +- https://github.com/judah4/MMO-Dragon-Game-Framwork +- https://github.com/TastSong/CrazyCar 网络联机游戏解决方案---Unity制作的联机赛车游戏,服务端为SpringBoot + Mybatis;后台为Vue + Element;游戏端采用QFramework框架,支持KCP和WebSocket网络(商用级) +- [DarkGod](https://github.com/mGitup/DarkGod) 基于 Unity 的 3D ARPG 移动端网游 +- https://gitee.com/NKG_admin/NKGMobaBasedOnET 基于ET框架致敬LOL的Moba游戏,包含完整的客户端与服务端交互,热更新,基于双端行为树的技能系统,更多精彩等你发现! +- [NineChronicles](https://github.com/planetarium/NineChronicles) Unity client application for Nine Chronicles, a fully decentralized idle RPG powered by the community. +- [CodeFPS](https://github.com/Zhao-666/CodeFPS) Unity引擎实现的一款FPS游戏,实现《使命召唤4》训练靶场关卡 +- [shootercore](https://github.com/David-63/com.david6.shootercore) +- [GameKit](https://github.com/FirstGearGames/GameKit) Pre-built commonly needed gameplay elements, with examples. Developed for Fish-Networking. +- https://github.com/Ishaan35/Unity3D-Mario-Kart-Racing-Game +- https://github.com/llr104/slgclient +## Programmer-Common-Tool +- https://jvns.ca/blog/2023/04/17/a-list-of-programming-playgrounds/ +- https://evanw.github.io/float-toy/ 浮点数内存结构 +- https://learn-english.dev/ 程序员 常用英语 +- https://github.com/nusr/hacker-laws-zh 程序员应该知道的原则 +- http://binaryconvert.com 专门做二进制转换的网站 +- [这样讲原码、反码、补码,帮学妹解决困扰了三天的问题](https://mp.weixin.qq.com/s/vKZleAIMivOxJ_kEB1uSqw) +- [box3](htttp://www.box3.cn) 开发者工具箱 +- https://ihateregex.io/expr 正则表达式 +- https://github.com/Bowen7/regex-vis Regex visualizer & editor +- https://github.com/loonggg/DevMoneySharing 独立开发者赚钱经验分享 +- https://www.toolnb.com toolnb +- https://github.com/eastlakeside/awesome-productivity-cn +- https://www.kwgg2020.com/ +- https://jianwai.youdao.com/ +- https://github.com/zhaoolee/OnlineToolsBook 集锦 +- https://github.com/csdjk/ToolsShare +- https://masuit.com/ +- https://github.com/hoochanlon/NeiJuan +- http://www.qijishow.com/down/navigation.html +- https://www.iamxk.com/navigation +- https://xclient.info/s/ +- https://github.com/cunyu1943/amazing-websites +- http://www.gfxcamp.com/houdini-185462/ +- https://www.iiicg.com/ +- https://www.cger.com/ + + ## Package + - https://github.com/AIDotNet/NuGet.Next + +## workflow +- https://wiki.eryajf.net/pages/2415.html#_1-%E7%B3%BB%E5%88%97%E6%96%87%E7%AB%A0%E3%80%82 +- https://github.com/n8n-io/n8n +- https://github.com/fastlane/fastlane +- https://github.com/aelassas/Wexflow +- https://bonsai-rx.org +- https://assetstore.unity.com/packages/tools/utilities/rocktomate-156311 +## Auto Test +- https://github.com/king3soft/UAutoIDE +- https://github.com/AirtestProject +- https://github.com/jianbing/awesome-game-tester +- https://github.com/DeNA/Anjin +## 问答 +> 强烈推荐阅读 [《提问的智慧》](https://github.com/ryanhanwu/How-To-Ask-Questions-The-Smart-Way)、[《如何向开源社区提问题》](https://github.com/seajs/seajs/issues/545) 和 [《如何有效地报告 Bug》](http://www.chiark.greenend.org.uk/%7Esgtatham/bugs-cn.html)、[《如何向开源项目提交无法解答的问题》](https://zhuanlan.zhihu.com/p/25795393),更好的问题更容易获得帮助。 + + +## 写作 +- [赫蹏](https://sivan.github.io/heti/) +- [中文技术文档写作风格指南 ](https://zh-style-guide.readthedocs.io/zh_CN/latest/index.html) +- [中文文案排版](https://github.com/sparanoid/chinese-copywriting-guidelines) +- [掘金计划- 中文文案排版](https://github.com/xitu/gold-miner/wiki/%E8%AF%91%E6%96%87%E6%8E%92%E7%89%88%E8%A7%84%E5%88%99%E6%8C%87%E5%8C%97) +- https://github.com/writing-resources/awesome-scientific-writing +- https://github.com/wechatsync/Wechatsync +- https://github.com/zongpingding/All-About-TeX +- https://github.com/typst/typst +- https://github.com/HugoBlox/theme-academic-cv +- https://github.com/shanleiguang/vRain + +## web-server +- https://github.com/antonmedv/gitmal + +## OCR +- https://github.com/chatdoc-com/OCRFlux +- https://github.com/Yuliang-Liu/MonkeyOCR + +## 游戏策划 +- https://zhuanlan.zhihu.com/p/67963068 +- https://zhuanlan.zhihu.com/p/34213415 +- [有哪些非游戏领域的书籍读后有利于显著提升游戏策划和设计水平](https://www.zhihu.com/question/36162464) +- [国外游戏理论研究的前沿都在研究什么?](https://www.zhihu.com/question/50253977/answer/120147034) + + +#### 镜头设计 +- https://www.zhihu.com/people/cptz-23 +- https://zhuanlan.zhihu.com/p/138144313 +- https://zhuanlan.zhihu.com/p/371213488 +- https://zhuanlan.zhihu.com/p/22098814 +- https://zhuanlan.zhihu.com/p/411366466 + +## Windows-Optimizer +- https://github.com/Raphire/Win11Debloat +- https://github.com/memstechtips/Winhance + +## Interest is the best teacher +- https://github.com/alaskasquirrel/Chinese-Podcasts +- https://youquhome.com/ +- https://github.com/geekan/HowToLiveLonger +- https://cook.yunyoujun.cn/ +- https://github.com/Gar-b-age/CookLikeHOC +- https://github.com/Anduin2017/HowToCook +- https://github.com/worryzyy/HowToCook-mcp +- https://github.com/liu-ziting/what-to-eat +- https://ascii.today/ +- https://www.animatedknots.com 如何系绳子-关键时候救你一命 +- http://www.iqsuperman.net/ IQ 超人 +- https://www.allhistory.com 全历史 +- https://new.shuge.org/ 博物馆 +- https://www.die.net/earth/ 白天和黑夜实时预览 +- https://humanbenchmark.com/ 脑力benckmark +- https://chatroulette.com/ 全世界随机聊天 +- http://www.cbaigui.com/ 中国妖精合集 +- https://works.yangerxiao.com/honeyed-words-generator/ 土味情话 +- https://github.com/soulteary/tenant-point 程序员如何租房子 +- https://github.com/beiliangshizi/China_House 程序员如何租房子 +- [天涯 kkndme 神贴聊房价](https://github.com/shengcaishizhan/kkndme_tianya) +- [天涯神贴](https://github.com/jiji262/tianya-docs) +- [北京买房](https://github.com/facert/beijing_house_knowledge#%E5%A4%96%E5%9C%B0%E4%BA%BA%E5%9C%A8%E5%8C%97%E4%BA%AC%E4%B9%B0%E6%88%BF%E6%9D%A1%E4%BB%B6%E5%8F%8A%E8%B5%84%E6%A0%BC) +- [上海买房](https://github.com/ayuer/shanghai_house_knowledge) +- https://wallroom.io 壁纸网站 +- https://wallhaven.cc/ 壁纸网站 +- https://github.com/Odaimoko/ACE-CPT-Notes 程序员如何健身 +- https://zhuanlan.zhihu.com/p/130216185 电子书下载 +- https://www.zhihu.com/question/20915020/answer/2269578502 +- https://github.com/pipiliang/hello-comic 程序员漫画 +- https://github.com/easychen/one-person-businesses-methodology 一人公司方法论 +- https://github.com/itgoyo/TelegramGroup +- https://www.yuque.com/greatghoul/remote 远程工作 +- https://ctext.org/book-of-poetry/zhs 中国哲学电子书 +- https://github.com/mgks/docmd Generate minimal, fast & beautiful docs from Markdown. No React, no bloat, just content. Built for developers. +* [Awesome-offer](https://github.com/lietoumai/Awesome-offer) +* https://github.com/maxiaobang7/ossnav 开源精选:探索免费优质的开源软件工具,尽享数字自由 +* [sakura](https://sakura-cat3.com/) 你懂得 +* [flashgates](https://web.flashgates.com/trial) +* [xs-us](https://xs-us.xyz/knowledge) +## 友情链接 +* [Unity-Memo](https://github.com/wy19910222/Unity-Memo) 本仓库用来备忘一些Unity相关的技术,包括API、算法、实现效果、某些问题的解决方案等。 +* [MyStudyNote](https://github.com/HHHHHHHHHHHHHHHHHHHHHCS/MyStudyNote) MyStudyNote +* [ikrima](https://ikrima.dev/) Game Development Notes +* [个人的技术美术相关知识的学习笔记库](https://github.com/Romantoscalion/Technical_Artist_Technotes) +* [Unity_Gems](https://github.com/AShine17cm/Unity_Gems) +* [图形学随笔](https://github.com/Tianji95/CG_learning_note) +* [Article_About_GameDevelopment](https://github.com/tkonexhh/Article_About_GameDevelopment) +* [AwesomeUnityTutorial](https://github.com/chutianshu1981/AwesomeUnityTutorial) +* [OpenGraphic](https://github.com/Gforcex/OpenGraphic) +* [马三小伙儿的Unity杂货铺](https://github.com/XINCGer/Unity3DTraining) +* [Game-Development-Notes](https://github.com/xiaxia9/Game-Development-Notes) +* [GithubRepositoryStudy](https://github.com/3-Delta/Unity-GithubRepositoryStudy) 一些UnityRepository的学习笔记 +* [网络手游开发技术图谱](https://github.com/gonglei007/GameDevMind) 网络手游开发知识、技术与信息库,游戏研发技术从业者的导航地图 +* [大崔](https://github.com/Go1c/AboutGameEngineGraphics) +* [GameAndUnity](https://github.com/m969/GameAndUnity-TechLib) +* [programming-awesome-list](https://github.com/BredaUniversity/programming-awesome-list) +* [TechnicalNote](https://github.com/OtakuAndFitness/TechnicalNote) +* [TA后备隐藏能源(持续更新嗷)](https://zhuanlan.zhihu.com/p/265590519) +* [GameDevelopTutorials](https://github.com/GamesTan/GameDevelopTutorials) +* [秋秋群里面的日常讨论](https://gist.github.com/lexnewgate/01dc7a985b2c8d847adfb90758d24843) +* [gamedev](https://github.com/DsoTsin/gamedev) ue gamedev +* [cs-self-learning](https://github.com/PKUFlyingPig/cs-self-learning) +* [ModernGraphicsEngineGuide](https://github.com/Italink/ModernGraphicsEngineGuide) +* [Books](https://github.com/hexinping/Books) +* [indie-hacker-tools-plus](https://github.com/XiaomingX/indie-hacker-tools-plus) 为独立开发者准备的精选技术栈和工具仓库来了!这里有你最需要的工具,帮你提升开发效率、节约成本,最重要的是——这些工具都是市场上热门的,经过验证的 + +## 看完不star,小心没jj :)! + +``` + +`Resource.drawio`: + +```drawio + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +``` + +`UnityTips.md`: + +```md +- [RaycastCommand](https://docs.unity3d.com/ScriptReference/RaycastCommand.html) +- [Unity3D心得分享](https://www.cnblogs.com/hont/p/3305769.html) +- [Unity Shader中5种捕捉图像的方法](https://zhuanlan.zhihu.com/p/26142011) +- [Unity3D - Personal Notebook](https://docs.google.com/document/d/1-EFSFLf8bJTZq60kwLzHBOTnb9nv6_Oelu5ho6J_-uI) +- [Extract a .unitypackage to any directory (even outside the project folder) from within Unity ](https://gist.github.com/yasirkula/dfc43134fbfefb820d0adbc5d7c25fb3) +- [Here is a nice and fast way to check if a polygon in 3D space is convex or concave.](https://twitter.com/BinaryImpactG/status/1381913049167065089) +- [unity3dtips](https://www.unity3dtips.com/) +- [A solution to detecting Unity's active RenderPipeline ](https://gitlab.com/-/snippets/2026367) +``` + +`_config.yml`: + +```yml +theme: jekyll-theme-merlot +``` \ No newline at end of file diff --git a/archive/michal-z/zig-gamedev.txt b/archive/michal-z/zig-gamedev.txt new file mode 100644 index 00000000..1765b90d --- /dev/null +++ b/archive/michal-z/zig-gamedev.txt @@ -0,0 +1,99492 @@ +Project Path: arc_michal-z_zig-gamedev_nuradu_i + +Source Tree: + +```txt +arc_michal-z_zig-gamedev_nuradu_i +├── .git +│ ├── hooks +│ ├── info +│ ├── lfs +│ │ ├── incomplete +│ │ ├── objects +│ │ │ ├── 00 +│ │ │ │ └── 5b +│ │ │ ├── 05 +│ │ │ │ └── e9 +│ │ │ ├── 06 +│ │ │ │ ├── c6 +│ │ │ │ └── f8 +│ │ │ ├── 08 +│ │ │ │ └── 21 +│ │ │ ├── 10 +│ │ │ │ └── 02 +│ │ │ ├── 12 +│ │ │ │ └── e1 +│ │ │ ├── 17 +│ │ │ │ └── 0f +│ │ │ ├── 1a +│ │ │ │ └── f7 +│ │ │ ├── 1d +│ │ │ │ └── a7 +│ │ │ ├── 1e +│ │ │ │ └── a4 +│ │ │ ├── 21 +│ │ │ │ └── bb +│ │ │ ├── 23 +│ │ │ │ ├── 1d +│ │ │ │ └── c3 +│ │ │ ├── 25 +│ │ │ │ ├── 80 +│ │ │ │ └── 9b +│ │ │ ├── 2a +│ │ │ │ └── 63 +│ │ │ ├── 2c +│ │ │ │ └── f3 +│ │ │ ├── 2e +│ │ │ │ ├── 41 +│ │ │ │ └── cd +│ │ │ ├── 2f +│ │ │ │ └── 06 +│ │ │ ├── 34 +│ │ │ │ └── b4 +│ │ │ ├── 3a +│ │ │ │ ├── 2c +│ │ │ │ └── f8 +│ │ │ ├── 3c +│ │ │ │ └── c8 +│ │ │ ├── 42 +│ │ │ │ └── 21 +│ │ │ ├── 43 +│ │ │ │ └── 07 +│ │ │ ├── 44 +│ │ │ │ └── 93 +│ │ │ ├── 46 +│ │ │ │ └── ff +│ │ │ ├── 4b +│ │ │ │ └── 22 +│ │ │ ├── 4f +│ │ │ │ └── 06 +│ │ │ ├── 50 +│ │ │ │ └── b6 +│ │ │ ├── 55 +│ │ │ │ ├── 22 +│ │ │ │ ├── 41 +│ │ │ │ └── 62 +│ │ │ ├── 58 +│ │ │ │ └── 94 +│ │ │ ├── 59 +│ │ │ │ └── 0c +│ │ │ ├── 5b +│ │ │ │ └── bd +│ │ │ ├── 62 +│ │ │ │ ├── a5 +│ │ │ │ └── ab +│ │ │ ├── 6d +│ │ │ │ └── 7c +│ │ │ ├── 6f +│ │ │ │ └── bd +│ │ │ ├── 70 +│ │ │ │ ├── 55 +│ │ │ │ ├── d4 +│ │ │ │ └── d8 +│ │ │ ├── 72 +│ │ │ │ └── 8d +│ │ │ ├── 73 +│ │ │ │ └── a9 +│ │ │ ├── 75 +│ │ │ │ ├── 16 +│ │ │ │ └── 32 +│ │ │ ├── 76 +│ │ │ │ ├── 07 +│ │ │ │ └── 37 +│ │ │ ├── 79 +│ │ │ │ └── 52 +│ │ │ ├── 7a +│ │ │ │ ├── 30 +│ │ │ │ └── 69 +│ │ │ ├── 7f +│ │ │ │ └── 55 +│ │ │ ├── 80 +│ │ │ │ └── ed +│ │ │ ├── 81 +│ │ │ │ ├── b2 +│ │ │ │ └── ed +│ │ │ ├── 84 +│ │ │ │ └── ac +│ │ │ ├── 85 +│ │ │ │ └── 59 +│ │ │ ├── 86 +│ │ │ │ └── de +│ │ │ ├── 88 +│ │ │ │ └── 86 +│ │ │ ├── 8a +│ │ │ │ ├── d0 +│ │ │ │ └── f8 +│ │ │ ├── 8c +│ │ │ │ └── 26 +│ │ │ ├── 8e +│ │ │ │ └── 90 +│ │ │ ├── 90 +│ │ │ │ └── fc +│ │ │ ├── 91 +│ │ │ │ └── 58 +│ │ │ ├── 93 +│ │ │ │ ├── 30 +│ │ │ │ ├── 66 +│ │ │ │ └── d4 +│ │ │ ├── 95 +│ │ │ │ ├── 52 +│ │ │ │ ├── 78 +│ │ │ │ └── 82 +│ │ │ ├── 96 +│ │ │ │ └── 70 +│ │ │ ├── 97 +│ │ │ │ └── 09 +│ │ │ ├── 98 +│ │ │ │ └── e4 +│ │ │ ├── 9c +│ │ │ │ └── bd +│ │ │ ├── 9d +│ │ │ │ └── 5f +│ │ │ ├── 9e +│ │ │ │ └── dc +│ │ │ ├── 9f +│ │ │ │ └── 84 +│ │ │ ├── a2 +│ │ │ │ └── 64 +│ │ │ ├── a7 +│ │ │ │ └── 12 +│ │ │ ├── a8 +│ │ │ │ ├── 15 +│ │ │ │ └── da +│ │ │ ├── b0 +│ │ │ │ └── 69 +│ │ │ ├── b8 +│ │ │ │ └── 34 +│ │ │ ├── b9 +│ │ │ │ └── 32 +│ │ │ ├── bd +│ │ │ │ └── a0 +│ │ │ ├── be +│ │ │ │ └── e4 +│ │ │ ├── c1 +│ │ │ │ └── 92 +│ │ │ ├── c2 +│ │ │ │ └── 88 +│ │ │ ├── c3 +│ │ │ │ ├── 1a +│ │ │ │ └── 9c +│ │ │ ├── c5 +│ │ │ │ └── 4d +│ │ │ ├── c6 +│ │ │ │ └── 42 +│ │ │ ├── cb +│ │ │ │ └── 09 +│ │ │ ├── ce +│ │ │ │ └── 66 +│ │ │ ├── d3 +│ │ │ │ └── b1 +│ │ │ ├── d5 +│ │ │ │ └── 4c +│ │ │ ├── d6 +│ │ │ │ ├── 95 +│ │ │ │ └── df +│ │ │ ├── d8 +│ │ │ │ └── 1e +│ │ │ ├── d9 +│ │ │ │ └── 39 +│ │ │ ├── da +│ │ │ │ └── 2a +│ │ │ ├── dc +│ │ │ │ ├── 5b +│ │ │ │ └── dd +│ │ │ ├── df +│ │ │ │ ├── 16 +│ │ │ │ ├── 73 +│ │ │ │ └── a1 +│ │ │ ├── e1 +│ │ │ │ ├── 7c +│ │ │ │ └── 8a +│ │ │ ├── e2 +│ │ │ │ └── ab +│ │ │ ├── e3 +│ │ │ │ ├── 09 +│ │ │ │ └── 52 +│ │ │ ├── e5 +│ │ │ │ └── 16 +│ │ │ ├── e7 +│ │ │ │ └── ad +│ │ │ ├── e8 +│ │ │ │ └── b6 +│ │ │ ├── ea +│ │ │ │ └── 9d +│ │ │ ├── ed +│ │ │ │ ├── 3a +│ │ │ │ └── b7 +│ │ │ ├── f2 +│ │ │ │ └── 96 +│ │ │ ├── f3 +│ │ │ │ └── 8f +│ │ │ ├── f4 +│ │ │ │ └── 02 +│ │ │ ├── f5 +│ │ │ │ └── 21 +│ │ │ ├── f6 +│ │ │ │ └── 30 +│ │ │ ├── fb +│ │ │ │ ├── 23 +│ │ │ │ └── db +│ │ │ └── fd +│ │ │ └── c4 +│ │ └── tmp +│ ├── logs +│ │ └── refs +│ │ ├── heads +│ │ └── remotes +│ │ └── origin +│ ├── objects +│ │ ├── info +│ │ └── pack +│ └── refs +│ ├── heads +│ ├── remotes +│ │ └── origin +│ └── tags +├── .github +│ └── workflows +├── .ignore +├── .lfs-content-token +├── LICENSE +├── README.md +├── build.zig +├── build.zig.zon +├── experiments +│ ├── build.zig +│ └── genart +│ ├── build.zig +│ └── src +│ ├── genart.zig +│ ├── x0001.zig +│ ├── x0002.zig +│ ├── x0003.zig +│ ├── x0004.zig +│ ├── x0005.zig +│ ├── x0008.zig +│ ├── x0009.zig +│ ├── x0010.zig +│ ├── x0011.zig +│ ├── x0012.zig +│ ├── x0013.zig +│ ├── x0014.zig +│ ├── x0015.zig +│ ├── x0016.zig +│ ├── x0017.zig +│ ├── x0018.zig +│ ├── x0019.zig +│ ├── x0020.zig +│ ├── x0021.zig +│ ├── x0022.zig +│ ├── x0023.zig +│ ├── x0024.zig +│ ├── x0025.zig +│ ├── x0026.zig +│ ├── x0027.zig +│ ├── x0028.zig +│ ├── x0029.zig +│ ├── x0031.zig +│ └── xcommon.zig +└── samples + ├── audio_experiments + │ ├── README.md + │ ├── audio_experiments_content + │ │ ├── Broke For Free - Night Owl.txt + │ │ └── shaders + │ ├── build.zig + │ └── src + │ ├── audio_experiments.hlsl + │ └── audio_experiments.zig + ├── audio_experiments_wgpu + │ ├── README.md + │ ├── audio_experiments_wgpu_content + │ │ └── Broke For Free - Night Owl.txt + │ ├── build.zig + │ └── src + │ ├── audio_experiments_wgpu.zig + │ └── audio_experiments_wgsl.zig + ├── audio_playback_test + │ ├── README.md + │ ├── audio_playback_test_content + │ │ └── shaders + │ ├── build.zig + │ └── src + │ ├── audio_playback_test.hlsl + │ └── audio_playback_test.zig + ├── bindless + │ ├── README.md + │ ├── bindless_content + │ │ ├── SciFiHelmet + │ │ │ ├── SciFiHelmet_AmbientOcclusion.dds + │ │ │ ├── SciFiHelmet_BaseColor.dds + │ │ │ ├── SciFiHelmet_MetallicRoughness.dds + │ │ │ └── SciFiHelmet_Normal.dds + │ │ └── shaders + │ ├── build.zig + │ └── src + │ ├── bindless.hlsl + │ └── bindless.zig + ├── bullet_physics_test_wgpu + │ ├── README.md + │ ├── build.zig + │ ├── bullet_physics_test_wgpu_content + │ └── src + │ ├── bullet_physics_test_wgpu.zig + │ └── bullet_physics_test_wgsl.zig + ├── common + │ ├── build.zig + │ ├── libs + │ │ └── imgui + │ │ ├── LICENSE.txt + │ │ ├── cimgui.cpp + │ │ ├── cimgui.h + │ │ ├── imconfig.h + │ │ ├── imgui.cpp + │ │ ├── imgui.h + │ │ ├── imgui_demo.cpp + │ │ ├── imgui_draw.cpp + │ │ ├── imgui_internal.h + │ │ ├── imgui_tables.cpp + │ │ ├── imgui_widgets.cpp + │ │ ├── imstb_rectpack.h + │ │ ├── imstb_textedit.h + │ │ └── imstb_truetype.h + │ └── src + │ ├── GuiRenderer.zig + │ ├── common.zig + │ ├── hlsl + │ │ └── common.hlsl + │ └── vectormath.zig + ├── directml_convolution_test + │ ├── README.md + │ ├── build.zig + │ ├── directml_convolution_test_content + │ │ └── shaders + │ └── src + │ ├── directml_convolution_test.hlsl + │ └── directml_convolution_test.zig + ├── frame_pacing_wgpu + │ ├── README.md + │ ├── build.zig + │ ├── frame_pacing_wgpu_content + │ └── src + │ └── frame_pacing_wgpu.zig + ├── gamepad_wgpu + │ ├── README.md + │ ├── build.zig + │ ├── gamepad_wgpu_content + │ └── src + │ ├── gamecontrollerdb.txt + │ └── gamepad_wgpu.zig + ├── gui_test_wgpu + │ ├── README.md + │ ├── build.zig + │ ├── gui_test_wgpu_content + │ └── src + │ └── gui_test_wgpu.zig + ├── instanced_pills_wgpu + │ ├── README.md + │ ├── build.zig + │ ├── instanced_pills_wgpu_content + │ └── src + │ ├── instanced_pills_wgpu.zig + │ └── vertex_generator.zig + ├── layers_wgpu + │ ├── README.md + │ ├── build.zig + │ ├── layers_wgpu_content + │ └── src + │ ├── graphics.zig + │ ├── layer.zig + │ ├── layers_wgpu.zig + │ ├── pill.zig + │ └── vertex_generator.zig + ├── mesh_shader_test + │ ├── README.md + │ ├── build.zig + │ ├── mesh_shader_test_content + │ │ └── shaders + │ └── src + │ ├── mesh_shader_test.hlsl + │ └── mesh_shader_test.zig + ├── minimal_d3d12 + │ ├── README.md + │ ├── build.zig + │ └── src + │ ├── minimal_d3d12.hlsl + │ └── minimal_d3d12.zig + ├── minimal_glfw_d3d12 + │ ├── README.md + │ ├── build.zig + │ ├── minimal_glfw_d3d12_content + │ └── src + │ ├── minimal_glfw_d3d12.hlsl + │ └── minimal_glfw_d3d12.zig + ├── minimal_glfw_gl + │ ├── build.zig + │ └── src + │ ├── main-web.zig + │ ├── main.zig + │ └── minimal_glfw_gl.zig + ├── minimal_sdl_gl + │ ├── build.zig + │ └── src + │ └── minimal_sdl_gl.zig + ├── minimal_zgpu_zgui + │ ├── README.md + │ ├── build.zig + │ ├── minimal_zgpu_zgui_content + │ └── src + │ └── minimal_zgpu_zgui.zig + ├── minimal_zgui_glfw_d3d12 + │ ├── README.md + │ ├── build.zig + │ ├── minimal_zgui_glfw_d3d12_content + │ └── src + │ └── minimal_zgui_glfw_d3d12.zig + ├── minimal_zgui_glfw_gl + │ ├── README.md + │ ├── build.zig + │ ├── minimal_zgui_glfw_gl_content + │ └── src + │ └── minimal_zgui_glfw_gl.zig + ├── minimal_zgui_win32_d3d12 + │ ├── build.zig + │ ├── minimal_zgui_win32_d3d12_content + │ └── src + │ └── minimal_zgui_win32_d3d12.zig + ├── monolith + │ ├── build.zig + │ ├── monolith_content + │ └── src + │ ├── monolith.zig + │ └── monolith_wgsl.zig + ├── openvr_test + │ ├── README.md + │ ├── build.zig + │ ├── openvr_test_content + │ └── src + │ ├── openvr_test.zig + │ └── ui.zig + ├── physically_based_rendering_wgpu + │ ├── README.md + │ ├── build.zig + │ ├── physically_based_rendering_wgpu_content + │ │ └── SciFiHelmet + │ └── src + │ ├── physically_based_rendering_wgpu.zig + │ └── physically_based_rendering_wgsl.zig + ├── physics_test_wgpu + │ ├── build.zig + │ ├── physics_test_wgpu_content + │ └── src + │ ├── physics_test_wgpu.zig + │ └── physics_test_wgsl.zig + ├── procedural_mesh_wgpu + │ ├── README.md + │ ├── build.zig + │ ├── procedural_mesh_wgpu_content + │ └── src + │ ├── procedural_mesh_wgpu.zig + │ └── procedural_mesh_wgsl.zig + ├── rasterization + │ ├── README.md + │ ├── build.zig + │ ├── rasterization_content + │ │ ├── SciFiHelmet + │ │ └── shaders + │ └── src + │ ├── rasterization.hlsl + │ └── rasterization.zig + ├── sdl2_demo + │ ├── build.zig + │ ├── sdl2_demo_content + │ └── src + │ ├── main-web.zig + │ ├── main.zig + │ └── sdl2_demo.zig + ├── simple_openvr + │ ├── README.md + │ ├── build.zig + │ ├── simple_openvr_content + │ │ └── shaders + │ └── src + │ ├── axes.hlsl + │ ├── companion.hlsl + │ ├── render_model.hlsl + │ ├── scene.hlsl + │ └── simple_openvr.zig + ├── simple_raytracer + │ ├── README.md + │ ├── build.zig + │ ├── simple_raytracer_content + │ │ ├── Sponza + │ │ └── shaders + │ └── src + │ ├── simple_raytracer.hlsl + │ └── simple_raytracer.zig + ├── textured_quad + │ ├── README.md + │ ├── build.zig + │ ├── src + │ │ ├── textured_quad.hlsl + │ │ └── textured_quad.zig + │ └── textured_quad_content + │ └── shaders + ├── textured_quad_wgpu + │ ├── README.md + │ ├── build.zig + │ ├── src + │ │ └── textured_quad_wgpu.zig + │ └── textured_quad_wgpu_content + ├── triangle + │ ├── README.md + │ ├── build.zig + │ ├── src + │ │ ├── triangle.hlsl + │ │ └── triangle.zig + │ └── triangle_content + │ └── shaders + ├── triangle_wgpu + │ ├── README.md + │ ├── build.zig + │ ├── src + │ │ └── triangle_wgpu.zig + │ └── triangle_wgpu_content + ├── vector_graphics_test + │ ├── README.md + │ ├── build.zig + │ └── src + │ └── vector_graphics_test.zig + └── zphysics_instanced_cubes_d3d12 + ├── README.md + ├── build.zig + ├── src + │ ├── zphysics_instanced_cubes_d3d12.hlsl + │ └── zphysics_instanced_cubes_d3d12.zig + └── zphysics_instanced_cubes_d3d12_content + +``` + +`.ignore`: + +``` +*.exe +*.a +*.so +*.dll +*.pdb +*.bin +*.png +*.jpg +*.ttf +*.gltf +*.hdr +*.wav +*.mp3 +*.flac +*.blend +*.hiplc +.gitkeep +/libs/zgpu/libs/mach-gpu-dawn/libs/* +/libs/system_sdk/* + +``` + +`.lfs-content-token`: + +``` +DO NOT EDIT OR DELETE +This file is used to check if Git LFS content has been downloaded +``` + +`LICENSE`: + +``` +MIT License + +Copyright (c) 2021 Michal Ziulek +Copyright (c) 2024 zig-gamedev contributors + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. + +``` + +`README.md`: + +```md +# [zig-gamedev](https://github.com/zig-gamedev) dev repo + +The original repo spawned in July 2021 by [Michal Ziulek](https://github.com/michal-z). This is the main development repo for the [zig-gamedev libraries](https://github.com/zig-gamedev#libraries) and [sample applications](#sample-applications-native-wgpu). + +## Getting Started + +- Download and install [Git LFS](https://git-lfs.com) +- Download and install [anyzig](https://github.com/marler8997/anyzig) (recommended) or get a compatible Zig compiler by some other means. +- Clone this repo `git clone git@github.com:zig-gamedev/zig-gamedev.git && cd zig-gamedev` + +Build and run a sample app: +```sh +zig build physically_based_rendering_wgpu-run +``` + +Get a list of all available build steps for the native target: +```sh +zig build -l +``` + +Get a list of all available build steps for web (using emscripten): +```sh +zig build -l -Dtarget=wasm32-emscripten +``` + +## Sample applications (native wgpu) + +Some of the sample applications are listed below. More can be found in [samples](samples/) directory. + +1. [physically based rendering (wgpu)](samples/physically_based_rendering_wgpu): This sample implements physically-based rendering (PBR) and image-based lighting (IBL) to achive realistic looking rendering results.
`zig build physically_based_rendering_wgpu-run` + + physically based rendering (wgpu) + +1. [audio experiments (wgpu)](samples/audio_experiments_wgpu): This sample lets the user experiment with audio and observe data that feeds the hardware.
`zig build audio_experiments_wgpu-run` + + audio experiments (wgpu) + +1. [bullet physics test (wgpu)](samples/bullet_physics_test_wgpu): This sample application demonstrates how to use full 3D physics engine in your Zig programs.
`zig build bullet_physics_test_wgpu-run` + + bullet physics test (wgpu) + +1. [procedural mesh (wgpu)](samples/procedural_mesh_wgpu): This sample shows how to efficiently draw several procedurally generated meshes.
`zig build procedural_mesh_wgpu-run` + + procedural mesh (wgpu) + +1. [gui test (wgpu)](samples/gui_test_wgpu): This sample shows how to use our [zgui](libs/zgui) library.
`zig build gui_test_wgpu-run` + + gui test (wgpu) + +## Sample applications (DirectX 12) + +Some of the sample applications are listed below. More can be found in [samples](samples/) directory. They can be built and run on Windows and Linux (Wine + VKD3D-Proton 2.8+): + +1. [bindless](samples/bindless): This sample implements physically based shading and image based lighting to achieve realistic looking rendering results. It uses bindless textures and HLSL 6.6 dynamic resources.
`zig build bindless-run` + + bindless + +1. [rasterization](samples/rasterization): This sample application shows how GPU rasterizes triangles in slow motion.
`zig build rasterization-run` + + rasterization + +1. [simple raytracer](samples/simple_raytracer): This sample implements basic hybrid renderer. It uses rasterization to resolve primary rays and raytracing (DXR) for shadow rays.
`zig build simple_raytracer-run` + + simple raytracer + +1. [mesh shader test](samples/mesh_shader_test): This sample shows how to use DirectX 12 Mesh Shader.
`zig build mesh_shader_test-run` + + mesh shader test + +``` + +`build.zig`: + +```zig +const builtin = @import("builtin"); +const std = @import("std"); + +pub fn build(b: *std.Build) !void { + checkGitLfsContent() catch { + try ensureGit(b.allocator); + try ensureGitLfs(b.allocator, "install"); + try ensureGitLfs(b.allocator, "pull"); + try checkGitLfsContent(); + }; + + const target = b.standardTargetOptions(.{}); + switch (target.result.os.tag) { + .emscripten => buildWeb(b, target), + else => buildDesktop(b, target), + } +} + +pub const samples = struct { + /// Windows sample apps that can only be build using Windows. Try to move these to `windows_linux_cross`... + pub const windows_only = struct { + pub const audio_experiments = @import("samples/audio_experiments/build.zig"); + pub const audio_playback_test = @import("samples/audio_playback_test/build.zig"); + pub const directml_convolution_test = @import("samples/directml_convolution_test/build.zig"); + pub const vector_graphics_test = @import("samples/vector_graphics_test/build.zig"); + }; + + /// Windows sample apps that can be cross-compiled from Linux. + pub const windows_linux_cross = struct { + pub const bindless = @import("samples/bindless/build.zig"); + pub const mesh_shader_test = @import("samples/mesh_shader_test/build.zig"); + pub const minimal_d3d12 = @import("samples/minimal_d3d12/build.zig"); + pub const minimal_glfw_d3d12 = @import("samples/minimal_glfw_d3d12/build.zig"); + pub const minimal_zgui_glfw_d3d12 = @import("samples/minimal_zgui_glfw_d3d12/build.zig"); + pub const minimal_zgui_win32_d3d12 = @import("samples/minimal_zgui_win32_d3d12/build.zig"); + pub const openvr_test = @import("samples/openvr_test/build.zig"); + pub const simple_openvr = @import("samples/simple_openvr/build.zig"); + pub const rasterization = @import("samples/rasterization/build.zig"); + // TODO: get simple raytracer working again + //pub const simple_raytracer = @import("samples/simple_raytracer/build.zig"); + pub const textured_quad = @import("samples/textured_quad/build.zig"); + pub const triangle = @import("samples/triangle/build.zig"); + pub const zphysics_instanced_cubes_d3d12 = @import("samples/zphysics_instanced_cubes_d3d12/build.zig"); + }; + + /// Sample apps that can build and run on Windows, macOS and Linux. Cross-compilation should also work. + pub const crossplatform = struct { + pub const sdl2_demo = @import("samples/sdl2_demo/build.zig"); + + // OpenGL samples + pub const minimal_glfw_gl = @import("samples/minimal_glfw_gl/build.zig"); + pub const minimal_sdl_gl = @import("samples/minimal_sdl_gl/build.zig"); + pub const minimal_zgui_glfw_gl = @import("samples/minimal_zgui_glfw_gl/build.zig"); + + // WebGPU samples + pub const audio_experiments_wgpu = @import("samples/audio_experiments_wgpu/build.zig"); + pub const bullet_physics_test_wgpu = @import("samples/bullet_physics_test_wgpu/build.zig"); + pub const frame_pacing_wgpu = @import("samples/frame_pacing_wgpu/build.zig"); + pub const gamepad_wgpu = @import("samples/gamepad_wgpu/build.zig"); + pub const gui_test_wgpu = @import("samples/gui_test_wgpu/build.zig"); + pub const instanced_pills_wgpu = @import("samples/instanced_pills_wgpu/build.zig"); + pub const layers_wgpu = @import("samples/layers_wgpu/build.zig"); + pub const minimal_zgpu_zgui = @import("samples/minimal_zgpu_zgui/build.zig"); + pub const monolith = @import("samples/monolith/build.zig"); + pub const physically_based_rendering_wgpu = @import("samples/physically_based_rendering_wgpu/build.zig"); + pub const physics_test_wgpu = @import("samples/physics_test_wgpu/build.zig"); + pub const procedural_mesh_wgpu = @import("samples/procedural_mesh_wgpu/build.zig"); + pub const textured_quad_wgpu = @import("samples/textured_quad_wgpu/build.zig"); + pub const triangle_wgpu = @import("samples/triangle_wgpu/build.zig"); + }; + + /// Sample apps that can be built as web applications using zemscripten. + pub const web = struct { + pub const sdl2_demo = samples.crossplatform.sdl2_demo; + + // WebGL samples + // TODO: + // pub const minimal_sdl_gl = samples.crossplatform.minimal_sdl_gl; + pub const minimal_glfw_gl = samples.crossplatform.minimal_glfw_gl; + // pub const minimal_zgui_glfw_gl = samples.crossplatform.minimal_zgui_glfw_gl; + + // WebGPU samples + // TODO: + // pub const audio_experiments_wgpu = samples.crossplatform.audio_experiments_wgpu; + // pub const bullet_physics_test_wgpu = samples.crossplatform.bullet_physics_test_wgpu; + // pub const gamepad_wgpu = samples.crossplatform.gamepad_wgpu; + // pub const gui_test_wgpu = samples.crossplatform.gui_test_wgpu; + // pub const instanced_pills_wgpu = samples.crossplatform.instanced_pills_wgpu; + // pub const layers_wgpu = samples.crossplatform.layers_wgpu; + // pub const minimal_zgpu_zgui = samples.crossplatform.minimal_zgpu_zgui; + // pub const monolith = samples.crossplatform.monolith; + // pub const physically_based_rendering_wgpu = samples.crossplatform.physically_based_rendering_wgpu; + // pub const physics_test_wgpu = samples.crossplatform.physics_test_wgpu; + // pub const procedural_mesh_wgpu = samples.crossplatform.procedural_mesh_wgpu; + // pub const textured_quad_wgpu = samples.crossplatform.textured_quad_wgpu; + // pub const triangle_wgpu = samples.crossplatform.triangle_wgpu; + }; +}; + +fn buildWeb(b: *std.Build, target: std.Build.ResolvedTarget) void { + const options = .{ + .optimize = b.standardOptimizeOption(.{ + .preferred_optimize_mode = .ReleaseSmall, + }), + .target = target, + }; + + const activate_emsdk = @import("zemscripten").activateEmsdkStep(b); + b.default_step.dependOn(activate_emsdk); + + inline for (comptime std.meta.declarations(samples.web)) |d| { + const build_web_app_step = @field(samples.web, d.name).buildWeb(b, options); + build_web_app_step.dependOn(activate_emsdk); + + b.getInstallStep().dependOn(build_web_app_step); + + const html_filename = std.fmt.allocPrint( + b.allocator, + "{s}.html", + .{d.name}, + ) catch unreachable; + + const emrun_step = @import("zemscripten").emrunStep( + b, + b.getInstallPath(.{ .custom = "web" }, html_filename), + &.{}, + ); + emrun_step.dependOn(build_web_app_step); + + b.step( + d.name, + "Build '" ++ d.name ++ "' sample as a web app", + ).dependOn(build_web_app_step); + + b.step( + d.name ++ "-run", + "Build '" ++ d.name ++ "' sample as a web app and serve locally using `emrun`", + ).dependOn(emrun_step); + } +} + +fn buildDesktop(b: *std.Build, target: std.Build.ResolvedTarget) void { + const optimize = b.standardOptimizeOption(.{}); + + const zpix_enable = b.option( + bool, + "zpix-enable", + "Enable PIX for Windows profiler", + ) orelse false; + const options = .{ + .optimize = optimize, + .target = target, + .zxaudio2_debug_layer = b.option( + bool, + "zxaudio2_debug_layer", + "Enable XAudio2 debug layer", + ) orelse false, + .zd3d12_debug_layer = b.option( + bool, + "zd3d12_debug_layer", + "Enable DirectX 12 debug layer", + ) orelse false, + .zd3d12_gbv = b.option( + bool, + "zd3d12_gbv", + "Enable DirectX 12 GPU-Based Validation (GBV)", + ) orelse false, + .zpix_enable = zpix_enable, + .zpix_path = b.option( + []const u8, + "zpix-path", + "Installed PIX path", + ) orelse if (zpix_enable) @panic("PIX path is required when enabled") else "", + }; + + if (target.result.os.tag == .windows) { + if (builtin.target.os.tag == .windows or builtin.target.os.tag == .linux) { + const activate_zwindows = @import("zwindows").activateSdk(b, b.dependency("zwindows", .{})); + b.default_step.dependOn(activate_zwindows); + + inline for (comptime std.meta.declarations(samples.windows_linux_cross)) |d| { + _ = buildExe(b, options, @field(samples.windows_linux_cross, d.name)); + } + + if (builtin.target.os.tag == .windows) { + // TODO: Try to upgrade these to windows_linux_cross + inline for (comptime std.meta.declarations(samples.windows_only)) |d| { + _ = buildExe(b, options, @field(samples.windows_only, d.name)); + } + } + } else @panic("Unsupported host OS for Windows target"); + } + + inline for (comptime std.meta.declarations(samples.crossplatform)) |d| { + _ = buildExe(b, options, @field(samples.crossplatform, d.name)); + } + + // Install prebuilt SDL2 libs in bin output dir + if (@import("zsdl").prebuilt_sdl2.install(b, options.target.result, .bin, .{ + .ttf = true, + .image = true, + })) |install_sdl2_step| { + b.getInstallStep().dependOn(install_sdl2_step); + } + + buildBenchmarks(b, options.target); + + // Experiments + if (b.option(bool, "experiments", "Build our prototypes and experimental programs") orelse false) { + @import("experiments/build.zig").build(b, options); + } +} + +fn buildBenchmarks(b: *std.Build, target: std.Build.ResolvedTarget) void { + const benchmark_step = b.step("benchmark", "Run all benchmarks"); + const zmath = b.dependency("zmath", .{ + .target = target, + .optimize = .ReleaseFast, + }); + benchmark_step.dependOn(&b.addRunArtifact(zmath.artifact("zmath-benchmarks")).step); +} + +fn buildExe(b: *std.Build, options: anytype, sample: anytype) *std.Build.Step.Compile { + const exe = sample.build(b, options); + + if (exe.rootModuleTarget().os.tag == .windows) { + // TODO: Problems with LTO on Windows. + exe.want_lto = false; + } + + if (exe.root_module.optimize != .Debug) { + exe.root_module.strip = true; + } + + const install_exe = b.addInstallArtifact(exe, .{}); + b.getInstallStep().dependOn(&install_exe.step); + b.step(sample.demo_name, "Build '" ++ sample.demo_name ++ "' demo").dependOn(&install_exe.step); + + const run_cmd = b.addRunArtifact(exe); + run_cmd.step.dependOn(&install_exe.step); + b.step(sample.demo_name ++ "-run", "Run '" ++ sample.demo_name ++ "' demo").dependOn(&run_cmd.step); + + return exe; +} + +fn ensureGit(allocator: std.mem.Allocator) !void { + const printErrorMsg = (struct { + fn impl() void { + std.log.err("\n" ++ + \\--------------------------------------------------------------------------- + \\ + \\'git version' failed. Is Git not installed? + \\ + \\--------------------------------------------------------------------------- + \\ + , .{}); + } + }).impl; + const argv = &[_][]const u8{ "git", "version" }; + const result = std.process.Child.run(.{ + .allocator = allocator, + .argv = argv, + }) catch { // e.g. FileNotFound + printErrorMsg(); + return error.GitNotFound; + }; + defer { + allocator.free(result.stderr); + allocator.free(result.stdout); + } + if (result.term.Exited != 0) { + printErrorMsg(); + return error.GitNotFound; + } +} + +fn ensureGitLfs(allocator: std.mem.Allocator, cmd: []const u8) !void { + const printNoGitLfs = (struct { + fn impl() void { + std.log.err("\n" ++ + \\--------------------------------------------------------------------------- + \\ + \\Please install Git LFS (Large File Support) extension and run 'zig build' again. + \\ + \\For more info about Git LFS see: https://git-lfs.github.com/ + \\ + \\--------------------------------------------------------------------------- + \\ + , .{}); + } + }).impl; + const argv = &[_][]const u8{ "git", "lfs", cmd }; + const result = std.process.Child.run(.{ + .allocator = allocator, + .argv = argv, + }) catch { // e.g. FileNotFound + printNoGitLfs(); + return error.GitLfsNotFound; + }; + defer { + allocator.free(result.stderr); + allocator.free(result.stdout); + } + if (result.term.Exited != 0) { + printNoGitLfs(); + return error.GitLfsNotFound; + } +} + +fn checkGitLfsContent() !void { + const expected_contents = + \\DO NOT EDIT OR DELETE + \\This file is used to check if Git LFS content has been downloaded + ; + var buf: [expected_contents.len]u8 = undefined; + _ = std.fs.cwd().readFile(".lfs-content-token", &buf) catch { + return error.GitLfsContentTokenNotFound; + }; + if (!std.mem.eql(u8, expected_contents, &buf)) { + return error.GitLfsContentCheckFailed; + } +} + +``` + +`build.zig.zon`: + +```zon +.{ + .name = .zig_gamedev, + .fingerprint = 0xe02dab6801fee8e4, + .version = "0.7.0", + .minimum_zig_version = "0.14.0", + .paths = .{ + "build.zig", + "build.zig.zon", + "experiments", + "libs", + "samples", + "README.md", + "LICENSE", + }, + .dependencies = .{ + .system_sdk = .{ + .url = "https://github.com/zig-gamedev/system_sdk/archive/c0dbf11cdc17da5904ea8a17eadc54dee26567ec.tar.gz", + .hash = "system_sdk-0.3.0-dev-alwUNnYaaAJAtIdE2fg4NQfDqEKs7QCXy_qYukAOBfmF", + }, + + .zaudio = .{ + .url = "https://github.com/zig-gamedev/zaudio/archive/ea4200e7e9a877953ecb3fe8aa18a0d0d58a4bc2.tar.gz", + .hash = "zaudio-0.11.0-dev-_M-91mJkPwB7NWGKgDvdpl3xyjkk301Tp6ubbsleUvVK", + }, + + .zbullet = .{ + .url = "https://github.com/zig-gamedev/zbullet/archive/092c2abc9bbc3bd31ff72d85e2c9aef36c47d4a5.tar.gz", + .hash = "zbullet-0.4.0-dev-7gkXjwigQADRKxxk65Tg5J4hbQ4dfRxfvScjso6XyhRF", + }, + + .zflecs = .{ + .url = "https://github.com/zig-gamedev/zflecs/archive/4294dd32d898b786388d2412843e96c67ed273d4.tar.gz", + .hash = "zflecs-0.2.0-dev-1PN3yq5gNgAlzG5i6NiSb7bWe17F3_pW0TO75vTUYWEr", + }, + + .zemscripten = .{ + .url = "https://github.com/zig-gamedev/zemscripten/archive/97eb64f422a110a813f298585acbfb604f7fe08c.tar.gz", + .hash = "zemscripten-0.2.0-dev-sRlDqLZNAABqYJZMdZSczedrT29D5Wu2t5kLci0yd9uU", + }, + .emsdk = .{ + .url = "https://github.com/emscripten-core/emsdk/archive/refs/tags/4.0.3.tar.gz", + .hash = "N-V-__8AAOG3BQCJ9cn-N2swm2o5cLmDhmdHmtwNngOChK78", + }, + + .zglfw = .{ + .url = "https://github.com/zig-gamedev/zglfw/archive/feeeff9386dd44ba2c18488113023865c41b80a4.tar.gz", + .hash = "zglfw-0.10.0-dev-zgVDNLyhIQCZR_rbIf7hnCKuifzcmPOLOQhd_hrqq8cl", + }, + + .zgpu = .{ + .url = "https://github.com/zig-gamedev/zgpu/archive/d860e2b4a333cacffb168fab49a233c5d2f1bca2.tar.gz", + .hash = "zgpu-0.12.0-dev-nqFT5EKgCADkhwAf97_pfSOmPWEguKmljSECs9ihpFS7", + }, + .dawn_x86_64_windows_gnu = .{ + .url = "https://github.com/michal-z/webgpu_dawn-x86_64-windows-gnu/archive/d3a68014e6b6b53fd330a0ccba99e4dcfffddae5.tar.gz", + .hash = "N-V-__8AAGsYnAT5RIzeAu881RveLghQ1EidqgVBVx10gVTo", + .lazy = true, + }, + .dawn_x86_64_linux_gnu = .{ + .url = "https://github.com/michal-z/webgpu_dawn-x86_64-linux-gnu/archive/7d70db023bf254546024629cbec5ee6113e12a42.tar.gz", + .hash = "N-V-__8AAK7XUQNKNRnv1J6i189jtURJKjp3HTftoyD4Y4CB", + .lazy = true, + }, + .dawn_aarch64_linux_gnu = .{ + .url = "https://github.com/michal-z/webgpu_dawn-aarch64-linux-gnu/archive/c1f55e740a62f6942ff046e709ecd509a005dbeb.tar.gz", + .hash = "N-V-__8AAJ-wTwNc0T9oSflO92iO6IxrdMeRil37UU-KQD_M", + .lazy = true, + }, + .dawn_aarch64_macos = .{ + .url = "https://github.com/michal-z/webgpu_dawn-aarch64-macos/archive/d2360cdfff0cf4a780cb77aa47c57aca03cc6dfe.tar.gz", + .hash = "N-V-__8AALVIRAIf5nfpx8-4mEo2RGsynVryPQPcHk95qFM5", + .lazy = true, + }, + .dawn_x86_64_macos = .{ + .url = "https://github.com/michal-z/webgpu_dawn-x86_64-macos/archive/901716b10b31ce3e0d3fe479326b41e91d59c661.tar.gz", + .hash = "N-V-__8AAIz1QAKx8C8vft2YoHjGTjEAkH2QMR2UiAo8xZJ-", + .lazy = true, + }, + + .zgui = .{ + .url = "https://github.com/zig-gamedev/zgui/archive/068c56384d756d9e955b779a4b96a157025b84ef.tar.gz", + .hash = "zgui-0.6.0-dev--L6sZCJ_aQDN8-3-W-__lzfAk3xpqNO7ZpsD_gi_REpb", + }, + + .zjobs = .{ + .url = "https://github.com/zig-gamedev/zjobs/archive/dfdb734e8084f7dc5010a4ded30bc8e04b6d4393.tar.gz", + .hash = "zjobs-0.3.0-dev-59uaZmTQAABLe7t30aW2PD5P3VxjWbAoL1XXnhgs2Ymd", + }, + + .zmath = .{ + .url = "https://github.com/zig-gamedev/zmath/archive/dafbb72d71237ab8fb364555193b7eb7fb958a29.tar.gz", + .hash = "zmath-0.11.0-dev-wjwivU8rAwD1vxlEofaYUPQv58qalTVNJUz9Mekvw56B", + }, + + .zmesh = .{ + .url = "https://github.com/zig-gamedev/zmesh/archive/f8f528128704ae879a16ddb0a3470c5e0a144a20.tar.gz", + .hash = "zmesh-0.11.0-dev-oO3A5gx7CgCBPHsGeuNzwzXAyEvs57u39AD5EUZTScli", + }, + + .znoise = .{ + .url = "https://github.com/zig-gamedev/znoise/archive/96f9458c2da975a8bf1cdf95e819c7b070965198.tar.gz", + .hash = "znoise-0.3.0-dev-gK1op-mjAQAvffA1EcRD0GekpVpgN7Km5rquofgZ0bq7", + }, + + .zopengl = .{ + .url = "https://github.com/zig-gamedev/zopengl/archive/33ae578d91692c814e7d6b4b42573142475f68d0.tar.gz", + .hash = "zopengl-0.6.0-dev-5-tnz7Y8CQCW_JRgxPCM4ETsKGOGHddqw5y1XaXhrsb4", + }, + + .zopenvr = .{ + .url = "https://github.com/zig-gamedev/zopenvr/archive/89043db24aa8db9f46f125659952902cba636b57.tar.gz", + .hash = "zopenvr-0.1.0-dev-FvPTqpptlwCcTA7ZRnkHkFV7YSvv-ukvKyNVLWDEUynr", + }, + + .zphysics = .{ + .url = "https://github.com/zig-gamedev/zphysics/archive/909f73068b6808e252c89c912aa70bc28c29dc27.tar.gz", + .hash = "zphysics-0.2.0-dev-nZDEAC27QgCtjY5yM0zkX06l_7rJurf2xb1zzCPxnDvi", + }, + + .zpix = .{ + .url = "https://github.com/zig-gamedev/zpix/archive/e1f5f72d2a64ac1c459a14be40df63bef07bb97e.tar.gz", + .hash = "zpix-0.11.0-dev-T9TIVqU4AACjM3XmezXEkVGWHwvTAnz5VLtHh7kn6u-l", + }, + + .zpool = .{ + .url = "https://github.com/zig-gamedev/zpool/archive/4c850e222e1ba507b45d7bab8cac83bdd74cacd6.tar.gz", + .hash = "zpool-0.11.0-dev-bG692aVDAQBCKslGROl47fqnnp7HFYV8fI-8z3wY06xx", + }, + + .zsdl = .{ + .url = "https://github.com/zig-gamedev/zsdl/archive/a764b0ee51a157a6133007e4f423a869df9e31d7.tar.gz", + .hash = "zsdl-0.4.0-dev-rFpjE2BgWQADibKkkIjv0Ig8k96MOu3Yeo6e0n9OD85L", + }, + .sdl3_prebuilt_macos = .{ + .url = "https://github.com/zig-gamedev/sdl3-prebuilt-macos/archive/e89207914a0f0163c0fb543da4f530f645ef5969.tar.gz", + .hash = "sdl3_prebuilt_macos-0.2.0-dev-A1UBS1aUdwCWfplgS5fNorbstvDxSi3LOHnSPzjmWZhl", + .lazy = true, + }, + .sdl3_prebuilt_x86_64_windows_gnu = .{ + .url = "https://github.com/zig-gamedev/sdl3-prebuilt-x86_64-windows-gnu/archive/8f5dc1a9c9450ac578286e90d4667fc3aa1b23e2.tar.gz", + .hash = "sdl3_prebuilt_x86_64_windows_gnu-0.2.0-dev-AAAAAI_mJADlsRyMxRFKobQJEbfs1p-37A9mmYEj7DW-", + .lazy = true, + }, + .sdl3_prebuilt_x86_64_linux_gnu = .{ + .url = "https://github.com/zig-gamedev/sdl3-prebuilt-x86_64-linux-gnu/archive/b19959ed3aa87d8393640d7ba3aec142ae85487b.tar.gz", + .hash = "sdl3_prebuilt_x86_64_linux_gnu-0.2.0-dev-qpwWsmyVNwBHzXjgC9Z-U02SXoUVMMxvCnI7XKocDcDn", + .lazy = true, + }, + .sdl2_prebuilt_macos = .{ + .url = "https://github.com/zig-gamedev/sdl2-prebuilt-macos/archive/7bc0fa9101342c019eed252d43f490660dfa411b.tar.gz", + .hash = "sdl2_prebuilt_macos-0.2.0-dev-DaOxP5Eq2QBpNBkpXn2qjyI6_s0gINcbdUMpqI1KshaH", + .lazy = true, + }, + .sdl2_prebuilt_x86_64_windows_gnu = .{ + .url = "https://github.com/zig-gamedev/sdl2-prebuilt-x86_64-windows-gnu/archive/8de1512cedfa1fb3ab17ecf295af8cabd7f231f1.tar.gz", + .hash = "sdl2_prebuilt_x86_64_windows_gnu-0.2.0-dev-HPeIhv2VaQBOWF4Fjtr7Vb9bA852pUtwUuQKdvNvkA98", + .lazy = true, + }, + .sdl2_prebuilt_x86_64_linux_gnu = .{ + .url = "https://github.com/zig-gamedev/sdl2-prebuilt-x86_64-linux-gnu/archive/ce2b511c052c3fdc35c286ade8235d2830a50992.tar.gz", + .hash = "sdl2_prebuilt_x86_64_linux_gnu-0.2.0-dev-NHZ_xrzSHwDJDoAxuVi000OEq428znS1fDRRJE8PlXHu", + .lazy = true, + }, + + .zstbi = .{ + .url = "https://github.com/zig-gamedev/zstbi/archive/094c4bba5cdbec167d3f6aaa98cccccd5c99145f.tar.gz", + .hash = "zstbi-0.11.0-dev-L0Ea_-eVBwCl8RYA98PhLDw3Fhw5k7FJOHSMDKWDOvqx", + }, + + .ztracy = .{ + .url = "https://github.com/zig-gamedev/ztracy/archive/be3d003f29d59d72e68e493ab531374ab474a795.tar.gz", + .hash = "ztracy-0.14.0-dev-zHJSq1oQFwCAq2LhbqsBUmZAipMzsD8UfKL5Etc_OJMb", + }, + + .zwindows = .{ + .url = "https://github.com/zig-gamedev/zwindows/archive/c29e0fec072c282a8c6234c5837db071af42a11f.tar.gz", + .hash = "zwindows-0.2.0-dev-xMZ1uyZpyQZsF6AeAjn_SJM69htI2MKkskHJ-83XzISl", + }, + }, +} + +``` + +`experiments/build.zig`: + +```zig +const std = @import("std"); + +pub fn build(b: *std.Build, options: anytype) void { + @import("genart/build.zig").build(b, options); +} + +``` + +`experiments/genart/build.zig`: + +```zig +const std = @import("std"); + +pub fn build(b: *std.Build, options: anytype) void { + const latest_experiment = 31; + inline for (1..latest_experiment + 1) |i| { + if (i == 6 or i == 7 or i == 30) continue; + const name = comptime std.fmt.comptimePrint("x{d:0>4}", .{i}); + install(b, options.optimize, options.target, name); + } +} + +fn install( + b: *std.Build, + optimize: std.builtin.Mode, + target: std.Build.ResolvedTarget, + comptime name: []const u8, +) void { + const zsdl = b.dependency("zsdl", .{}); + const zsdl2_module = zsdl.module("zsdl2"); + + const zopengl = b.dependency("zopengl", .{}); + const zopengl_module = zopengl.module("root"); + + const zmath = b.dependency("zmath", .{ + .target = target, + }); + const zmath_module = zmath.module("root"); + + const znoise = b.dependency("znoise", .{ + .target = target, + }); + const znoise_module = znoise.module("root"); + + const zstbi = b.dependency("zstbi", .{ + .target = target, + }); + const zstbi_module = zstbi.module("root"); + + comptime var desc_name: [256]u8 = [_]u8{0} ** 256; + comptime _ = std.mem.replace(u8, name, "_", " ", desc_name[0..]); + const desc_size = comptime std.mem.indexOf(u8, &desc_name, "\x00").?; + + const cwd_path = b.pathJoin(&.{ "experiments", "genart" }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const xcommon = b.createModule(.{ + .root_source_file = b.path(b.pathJoin(&.{ src_path, "xcommon.zig" })), + .imports = &.{ + .{ .name = "zsdl2", .module = zsdl2_module }, + .{ .name = "zopengl", .module = zopengl_module }, + .{ .name = "zstbi", .module = zstbi_module }, + }, + }); + const ximpl = b.createModule(.{ + .root_source_file = b.path(b.pathJoin(&.{ src_path, name ++ ".zig" })), + .imports = &.{ + .{ .name = "zsdl2", .module = zsdl2_module }, + .{ .name = "zopengl", .module = zopengl_module }, + .{ .name = "zmath", .module = zmath_module }, + .{ .name = "znoise", .module = znoise_module }, + .{ .name = "xcommon", .module = xcommon }, + }, + }); + + const exe = b.addExecutable(.{ + .name = name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, "genart.zig" })), + .target = target, + .optimize = optimize, + }); + exe.rdynamic = true; + exe.root_module.addImport("xcommon", xcommon); + exe.root_module.addImport("ximpl", ximpl); + + exe.root_module.addImport("zstbi", zstbi_module); + + exe.root_module.addImport("zsdl2", zsdl2_module); + + @import("zsdl").prebuilt_sdl2.addLibraryPathsTo(exe); + switch (exe.rootModuleTarget().os.tag) { + .windows => { + exe.linkSystemLibrary("SDL2"); + exe.linkSystemLibrary("SDL2main"); + exe.linkSystemLibrary("SDL2_ttf"); + exe.linkSystemLibrary("SDL2_image"); + }, + .linux => { + exe.linkSystemLibrary("SDL2"); + exe.linkSystemLibrary("SDL2_ttf"); + exe.linkSystemLibrary("SDL2_image"); + exe.root_module.addRPathSpecial("$ORIGIN"); + }, + .macos => { + exe.linkFramework("SDL2"); + exe.linkFramework("SDL2_ttf"); + exe.linkFramework("SDL2_image"); + exe.root_module.addRPathSpecial("@executable_path"); + }, + else => {}, + } + + exe.root_module.addImport("zopengl", zopengl_module); + + const install_step = b.step( + name, + "Build '" ++ desc_name[0..desc_size] ++ "' genart experiment", + ); + install_step.dependOn(&b.addInstallArtifact(exe, .{}).step); + + const run_step = b.step( + name ++ "-run", + "Run '" ++ desc_name[0..desc_size] ++ "' genart experiment", + ); + const run_cmd = b.addRunArtifact(exe); + run_cmd.step.dependOn(install_step); + run_step.dependOn(&run_cmd.step); + + b.getInstallStep().dependOn(install_step); +} + +``` + +`experiments/genart/src/genart.zig`: + +```zig +const std = @import("std"); +const sdl = @import("zsdl2"); +const zopengl = @import("zopengl"); +const ximpl = @import("ximpl"); +const xcommon = @import("xcommon"); + +pub export var NvOptimusEnablement: u32 = 1; + +pub fn main() !void { + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + xcommon.allocator = gpa.allocator(); + + _ = try sdl.setHint(sdl.hint_windows_dpi_awareness, "system"); + + try sdl.init(.{ .audio = true, .video = true }); + defer sdl.quit(); + + try sdl.gl.setAttribute(.context_profile_mask, @intFromEnum(sdl.gl.Profile.compatibility)); + try sdl.gl.setAttribute(.context_major_version, 4); + try sdl.gl.setAttribute(.context_minor_version, 6); + + const errmsg = "Sorry but this application requires modern NVIDIA GPU to run."; + + const window = sdl.Window.create( + ximpl.name, + sdl.Window.pos_undefined, + sdl.Window.pos_undefined, + ximpl.display_width, + ximpl.display_height, + .{ .opengl = true, .allow_highdpi = true }, + ) catch |err| { + sdl.showSimpleMessageBox(.{ .information = true }, "OpenGL info", errmsg, null) catch unreachable; + return err; + }; + defer window.destroy(); + + const gl_context = sdl.gl.createContext(window) catch |err| { + sdl.showSimpleMessageBox(.{ .information = true }, "OpenGL info", errmsg, null) catch unreachable; + return err; + }; + defer sdl.gl.deleteContext(gl_context); + + try sdl.gl.makeCurrent(window, gl_context); + try sdl.gl.setSwapInterval(1); + + if (!sdl.gl.isExtensionSupported("GL_NV_path_rendering") or + !sdl.gl.isExtensionSupported("GL_NV_bindless_texture") or + !sdl.gl.isExtensionSupported("GL_NV_shader_buffer_load") or + !sdl.gl.isExtensionSupported("GL_NV_mesh_shader")) + { + sdl.showSimpleMessageBox(.{ .information = true }, "OpenGL info", errmsg, null) catch unreachable; + return; + } + + try zopengl.loadCompatProfileExt(sdl.gl.getProcAddress); + try zopengl.loadExtension(sdl.gl.getProcAddress, .NV_bindless_texture); + try zopengl.loadExtension(sdl.gl.getProcAddress, .NV_shader_buffer_load); + + const gl = zopengl.bindings; + + std.log.info("OpenGL vendor: {s}", .{gl.getString(gl.VENDOR)}); + std.log.info("OpenGL renderer: {s}", .{gl.getString(gl.RENDERER)}); + std.log.info("OpenGL version: {s}", .{gl.getString(gl.VERSION)}); + + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.matrixOrthoEXT( + gl.PROJECTION, + -ximpl.display_width * 0.5, + ximpl.display_width * 0.5, + -ximpl.display_height * 0.5, + ximpl.display_height * 0.5, + -1.0, + 1.0, + ); + gl.enable(gl.FRAMEBUFFER_SRGB); + gl.enable(gl.MULTISAMPLE); + + gl.createTextures(gl.TEXTURE_2D_MULTISAMPLE, 1, &xcommon.display_tex); + defer gl.deleteTextures(1, &xcommon.display_tex); + gl.textureStorage2DMultisample( + xcommon.display_tex, + if (@hasDecl(ximpl, "display_num_samples")) ximpl.display_num_samples else 8, + if (@hasDecl(ximpl, "display_format")) ximpl.display_format else gl.RGBA16F, + ximpl.display_width, + ximpl.display_height, + gl.FALSE, + ); + + xcommon.display_texh = gl.getTextureHandleNV(xcommon.display_tex); + gl.makeTextureHandleResidentNV(xcommon.display_texh); + + gl.createFramebuffers(1, &xcommon.display_fbo); + defer gl.deleteFramebuffers(1, &xcommon.display_fbo); + gl.namedFramebufferTexture(xcommon.display_fbo, gl.COLOR_ATTACHMENT0, xcommon.display_tex, 0); + gl.clearNamedFramebufferfv(xcommon.display_fbo, gl.COLOR, 0, &[_]f32{ 0.0, 0.0, 0.0, 0.0 }); + + try ximpl.init(); + defer if (@hasDecl(ximpl, "deinit")) ximpl.deinit(); + + main_loop: while (true) { + var event: sdl.Event = undefined; + while (sdl.pollEvent(&event)) { + if (event.type == .quit) { + break :main_loop; + } else if (event.type == .keydown) { + switch (event.key.keysym.sym) { + .escape => break :main_loop, + .f12 => { + xcommon.saveScreenshot(xcommon.allocator, "screenshot.png"); + }, + else => {}, + } + } + } + + const stats = updateFrameStats(window, ximpl.name); + xcommon.frame_time = stats.time; + xcommon.frame_delta_time = stats.delta_time; + + gl.bindFramebuffer(gl.FRAMEBUFFER, xcommon.display_fbo); + ximpl.draw(); + gl.bindFramebuffer(gl.FRAMEBUFFER, 0); + + gl.blitNamedFramebuffer( + xcommon.display_fbo, + 0, // default fbo + 0, + 0, + ximpl.display_width, + ximpl.display_height, + 0, + 0, + ximpl.display_width, + ximpl.display_height, + gl.COLOR_BUFFER_BIT, + gl.LINEAR, + ); + sdl.gl.swapWindow(window); + + if (@import("builtin").mode == .Debug and gl.getError() != gl.NO_ERROR) { + std.debug.panic("OpenGL error detected!", .{}); + } + } +} + +fn updateFrameStats(window: *sdl.Window, name: [:0]const u8) struct { time: f64, delta_time: f32 } { + const state = struct { + var timer: std.time.Timer = undefined; + var previous_time_ns: u64 = 0; + var header_refresh_time_ns: u64 = 0; + var frame_count: u64 = ~@as(u64, 0); + }; + + if (state.frame_count == ~@as(u64, 0)) { + state.timer = std.time.Timer.start() catch unreachable; + state.previous_time_ns = 0; + state.header_refresh_time_ns = 0; + state.frame_count = 0; + } + + const now_ns = now_ns: { + const now_ns = state.timer.read(); + const this_frame_ns = now_ns - state.previous_time_ns; + const wanted_per_frame_ns = @as(u64, @intFromFloat(1.0 / 60.0 * std.time.ns_per_s)); + + if (this_frame_ns < wanted_per_frame_ns) { + std.time.sleep(wanted_per_frame_ns - this_frame_ns); + break :now_ns state.timer.read(); + } + break :now_ns now_ns; + }; + + const time = @as(f64, @floatFromInt(now_ns)) / std.time.ns_per_s; + const delta_time = @as(f32, @floatFromInt(now_ns - state.previous_time_ns)) / std.time.ns_per_s; + state.previous_time_ns = now_ns; + + if ((now_ns - state.header_refresh_time_ns) >= std.time.ns_per_s) { + const t = @as(f64, @floatFromInt(now_ns - state.header_refresh_time_ns)) / std.time.ns_per_s; + const fps = @as(f64, @floatFromInt(state.frame_count)) / t; + const ms = (1.0 / fps) * 1000.0; + + var buffer = [_]u8{0} ** 128; + const buffer_slice = buffer[0 .. buffer.len - 1]; + const header = std.fmt.bufPrintZ( + buffer_slice, + "[{d:.1} fps {d:.3} ms] {s}", + .{ fps, ms, name.ptr }, + ) catch name; + + window.setTitle(header); + + state.header_refresh_time_ns = now_ns; + state.frame_count = 0; + } + state.frame_count += 1; + + return .{ .time = time, .delta_time = delta_time }; +} + +``` + +`experiments/genart/src/x0001.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0001"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +const Vec2 = [2]f32; +const bounds: f32 = 3.0; + +var prng = std.Random.DefaultPrng.init(123); +var random = prng.random(); +var pass: u32 = 0; +var y: f32 = -bounds; + +pub fn draw() void { + if (y <= bounds and pass <= 3) { + gl.begin(gl.POINTS); + const step: f32 = 0.001; + var row: u32 = 0; + while (row < 4) : (row += 1) { + var x: f32 = -bounds; + while (x <= bounds) : (x += step) { + var v = Vec2{ x, y }; + + v = pdj(v, 2.0); + + if (pass == 0) v = julia(v, 2.5, random.float(f32)); + if (pass == 1) v = hyperbolic(v, 1.0); + + //v = sinusoidal(v, 2.2); + + if (pass == 0) gl.color4f(0.001, 0.0, 0.0, 0.0); + if (pass == 1) gl.color4f(0.0, 0.001, 0.0, 0.0); + if (pass == 2) gl.color4f(0.0, 0.0, 0.0005, 0.0); + + const xoff = random.floatNorm(f32) * 0.005; + const yoff = random.floatNorm(f32) * 0.005; + gl.vertex2f(v[0] + xoff, v[1] + yoff); + } + y += step; + } + gl.end(); + } + + if (y >= bounds) { + y = -bounds; + pass += 1; + } +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.clearBufferfv(gl.COLOR, 0, &[_]f32{ 0.0, 0.0, 0.0, 1.0 }); + gl.pointSize(1.0); + gl.enable(gl.BLEND); + gl.blendFunc(gl.ONE, gl.ONE); + gl.blendEquation(gl.FUNC_ADD); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.matrixOrthoEXT(gl.PROJECTION, -3.0, 3.0, -3.0, 3.0, -1.0, 1.0); +} + +fn sinusoidal(v: Vec2, scale: f32) Vec2 { + return .{ scale * math.sin(v[0]), scale * math.sin(v[1]) }; +} + +fn hyperbolic(v: Vec2, scale: f32) Vec2 { + const r = @sqrt(v[0] * v[0] + v[1] * v[1]) + 0.0001; + const theta = math.atan2(v[0], v[1]); + const xx = scale * math.sin(theta) / r; + const yy = scale * math.cos(theta) * r; + return .{ xx, yy }; +} + +fn pdj(v: Vec2, scale: f32) Vec2 { + const pdj_a = 0.1; + const pdj_b = 1.9; + const pdj_c = -0.8; + const pdj_d = -1.2; + //const pdj_a = 1.0111; + //const pdj_b = -1.011; + //const pdj_c = 2.08; + //const pdj_d = 10.2; + return .{ + scale * (math.sin(pdj_a * v[1]) - math.cos(pdj_b * v[0])), + scale * (math.sin(pdj_c * v[0]) - math.cos(pdj_d * v[1])), + }; +} + +fn julia(v: Vec2, scale: f32, rand01: f32) Vec2 { + const r = scale * @sqrt(@sqrt(v[0] * v[0] + v[1] * v[1])); + const theta = 0.5 * math.atan2(v[0], v[1]) + + math.pi * @as(f32, @floatFromInt(@as(i32, @intFromFloat(2.0 * rand01)))); + const xx = r * math.cos(theta); + const yy = r * math.sin(theta); + return .{ xx, yy }; +} + +``` + +`experiments/genart/src/x0002.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0002"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +const Vec2 = [2]f32; +const bounds: f32 = 3.0; + +var prng = std.Random.DefaultPrng.init(0); +var random = prng.random(); +var pass: u32 = 0; +var y: f32 = -bounds; +var fs_postprocess: gl.Uint = 0; + +pub fn draw() void { + gl.enable(gl.BLEND); + + if (y <= bounds and pass <= 3) { + gl.begin(gl.POINTS); + const step: f32 = 0.001; + var row: u32 = 0; + while (row < 4) : (row += 1) { + var x: f32 = -bounds; + while (x <= bounds) : (x += step) { + var v = Vec2{ x, y }; + + v = hyperbolic(v, 1.0); + v = julia(v, 2.5, random.float(f32)); + v = pdj(v, 2.0); + v = sinusoidal(v, 2.5); + + gl.color4f(0.002 * x * x, 0.0002, 0.001 * y * y, 0.0); + gl.vertex2f(v[0], v[1]); + } + y += step; + } + gl.end(); + } + + if (y >= bounds) { + y = -bounds; + pass += 1; + } + + gl.textureBarrier(); + + gl.disable(gl.BLEND); + + gl.useProgram(fs_postprocess); + gl.bindTextureUnit(0, xcommon.display_tex); + gl.begin(gl.QUADS); + gl.vertex2f(-bounds, -bounds); + gl.vertex2f(bounds, -bounds); + gl.vertex2f(bounds, bounds); + gl.vertex2f(-bounds, bounds); + gl.end(); + gl.bindTextureUnit(0, 0); + gl.useProgram(0); +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.clearBufferfv(gl.COLOR, 0, &[_]f32{ 0.0, 0.0, 0.0, 0.0 }); + gl.pointSize(5.0); + gl.enable(gl.BLEND); + gl.blendFunc(gl.ONE, gl.ONE); + gl.blendEquation(gl.FUNC_ADD); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.matrixOrthoEXT(gl.PROJECTION, -bounds, bounds, -bounds, bounds, -1.0, 1.0); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ layout(binding = 0) uniform sampler2DMS display_tex; + \\ + \\ void main() { + \\ vec3 color = texelFetch(display_tex, ivec2(gl_FragCoord.xy), gl_SampleID).rgb; + \\ color = color / (color + 1.0); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); +} + +fn sinusoidal(v: Vec2, scale: f32) Vec2 { + return .{ scale * math.sin(v[0]), scale * math.sin(v[1]) }; +} + +fn hyperbolic(v: Vec2, scale: f32) Vec2 { + const r = @sqrt(v[0] * v[0] + v[1] * v[1]) + 0.0001; + const theta = math.atan2(v[0], v[1]); + const xx = scale * math.sin(theta) / r; + const yy = scale * math.cos(theta) * r; + return .{ xx, yy }; +} + +fn pdj(v: Vec2, scale: f32) Vec2 { + const pdj_a = 0.1; + const pdj_b = 1.9; + const pdj_c = -0.8; + const pdj_d = -1.2; + return .{ + scale * (math.sin(pdj_a * v[1]) - math.cos(pdj_b * v[0])), + scale * (math.sin(pdj_c * v[0]) - math.cos(pdj_d * v[1])), + }; +} + +fn julia(v: Vec2, scale: f32, rand01: f32) Vec2 { + const r = scale * @sqrt(@sqrt(v[0] * v[0] + v[1] * v[1])); + const theta = 0.5 * math.atan2(v[0], v[1]) + + math.pi * @as(f32, @floatFromInt(@as(i32, @intFromFloat(2.0 * rand01)))); + const xx = r * math.cos(theta); + const yy = r * math.sin(theta); + return .{ xx, yy }; +} + +``` + +`experiments/genart/src/x0003.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0003"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +var fs_draw: gl.Uint = 0; +var fs_postprocess: gl.Uint = 0; +var rot: f32 = 0; + +pub fn draw() void { + const bounds: f32 = 6.0; + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.matrixOrthoEXT(gl.PROJECTION, -bounds, bounds, -bounds, bounds, -1.0, 1.0); + + gl.loadIdentity(); + gl.rotatef(rot, 0.0, 0.0, 1.0); + rot += 0.2; + if (rot > 360.0) rot = 0.0; + + gl.useProgram(fs_draw); + gl.begin(gl.TRIANGLES); + + gl.color3f(1.0, 0.0, 0.0); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + + gl.color3f(0.0, 1.0, 0.0); + gl.vertex2f(0.0, -1.0); + gl.vertex2f(4.0, -1.0); + gl.vertex2f(0.0, 3.0); + + gl.color3f(0.0, 0.0, 1.0); + gl.vertex2f(1.0, -1.0); + gl.vertex2f(5.0, -1.0); + gl.vertex2f(1.0, 3.0); + + gl.end(); + gl.textureBarrier(); + + gl.loadIdentity(); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.useProgram(fs_postprocess); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.clearBufferfv(gl.COLOR, 0, &[_]f32{ 0.0, 0.0, 0.0, 0.0 }); + + fs_draw = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ in gl_PerFragment { + \\ vec4 gl_Color; + \\ }; + \\ + \\ layout(location = 0) uniform sampler2DMS display_texh; + \\ + \\ void main() { + \\ vec4 color = texelFetch(display_texh, ivec2(gl_FragCoord.xy), gl_SampleID); + \\ gl_FragColor = color + gl_Color; + \\ } + )); + gl.programUniformHandleui64NV(fs_draw, 0, xcommon.display_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2DMS display_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(display_texh, ivec2(gl_FragCoord.xy), gl_SampleID).rgb; + \\ color = color / (color + 1.0); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, xcommon.display_texh); +} + +``` + +`experiments/genart/src/x0004.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0004"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +var fs_draw: gl.Uint = 0; +var fs_postprocess: gl.Uint = 0; +var rot: f32 = 0; + +pub fn draw() void { + gl.loadIdentity(); + rot += 0.2; + if (rot > 360.0) rot = 0.0; + + const do_barrier = @mod(xcommon.frame_time, 6.0) < 3.0; + + gl.useProgram(fs_draw); + + gl.pushMatrix(); + gl.rotatef(rot, 0.0, 0.0, 1.0); + gl.translatef(@sin(@as(f32, @floatCast(xcommon.frame_time))), 0, 0); + for (0..6) |_| { + gl.begin(gl.POINTS); + gl.color3f(0.2, 0.0, 0.0); + gl.vertex2f(-0.2, -0.2); + gl.end(); + if (do_barrier) gl.textureBarrier(); + + gl.begin(gl.POINTS); + gl.color3f(0.0, 0.2, 0.0); + gl.vertex2f(0.2, -0.2); + gl.end(); + if (do_barrier) gl.textureBarrier(); + + gl.begin(gl.POINTS); + gl.color3f(0.0, 0.01, 0.2); + gl.vertex2f(-0.2, 0.2); + gl.end(); + if (do_barrier) gl.textureBarrier(); + + gl.rotatef(30.0, 0.0, 0.0, 1.0); + } + gl.popMatrix(); + + gl.pushMatrix(); + gl.rotatef(-rot, 0.0, 0.0, 1.0); + gl.translatef(-@sin(@as(f32, @floatCast(xcommon.frame_time))), 0, 0); + for (0..6) |_| { + gl.begin(gl.POINTS); + gl.color3f(0.0, 0.01, 0.2); + gl.vertex2f(-0.2, -0.2); + gl.end(); + if (do_barrier) gl.textureBarrier(); + + gl.begin(gl.POINTS); + gl.color3f(0.01, 0.2, 0.0); + gl.vertex2f(0.2, -0.2); + gl.end(); + if (do_barrier) gl.textureBarrier(); + + gl.begin(gl.POINTS); + gl.color3f(0.2, 0.0, 0.0); + gl.vertex2f(-0.2, 0.2); + gl.end(); + if (do_barrier) gl.textureBarrier(); + + gl.rotatef(30.0, 0.0, 0.0, 1.0); + } + gl.popMatrix(); + + gl.textureBarrier(); + + gl.loadIdentity(); + gl.useProgram(fs_postprocess); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.clearBufferfv(gl.COLOR, 0, &[_]f32{ 0.0, 0.0, 0.0, 0.0 }); + gl.pointSize(255.0); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + + fs_draw = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ in gl_PerFragment { + \\ vec4 gl_Color; + \\ }; + \\ + \\ layout(location = 0) uniform sampler2DMS display_texh; + \\ + \\ void main() { + \\ vec4 color = texelFetch(display_texh, ivec2(gl_FragCoord.xy), gl_SampleID); + \\ gl_FragColor = color + gl_Color; + \\ } + )); + gl.programUniformHandleui64NV(fs_draw, 0, xcommon.display_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2DMS display_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(display_texh, ivec2(gl_FragCoord.xy), gl_SampleID).rgb; + \\ color = color / (color + 1.0); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, xcommon.display_texh); +} + +``` + +`experiments/genart/src/x0005.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0005"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +var fs_draw: gl.Uint = 0; +var fs_postprocess: gl.Uint = 0; +var rot: f32 = 0; + +pub fn draw() void { + gl.loadIdentity(); + rot += 0.3; + if (rot > 360.0) rot = 0.0; + + gl.color3f(1, 1, 1); + gl.useProgram(fs_draw); + + const t = @as(f32, @floatCast(xcommon.frame_time)); + const r = 0.55 + 0.2 * @sin(t); + const r1 = @sin(t); + + for (0..4) |i| { + gl.pushMatrix(); + gl.rotatef(rot + @as(f32, @floatFromInt(i)) * 45.0, 0.0, 0.0, 1.0); + gl.begin(gl.LINES); + gl.vertex2f(0.0, -1.0); + gl.vertex2f(0.0, 1.0); + gl.end(); + gl.popMatrix(); + } + + gl.pushMatrix(); + gl.begin(gl.POINTS); + for (0..20) |i| { + const fract = @as(f32, @floatFromInt(i)) / 20.0; + const x = r1 * @cos(math.tau * fract); + const y = r1 * @sin(math.tau * fract); + gl.vertex2f(x, y); + } + gl.end(); + gl.popMatrix(); + + gl.pushMatrix(); + gl.rotatef(rot, 0.0, 0.0, 1.0); + gl.begin(gl.POINTS); + for (0..30) |i| { + const fract = @as(f32, @floatFromInt(i)) / 30.0; + const x = 1.25 * r * @cos(math.tau * fract); + const y = 1.25 * r * @sin(math.tau * fract); + gl.vertex2f(x, y); + } + gl.end(); + gl.popMatrix(); + + gl.pushMatrix(); + gl.rotatef(-rot, 0.0, 0.0, 1.0); + gl.begin(gl.POINTS); + for (0..40) |i| { + const fract = @as(f32, @floatFromInt(i)) / 40.0; + const x = 1.5 * r * @cos(math.tau * fract); + const y = 1.5 * r * @sin(math.tau * fract); + gl.vertex2f(x, y); + } + gl.end(); + gl.popMatrix(); + + gl.textureBarrier(); + + gl.loadIdentity(); + gl.useProgram(fs_postprocess); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.clearBufferfv(gl.COLOR, 0, &[_]f32{ 0.0, 0.0, 0.0, 0.0 }); + gl.pointSize(33.0); + gl.lineWidth(3.0); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + + fs_draw = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ in gl_PerFragment { + \\ vec4 gl_Color; + \\ }; + \\ + \\ layout(location = 0) uniform sampler2DMS display_texh; + \\ + \\ void main() { + \\ vec4 color = texelFetch(display_texh, ivec2(gl_FragCoord.xy), gl_SampleID); + \\ gl_FragColor = color + gl_Color; + \\ } + )); + gl.programUniformHandleui64NV(fs_draw, 0, xcommon.display_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2DMS display_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(display_texh, ivec2(gl_FragCoord.xy), gl_SampleID).rgb; + \\ color = color / (color + 1.0); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, xcommon.display_texh); +} + +``` + +`experiments/genart/src/x0008.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0008"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +var fs_draw: gl.Uint = 0; +var fs_postprocess: gl.Uint = 0; +var rot: f32 = 0; + +pub fn draw() void { + rot += 0.3; + if (rot > 360.0) rot = 0.0; + + gl.useProgram(fs_draw); + + const t = @as(f32, @floatCast(xcommon.frame_time)); + const r = @sin(t); + + gl.loadIdentity(); + gl.rotatef(0.5 * rot, 0.0, 0.0, 1.0); + + gl.color3f(1.0, 0.1, 0.05); + gl.pushMatrix(); + gl.rotatef(rot, 0.0, 0.0, 1.0); + gl.begin(gl.POINTS); + for (0..10) |i| { + const fract = @as(f32, @floatFromInt(i)) / 10.0; + const x = r * @cos(math.tau * fract); + const y = r * @sin(math.tau * fract); + gl.vertex2f(x, y); + } + gl.end(); + gl.popMatrix(); + + gl.textureBarrier(); + + gl.color3f(0.05, 0.1, 1.0); + gl.pushMatrix(); + gl.rotatef(90.0 * @sin(t), 0.0, 0.0, 1.0); + gl.begin(gl.POINTS); + for (0..10) |i| { + const fract = @as(f32, @floatFromInt(i)) / 10.0; + const x = r * @cos(math.tau * fract); + const y = r * @sin(math.tau * fract); + gl.vertex2f(x, y); + } + gl.end(); + gl.popMatrix(); + + gl.textureBarrier(); + + gl.useProgram(fs_postprocess); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.clearBufferfv(gl.COLOR, 0, &[_]f32{ 0.0, 0.0, 0.0, 0.0 }); + gl.pointSize(15.0); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + + fs_draw = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ in gl_PerFragment { + \\ vec4 gl_Color; + \\ }; + \\ + \\ layout(location = 0) uniform sampler2DMS display_texh; + \\ + \\ void main() { + \\ vec4 color = texelFetch(display_texh, ivec2(gl_FragCoord.xy), gl_SampleID); + \\ gl_FragColor = color + gl_Color; + \\ } + )); + gl.programUniformHandleui64NV(fs_draw, 0, xcommon.display_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2DMS display_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(display_texh, ivec2(gl_FragCoord.xy), gl_SampleID).rgb; + \\ color = color / (color + 1.0); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, xcommon.display_texh); +} + +``` + +`experiments/genart/src/x0009.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0009"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +var fs_postprocess: gl.Uint = 0; + +var x0: f32 = 0; +var y0: f32 = 0; +var frame0: u32 = 0; +var step0: u32 = 0; +var angle0: f32 = 0.0; + +var x1: f32 = 0; +var y1: f32 = 0; +var frame1: u32 = 0; +var step1: u32 = 0; +var angle1: f32 = 30.0; + +pub fn draw() void { + angle0 += 0.2; + if (angle0 > 360.0) angle0 = 0.0; + + angle1 += 0.5; + if (angle1 > 360.0) angle1 = 0.0; + + if (step0 == 0) x0 += 0.01; + //if (step == 1) y += 0.005; + if (step0 == 1) x0 -= 0.01; + //if (step == 3) y -= 0.005; + + if (step1 == 0) x1 += 0.01; + if (step1 == 1) x1 -= 0.01; + + frame0 += 1; + if (frame0 == 100) { + frame0 = 0; + step0 += 1; + if (step0 == 2) step0 = 0; + } + + frame1 += 1; + if (frame1 == 50) { + frame1 = 0; + step1 += 1; + if (step1 == 2) step1 = 0; + } + + gl.pointSize(17.0); + gl.enable(gl.BLEND); + gl.useProgram(0); + gl.loadIdentity(); + + gl.color3f(1.0, 0.01, 0.0); + gl.pushMatrix(); + gl.rotatef(angle0, 0, 0, 1); + gl.begin(gl.POINTS); + gl.vertex2f(x0, y0); + gl.end(); + gl.popMatrix(); + + gl.color3f(0.01, 1.0, 0.0); + gl.pushMatrix(); + gl.rotatef(angle0 + 120.0, 0, 0, 1); + gl.begin(gl.POINTS); + gl.vertex2f(x0, y0); + gl.end(); + gl.popMatrix(); + + gl.color3f(1.0, 1.0, 0.01); + gl.pushMatrix(); + gl.rotatef(angle0 + 240.0, 0, 0, 1); + gl.begin(gl.POINTS); + gl.vertex2f(x0, y0); + gl.end(); + gl.popMatrix(); + + gl.color3f(0.0, 0.01, 1.0); + gl.pushMatrix(); + gl.rotatef(-angle1, 0, 0, 1); + gl.begin(gl.POINTS); + gl.vertex2f(x1, y1); + gl.end(); + gl.popMatrix(); + + gl.textureBarrier(); + + gl.disable(gl.BLEND); + gl.useProgram(fs_postprocess); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.clearBufferfv(gl.COLOR, 0, &[_]f32{ 0.0, 0.0, 0.0, 0.0 }); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.pointSize(17.0); + gl.blendFunc(gl.ONE, gl.ONE); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2DMS display_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(display_texh, ivec2(gl_FragCoord.xy), gl_SampleID).rgb; + \\ color = color / (color + 1.0); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, xcommon.display_texh); +} + +``` + +`experiments/genart/src/x0010.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0010"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +var fs_postprocess: gl.Uint = 0; +var angle: f32 = 0.0; +var prng = std.Random.DefaultPrng.init(123); +var random = prng.random(); + +const Particle = struct { + x: f32 = 0.0, + y: f32 = 0.0, + xy_delta: f32 = 0.01, + frame: u32 = 0, + num_frames: u32 = 50, + step: u32 = 0, + angle: f32 = 0.0, + angle_delta: f32 = 0.0, + color: [3]f32 = .{ 1.0, 1.0, 1.0 }, +}; + +var particles = [_]Particle{ + .{ .x = 0.0, .y = 0.0, .num_frames = 50, .color = .{ 1.0, 0.01, 0.0 } }, + .{ .x = 0.0, .y = 0.0, .num_frames = 60, .color = .{ 0.01, 1.0, 0.0 } }, + .{ .x = 0.0, .y = 0.0, .num_frames = 70, .color = .{ 0.0, 0.01, 1.0 } }, + .{ .x = -0.7, .y = -0.7, .num_frames = 100, .color = .{ 1.0, 1.0, 0.01 } }, + .{ .x = -0.2, .y = -0.7, .num_frames = 60, .color = .{ 0.01, 1.0, 1.0 } }, + .{ .x = 0.0, .y = -0.7, .num_frames = 70, .angle_delta = 0.05, .color = .{ 1.0, 1.0, 1.0 } }, + .{ .x = -0.7, .y = -0.7, .num_frames = 110, .color = .{ 1.0, 0.01, 1.0 } }, + .{ .x = -0.7, .y = 0.1, .num_frames = 70, .angle_delta = 0.1, .color = .{ 1.0, 0.0, 0.01 } }, +}; + +pub fn draw() void { + for (&particles) |*p| { + p.angle += p.angle_delta; + if (p.angle > 360.0) p.angle = 0.0; + + if (p.step == 0) { + p.x += p.xy_delta; + } else if (p.step == 1) { + p.y += p.xy_delta; + } else if (p.step == 2) { + p.x -= p.xy_delta; + } else if (p.step == 3) { + p.y -= p.xy_delta; + } + + if (p.frame == p.num_frames) { + p.frame = 0; + p.step += 1; + if (p.step == 4) p.step = 0; + } + p.frame += 1; + } + + angle += 0.2; + if (angle > 360.0) angle = 0.0; + + gl.enable(gl.BLEND); + gl.useProgram(0); + + gl.loadIdentity(); + gl.rotatef(angle, 0, 0, 1); + + for (particles) |p| { + gl.color3fv(&p.color); + gl.pushMatrix(); + gl.rotatef(p.angle, 0, 0, 1); + gl.begin(gl.POINTS); + gl.vertex2f(p.x + 0.025 * random.float(f32), p.y + 0.025 * random.float(f32)); + gl.end(); + gl.popMatrix(); + } + + gl.textureBarrier(); + + gl.disable(gl.BLEND); + gl.useProgram(fs_postprocess); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.clearBufferfv(gl.COLOR, 0, &[_]f32{ 0.0, 0.0, 0.0, 0.0 }); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.pointSize(25.0); + gl.blendFunc(gl.ONE, gl.ONE); + //gl.disable(gl.MULTISAMPLE); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2DMS display_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(display_texh, ivec2(gl_FragCoord.xy), gl_SampleID).rgb; + \\ color = color / (color + 1.0); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, xcommon.display_texh); +} + +``` + +`experiments/genart/src/x0011.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0011"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +var fs_postprocess: gl.Uint = 0; +var prng = std.Random.DefaultPrng.init(123); +var random = prng.random(); + +const Particle = struct { + x: f32 = 0.0, + y: f32 = 0.0, + frame: u32 = 0, + num_frames: u32 = 50, + step: u32 = 0, +}; + +var particles = [_]Particle{.{}} ** 200; + +pub fn draw() void { + for (&particles) |*p| { + if (p.step == 0) { + p.x += 0.01; + } else if (p.step == 1) { + p.y += 0.01; + } else if (p.step == 2) { + p.x -= 0.01; + } else if (p.step == 3) { + p.y -= 0.01; + } + + if (p.frame == p.num_frames) { + p.frame = 0; + p.step += 1; + if (p.step == 4) p.step = 0; + } + p.frame += 1; + } + + gl.enable(gl.BLEND); + gl.useProgram(0); + gl.loadIdentity(); + gl.color3f(1, 1, 1); + gl.begin(gl.POINTS); + for (particles) |p| { + gl.vertex2f(p.x, p.y); + } + gl.end(); + + gl.textureBarrier(); + + gl.disable(gl.BLEND); + gl.useProgram(fs_postprocess); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + for (&particles) |*p| { + p.x = -1.25 + 2.0 * random.float(f32); + p.y = -1.25 + 2.0 * random.float(f32); + p.num_frames = 20 + random.uintLessThan(u32, 100); + } + + try sdl.gl.setSwapInterval(1); + + gl.clearBufferfv(gl.COLOR, 0, &[_]f32{ 0.0, 0.0, 0.0, 0.0 }); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.pointSize(9.0); + gl.blendFunc(gl.ONE, gl.ONE); + gl.disable(gl.MULTISAMPLE); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2DMS display_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(display_texh, ivec2(gl_FragCoord.xy), gl_SampleID).rgb; + \\ color = color / (color + 1.0); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, xcommon.display_texh); +} + +``` + +`experiments/genart/src/x0012.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0012"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +var fs_postprocess: gl.Uint = 0; +var prng = std.Random.DefaultPrng.init(123); +var random = prng.random(); + +const Particle = struct { + x: f32 = 0.0, + y: f32 = 0.0, + frame: u32 = 0, + num_frames: u32 = 50, + step: u32 = 0, + color: [3]f32 = .{ 1, 1, 1 }, +}; + +var particles = [_]Particle{.{}} ** 200; +var frame: u32 = 0; + +pub fn draw() void { + const xy_delta: f32 = if (frame % 180 < 90) 0.01 else 0.02; + frame += 1; + + for (&particles) |*p| { + if (p.step == 0) { + p.x += xy_delta; + } else if (p.step == 1) { + p.y += xy_delta; + } else if (p.step == 2) { + p.x -= xy_delta; + } else if (p.step == 3) { + p.y -= xy_delta; + } + + if (p.frame == p.num_frames) { + p.frame = 0; + p.step += 1; + if (p.step == 4) p.step = 0; + } + p.frame += 1; + } + + gl.enable(gl.BLEND); + gl.useProgram(0); + gl.loadIdentity(); + gl.begin(gl.POINTS); + for (particles) |p| { + gl.color3fv(&p.color); + gl.vertex2f(p.x, p.y); + } + gl.end(); + + gl.textureBarrier(); + + gl.disable(gl.BLEND); + gl.useProgram(fs_postprocess); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + for (&particles) |*p| { + p.x = -1.25 + 2.0 * random.float(f32); + p.y = -1.25 + 2.0 * random.float(f32); + p.num_frames = 20 + random.uintLessThan(u32, 100); + p.color = switch (random.uintAtMost(u2, 3)) { + 0 => .{ 1.0, 1.0, 0.01 }, + 1 => .{ 0, 0.01, 1 }, + 2 => .{ 1, 0.005, 0 }, + 3 => .{ 0.01, 1.0, 0 }, + }; + } + + try sdl.gl.setSwapInterval(1); + + gl.clearBufferfv(gl.COLOR, 0, &[_]f32{ 0.0, 0.0, 0.0, 0.0 }); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.pointSize(9.0); + gl.blendFunc(gl.ONE, gl.ONE); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2DMS display_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(display_texh, ivec2(gl_FragCoord.xy), gl_SampleID).rgb; + \\ color = color / (color + 1.0); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, xcommon.display_texh); +} + +``` + +`experiments/genart/src/x0013.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0013"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +var fs_postprocess: gl.Uint = 0; +var prng = std.Random.DefaultPrng.init(0); +var random = prng.random(); + +const Particle = struct { + x: f32 = 0.0, + y: f32 = 0.0, + frame: u32 = 0, + num_frames: u32 = 50, + angle: f32 = 0.0, + angle_delta: f32 = 0.0, + color: [3]f32 = .{ 1, 1, 1 }, +}; + +var particles = [_]Particle{.{}} ** 256; +var frame: u32 = 0; + +pub fn draw() void { + const angle_accel: f32 = if (frame % 240 < 100) 0.0 else 2.0; + frame += 1; + + for (&particles) |*p| { + p.angle += p.angle_delta + angle_accel; + if (p.angle > 360.0 or p.angle < -360.0) p.angle = 0.0; + + if (p.frame == p.num_frames) { + p.frame = 0; + p.angle_delta = -p.angle_delta; + } + p.frame += 1; + } + + gl.enable(gl.BLEND); + gl.useProgram(0); + gl.loadIdentity(); + for (particles) |p| { + gl.pointSize(10.0 + 10.0 * random.float(f32)); + gl.pushMatrix(); + gl.rotatef(p.angle, 0, 0, 1); + gl.begin(gl.POINTS); + gl.color3fv(&p.color); + gl.vertex2f( + p.x + 0.025 * (-1.0 + 2.0 * random.float(f32)), + p.y + 0.025 * (-1.0 + 2.0 * random.float(f32)), + ); + gl.end(); + gl.popMatrix(); + } + + gl.textureBarrier(); + + gl.disable(gl.BLEND); + gl.useProgram(fs_postprocess); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + for (&particles) |*p| { + p.x = -0.9 + 1.8 * random.float(f32); + p.y = -0.9 + 1.8 * random.float(f32); + p.angle_delta = 0.5 + random.float(f32); + p.num_frames = 20 + random.uintLessThan(u32, 100); + p.color = switch (random.uintAtMost(u2, 3)) { + 0 => .{ 1, 0.005, 0 }, + 1 => .{ 1, 1, 0.005 }, + 2 => .{ 0, 1, 0.005 }, + 3 => .{ 0, 0.02, 1 }, + }; + } + + try sdl.gl.setSwapInterval(1); + + gl.clearBufferfv(gl.COLOR, 0, &[_]f32{ 0.0, 0.0, 0.0, 0.0 }); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.blendFunc(gl.ONE, gl.ONE); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2DMS display_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(display_texh, ivec2(gl_FragCoord.xy), gl_SampleID).rgb; + \\ color = color / (color + 1.0); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, xcommon.display_texh); +} + +``` + +`experiments/genart/src/x0014.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0014"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +const Vec2 = [2]f32; + +var fs_postprocess: gl.Uint = 0; +var angle: f32 = 0.0; +var accum_tex: gl.Uint = 0; +var accum_fbo: gl.Uint = 0; +var prng = std.Random.DefaultPrng.init(0); +var random = prng.random(); + +const bounds: f32 = 3.0; +var y = -bounds; +var pass: u32 = 1; + +pub fn draw() void { + gl.enable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, accum_fbo); + gl.useProgram(0); + + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.matrixOrthoEXT(gl.PROJECTION, -bounds, bounds, -bounds, bounds, -1.0, 1.0); + + gl.loadIdentity(); + gl.rotatef(angle, 0, 0, 1); + + angle += 0.15; + if (angle > 360.0) angle = 0.0; + + if (y <= bounds and pass == 0) { + gl.begin(gl.POINTS); + const step: f32 = 0.001; + var row: u32 = 0; + while (row < 16) : (row += 1) { + var x = -bounds; + while (x <= bounds) : (x += step) { + const xoff = random.floatNorm(f32) * 0.002; + const yoff = random.floatNorm(f32) * 0.002; + gl.color3f(0.002, 0.002, 0.002); + gl.vertex2f(x + xoff, y + yoff); + } + y += step; + } + gl.end(); + } else if (y <= bounds and pass == 1) { + gl.begin(gl.POINTS); + const step: f32 = 0.001; + var row: u32 = 0; + while (row < 4) : (row += 1) { + var x: f32 = -bounds; + while (x <= bounds) : (x += step) { + var v = Vec2{ x, y }; + const xoff = random.floatNorm(f32) * 0.01; + const yoff = random.floatNorm(f32) * 0.01; + v = pdj(v, 2.5); + //v = julia(v, 1.5, random.float(f32)); + v = hyperbolic(v, 1.0); + //v = sinusoidal(v, 2.2); + gl.color3f(0.001, 0.001, 0.001); + gl.vertex2f(v[0] + xoff, v[1] + yoff); + } + y += step; + } + gl.end(); + } + + if (y >= bounds) { + y = -bounds; + pass += 1; + } + + gl.disable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, xcommon.display_fbo); + gl.useProgram(fs_postprocess); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.pointSize(3.0); + + gl.blendFunc(gl.ONE, gl.ONE); + gl.blendEquation(gl.FUNC_ADD); + + gl.createTextures(gl.TEXTURE_2D, 1, &accum_tex); + gl.textureStorage2D(accum_tex, 1, gl.RGBA16F, display_width, display_height); + gl.clearTexImage(accum_tex, 0, gl.RGBA, gl.FLOAT, null); + + gl.createFramebuffers(1, &accum_fbo); + gl.namedFramebufferTexture(accum_fbo, gl.COLOR_ATTACHMENT0, accum_tex, 0); + + const accum_texh = gl.getTextureHandleNV(accum_tex); + gl.makeTextureHandleResidentNV(accum_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2D accum_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(accum_texh, ivec2(gl_FragCoord.xy), 0).rgb; + \\ color = color / (color + 1.0); + \\ color = 1.0 - color; + \\ color = pow(color, vec3(2.2)); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, accum_texh); +} + +fn sinusoidal(v: Vec2, scale: f32) Vec2 { + return .{ scale * math.sin(v[0]), scale * math.sin(v[1]) }; +} + +fn hyperbolic(v: Vec2, scale: f32) Vec2 { + const r = @sqrt(v[0] * v[0] + v[1] * v[1]) + 0.0001; + const theta = math.atan2(v[0], v[1]); + const xx = scale * math.sin(theta) / r; + const yy = scale * math.cos(theta) * r; + return .{ xx, yy }; +} + +fn pdj(v: Vec2, scale: f32) Vec2 { + const pdj_a = 0.1; + const pdj_b = 1.9; + const pdj_c = -0.8; + const pdj_d = -1.2; + //const pdj_a = 1.0111; + //const pdj_b = -1.011; + //const pdj_c = 2.08; + //const pdj_d = 10.2; + return .{ + scale * (math.sin(pdj_a * v[1]) - math.cos(pdj_b * v[0])), + scale * (math.sin(pdj_c * v[0]) - math.cos(pdj_d * v[1])), + }; +} + +fn julia(v: Vec2, scale: f32, rand01: f32) Vec2 { + const r = scale * @sqrt(@sqrt(v[0] * v[0] + v[1] * v[1])); + const theta = 0.5 * math.atan2(v[0], v[1]) + + math.pi * @as(f32, @floatFromInt(@as(i32, @intFromFloat(2.0 * rand01)))); + const xx = r * math.cos(theta); + const yy = r * math.sin(theta); + return .{ xx, yy }; +} + +``` + +`experiments/genart/src/x0015.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0015"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +const Vec2 = [2]f32; + +var fs_postprocess: gl.Uint = 0; +var accum_tex: gl.Uint = 0; +var accum_fbo: gl.Uint = 0; +var prng = std.Random.DefaultPrng.init(0); +var random = prng.random(); + +const bounds: f32 = 3.0; +var y = -bounds; +var pass: u32 = 1; + +pub fn draw() void { + gl.enable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, accum_fbo); + gl.useProgram(0); + + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.matrixOrthoEXT(gl.PROJECTION, -bounds, bounds, -bounds, bounds, -1.0, 1.0); + gl.loadIdentity(); + + if (y <= bounds and pass == 1) { + gl.begin(gl.POINTS); + const step: f32 = 0.001; + var row: u32 = 0; + while (row < 4) : (row += 1) { + var x: f32 = -bounds; + while (x <= bounds) : (x += step) { + var v = Vec2{ x, y }; + const xoff = random.floatNorm(f32) * 0.0025; + const yoff = random.floatNorm(f32) * 0.0025; + const v0 = pdj(v, 1.2); + const v1 = sinusoidal(.{ v0[0] + v[0], v0[1] + v[1] }, 2.4); + v = sinusoidal(.{ v0[0] + v1[0], v0[1] + v1[1] }, 2.4); + gl.color3f(0.001, 0.001, 0.001); + gl.vertex2f(v[0] + xoff, v[1] + yoff); + } + y += step; + } + gl.end(); + } + + if (y >= bounds) { + y = -bounds; + pass += 1; + } + + gl.disable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, xcommon.display_fbo); + gl.useProgram(fs_postprocess); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.pointSize(3.0); + + gl.blendFunc(gl.ONE, gl.ONE); + gl.blendEquation(gl.FUNC_ADD); + + gl.createTextures(gl.TEXTURE_2D, 1, &accum_tex); + gl.textureStorage2D(accum_tex, 1, gl.RGBA16F, display_width, display_height); + gl.clearTexImage(accum_tex, 0, gl.RGBA, gl.FLOAT, null); + + gl.createFramebuffers(1, &accum_fbo); + gl.namedFramebufferTexture(accum_fbo, gl.COLOR_ATTACHMENT0, accum_tex, 0); + + const accum_texh = gl.getTextureHandleNV(accum_tex); + gl.makeTextureHandleResidentNV(accum_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2D accum_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(accum_texh, ivec2(gl_FragCoord.xy), 0).rgb; + \\ color = color / (color + 1.0); + \\ color = 1.0 - color; + \\ color = pow(color, vec3(2.2)); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, accum_texh); +} + +fn sinusoidal(v: Vec2, scale: f32) Vec2 { + return .{ scale * math.sin(v[0]), scale * math.sin(v[1]) }; +} + +fn hyperbolic(v: Vec2, scale: f32) Vec2 { + const r = @sqrt(v[0] * v[0] + v[1] * v[1]) + 0.0001; + const theta = math.atan2(v[0], v[1]); + const xx = scale * math.sin(theta) / r; + const yy = scale * math.cos(theta) * r; + return .{ xx, yy }; +} + +fn pdj(v: Vec2, scale: f32) Vec2 { + const pdj_a = 0.1; + const pdj_b = 1.9; + const pdj_c = -0.8; + const pdj_d = -1.2; + //const pdj_a = 1.0111; + //const pdj_b = -1.011; + //const pdj_c = 2.08; + //const pdj_d = 10.2; + return .{ + scale * (math.sin(pdj_a * v[1]) - math.cos(pdj_b * v[0])), + scale * (math.sin(pdj_c * v[0]) - math.cos(pdj_d * v[1])), + }; +} + +fn julia(v: Vec2, scale: f32, rand01: f32) Vec2 { + const r = scale * @sqrt(@sqrt(v[0] * v[0] + v[1] * v[1])); + const theta = 0.5 * math.atan2(v[0], v[1]) + + math.pi * @as(f32, @floatFromInt(@as(i32, @intFromFloat(2.0 * rand01)))); + const xx = r * math.cos(theta); + const yy = r * math.sin(theta); + return .{ xx, yy }; +} + +``` + +`experiments/genart/src/x0016.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0016"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +const Vec2 = [2]f32; + +var fs_postprocess: gl.Uint = 0; +var accum_tex: gl.Uint = 0; +var accum_fbo: gl.Uint = 0; +var prng = std.Random.DefaultPrng.init(0); +var random = prng.random(); + +const bounds: f32 = 3.0; +var y = -bounds; +var pass: u32 = 1; + +pub fn draw() void { + gl.enable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, accum_fbo); + gl.useProgram(0); + + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.matrixOrthoEXT(gl.PROJECTION, -bounds, bounds, -bounds, bounds, -1.0, 1.0); + + gl.loadIdentity(); + + if (y <= bounds and pass == 1) { + gl.color3f(0.001, 0.001, 0.001); + gl.begin(gl.POINTS); + const step: f32 = 0.001; + var row: u32 = 0; + while (row < 4) : (row += 1) { + var x: f32 = -bounds; + while (x <= bounds) : (x += step) { + var v = Vec2{ x, y }; + v = sinusoidal(v, 2.4 + random.float(f32)); + gl.vertex2fv(&v); + } + y += step; + } + gl.end(); + } + + if (y >= bounds) { + y = -bounds; + pass += 1; + } + + gl.disable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, xcommon.display_fbo); + gl.useProgram(fs_postprocess); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +fn sinusoidal(v: Vec2, scale: f32) Vec2 { + return .{ scale * math.sin(v[0]), scale * math.sin(v[1]) }; +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.pointSize(3.0); + + gl.blendFunc(gl.ONE, gl.ONE); + gl.blendEquation(gl.FUNC_ADD); + + gl.createTextures(gl.TEXTURE_2D, 1, &accum_tex); + gl.textureStorage2D(accum_tex, 1, gl.RGBA16F, display_width, display_height); + gl.clearTexImage(accum_tex, 0, gl.RGBA, gl.FLOAT, null); + + gl.createFramebuffers(1, &accum_fbo); + gl.namedFramebufferTexture(accum_fbo, gl.COLOR_ATTACHMENT0, accum_tex, 0); + + const accum_texh = gl.getTextureHandleNV(accum_tex); + gl.makeTextureHandleResidentNV(accum_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2D accum_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(accum_texh, ivec2(gl_FragCoord.xy), 0).rgb; + \\ color = color / (color + 1.0); + \\ color = 1.0 - color; + \\ color = pow(color, vec3(2.2)); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, accum_texh); +} + +``` + +`experiments/genart/src/x0017.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0017"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +const Vec2 = [2]f32; + +var fs_postprocess: gl.Uint = 0; +var accum_tex: gl.Uint = 0; +var accum_fbo: gl.Uint = 0; +var prng = std.Random.DefaultPrng.init(0); +var random = prng.random(); + +const bounds: f32 = 3.0; +var y = -bounds; +var pass: u32 = 1; + +pub fn draw() void { + gl.enable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, accum_fbo); + gl.useProgram(0); + + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.matrixOrthoEXT(gl.PROJECTION, -bounds, bounds, -bounds, bounds, -1.0, 1.0); + + gl.loadIdentity(); + gl.rotatef(2.5 * (-1.0 + 2.0 * random.float(f32)), 0, 0, 1); + gl.translatef( + 0.05 * (-1.0 + 2.0 * random.float(f32)), + 0.05 * (-1.0 + 2.0 * random.float(f32)), + 1.0, + ); + + if (y <= bounds and pass == 1) { + const step: f32 = 0.001; + gl.color3f(step, step, step); + gl.begin(gl.POINTS); + var row: u32 = 0; + while (row < 4) : (row += 1) { + var x: f32 = -bounds; + while (x <= bounds) : (x += step) { + var v = Vec2{ x, y }; + v = pdj(v, 1.6); + gl.vertex2f(v[0], v[1]); + } + y += step; + } + gl.end(); + } + + if (y >= bounds) { + y = -bounds; + pass += 1; + } + + gl.disable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, xcommon.display_fbo); + gl.useProgram(fs_postprocess); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.pointSize(3.0); + + gl.blendFunc(gl.ONE, gl.ONE); + gl.blendEquation(gl.FUNC_ADD); + + gl.createTextures(gl.TEXTURE_2D, 1, &accum_tex); + gl.textureStorage2D(accum_tex, 1, gl.RGBA16F, display_width, display_height); + gl.clearTexImage(accum_tex, 0, gl.RGBA, gl.FLOAT, null); + + gl.createFramebuffers(1, &accum_fbo); + gl.namedFramebufferTexture(accum_fbo, gl.COLOR_ATTACHMENT0, accum_tex, 0); + + const accum_texh = gl.getTextureHandleNV(accum_tex); + gl.makeTextureHandleResidentNV(accum_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2D accum_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(accum_texh, ivec2(gl_FragCoord.xy), 0).rgb; + \\ color = color / (color + 1.0); + \\ color = 1.0 - color; + \\ color = pow(color, vec3(2.2)); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, accum_texh); +} + +fn pdj(v: Vec2, scale: f32) Vec2 { + const pdj_a = 0.1; + const pdj_b = 1.9; + const pdj_c = -0.8; + const pdj_d = -1.2; + return .{ + scale * (math.sin(pdj_a * v[1]) - math.cos(pdj_b * v[0])), + scale * (math.sin(pdj_c * v[0]) - math.cos(pdj_d * v[1])), + }; +} + +``` + +`experiments/genart/src/x0018.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0018"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +const Vec2 = [2]f32; + +var fs_postprocess: gl.Uint = 0; +var accum_tex: gl.Uint = 0; +var accum_fbo: gl.Uint = 0; +var prng = std.Random.DefaultPrng.init(0); +var random = prng.random(); + +const bounds: f32 = 3.0; +var y = -bounds; +var pass: u32 = 1; + +pub fn draw() void { + gl.enable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, accum_fbo); + gl.useProgram(0); + + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.matrixOrthoEXT(gl.PROJECTION, -bounds, bounds, -bounds, bounds, -1.0, 1.0); + + gl.loadIdentity(); + + if (y <= bounds and pass == 1) { + const step: f32 = 0.001; + gl.color3f(step, step, step); + gl.begin(gl.POINTS); + var row: u32 = 0; + while (row < 2) : (row += 1) { + const xoff = 0.05 * (-1.0 + 2.0 * random.float(f32)); + const yoff = 0.05 * (-1.0 + 2.0 * random.float(f32)); + var x: f32 = -bounds; + while (x <= bounds) : (x += step) { + var v = Vec2{ x, y }; + v = sinusoidal(v, 2.4); + v = julia(v, 4.0, -1.0 + 2.0 * random.float(f32)); + v = sinusoidal(v, 2.4); + gl.vertex2f(v[0] + xoff, v[1] + yoff); + } + y += step; + } + gl.end(); + } + + if (y >= bounds) { + y = -bounds; + pass += 1; + } + + gl.disable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, xcommon.display_fbo); + gl.useProgram(fs_postprocess); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.pointSize(3.0); + + gl.blendFunc(gl.ONE, gl.ONE); + gl.blendEquation(gl.FUNC_ADD); + + gl.createTextures(gl.TEXTURE_2D, 1, &accum_tex); + gl.textureStorage2D(accum_tex, 1, gl.RGBA16F, display_width, display_height); + gl.clearTexImage(accum_tex, 0, gl.RGBA, gl.FLOAT, null); + + gl.createFramebuffers(1, &accum_fbo); + gl.namedFramebufferTexture(accum_fbo, gl.COLOR_ATTACHMENT0, accum_tex, 0); + + const accum_texh = gl.getTextureHandleNV(accum_tex); + gl.makeTextureHandleResidentNV(accum_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2D accum_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(accum_texh, ivec2(gl_FragCoord.xy), 0).rgb; + \\ color = color / (color + 1.0); + \\ color = 1.0 - color; + \\ color = pow(color, vec3(2.2)); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, accum_texh); +} + +fn sinusoidal(v: Vec2, scale: f32) Vec2 { + return .{ scale * math.sin(v[0]), scale * math.sin(v[1]) }; +} + +fn julia(v: Vec2, scale: f32, rand01: f32) Vec2 { + const r = scale * @sqrt(@sqrt(v[0] * v[0] + v[1] * v[1])); + const theta = 0.5 * math.atan2(v[0], v[1]) + + math.pi * @as(f32, @floatFromInt(@as(i32, @intFromFloat(2.0 * rand01)))); + const xx = r * math.cos(theta); + const yy = r * math.sin(theta); + return .{ xx, yy }; +} + +``` + +`experiments/genart/src/x0019.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0019"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +const Vec2 = [2]f32; + +var fs_postprocess: gl.Uint = 0; +var accum_tex: gl.Uint = 0; +var accum_fbo: gl.Uint = 0; +var prng = std.Random.DefaultPrng.init(0); +var random = prng.random(); + +const bounds: f32 = 3.0; +var y = -bounds; +var pass: u32 = 1; +var angle: f32 = 0.0; + +pub fn draw() void { + angle += 0.05; + if (angle > 360.0) angle = 0.0; + + gl.enable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, accum_fbo); + gl.useProgram(0); + + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.matrixOrthoEXT(gl.PROJECTION, -bounds, bounds, -bounds, bounds, -1.0, 1.0); + + gl.loadIdentity(); + gl.rotatef(angle, 0, 0, 1); + gl.rotatef(2.5 * (-1.0 + 2.0 * random.float(f32)), 0, 0, 1); + + if (y <= bounds and pass == 1) { + const xoff = 0.05 * (-1.0 + 2.0 * random.float(f32)); + const yoff = 0.05 * (-1.0 + 2.0 * random.float(f32)); + + const step: f32 = 0.01; + gl.color3f(0.005, 0.005, 0.005); + gl.begin(gl.LINES); + var row: u32 = 0; + while (row < 1) : (row += 1) { + var x: f32 = -bounds; + while (x <= bounds) : (x += step) { + var v = Vec2{ x, y }; + v = hyperbolic(v, 1.0); + v = julia(v, 2.0, random.float(f32)); + v = sinusoidal(v, 2.8); + gl.vertex2f(v[0] + xoff, v[1] + yoff); + } + y += step; + } + gl.end(); + } + + if (y >= bounds) { + y = -bounds; + pass += 1; + } + + gl.disable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, xcommon.display_fbo); + gl.useProgram(fs_postprocess); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.pointSize(3.0); + + gl.blendFunc(gl.ONE, gl.ONE); + gl.blendEquation(gl.FUNC_ADD); + + gl.createTextures(gl.TEXTURE_2D, 1, &accum_tex); + gl.textureStorage2D(accum_tex, 1, gl.RGBA16F, display_width, display_height); + gl.clearTexImage(accum_tex, 0, gl.RGBA, gl.FLOAT, null); + + gl.createFramebuffers(1, &accum_fbo); + gl.namedFramebufferTexture(accum_fbo, gl.COLOR_ATTACHMENT0, accum_tex, 0); + + const accum_texh = gl.getTextureHandleNV(accum_tex); + gl.makeTextureHandleResidentNV(accum_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2D accum_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(accum_texh, ivec2(gl_FragCoord.xy), 0).rgb; + \\ color = color / (color + 1.0); + \\ color = 1.0 - color; + \\ color = pow(color, vec3(2.2)); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, accum_texh); +} + +fn sinusoidal(v: Vec2, scale: f32) Vec2 { + return .{ scale * math.sin(v[0]), scale * math.sin(v[1]) }; +} + +fn julia(v: Vec2, scale: f32, rand01: f32) Vec2 { + const r = scale * @sqrt(@sqrt(v[0] * v[0] + v[1] * v[1])); + const theta = 0.5 * math.atan2(v[0], v[1]) + + math.pi * @as(f32, @floatFromInt(@as(i32, @intFromFloat(2.0 * rand01)))); + const xx = r * math.cos(theta); + const yy = r * math.sin(theta); + return .{ xx, yy }; +} + +fn hyperbolic(v: Vec2, scale: f32) Vec2 { + const r = @sqrt(v[0] * v[0] + v[1] * v[1]) + 0.0001; + const theta = math.atan2(v[0], v[1]); + const xx = scale * math.sin(theta) / r; + const yy = scale * math.cos(theta) * r; + return .{ xx, yy }; +} + +``` + +`experiments/genart/src/x0020.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0020"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +const Vec2 = [2]f32; + +var fs_postprocess: gl.Uint = 0; +var accum_tex: gl.Uint = 0; +var accum_fbo: gl.Uint = 0; +var prng = std.Random.DefaultPrng.init(0); +var random = prng.random(); + +const bounds: f32 = 3.0; +var y = -bounds; +var pass: u32 = 1; + +pub fn draw() void { + gl.enable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, accum_fbo); + gl.useProgram(0); + + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.matrixOrthoEXT(gl.PROJECTION, -bounds, bounds, -bounds, bounds, -1.0, 1.0); + + gl.loadIdentity(); + + if (y <= bounds and pass == 1) { + const step: f32 = 0.01; + gl.color3f(0.002, 0.002, 0.002); + gl.begin(gl.LINES); + var row: u32 = 0; + while (row < 1) : (row += 1) { + var x: f32 = -bounds; + while (x <= bounds) : (x += step) { + var v = Vec2{ x, y }; + v = hyperbolic(v, 1.0); + + gl.vertex2f( + v[0] + 0.05 * (-1.0 + 2.0 * random.float(f32)), + v[1] + 0.05 * (-1.0 + 2.0 * random.float(f32)), + ); + + v = julia(v, 2.0, random.float(f32)); + v = sinusoidal(v, 2.4); + + gl.vertex2f( + v[0] + 0.05 * (-1.0 + 2.0 * random.float(f32)), + v[1] + 0.05 * (-1.0 + 2.0 * random.float(f32)), + ); + } + y += step; + } + gl.end(); + } + + if (y >= bounds) { + y = -bounds; + pass += 1; + } + + gl.disable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, xcommon.display_fbo); + gl.useProgram(fs_postprocess); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.pointSize(3.0); + + gl.blendFunc(gl.ONE, gl.ONE); + gl.blendEquation(gl.FUNC_ADD); + + gl.createTextures(gl.TEXTURE_2D, 1, &accum_tex); + gl.textureStorage2D(accum_tex, 1, gl.RGBA16F, display_width, display_height); + gl.clearTexImage(accum_tex, 0, gl.RGBA, gl.FLOAT, null); + + gl.createFramebuffers(1, &accum_fbo); + gl.namedFramebufferTexture(accum_fbo, gl.COLOR_ATTACHMENT0, accum_tex, 0); + + const accum_texh = gl.getTextureHandleNV(accum_tex); + gl.makeTextureHandleResidentNV(accum_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2D accum_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(accum_texh, ivec2(gl_FragCoord.xy), 0).rgb; + \\ color = color / (color + 1.0); + \\ color = 1.0 - color; + \\ color = pow(color, vec3(2.2)); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, accum_texh); +} + +fn sinusoidal(v: Vec2, scale: f32) Vec2 { + return .{ scale * math.sin(v[0]), scale * math.sin(v[1]) }; +} + +fn julia(v: Vec2, scale: f32, rand01: f32) Vec2 { + const r = scale * @sqrt(@sqrt(v[0] * v[0] + v[1] * v[1])); + const theta = 0.5 * math.atan2(v[0], v[1]) + + math.pi * @as(f32, @floatFromInt(@as(i32, @intFromFloat(2.0 * rand01)))); + const xx = r * math.cos(theta); + const yy = r * math.sin(theta); + return .{ xx, yy }; +} + +fn hyperbolic(v: Vec2, scale: f32) Vec2 { + const r = @sqrt(v[0] * v[0] + v[1] * v[1]) + 0.0001; + const theta = math.atan2(v[0], v[1]); + const xx = scale * math.sin(theta) / r; + const yy = scale * math.cos(theta) * r; + return .{ xx, yy }; +} + +``` + +`experiments/genart/src/x0021.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0021"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +const Vec2 = [2]f32; + +var fs_postprocess: gl.Uint = 0; +var accum_tex: gl.Uint = 0; +var accum_fbo: gl.Uint = 0; +var prng = std.Random.DefaultPrng.init(0); +var random = prng.random(); + +const bounds: f32 = 3.0; +var y = -bounds; +var pass: u32 = 1; + +pub fn draw() void { + gl.enable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, accum_fbo); + gl.useProgram(0); + + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.matrixOrthoEXT(gl.PROJECTION, -bounds, bounds, -bounds, bounds, -1.0, 1.0); + + gl.loadIdentity(); + + if (y <= bounds and pass == 1) { + const step: f32 = 0.0075; + gl.begin(gl.LINES); + var row: u32 = 0; + while (row < 1) : (row += 1) { + var x: f32 = -bounds; + while (x <= bounds) : (x += step) { + var v = Vec2{ x, y }; + v = hyperbolic(v, 1.0); + + gl.color3f(0.002, 0.001, 0.0); + gl.vertex2f( + v[0] + 0.05 * (-1.0 + 2.0 * random.float(f32)), + v[1] + 0.05 * (-1.0 + 2.0 * random.float(f32)), + ); + + v = sinusoidal(v, 2.4); + + gl.vertex2f( + v[0] + 0.05 * (-1.0 + 2.0 * random.float(f32)), + v[1] + 0.05 * (-1.0 + 2.0 * random.float(f32)), + ); + + v = julia(v, 2.0, random.float(f32)); + + gl.color3f(0.002, 0.0, 0.0); + gl.vertex2f( + v[0] + 0.05 * (-1.0 + 2.0 * random.float(f32)), + v[1] + 0.05 * (-1.0 + 2.0 * random.float(f32)), + ); + + v = sinusoidal(v, 2.4); + + gl.vertex2f( + v[0] + 0.05 * (-1.0 + 2.0 * random.float(f32)), + v[1] + 0.05 * (-1.0 + 2.0 * random.float(f32)), + ); + } + y += step; + } + gl.end(); + } + + if (y >= bounds) { + y = -bounds; + pass += 1; + } + + gl.disable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, xcommon.display_fbo); + gl.useProgram(fs_postprocess); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.pointSize(3.0); + + gl.blendFunc(gl.ONE, gl.ONE); + gl.blendEquation(gl.FUNC_ADD); + + gl.createTextures(gl.TEXTURE_2D, 1, &accum_tex); + gl.textureStorage2D(accum_tex, 1, gl.RGBA16F, display_width, display_height); + gl.clearTexImage(accum_tex, 0, gl.RGBA, gl.FLOAT, null); + + gl.createFramebuffers(1, &accum_fbo); + gl.namedFramebufferTexture(accum_fbo, gl.COLOR_ATTACHMENT0, accum_tex, 0); + + const accum_texh = gl.getTextureHandleNV(accum_tex); + gl.makeTextureHandleResidentNV(accum_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2D accum_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(accum_texh, ivec2(gl_FragCoord.xy), 0).rgb; + \\ color = color / (color + 1.0); + \\ //color = 1.0 - color; + \\ color = pow(color, vec3(2.2)); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, accum_texh); +} + +fn sinusoidal(v: Vec2, scale: f32) Vec2 { + return .{ scale * math.sin(v[0]), scale * math.sin(v[1]) }; +} + +fn julia(v: Vec2, scale: f32, rand01: f32) Vec2 { + const r = scale * @sqrt(@sqrt(v[0] * v[0] + v[1] * v[1])); + const theta = 0.5 * math.atan2(v[0], v[1]) + + math.pi * @as(f32, @floatFromInt(@as(i32, @intFromFloat(2.0 * rand01)))); + const xx = r * math.cos(theta); + const yy = r * math.sin(theta); + return .{ xx, yy }; +} + +fn hyperbolic(v: Vec2, scale: f32) Vec2 { + const r = @sqrt(v[0] * v[0] + v[1] * v[1]) + 0.0001; + const theta = math.atan2(v[0], v[1]); + const xx = scale * math.sin(theta) / r; + const yy = scale * math.cos(theta) * r; + return .{ xx, yy }; +} + +``` + +`experiments/genart/src/x0022.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0022"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +var fs_postprocess: gl.Uint = 0; +var accum_tex: gl.Uint = 0; +var accum_fbo: gl.Uint = 0; + +const a1 = -2.1; +const a2 = 1.4; +const a3 = 1.1; + +const f1 = 0.4; +const f2 = 1.1; +const f3 = 1.0; + +const a4 = 1.1; +const a5 = 1.2; +const a6 = 0.9; + +const f4 = 1.1; +const f5 = 1.0; +const f6 = 0.7; + +const v = 0.15; + +var xn: f64 = 0.0; +var yn: f64 = 0.0; +var tn: f64 = 0.0; + +var iter: u64 = 0; + +pub fn draw() void { + gl.enable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, accum_fbo); + gl.useProgram(0); + + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.matrixOrthoEXT(gl.PROJECTION, -3.0, 3.0, -2.5, 3.5, -1.0, 1.0); + + gl.loadIdentity(); + + gl.color3f(0.01, 0.01, 0.01); + gl.begin(gl.POINTS); + for (0..10_000) |_| { + if (iter >= 2_000_000) break; + + gl.vertex2d(xn, yn); + + const xn1 = a1 * @sin(f1 * xn) + a2 * @cos(f2 * yn) + a3 * @sin(f3 * tn); + const yn1 = a4 * @cos(f4 * xn) + a5 * @sin(f5 * yn) + a6 * @cos(f6 * tn); + const tn1 = @as(f64, @floatFromInt(iter)) * v; + + xn = xn1; + yn = yn1; + tn = tn1; + + iter += 1; + } + gl.end(); + + gl.disable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, xcommon.display_fbo); + gl.useProgram(fs_postprocess); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.pointSize(1.0); + + gl.blendFunc(gl.ONE, gl.ONE); + gl.blendEquation(gl.FUNC_ADD); + + gl.createTextures(gl.TEXTURE_2D, 1, &accum_tex); + gl.textureStorage2D(accum_tex, 1, gl.RGBA16F, display_width, display_height); + gl.clearTexImage(accum_tex, 0, gl.RGBA, gl.FLOAT, null); + + gl.createFramebuffers(1, &accum_fbo); + gl.namedFramebufferTexture(accum_fbo, gl.COLOR_ATTACHMENT0, accum_tex, 0); + + const accum_texh = gl.getTextureHandleNV(accum_tex); + gl.makeTextureHandleResidentNV(accum_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2D accum_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(accum_texh, ivec2(gl_FragCoord.xy), 0).rgb; + \\ color = color / (color + 1.0); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, accum_texh); +} + +``` + +`experiments/genart/src/x0023.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0023"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +var fs_postprocess: gl.Uint = 0; +var accum_tex: gl.Uint = 0; +var accum_fbo: gl.Uint = 0; + +const a1 = -2.1; +const a2 = 1.4; +const a3 = 1.1; + +const f1 = 0.4; +const f2 = 1.1; +const f3 = 1.0; + +const a4 = 1.1; +const a5 = 1.2; +const a6 = 0.9; + +const f4 = 1.1; +const f5 = 1.0; +const f6 = 0.7; + +const v = 0.05; + +var xn: f64 = 0.0; +var yn: f64 = 0.0; +var tn: f64 = 0.0; + +var iter: u64 = 0; +var frame: u32 = 0; + +pub fn draw() void { + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, accum_fbo); + gl.useProgram(0); + gl.enable(gl.BLEND); + + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + + if (frame == 0) { + gl.color3f(0.2, 0.2, 0.2); + gl.rectf(-0.8, -0.8, 0.8, 0.8); + } + + gl.matrixOrthoEXT(gl.PROJECTION, -3.5, 3.5, -3.0, 4.0, -1.0, 1.0); + + gl.color3f(0.005, 0.005, 0.005); + gl.begin(gl.POINTS); + for (0..100_000) |_| { + if (iter >= 50_000_000) break; + + gl.vertex2d(xn, yn); + + const xn1 = a1 * @sin(f1 * xn) + a2 * @cos(f2 * yn) + a3 * @sin(f3 * tn); + const yn1 = a4 * @cos(f4 * xn) + a5 * @sin(f5 * yn) + a6 * @cos(f6 * tn); + const tn1 = @as(f64, @floatFromInt(iter)) * v; + + xn = xn1; + yn = yn1; + tn = tn1; + + iter += 1; + } + gl.end(); + + gl.disable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, xcommon.display_fbo); + gl.useProgram(fs_postprocess); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); + + frame += 1; +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.pointSize(1.0); + + gl.blendFunc(gl.ONE, gl.ONE); + gl.blendEquation(gl.FUNC_ADD); + + gl.createTextures(gl.TEXTURE_2D_MULTISAMPLE, 1, &accum_tex); + gl.textureStorage2DMultisample(accum_tex, 8, gl.RGBA16F, display_width, display_height, gl.FALSE); + gl.clearTexImage(accum_tex, 0, gl.RGBA, gl.FLOAT, null); + + gl.createFramebuffers(1, &accum_fbo); + gl.namedFramebufferTexture(accum_fbo, gl.COLOR_ATTACHMENT0, accum_tex, 0); + + const accum_texh = gl.getTextureHandleNV(accum_tex); + gl.makeTextureHandleResidentNV(accum_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2DMS accum_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(accum_texh, ivec2(gl_FragCoord.xy), gl_SampleID).rgb; + \\ color = color / (color + 1.0); + \\ color = 1.0 - color; + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, accum_texh); +} + +``` + +`experiments/genart/src/x0024.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0024"; +pub const display_width = 1024 * 1; +pub const display_height = 1024 * 1; + +var prng = std.Random.DefaultPrng.init(0); +var random = prng.random(); + +var fs_postprocess: gl.Uint = 0; +var accum_tex: gl.Uint = 0; +var accum_fbo: gl.Uint = 0; + +const a1 = -2.1; +const a2 = 1.4; +const a3 = 1.1; + +const f1 = 0.4; +const f2 = 1.1; +const f3 = 1.0; + +const a4 = 1.1; +const a5 = 1.2; +const a6 = 0.9; + +const f4 = 1.1; +const f5 = 1.0; +const f6 = 0.7; + +const v = 0.05; + +var xn: f64 = 0.0; +var yn: f64 = 0.0; +var tn: f64 = 0.0; + +var iter: u64 = 0; + +pub fn draw() void { + gl.enable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, accum_fbo); + gl.useProgram(0); + + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + + gl.matrixOrthoEXT(gl.PROJECTION, -3.5, 3.5, -3.0, 4.0, -1.0, 1.0); + + gl.color3f(0.005, 0.005, 0.005); + gl.begin(gl.POINTS); + for (0..10_000) |_| { + if (iter >= 5_000_000) break; + + gl.vertex2d(xn, yn); + + const r0 = random.float(f64) * 0.01; + const r1 = random.float(f64) * 0.01; + + const xn1 = (a1 + r0) * @sin(f1 * xn) + a2 * @cos(f2 * yn) + a3 * @sin(f3 * tn); + const yn1 = a4 * @cos(f4 * xn) + (a5 + r1) * @sin(f5 * yn) + a6 * @cos(f6 * tn); + const tn1 = @as(f64, @floatFromInt(iter)) * v; + + xn = xn1; + yn = yn1; + tn = tn1; + + iter += 1; + } + gl.end(); + + gl.disable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, xcommon.display_fbo); + gl.useProgram(fs_postprocess); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.pointSize(1.0); + + gl.blendFunc(gl.ONE, gl.ONE); + gl.blendEquation(gl.FUNC_ADD); + + gl.createTextures(gl.TEXTURE_2D_MULTISAMPLE, 1, &accum_tex); + gl.textureStorage2DMultisample(accum_tex, 8, gl.RGBA16F, display_width, display_height, gl.FALSE); + gl.clearTexImage(accum_tex, 0, gl.RGBA, gl.FLOAT, null); + + gl.createFramebuffers(1, &accum_fbo); + gl.namedFramebufferTexture(accum_fbo, gl.COLOR_ATTACHMENT0, accum_tex, 0); + + const accum_texh = gl.getTextureHandleNV(accum_tex); + gl.makeTextureHandleResidentNV(accum_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2DMS accum_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(accum_texh, ivec2(gl_FragCoord.xy), gl_SampleID).rgb; + \\ color = color / (color + 1.0); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, accum_texh); +} + +``` + +`experiments/genart/src/x0025.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0025"; +pub const display_width = 1024 * res_mul; +pub const display_height = 1024 * res_mul; + +const res_mul = 1; // 1 (1024x1024) or 2 (2048x2048) + +var prng = std.Random.DefaultPrng.init(0); +var random = prng.random(); + +var fs_postprocess: gl.Uint = 0; +var accum_tex: gl.Uint = 0; +var accum_fbo: gl.Uint = 0; + +const a1 = 2.1; +const a2 = 1.4; +const a3 = 1.1; + +var f1: f64 = 0.4; +const f2 = 1.1; +const f3 = 1.0; + +const a4 = 1.1; +const a5 = 1.2; +const a6 = 0.9; + +const f4 = 1.1; +const f5 = 1.0; +const f6 = 0.7; + +const v = 0.15; + +var xn: f64 = 0.0; +var yn: f64 = 0.0; +var tn: f64 = 0.0; + +const max_iter = 25_000_000 * res_mul * res_mul; +var iter: u64 = 0; +var frame: u32 = 0; + +pub fn draw() void { + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, accum_fbo); + gl.useProgram(0); + + if (false and iter >= max_iter) { + iter = 0; + frame = 0; + f1 += 0.001; + xn = 0; + yn = 0; + tn = 0; + + gl.color3f(0.0, 0.0, 0.0); + gl.rectf(-1.0, -1.0, 1.0, 1.0); + + const static = struct { + var num: u32 = 0; + }; + var buffer = [_]u8{0} ** 128; + const filename = std.fmt.bufPrintZ( + buffer[0..], + "x0025_f{d:0>4}.png", + .{static.num}, + ) catch unreachable; + static.num += 1; + + gl.bindFramebuffer(gl.FRAMEBUFFER, 0); + xcommon.saveScreenshot(xcommon.allocator, filename); + gl.bindFramebuffer(gl.FRAMEBUFFER, accum_fbo); + } + + gl.enable(gl.BLEND); + + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + + gl.matrixOrthoEXT(gl.PROJECTION, -4.6, 4.6, -4.6, 4.6, -1.0, 1.0); + + gl.color3f(0.005, 0.005, 0.005); + gl.begin(gl.POINTS); + for (0..50_000) |_| { + if (iter >= max_iter) break; + + gl.vertex2d(xn, yn); + + const r0 = random.float(f64) * 0.0; + const r1 = random.float(f64) * 0.0; + + const xn1 = (a1 + r0) * @sin(f1 * xn) + a2 * @cos(f2 * yn) + a3 * @sin(f3 * tn); + const yn1 = a4 * @cos(f4 * xn) + (a5 + r1) * @sin(f5 * yn) + a6 * @cos(f6 * tn); + const tn1 = @as(f64, @floatFromInt(iter)) * v; + + const vel = (xn1 - xn) * (xn1 - xn) + (yn1 - yn) * (yn1 - yn); + if (vel < 0.5) { + gl.color3f(0.005, 0.005, 0.005); + } else if (vel < 2.0) { + gl.color3f(0.005, 0.0, 0.0); + } else { + gl.color3f(0.0, 0.005, 0.0); + } + + xn = xn1; + yn = yn1; + tn = tn1; + + iter += 1; + } + gl.end(); + + gl.disable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, xcommon.display_fbo); + gl.useProgram(fs_postprocess); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); + + frame += 1; +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.pointSize(1.0); + + gl.blendFunc(gl.ONE, gl.ONE); + gl.blendEquation(gl.FUNC_ADD); + + gl.createTextures(gl.TEXTURE_2D_MULTISAMPLE, 1, &accum_tex); + gl.textureStorage2DMultisample(accum_tex, 8, gl.RGBA16F, display_width, display_height, gl.FALSE); + gl.clearTexImage(accum_tex, 0, gl.RGBA, gl.FLOAT, null); + + gl.createFramebuffers(1, &accum_fbo); + gl.namedFramebufferTexture(accum_fbo, gl.COLOR_ATTACHMENT0, accum_tex, 0); + + const accum_texh = gl.getTextureHandleNV(accum_tex); + gl.makeTextureHandleResidentNV(accum_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2DMS accum_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(accum_texh, ivec2(gl_FragCoord.xy), gl_SampleID).rgb; + \\ color = color / (color + 1.0); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, accum_texh); +} + +``` + +`experiments/genart/src/x0026.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0026"; +pub const display_width = 1024 * res_mul; +pub const display_height = 1024 * res_mul; + +const res_mul = 1; // 1 (1024x1024) or 2 (2048x2048) + +var prng = std.Random.DefaultPrng.init(0); +var random = prng.random(); + +var fs_postprocess: gl.Uint = 0; +var accum_tex: gl.Uint = 0; +var accum_fbo: gl.Uint = 0; + +const a1 = -2.1; +const a2 = 1.4; +const a3 = 1.1; + +const f1 = 0.4; +const f2 = 1.1; +const f3 = 1.0; + +const a4 = 1.1; +const a5 = 1.2; +const a6 = 0.9; + +const f4 = 1.1; +const f5 = 1.0; +const f6 = 0.7; + +const v = 0.15; + +var xn: f64 = 0.0; +var yn: f64 = 0.0; +var tn: f64 = 0.0; + +const max_iter = 25_000_000 * res_mul * res_mul; +var iter: u64 = 0; + +pub fn draw() void { + gl.enable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, accum_fbo); + gl.useProgram(0); + + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + + gl.matrixOrthoEXT(gl.PROJECTION, -3.0, 3.0, -2.5, 3.5, -1.0, 1.0); + + const c = 0.002; + gl.color3f(c, c, c); + gl.begin(gl.POINTS); + for (0..50_000) |_| { + if (iter >= max_iter) break; + + gl.vertex2d(xn, yn); + + const r0 = random.float(f64) * 0.000; + const r1 = random.float(f64) * 0.000; + + const xn1 = a1 * @sin((f1 + r0) * xn) + a2 * @cos((f2 + r0) * yn) + a3 * @sin(f3 * tn); + const yn1 = a4 * @cos((f4 + r1) * xn) + a5 * @sin((f5 + r1) * yn) + a6 * @cos(f6 * tn); + const tn1 = @as(f64, @floatFromInt(iter)) * v; + + const vel = (xn1 - xn) * (xn1 - xn) + (yn1 - yn) * (yn1 - yn) + random.float(f64) * 0.5; + if (vel < 0.5) { + gl.color3f(c, c, c); + } else if (vel < 2.0) { + gl.color3f(c, 0.0, 0.0); + } else { + gl.color3f(0.0, c * 0.5, c * 0.5); + } + + xn = xn1; + yn = yn1; + tn = tn1; + + iter += 1; + } + gl.end(); + + gl.disable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, xcommon.display_fbo); + gl.useProgram(fs_postprocess); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.pointSize(1.0); + + gl.blendFunc(gl.ONE, gl.ONE); + gl.blendEquation(gl.FUNC_ADD); + + gl.createTextures(gl.TEXTURE_2D_MULTISAMPLE, 1, &accum_tex); + gl.textureStorage2DMultisample(accum_tex, 8, gl.RGBA16F, display_width, display_height, gl.FALSE); + gl.clearTexImage(accum_tex, 0, gl.RGBA, gl.FLOAT, null); + + gl.createFramebuffers(1, &accum_fbo); + gl.namedFramebufferTexture(accum_fbo, gl.COLOR_ATTACHMENT0, accum_tex, 0); + + const accum_texh = gl.getTextureHandleNV(accum_tex); + gl.makeTextureHandleResidentNV(accum_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2DMS accum_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(accum_texh, ivec2(gl_FragCoord.xy), gl_SampleID).rgb; + \\ color = color / (color + 1.0); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, accum_texh); +} + +``` + +`experiments/genart/src/x0027.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0027"; +pub const display_width = 1024 * res_mul; +pub const display_height = 1024 * res_mul; + +const res_mul = 1; // 1 (1024x1024) or 2 (2048x2048) + +var prng = std.Random.DefaultPrng.init(0); +var random = prng.random(); + +var fs_postprocess: gl.Uint = 0; +var accum_tex: gl.Uint = 0; +var accum_fbo: gl.Uint = 0; + +const a1 = -2.1; +const a2 = 1.4; +const a3 = 1.1; + +const f1 = 0.4; +const f2 = 1.1; +const f3 = 1.0; + +const a4 = 1.1; +const a5 = 1.2; +const a6 = 0.9; + +const f4 = 1.1; +const f5 = 1.0; +const f6 = 0.7; + +const v = 0.15; + +var xn: f64 = 0.0; +var yn: f64 = 0.0; +var tn: f64 = 0.0; + +const max_iter = 25_000_000 * res_mul * res_mul; +var iter: u64 = 0; + +pub fn draw() void { + gl.enable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, accum_fbo); + gl.useProgram(0); + + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + + gl.matrixOrthoEXT(gl.PROJECTION, 0.0, 2.0, 0.0, 2.0, -1.0, 1.0); + + gl.color3f(0.002, 0.002, 0.002); + gl.begin(gl.POINTS); + for (0..50_000) |_| { + if (iter >= max_iter) break; + + const r0 = random.float(f64) * 0.001; + const r1 = random.float(f64) * 0.001; + + const xn1 = a1 * @sin((f1 + r0) * xn) + a2 * @cos((f2 + r0) * yn) + a3 * @sin(f3 * tn); + const yn1 = a4 * @cos((f4 + r1) * xn) + a5 * @sin((f5 + r1) * yn) + a6 * @cos(f6 * tn); + const tn1 = @as(f64, @floatFromInt(iter)) * v; + + const velx = @abs(xn1 - xn); + const vely = @abs(yn1 - yn); + gl.vertex2d(velx, vely); + + xn = xn1; + yn = yn1; + tn = tn1; + + iter += 1; + } + gl.end(); + + gl.disable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, xcommon.display_fbo); + gl.useProgram(fs_postprocess); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.pointSize(1.0); + + gl.blendFunc(gl.ONE, gl.ONE); + gl.blendEquation(gl.FUNC_ADD); + + gl.createTextures(gl.TEXTURE_2D_MULTISAMPLE, 1, &accum_tex); + gl.textureStorage2DMultisample(accum_tex, 8, gl.RGBA16F, display_width, display_height, gl.FALSE); + gl.clearTexImage(accum_tex, 0, gl.RGBA, gl.FLOAT, null); + + gl.createFramebuffers(1, &accum_fbo); + gl.namedFramebufferTexture(accum_fbo, gl.COLOR_ATTACHMENT0, accum_tex, 0); + + const accum_texh = gl.getTextureHandleNV(accum_tex); + gl.makeTextureHandleResidentNV(accum_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2DMS accum_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(accum_texh, ivec2(gl_FragCoord.xy), gl_SampleID).rgb; + \\ color = color / (color + 1.0); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, accum_texh); +} + +``` + +`experiments/genart/src/x0028.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0028"; +pub const display_width = 1024 * res_mul; +pub const display_height = 1024 * res_mul; + +const res_mul = 1; // 1 (1024x1024) or 2 (2048x2048) + +var prng = std.Random.DefaultPrng.init(0); +var random = prng.random(); + +var fs_postprocess: gl.Uint = 0; +var accum_tex: gl.Uint = 0; +var accum_fbo: gl.Uint = 0; + +const a1 = 1.1; +const a2 = 1.4; +const a3 = 1.1; + +const f1 = 0.4; +const f2 = 1.1; +const f3 = 1.0; + +const a4 = 1.7; +const a5 = 1.2; +const a6 = 0.9; + +const f4 = 0.75; +const f5 = 0.1; +const f6 = 0.7; + +var v: f64 = 0.15; + +var xn: f64 = 0.0; +var yn: f64 = 0.0; +var tn: f64 = 0.0; + +const max_iter = 25_000_000 * res_mul * res_mul; +var iter: u64 = 0; +var frame: u32 = 0; + +pub fn draw() void { + gl.bindFramebuffer(gl.FRAMEBUFFER, accum_fbo); + gl.useProgram(0); + + if (false and iter >= max_iter) { + iter = 0; + frame = 0; + v += 0.001; + xn = 0; + yn = 0; + tn = 0; + + gl.color3f(0.0, 0.0, 0.0); + gl.rectf(-1.0, -1.0, 1.0, 1.0); + + const static = struct { + var num: u32 = 0; + }; + var buffer = [_]u8{0} ** 128; + const filename = std.fmt.bufPrintZ( + buffer[0..], + "x0028_f{d:0>4}.png", + .{static.num}, + ) catch unreachable; + static.num += 1; + + gl.bindFramebuffer(gl.FRAMEBUFFER, 0); + xcommon.saveScreenshot(xcommon.allocator, filename); + gl.bindFramebuffer(gl.FRAMEBUFFER, accum_fbo); + } + + gl.enable(gl.BLEND); + + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + + gl.enable(gl.SCISSOR_TEST); + gl.scissor( + 100 * res_mul, + 100 * res_mul, + display_width - 2 * 100 * res_mul, + display_height - 2 * 100 * res_mul, + ); + + if (frame == 0) { + gl.color3f(0.25, 0.25, 0.25); + gl.rectf(-1.0, -1.0, 1.0, 1.0); + } + + gl.matrixOrthoEXT(gl.PROJECTION, -3.5, 3.5, -3.5, 3.5, -1.0, 1.0); + + gl.begin(gl.POINTS); + for (0..50_000) |_| { + if (iter >= max_iter) break; + + if (xn > yn) + gl.color3f(0.01, 0.01, 0.01) + else + gl.color3f(0.01, 0.01, 0.0001); + + gl.vertex2d(xn, yn); + + const r0 = random.float(f64) * 0.000; + const r1 = random.float(f64) * 0.000; + + const xn1 = a1 * @sin((f1 + r0) * xn) + a2 * @cos((f2 + r0) * yn) + a3 * @sin(f3 * tn); + const yn1 = a4 * @cos((f4 + r1) * xn) + a5 * @sin((f5 + r1) * yn) + a6 * @cos(f6 * tn); + const tn1 = @as(f64, @floatFromInt(iter)) * v; + + xn = xn1; + yn = yn1; + tn = tn1; + + iter += 1; + } + gl.end(); + gl.disable(gl.SCISSOR_TEST); + + gl.disable(gl.BLEND); + gl.bindFramebuffer(gl.FRAMEBUFFER, xcommon.display_fbo); + gl.useProgram(fs_postprocess); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); + + frame += 1; +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.pointSize(1.0); + gl.lineWidth(3.0); + + gl.blendFunc(gl.ONE, gl.ONE); + gl.blendEquation(gl.FUNC_ADD); + + gl.createTextures(gl.TEXTURE_2D_MULTISAMPLE, 1, &accum_tex); + gl.textureStorage2DMultisample(accum_tex, 8, gl.RGBA16F, display_width, display_height, gl.FALSE); + gl.clearTexImage(accum_tex, 0, gl.RGBA, gl.FLOAT, null); + + gl.createFramebuffers(1, &accum_fbo); + gl.namedFramebufferTexture(accum_fbo, gl.COLOR_ATTACHMENT0, accum_tex, 0); + + const accum_texh = gl.getTextureHandleNV(accum_tex); + gl.makeTextureHandleResidentNV(accum_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2DMS accum_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(accum_texh, ivec2(gl_FragCoord.xy), gl_SampleID).rgb; + \\ color = color / (color + 1.0); + \\ color = 1.0 - color; + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, accum_texh); +} + +``` + +`experiments/genart/src/x0029.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0029"; +pub const display_width = 1024 * res_mul; +pub const display_height = 1024 * res_mul; + +const res_mul = 1; // 1 (1024x1024) or 2 (2048x2048) + +var prng = std.Random.DefaultPrng.init(0); +var random = prng.random(); + +var fs_postprocess: gl.Uint = 0; +var accum_tex: gl.Uint = 0; +var accum_fbo: gl.Uint = 0; + +const a1 = 2.0; +const a2 = 1.5; +const a3 = 1.0; + +const f1 = 0.4; +const f2 = 1.3; +const f3 = 1.0; + +const a4 = 1.1; +const a5 = 1.2; +const a6 = 0.9; + +const f4 = 1.1; +const f5 = 1.0; +const f6 = 0.7; + +const v = 0.15; + +var xn: f64 = 0.0; +var yn: f64 = 0.0; +var tn: f64 = 0.0; + +const max_iter = 25_000_000 * res_mul * res_mul; +var iter: u64 = 0; + +pub fn draw() void { + gl.enable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, accum_fbo); + gl.useProgram(0); + + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + + gl.matrixOrthoEXT(gl.PROJECTION, -4.6, 4.6, -4.6, 4.6, -1.0, 1.0); + + gl.color3f(0.005, 0.005, 0.005); + gl.begin(gl.POINTS); + for (0..50_000) |_| { + if (iter >= max_iter) break; + + gl.vertex2d(xn, yn); + + const r0 = random.float(f64) * 0.00; + const r1 = random.float(f64) * 0.00; + + const xn1 = (a1 + r0) * @sin(f1 * xn) + a2 * @cos(f2 * yn) + a3 * @sin(f3 * tn); + const yn1 = a4 * @cos(f4 * xn) + (a5 + r1) * @sin(f5 * yn) + a6 * @cos(f6 * tn); + const tn1 = @as(f64, @floatFromInt(iter)) * v; + + const vel = (xn1 - xn) * (xn1 - xn) + (yn1 - yn) * (yn1 - yn); + if (vel < 0.5) { + gl.color3f(0.005, 0.005, 0.005); + } else if (vel < 2.0) { + gl.color3f(0.005, 0.0, 0.0); + } + + xn = xn1; + yn = yn1; + tn = tn1; + + iter += 1; + } + gl.end(); + + gl.disable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, xcommon.display_fbo); + gl.useProgram(fs_postprocess); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.pointSize(1.0); + + gl.blendFunc(gl.ONE, gl.ONE); + gl.blendEquation(gl.FUNC_ADD); + + gl.createTextures(gl.TEXTURE_2D_MULTISAMPLE, 1, &accum_tex); + gl.textureStorage2DMultisample(accum_tex, 8, gl.RGBA16F, display_width, display_height, gl.FALSE); + gl.clearTexImage(accum_tex, 0, gl.RGBA, gl.FLOAT, null); + + gl.createFramebuffers(1, &accum_fbo); + gl.namedFramebufferTexture(accum_fbo, gl.COLOR_ATTACHMENT0, accum_tex, 0); + + const accum_texh = gl.getTextureHandleNV(accum_tex); + gl.makeTextureHandleResidentNV(accum_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2DMS accum_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(accum_texh, ivec2(gl_FragCoord.xy), gl_SampleID).rgb; + \\ color = color / (color + 1.0); + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, accum_texh); +} + +``` + +`experiments/genart/src/x0031.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const sdl = @import("zsdl2"); +const gl = @import("zopengl").bindings; +const xcommon = @import("xcommon"); + +pub const name = "generative art experiment: x0031"; +pub const display_width = 1024 * res_mul; +pub const display_height = 1024 * res_mul; + +const res_mul = 1; // 1 (1024x1024) or 2 (2048x2048) + +const step: f64 = if (res_mul == 2) 0.001 else 0.002; +const scale: f32 = 0.3; +const rand_factor = step * 0.05 * res_mul; +const luminance = 0.0005; + +const Vec2 = [2]f64; + +var fs_postprocess: gl.Uint = 0; +var accum_tex: gl.Uint = 0; +var accum_fbo: gl.Uint = 0; +var prng = std.Random.DefaultPrng.init(0); +var random = prng.random(); + +const bounds: f64 = 3.0; +var y = -bounds; +var pass: u32 = 0; + +pub fn draw() void { + gl.enable(gl.BLEND); + gl.bindFramebuffer(gl.FRAMEBUFFER, accum_fbo); + gl.useProgram(0); + + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.matrixOrthoEXT(gl.PROJECTION, -3.0, 3.0, -3.0, 3.0, -1.0, 1.0); + + gl.loadIdentity(); + + if (y <= bounds and pass == 0) { + gl.pointSize(3.0); + const s = 0.0025 * res_mul * res_mul; + gl.color3f(s * (1.0 - 0.44), s * (1.0 - 0.26), s * (1.0 - 0.08)); + gl.begin(gl.POINTS); + var row: u32 = 0; + while (row < 16) : (row += 1) { + var x: f64 = -bounds; + while (x <= bounds) : (x += 0.001) { + const xoff = 0.00025 * (-1.0 + 2.0 * random.floatNorm(f64)); + const yoff = 0.00025 * (-1.0 + 2.0 * random.floatNorm(f64)); + const v = Vec2{ x, y }; + + gl.vertex2d(v[0] + xoff, v[1] + yoff); + } + y += 0.001; + } + gl.end(); + gl.pointSize(1.0); + gl.color3f(luminance, luminance, luminance); + } + + if (y <= bounds and pass == 1) { + gl.pushMatrix(); + gl.translatef(-2.0, -2.0, 0); + gl.scalef(scale, scale, 1); + gl.color3f(luminance, luminance, luminance); + gl.begin(gl.POINTS); + var row: u32 = 0; + while (row < 16) : (row += 1) { + var x: f64 = -bounds; + while (x <= bounds) : (x += step) { + const xoff = rand_factor * (-1.0 + 2.0 * random.floatNorm(f64)); + const yoff = rand_factor * (-1.0 + 2.0 * random.floatNorm(f64)); + var v = Vec2{ x, y }; + + v = julia(v, 2.0, random.float(f64)); + v = hyperbolic(v, 1.0); + v = sinusoidal(v, 2.8); + v = hyperbolic(.{ v[0], v[1] }, 1.0); + v = sinusoidal(v, 2.8); + v = julia(.{ v[0], v[1] }, 2.1, random.float(f64)); + v = sinusoidal(v, 2.8); + v = sinusoidal(v, 2.8); + + gl.vertex2d(v[0] + xoff, v[1] + yoff); + } + y += step; + } + gl.end(); + gl.popMatrix(); + } + + if (y <= bounds and pass == 2) { + gl.pushMatrix(); + gl.translatef(0.0, -2.0, 0); + gl.scalef(scale, scale, 1); + gl.color3f(luminance, luminance, luminance); + gl.begin(gl.POINTS); + var row: u32 = 0; + while (row < 16) : (row += 1) { + var x: f64 = -bounds; + while (x <= bounds) : (x += step) { + const xoff = rand_factor * (-1.0 + 2.0 * random.floatNorm(f64)); + const yoff = rand_factor * (-1.0 + 2.0 * random.floatNorm(f64)); + var v = Vec2{ x, y }; + + v = hyperbolic(v, 1.0); + v = julia(v, 2.0, random.float(f64)); + v = sinusoidal(v, 2.8); + v = sinusoidal(v, 2.8); + v = hyperbolic(.{ v[0], v[1] }, 1.0); + v = julia(.{ v[0], v[1] }, 2.1, random.float(f64)); + v = sinusoidal(v, 2.8); + v = sinusoidal(v, 2.8); + + gl.vertex2d(v[0] + xoff, v[1] + yoff); + } + y += step; + } + gl.end(); + gl.popMatrix(); + } + + if (y <= bounds and pass == 3) { + gl.pushMatrix(); + gl.translatef(2.0, -2.0, 0.0); + gl.scalef(scale, scale, 1); + gl.color3f(luminance, luminance, luminance); + gl.begin(gl.POINTS); + var row: u32 = 0; + while (row < 16) : (row += 1) { + var x: f64 = -bounds; + while (x <= bounds) : (x += step) { + const xoff = rand_factor * (-1.0 + 2.0 * random.floatNorm(f64)); + const yoff = rand_factor * (-1.0 + 2.0 * random.floatNorm(f64)); + var v = Vec2{ x, y }; + + v = julia(v, 2.0, random.float(f64)); + v = sinusoidal(v, 2.8); + v = hyperbolic(v, 1.0); + v = hyperbolic(.{ v[0], v[1] }, 1.0); + v = sinusoidal(v, 2.8); + v = julia(.{ v[0], v[1] }, 2.1, random.float(f64)); + v = sinusoidal(v, 2.8); + v = sinusoidal(v, 2.8); + + gl.vertex2d(v[0] + xoff, v[1] + yoff); + } + y += step; + } + gl.end(); + gl.popMatrix(); + } + + if (y <= bounds and pass == 4) { + gl.pushMatrix(); + gl.translatef(-2.0, 0.0, 0); + gl.scalef(scale, scale, 1); + gl.color3f(luminance, luminance, luminance); + gl.begin(gl.POINTS); + var row: u32 = 0; + while (row < 16) : (row += 1) { + var x: f64 = -bounds; + while (x <= bounds) : (x += step) { + const xoff = rand_factor * (-1.0 + 2.0 * random.floatNorm(f64)); + const yoff = rand_factor * (-1.0 + 2.0 * random.floatNorm(f64)); + var v = Vec2{ x, y }; + + v = julia(v, 2.0, random.float(f64)); + v = hyperbolic(v, 1.0); + v = sinusoidal(v, 2.8); + v = hyperbolic(.{ v[0], v[1] }, 1.0); + v = sinusoidal(v, 2.8); + v = julia(.{ v[0], v[1] }, 2.1, random.float(f64)); + v = sinusoidal(v, 2.8); + + gl.vertex2d(v[0] + xoff, v[1] + yoff); + } + y += step; + } + gl.end(); + gl.popMatrix(); + } + + if (y <= bounds and pass == 5) { + gl.pushMatrix(); + gl.translatef(0.0, 0.0, 0); + gl.scalef(scale, scale, 1); + gl.color3f(luminance, luminance, luminance); + gl.begin(gl.POINTS); + var row: u32 = 0; + while (row < 16) : (row += 1) { + var x: f64 = -bounds; + while (x <= bounds) : (x += step) { + const xoff = rand_factor * (-1.0 + 2.0 * random.floatNorm(f64)); + const yoff = rand_factor * (-1.0 + 2.0 * random.floatNorm(f64)); + var v = Vec2{ x, y }; + + v = julia(v, 2.0, random.float(f64)); + v = hyperbolic(v, 1.0); + v = sinusoidal(v, 2.8); + v = hyperbolic(.{ v[0], v[1] }, 1.0); + v = sinusoidal(v, 2.8); + v = julia(.{ v[1], v[0] }, 2.1, random.float(f64)); + v = sinusoidal(v, 2.8); + v = sinusoidal(v, 2.8); + + gl.vertex2d(v[0] + xoff, v[1] + yoff); + } + y += step; + } + gl.end(); + gl.popMatrix(); + } + + if (y <= bounds and pass == 6) { + gl.pushMatrix(); + gl.translatef(2.0, 0.0, 0); + gl.scalef(scale, scale, 1); + gl.color3f(luminance, luminance, luminance); + gl.begin(gl.POINTS); + var row: u32 = 0; + while (row < 16) : (row += 1) { + var x: f64 = -bounds; + while (x <= bounds) : (x += step) { + const xoff = rand_factor * (-1.0 + 2.0 * random.floatNorm(f64)); + const yoff = rand_factor * (-1.0 + 2.0 * random.floatNorm(f64)); + var v = Vec2{ x, y }; + + v = julia(v, 2.0, random.float(f64)); + v = hyperbolic(v, 1.0); + v = sinusoidal(v, 2.8); + v = hyperbolic(.{ v[1], v[0] }, 1.0); + v = sinusoidal(v, 2.8); + v = julia(.{ v[0], v[1] }, 2.1, random.float(f64)); + v = sinusoidal(v, 2.8); + v = sinusoidal(v, 2.8); + + gl.vertex2d(v[0] + xoff, v[1] + yoff); + } + y += step; + } + gl.end(); + gl.popMatrix(); + } + + if (y <= bounds and pass == 7) { + gl.pushMatrix(); + gl.translatef(-2.0, 2.0, 0); + gl.scalef(scale, scale, 1); + gl.color3f(luminance, luminance, luminance); + gl.begin(gl.POINTS); + var row: u32 = 0; + while (row < 16) : (row += 1) { + var x: f64 = -bounds; + while (x <= bounds) : (x += step) { + const xoff = rand_factor * (-1.0 + 2.0 * random.floatNorm(f64)); + const yoff = rand_factor * (-1.0 + 2.0 * random.floatNorm(f64)); + var v = Vec2{ x, y }; + + v = julia(v, 2.0, random.float(f64)); + v = hyperbolic(v, 1.0); + v = sinusoidal(v, 2.8); + v = hyperbolic(.{ v[1], v[0] }, 1.0); + v = sinusoidal(v, 2.8); + v = julia(.{ v[1], v[0] }, 2.1, random.float(f64)); + v = sinusoidal(v, 2.8); + v = sinusoidal(v, 2.8); + + gl.vertex2d(v[0] + xoff, v[1] + yoff); + } + y += step; + } + gl.end(); + gl.popMatrix(); + } + + if (y <= bounds and pass == 8) { + gl.pushMatrix(); + gl.translatef(0.0, 2.0, 0); + gl.scalef(scale, scale, 1); + gl.color3f(luminance, luminance, luminance); + gl.begin(gl.POINTS); + var row: u32 = 0; + while (row < 16) : (row += 1) { + var x: f64 = -bounds; + while (x <= bounds) : (x += step) { + const xoff = rand_factor * (-1.0 + 2.0 * random.floatNorm(f64)); + const yoff = rand_factor * (-1.0 + 2.0 * random.floatNorm(f64)); + var v = Vec2{ x, y }; + + v = julia(v, 2.2, random.float(f64)); + v = hyperbolic(v, 1.0); + v = sinusoidal(v, 2.8); + v = hyperbolic(.{ v[0], v[1] }, 1.0); + v = sinusoidal(v, 2.8); + v = sinusoidal(v, 2.8); + v = julia(.{ v[0], v[1] }, 2.1, random.float(f64)); + v = sinusoidal(v, 2.8); + + gl.vertex2d(v[0] + xoff, v[1] + yoff); + } + y += step; + } + gl.end(); + gl.popMatrix(); + } + + if (y <= bounds and pass == 9) { + gl.pushMatrix(); + gl.translatef(2.0, 2.0, 0); + gl.scalef(scale, scale, 1); + gl.color3f(luminance, luminance, luminance); + gl.begin(gl.POINTS); + var row: u32 = 0; + while (row < 16) : (row += 1) { + var x: f64 = -bounds; + while (x <= bounds) : (x += step) { + const xoff = rand_factor * (-1.0 + 2.0 * random.floatNorm(f64)); + const yoff = rand_factor * (-1.0 + 2.0 * random.floatNorm(f64)); + var v = Vec2{ x, y }; + + v = sinusoidal(v, 2.8); + v = julia(v, 2.1, random.float(f64)); + v = hyperbolic(v, 1.0); + v = hyperbolic(.{ v[0], v[1] }, 1.0); + v = sinusoidal(v, 2.8); + v = julia(.{ v[0], v[1] }, 2.0, random.float(f64)); + v = sinusoidal(v, 2.8); + v = sinusoidal(v, 2.8); + + gl.vertex2d(v[0] + xoff, v[1] + yoff); + } + y += step; + } + gl.end(); + gl.popMatrix(); + } + + if (y >= bounds) { + y = -bounds; + pass += 1; + } + + gl.disable(gl.BLEND); + gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, xcommon.display_fbo); + gl.useProgram(fs_postprocess); + gl.matrixLoadIdentityEXT(gl.PROJECTION); + gl.loadIdentity(); + gl.begin(gl.TRIANGLES); + gl.vertex2f(-1.0, -1.0); + gl.vertex2f(3.0, -1.0); + gl.vertex2f(-1.0, 3.0); + gl.end(); +} + +pub fn init() !void { + try sdl.gl.setSwapInterval(1); + + gl.pointSize(1.0); + + gl.blendFunc(gl.ONE, gl.ONE); + gl.blendEquation(gl.FUNC_ADD); + + gl.createTextures(gl.TEXTURE_2D, 1, &accum_tex); + gl.textureStorage2D(accum_tex, 1, gl.RGBA16F, display_width, display_height); + gl.clearTexImage(accum_tex, 0, gl.RGBA, gl.FLOAT, null); + + gl.createFramebuffers(1, &accum_fbo); + gl.namedFramebufferTexture(accum_fbo, gl.COLOR_ATTACHMENT0, accum_tex, 0); + + const accum_texh = gl.getTextureHandleNV(accum_tex); + gl.makeTextureHandleResidentNV(accum_texh); + + fs_postprocess = gl.createShaderProgramv(gl.FRAGMENT_SHADER, 1, &@as([*:0]const gl.Char, + \\ #version 460 compatibility + \\ #extension NV_bindless_texture : require + \\ + \\ layout(location = 0) uniform sampler2D accum_texh; + \\ + \\ void main() { + \\ vec3 color = texelFetch(accum_texh, ivec2(gl_FragCoord.xy), 0).rgb; + \\ color = clamp(color, 0.0, 1.0); + \\ color = 1.0 - color; + \\ gl_FragColor = vec4(color, 1.0); + \\ } + )); + gl.programUniformHandleui64NV(fs_postprocess, 0, accum_texh); +} + +fn sinusoidal(v: Vec2, s: f64) Vec2 { + return .{ s * math.sin(v[0]), s * math.sin(v[1]) }; +} + +fn julia(v: Vec2, s: f64, rand01: f64) Vec2 { + const r = s * @sqrt(@sqrt(v[0] * v[0] + v[1] * v[1])); + const theta = 0.5 * math.atan2(v[0], v[1]) + + math.pi * @as(f64, @floatFromInt(@as(i32, @intFromFloat(2.0 * rand01)))); + const xx = r * math.cos(theta); + const yy = r * math.sin(theta); + return .{ xx, yy }; +} + +fn hyperbolic(v: Vec2, s: f64) Vec2 { + const r = @sqrt(v[0] * v[0] + v[1] * v[1]) + 0.0001; + const theta = math.atan2(v[0], v[1]); + const xx = s * math.sin(theta) / r; + const yy = s * math.cos(theta) * r; + return .{ xx, yy }; +} + +``` + +`experiments/genart/src/xcommon.zig`: + +```zig +const std = @import("std"); +const gl = @import("zopengl").bindings; +const zstbi = @import("zstbi"); + +pub var display_fbo: gl.Uint = undefined; +pub var display_tex: gl.Uint = undefined; +pub var display_texh: gl.Uint64 = undefined; + +pub var frame_time: f64 = undefined; +pub var frame_delta_time: f32 = undefined; + +pub var allocator: std.mem.Allocator = undefined; + +pub fn saveScreenshot(alloc: std.mem.Allocator, filename: [:0]const u8) void { + var viewport: [4]gl.Int = undefined; + gl.getIntegerv(gl.VIEWPORT, &viewport); + + const mem = alloc.alloc(u8, @as(usize, @intCast(viewport[2] * viewport[3] * 3))) catch @panic("OOM"); + defer alloc.free(mem); + + gl.readPixels(viewport[0], viewport[1], viewport[2], viewport[3], gl.RGB, gl.UNSIGNED_BYTE, mem.ptr); + + zstbi.init(alloc); + defer zstbi.deinit(); + + zstbi.setFlipVerticallyOnWrite(true); + + const image = zstbi.Image{ + .data = mem, + .width = @as(u32, @intCast(viewport[2])), + .height = @as(u32, @intCast(viewport[3])), + .num_components = 3, + .bytes_per_component = 1, + .bytes_per_row = @as(u32, @intCast(viewport[2])) * 3, + .is_hdr = false, + }; + image.writeToFile(filename, .png) catch {}; + + std.debug.print("{s} saved\n", .{filename}); +} + +``` + +`samples/audio_experiments/README.md`: + +```md +## audio experiments + +![image](screenshot.png) + +``` + +`samples/audio_experiments/audio_experiments_content/Broke For Free - Night Owl.txt`: + +```txt +"Night Owl" by "Broke For Free" downloaded from https://freemusicarchive.org +License: https://creativecommons.org/licenses/by/3.0 + +``` + +`samples/audio_experiments/build.zig`: + +```zig +const builtin = @import("builtin"); +const std = @import("std"); + +pub const demo_name = "audio_experiments"; +pub const content_dir = demo_name ++ "_content/"; + +// in future zig version e342433 +pub fn pathResolve(b: *std.Build, paths: []const []const u8) []u8 { + return std.fs.path.resolve(b.allocator, paths) catch @panic("OOM"); +} + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zmath = b.dependency("zmath", .{ + .target = options.target, + }); + exe.root_module.addImport("zmath", zmath.module("root")); + + const zwindows = b.dependency("zwindows", .{ + .zxaudio2_debug_layer = options.zxaudio2_debug_layer, + .zd3d12_debug_layer = options.zd3d12_debug_layer, + .zd3d12_gbv = options.zd3d12_gbv, + }); + const zwindows_module = zwindows.module("zwindows"); + const zd3d12_module = zwindows.module("zd3d12"); + const zxaudio2_module = zwindows.module("zxaudio2"); + + exe.root_module.addImport("zwindows", zwindows_module); + exe.root_module.addImport("zd3d12", zd3d12_module); + exe.root_module.addImport("zxaudio2", zxaudio2_module); + + @import("../common/build.zig").link(exe, .{ + .zwindows = zwindows_module, + .zd3d12 = zd3d12_module, + }); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + exe_options.addOption(bool, "xaudio2_enable_debug_layer", options.zxaudio2_debug_layer); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + + if (builtin.os.tag == .windows or builtin.os.tag == .linux) { + const compile_shaders = @import("zwindows").addCompileShaders(b, demo_name, zwindows, .{ .shader_ver = "6_6" }); + const root_path = pathResolve(b, &.{ @src().file, "..", "..", ".." }); + const shaders_path = b.pathJoin(&.{ root_path, content_path, "shaders" }); + + const common_hlsl_path = b.pathJoin(&.{ root_path, "samples", "common/src/hlsl/common.hlsl" }); + compile_shaders.addVsShader(common_hlsl_path, "vsImGui", b.pathJoin(&.{ shaders_path, "imgui.vs.cso" }), "PSO__IMGUI"); + compile_shaders.addPsShader(common_hlsl_path, "psImGui", b.pathJoin(&.{ shaders_path, "imgui.ps.cso" }), "PSO__IMGUI"); + + const hlsl_path = b.pathJoin(&.{ root_path, src_path, demo_name ++ ".hlsl" }); + compile_shaders.addVsShader(hlsl_path, "vsMain", b.pathJoin(&.{ shaders_path, demo_name ++ ".vs.cso" }), ""); + compile_shaders.addPsShader(hlsl_path, "psMain", b.pathJoin(&.{ shaders_path, demo_name ++ ".ps.cso" }), ""); + + install_content_step.step.dependOn(compile_shaders.step); + } + + exe.step.dependOn(&install_content_step.step); + + // This is needed to export symbols from an .exe file. + // We export D3D12SDKVersion and D3D12SDKPath symbols which + // is required by DirectX 12 Agility SDK. + exe.rdynamic = true; + + @import("zwindows").install_xaudio2(&exe.step, zwindows, .bin); + @import("zwindows").install_d3d12(&exe.step, zwindows, .bin); + + if (options.target.result.os.tag == .macos) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("macos12/usr/lib")); + exe.addSystemFrameworkPath(system_sdk.path("macos12/System/Library/Frameworks")); + } + } else if (options.target.result.os.tag == .linux) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("linux/lib/x86_64-linux-gnu")); + } + } + + return exe; +} + +``` + +`samples/audio_experiments/src/audio_experiments.hlsl`: + +```hlsl +#define ROOT_SIGNATURE \ + "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT), " \ + "CBV(b0, visibility = SHADER_VISIBILITY_VERTEX), " \ + "CBV(b1, visibility = SHADER_VISIBILITY_VERTEX)" + +struct DrawConst { + float4x4 object_to_world; +}; +ConstantBuffer cbv_draw_const : register(b0); + +struct FrameConst { + float4x4 world_to_clip; +}; +ConstantBuffer cbv_frame_const : register(b1); + +[RootSignature(ROOT_SIGNATURE)] +void vsMain( + float3 position : POSITION, + float3 color : _Color, + out float4 out_position_sv : SV_Position, + out float3 out_color : _Color +) { + const float4x4 object_to_clip = mul(cbv_draw_const.object_to_world, cbv_frame_const.world_to_clip); + out_position_sv = mul(float4(position, 1.0), object_to_clip); + out_color = color; +} + +[RootSignature(ROOT_SIGNATURE)] +void psMain( + float4 position_window : SV_Position, + float3 color : _Color, + out float4 out_color : SV_Target0 +) { + out_color = float4(pow(color, 1.0 / 2.2), 1.0); +} + +``` + +`samples/audio_experiments/src/audio_experiments.zig`: + +```zig +// We need to export below symbols for DirectX 12 Agility SDK. +pub export const D3D12SDKVersion: u32 = 610; +pub export const D3D12SDKPath: [*:0]const u8 = ".\\d3d12\\"; + +const build_options = @import("build_options"); +const content_dir = build_options.content_dir; + +const std = @import("std"); +const math = std.math; +const assert = std.debug.assert; +const L = std.unicode.utf8ToUtf16LeStringLiteral; +const Mutex = std.Thread.Mutex; + +const zwindows = @import("zwindows"); +const windows = zwindows.windows; +const d3d12 = zwindows.d3d12; +const xaudio2 = zwindows.xaudio2; +const xaudio2fx = zwindows.xaudio2fx; +const xapo = zwindows.xapo; +const hrPanic = zwindows.hrPanic; +const hrPanicOnFail = zwindows.hrPanicOnFail; + +const zd3d12 = @import("zd3d12"); +const zxaudio2 = @import("zxaudio2"); + +const common = @import("common"); +const GuiRenderer = common.GuiRenderer; +const c = common.c; + +const zm = @import("zmath"); + +const zmesh = @import("zmesh"); + +const window_name = "zig-gamedev: audio experiments (WIP)"; +const window_width = 1920; +const window_height = 1080; + +const Pso_DrawConst = struct { + object_to_world: [16]f32, +}; + +const Pso_FrameConst = struct { + world_to_clip: [16]f32, +}; + +const Pso_Vertex = struct { + position: [3]f32, + color: [3]f32, +}; + +const AudioData = struct { + mutex: Mutex = .{}, + cursor_position: u32 = 99, + left: std.ArrayList(f32), + right: std.ArrayList(f32), + + fn init(allocator: std.mem.Allocator) AudioData { + const size = 100 * 480; + + var left = std.ArrayList(f32).initCapacity(allocator, size) catch unreachable; + left.resize(size) catch unreachable; + for (left.items) |*s| s.* = 0.0; + + var right = std.ArrayList(f32).initCapacity(allocator, size) catch unreachable; + right.resize(size) catch unreachable; + for (right.items) |*s| s.* = 0.0; + + return .{ + .left = left, + .right = right, + }; + } + + fn deinit(audio_data: *AudioData) void { + audio_data.left.deinit(); + audio_data.right.deinit(); + audio_data.* = undefined; + } +}; + +const DemoState = struct { + gctx: zd3d12.GraphicsContext, + actx: zxaudio2.AudioContext, + guir: GuiRenderer, + frame_stats: common.FrameStats, + + music: *zxaudio2.Stream, + music_is_playing: bool = true, + music_has_reverb: bool = false, + + sound1: zxaudio2.SoundHandle, + sound2: zxaudio2.SoundHandle, + sound3: zxaudio2.SoundHandle, + + lines_pso: zd3d12.PipelineHandle, + + depth_texture: zd3d12.ResourceHandle, + depth_texture_dsv: d3d12.CPU_DESCRIPTOR_HANDLE, + + audio_data: *AudioData, + + camera: struct { + position: [3]f32 = .{ -10.0, 15.0, -10.0 }, + forward: [3]f32 = .{ 0.0, 0.0, 1.0 }, + pitch: f32 = 0.15 * math.pi, + yaw: f32 = 0.25 * math.pi, + } = .{}, + mouse: struct { + cursor_prev_x: i32 = 0, + cursor_prev_y: i32 = 0, + } = .{}, +}; + +fn processAudio(samples: [*]f32, num_samples: u32, num_channels: u32, context: ?*anyopaque) callconv(.C) void { + _ = num_samples; + const audio_data = @as(*AudioData, @ptrCast(@alignCast(context))); + + audio_data.mutex.lock(); + defer audio_data.mutex.unlock(); + + audio_data.cursor_position = (audio_data.cursor_position + 1) % 100; + + const base_index = 480 * audio_data.cursor_position; + var i: u32 = 0; + if (num_channels == 0) { // silence, 'samples' may contain invalid data + while (i < 480) : (i += 1) { + audio_data.left.items[base_index + i] = 0.0; + audio_data.right.items[base_index + i] = 0.0; + } + } else { + while (i < 480) : (i += 1) { + audio_data.left.items[base_index + i] = samples[i * num_channels]; + audio_data.right.items[base_index + i] = samples[i * num_channels + 1]; + } + } +} + +fn init(allocator: std.mem.Allocator) !DemoState { + var actx = zxaudio2.AudioContext.init(allocator); + + const sound1 = actx.loadSound(content_dir ++ "drum_bass_hard.flac"); + const sound2 = actx.loadSound(content_dir ++ "tabla_tas1.flac"); + const sound3 = actx.loadSound(content_dir ++ "loop_mika.flac"); + + var music = zxaudio2.Stream.create( + allocator, + actx.device, + content_dir ++ "Broke For Free - Night Owl.mp3", + ); + hrPanicOnFail(music.voice.Start(.{}, xaudio2.COMMIT_NOW)); + + { + var reverb_apo: ?*windows.IUnknown = null; + hrPanicOnFail(xaudio2fx.createReverb(&reverb_apo, 0)); + defer _ = reverb_apo.?.Release(); + + var effect_descriptor = [_]xaudio2.EFFECT_DESCRIPTOR{.{ + .pEffect = reverb_apo.?, + .InitialState = windows.FALSE, + .OutputChannels = 2, + }}; + const effect_chain = xaudio2.EFFECT_CHAIN{ + .EffectCount = 1, + .pEffectDescriptors = &effect_descriptor, + }; + hrPanicOnFail(music.voice.SetEffectChain(&effect_chain)); + + hrPanicOnFail(music.voice.SetEffectParameters( + 0, + &xaudio2fx.REVERB_PARAMETERS.initDefault(), + @sizeOf(xaudio2fx.REVERB_PARAMETERS), + xaudio2.COMMIT_NOW, + )); + } + + const audio_data = allocator.create(AudioData) catch unreachable; + audio_data.* = AudioData.init(allocator); + + { + const p0 = zxaudio2.createSimpleProcessor(&processAudio, audio_data); + defer _ = p0.Release(); + + var effect_descriptor = [_]xaudio2.EFFECT_DESCRIPTOR{.{ + .pEffect = p0, + .InitialState = windows.TRUE, + .OutputChannels = 2, + }}; + const effect_chain = xaudio2.EFFECT_CHAIN{ + .EffectCount = effect_descriptor.len, + .pEffectDescriptors = &effect_descriptor, + }; + + hrPanicOnFail(actx.master_voice.SetEffectChain(&effect_chain)); + } + + const window = try common.initWindow(allocator, window_name, window_width, window_height); + + var arena_allocator_state = std.heap.ArenaAllocator.init(allocator); + defer arena_allocator_state.deinit(); + const arena_allocator = arena_allocator_state.allocator(); + + var gctx = zd3d12.GraphicsContext.init(.{ + .allocator = allocator, + .window = window, + }); + gctx.present_flags = .{}; + gctx.present_interval = 1; + + const lines_pso = blk: { + const input_layout_desc = [_]d3d12.INPUT_ELEMENT_DESC{ + d3d12.INPUT_ELEMENT_DESC.init("POSITION", 0, .R32G32B32_FLOAT, 0, 0, .PER_VERTEX_DATA, 0), + d3d12.INPUT_ELEMENT_DESC.init("_Color", 0, .R32G32B32_FLOAT, 0, 12, .PER_VERTEX_DATA, 0), + }; + + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.InputLayout = .{ + .pInputElementDescs = &input_layout_desc, + .NumElements = input_layout_desc.len, + }; + pso_desc.RTVFormats[0] = .R8G8B8A8_UNORM; + pso_desc.NumRenderTargets = 1; + pso_desc.DSVFormat = .D32_FLOAT; + pso_desc.PrimitiveTopologyType = .LINE; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/audio_experiments.vs.cso", null)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/audio_experiments.ps.cso", null)); + + break :blk gctx.createGraphicsShaderPipeline(&pso_desc); + }; + + // Create depth texture resource. + const depth_texture = gctx.createCommittedResource( + .DEFAULT, + .{}, + &blk: { + var desc = d3d12.RESOURCE_DESC.initTex2d(.D32_FLOAT, gctx.viewport_width, gctx.viewport_height, 1); + desc.Flags = .{ .ALLOW_DEPTH_STENCIL = true, .DENY_SHADER_RESOURCE = true }; + break :blk desc; + }, + .{ .DEPTH_WRITE = true }, + &d3d12.CLEAR_VALUE.initDepthStencil(.D32_FLOAT, 1.0, 0), + ) catch |err| hrPanic(err); + + // Create depth texture view. + const depth_texture_dsv = gctx.allocateCpuDescriptors(.DSV, 1); + gctx.device.CreateDepthStencilView( + gctx.lookupResource(depth_texture).?, + null, + depth_texture_dsv, + ); + + // + // Begin frame to init/upload resources to the GPU. + // + gctx.beginFrame(); + + const guir = GuiRenderer.init(arena_allocator, &gctx, 1, content_dir); + + gctx.endFrame(); + gctx.finishGpuCommands(); + + return DemoState{ + .gctx = gctx, + .actx = actx, + .guir = guir, + .music = music, + .sound1 = sound1, + .sound2 = sound2, + .sound3 = sound3, + .frame_stats = common.FrameStats.init(), + .audio_data = audio_data, + .lines_pso = lines_pso, + .depth_texture = depth_texture, + .depth_texture_dsv = depth_texture_dsv, + }; +} + +fn deinit(demo: *DemoState, allocator: std.mem.Allocator) void { + demo.gctx.finishGpuCommands(); + demo.actx.device.StopEngine(); + demo.guir.deinit(&demo.gctx); + demo.gctx.deinit(allocator); + demo.music.destroy(); + demo.audio_data.deinit(); + allocator.destroy(demo.audio_data); + demo.actx.deinit(); + common.deinitWindow(allocator); + demo.* = undefined; +} + +fn update(demo: *DemoState) void { + demo.frame_stats.update(demo.gctx.window, window_name); + const dt = demo.frame_stats.delta_time; + common.newImGuiFrame(dt); + + c.igSetNextWindowPos( + c.ImVec2{ .x = @as(f32, @floatFromInt(demo.gctx.viewport_width)) - 600.0 - 20, .y = 20.0 }, + c.ImGuiCond_FirstUseEver, + c.ImVec2{ .x = 0.0, .y = 0.0 }, + ); + c.igSetNextWindowSize(.{ .x = 600.0, .y = -1 }, c.ImGuiCond_Always); + + _ = c.igBegin( + "Demo Settings", + null, + c.ImGuiWindowFlags_NoMove | c.ImGuiWindowFlags_NoResize | c.ImGuiWindowFlags_NoSavedSettings, + ); + c.igBulletText("", ""); + c.igSameLine(0, -1); + c.igTextColored(.{ .x = 0, .y = 0.8, .z = 0, .w = 1 }, "Right Mouse Button + drag", ""); + c.igSameLine(0, -1); + c.igText(" : rotate camera", ""); + + c.igBulletText("", ""); + c.igSameLine(0, -1); + c.igTextColored(.{ .x = 0, .y = 0.8, .z = 0, .w = 1 }, "W, A, S, D", ""); + c.igSameLine(0, -1); + c.igText(" : move camera", ""); + + c.igText("Music:", ""); + if (c.igButton( + if (demo.music_is_playing) " Pause " else " Play ", + .{ .x = 0, .y = 0 }, + )) { + demo.music_is_playing = !demo.music_is_playing; + if (demo.music_is_playing) { + hrPanicOnFail(demo.music.voice.Start(.{}, xaudio2.COMMIT_NOW)); + } else { + hrPanicOnFail(demo.music.voice.Stop(.{}, xaudio2.COMMIT_NOW)); + } + } + c.igSameLine(0.0, -1.0); + if (c.igButton(" Rewind ", .{ .x = 0, .y = 0 })) { + demo.music.setCurrentPosition(0); + } + c.igSameLine(0.0, -1.0); + if (c.igButton( + if (demo.music_has_reverb) " No Reverb " else " Reverb ", + .{ .x = 0, .y = 0 }, + )) { + demo.music_has_reverb = !demo.music_has_reverb; + if (demo.music_has_reverb) { + hrPanicOnFail(demo.music.voice.EnableEffect(0, xaudio2.COMMIT_NOW)); + } else { + hrPanicOnFail(demo.music.voice.DisableEffect(0, xaudio2.COMMIT_NOW)); + } + } + c.igSpacing(); + + c.igText("Sounds:", ""); + if (c.igButton(" Play Sound 1 ", .{ .x = 0, .y = 0 })) { + demo.actx.playSound(demo.sound1, .{}); + } + c.igSameLine(0.0, -1.0); + if (c.igButton(" Play Sound 2 ", .{ .x = 0, .y = 0 })) { + demo.actx.playSound(demo.sound2, .{}); + } + c.igSameLine(0.0, -1.0); + if (c.igButton(" Play Sound 3 ", .{ .x = 0, .y = 0 })) { + demo.actx.playSound(demo.sound3, .{}); + } + + c.igEnd(); + + // Handle camera rotation with mouse. + { + var pos: windows.POINT = undefined; + _ = windows.GetCursorPos(&pos); + const delta_x = @as(f32, @floatFromInt(pos.x)) - @as(f32, @floatFromInt(demo.mouse.cursor_prev_x)); + const delta_y = @as(f32, @floatFromInt(pos.y)) - @as(f32, @floatFromInt(demo.mouse.cursor_prev_y)); + demo.mouse.cursor_prev_x = pos.x; + demo.mouse.cursor_prev_y = pos.y; + + if (windows.GetAsyncKeyState(windows.VK_RBUTTON) < 0) { + demo.camera.pitch += 0.0025 * delta_y; + demo.camera.yaw += 0.0025 * delta_x; + demo.camera.pitch = @min(demo.camera.pitch, 0.48 * math.pi); + demo.camera.pitch = @max(demo.camera.pitch, -0.48 * math.pi); + demo.camera.yaw = zm.modAngle(demo.camera.yaw); + } + } + + // Handle camera movement with 'WASD' keys. + { + const speed = zm.f32x4s(10.0); + const delta_time = zm.f32x4s(demo.frame_stats.delta_time); + const transform = zm.mul(zm.rotationX(demo.camera.pitch), zm.rotationY(demo.camera.yaw)); + var forward = zm.normalize3(zm.mul(zm.f32x4(0.0, 0.0, 1.0, 0.0), transform)); + + zm.store(demo.camera.forward[0..], forward, 3); + + const right = speed * delta_time * zm.normalize3(zm.cross3(zm.f32x4(0.0, 1.0, 0.0, 0.0), forward)); + forward = speed * delta_time * forward; + + // Load camera position from memory to SIMD register ('3' means that we want to load three components). + var cpos = zm.load(demo.camera.position[0..], zm.Vec, 3); + + if (windows.GetAsyncKeyState('W') < 0) { + cpos += forward; + } else if (windows.GetAsyncKeyState('S') < 0) { + cpos -= forward; + } + if (windows.GetAsyncKeyState('D') < 0) { + cpos += right; + } else if (windows.GetAsyncKeyState('A') < 0) { + cpos -= right; + } + + // Copy updated position from SIMD register to memory. + zm.store(demo.camera.position[0..], cpos, 3); + } +} + +fn draw(demo: *DemoState) void { + var gctx = &demo.gctx; + + const cam_world_to_view = zm.lookToLh( + zm.load(demo.camera.position[0..], zm.Vec, 3), + zm.load(demo.camera.forward[0..], zm.Vec, 3), + zm.f32x4(0.0, 1.0, 0.0, 0.0), + ); + const cam_view_to_clip = zm.perspectiveFovLh( + 0.25 * math.pi, + @as(f32, @floatFromInt(gctx.viewport_width)) / @as(f32, @floatFromInt(gctx.viewport_height)), + 0.01, + 200.0, + ); + const cam_world_to_clip = zm.mul(cam_world_to_view, cam_view_to_clip); + + gctx.beginFrame(); + + const back_buffer = gctx.getBackBuffer(); + gctx.addTransitionBarrier(back_buffer.resource_handle, .{ .RENDER_TARGET = true }); + gctx.flushResourceBarriers(); + + gctx.cmdlist.OMSetRenderTargets( + 1, + &.{back_buffer.descriptor_handle}, + windows.TRUE, + &demo.depth_texture_dsv, + ); + gctx.cmdlist.ClearRenderTargetView( + back_buffer.descriptor_handle, + &[4]f32{ 0.0, 0.0, 0.0, 1.0 }, + 0, + null, + ); + gctx.cmdlist.ClearDepthStencilView(demo.depth_texture_dsv, .{ .DEPTH = true }, 1.0, 0, 0, null); + + gctx.setCurrentPipeline(demo.lines_pso); + gctx.cmdlist.IASetPrimitiveTopology(.LINESTRIP); + + // Upload per-frame constant data (camera xform). + { + const mem = gctx.allocateUploadMemory(Pso_FrameConst, 1); + zm.storeMat(mem.cpu_slice[0].world_to_clip[0..], zm.transpose(cam_world_to_clip)); + gctx.cmdlist.SetGraphicsRootConstantBufferView(1, mem.gpu_base); + } + + // Upload per-draw constant data (object to world xform). + { + const object_to_world = zm.identity(); + const mem = gctx.allocateUploadMemory(Pso_DrawConst, 1); + zm.storeMat(mem.cpu_slice[0].object_to_world[0..], zm.transpose(object_to_world)); + gctx.cmdlist.SetGraphicsRootConstantBufferView(0, mem.gpu_base); + } + + // Upload vertex data and record draw commands. + { + demo.audio_data.mutex.lock(); + defer demo.audio_data.mutex.unlock(); + + var row: u32 = 0; + while (row < 100) : (row += 1) { + const num_vertices: u32 = 480; + const mem = gctx.allocateUploadMemory(Pso_Vertex, num_vertices); + + const z = (demo.audio_data.cursor_position + row) % 100; + const f = if (row == 0) 1.0 else 0.010101 * @as(f32, @floatFromInt(row - 1)); + + var x: u32 = 0; + while (x < num_vertices) : (x += 1) { + const sample = demo.audio_data.left.items[x + z * num_vertices]; + + var color: [3]f32 = undefined; + zm.store(color[0..], zm.lerp( + zm.f32x4(0.2, 1.0, 0.0, 0.0), + zm.f32x4(1.0, 0.0, 0.0, 0.0), + 1.2 * @sqrt(f) * @abs(sample), + ), 3); + + mem.cpu_slice[x] = Pso_Vertex{ + .position = [_]f32{ + 0.1 * @as(f32, @floatFromInt(x)), + f * f * f * 10.0 * sample, + 0.5 * @as(f32, @floatFromInt(z)), + }, + .color = color, + }; + } + + gctx.cmdlist.IASetVertexBuffers(0, 1, &.{ + .{ + .BufferLocation = mem.gpu_base, + .SizeInBytes = num_vertices * @sizeOf(Pso_Vertex), + .StrideInBytes = @sizeOf(Pso_Vertex), + }, + }); + gctx.cmdlist.DrawInstanced(num_vertices, 1, 0, 0); + } + } + + demo.guir.draw(gctx); + + gctx.addTransitionBarrier(back_buffer.resource_handle, d3d12.RESOURCE_STATES.PRESENT); + gctx.flushResourceBarriers(); + + gctx.endFrame(); +} + +pub fn main() !void { + common.init(); + defer common.deinit(); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + var demo = try init(allocator); + defer deinit(&demo, allocator); + + while (common.handleWindowEvents()) { + update(&demo); + draw(&demo); + } +} + +``` + +`samples/audio_experiments_wgpu/README.md`: + +```md +## audio experiments (wgpu) + +This demo shows how to use [zaudio](https://github.com/michal-z/zig-gamedev/tree/main/libs/zaudio) library. + +It lets the user to experiment with audio and observe data that feeds the hardware. See a [video](https://youtu.be/UvNJn2Ok16w). + +User can activate various data sources like: music, sounds, waveform generators (sine, square, triangle, sawtooth) and noise generators (white, pink). + +User can also activate one of the available audio filters: Low-Pass, High-Pass, Notch, Peak, Low Shelf, High Shelf. + +![image](screenshot.png) + +``` + +`samples/audio_experiments_wgpu/audio_experiments_wgpu_content/Broke For Free - Night Owl.txt`: + +```txt +"Night Owl" by "Broke For Free" downloaded from https://freemusicarchive.org +License: https://creativecommons.org/licenses/by/3.0 + +``` + +`samples/audio_experiments_wgpu/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "audio_experiments_wgpu"; +pub const content_dir = demo_name ++ "_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + @import("zgpu").addLibraryPathsTo(exe); + const zgpu = b.dependency("zgpu", .{ + .target = options.target, + }); + exe.root_module.addImport("zgpu", zgpu.module("root")); + exe.linkLibrary(zgpu.artifact("zdawn")); + + const zgui = b.dependency("zgui", .{ + .target = options.target, + .backend = .glfw_wgpu, + }); + exe.root_module.addImport("zgui", zgui.module("root")); + exe.linkLibrary(zgui.artifact("imgui")); + + const zmath = b.dependency("zmath", .{ + .target = options.target, + }); + exe.root_module.addImport("zmath", zmath.module("root")); + + const zaudio = b.dependency("zaudio", .{ + .target = options.target, + }); + exe.root_module.addImport("zaudio", zaudio.module("root")); + exe.linkLibrary(zaudio.artifact("miniaudio")); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + exe.step.dependOn(&install_content_step.step); + + if (options.target.result.os.tag == .macos) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("macos12/usr/lib")); + exe.addSystemFrameworkPath(system_sdk.path("macos12/System/Library/Frameworks")); + } + } else if (options.target.result.os.tag == .linux) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("linux/lib/x86_64-linux-gnu")); + } + } + + return exe; +} + +``` + +`samples/audio_experiments_wgpu/src/audio_experiments_wgpu.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const assert = std.debug.assert; +const Mutex = std.Thread.Mutex; +const zglfw = @import("zglfw"); +const zgpu = @import("zgpu"); +const wgpu = zgpu.wgpu; +const zgui = @import("zgui"); +const zm = @import("zmath"); +const zaudio = @import("zaudio"); +const wgsl = @import("audio_experiments_wgsl.zig"); + +const content_dir = @import("build_options").content_dir; +const window_title = "zig-gamedev: audio experiments (wgpu)"; + +const safe_uniform_size = 256; +const min_filter_fequency: f32 = 20.0; +const max_filter_fequency: f32 = 500.0; +const min_filter_q: f32 = 0.02; +const max_filter_q: f32 = 1.0; +const min_filter_gain: f32 = -20.0; +const max_filter_gain: f32 = 20.0; +const filter_order: u32 = 4; + +const Vertex = extern struct { + position: [3]f32, + color: [3]f32, +}; + +const FrameUniforms = struct { + world_to_clip: zm.Mat, +}; + +const DrawUniforms = struct { + object_to_world: zm.Mat, +}; + +const AudioFilterType = enum { + lpf, + hpf, + notch, + peak, + loshelf, + hishelf, + + const names = [_][:0]const u8{ + "Low-Pass Filter", + "High-Pass Filter", + "Notch Filter", + "Peak Filter", + "Low Shelf Filter", + "High Shelf Filter", + }; +}; + +const AudioFilter = struct { + current_type: AudioFilterType = .lpf, + is_enabled: bool = false, + + lpf: struct { + config: zaudio.LpfConfig, + node: *zaudio.LpfNode, + }, + hpf: struct { + config: zaudio.HpfConfig, + node: *zaudio.HpfNode, + }, + notch: struct { + config: zaudio.NotchConfig, + node: *zaudio.NotchNode, + }, + peak: struct { + config: zaudio.PeakConfig, + node: *zaudio.PeakNode, + }, + loshelf: struct { + config: zaudio.LoshelfConfig, + node: *zaudio.LoshelfNode, + }, + hishelf: struct { + config: zaudio.HishelfConfig, + node: *zaudio.HishelfNode, + }, + + fn getCurrentNode(filter: AudioFilter) *zaudio.Node { + return switch (filter.current_type) { + .lpf => filter.lpf.node.asNodeMut(), + .hpf => filter.hpf.node.asNodeMut(), + .notch => filter.notch.node.asNodeMut(), + .peak => filter.peak.node.asNodeMut(), + .loshelf => filter.loshelf.node.asNodeMut(), + .hishelf => filter.hishelf.node.asNodeMut(), + }; + } + + fn destroy(filter: AudioFilter) void { + filter.lpf.node.destroy(); + filter.hpf.node.destroy(); + filter.notch.node.destroy(); + filter.peak.node.destroy(); + filter.loshelf.node.destroy(); + filter.hishelf.node.destroy(); + } +}; + +const AudioState = struct { + const num_sets = 100; + const samples_per_set = 512; + const usable_samples_per_set = 480; + + device: *zaudio.Device, + engine: *zaudio.Engine, + mutex: Mutex = .{}, + current_set: u32 = num_sets - 1, + samples: std.ArrayList(f32), + + fn audioCallback( + device: *zaudio.Device, + output: ?*anyopaque, + _: ?*const anyopaque, + num_frames: u32, + ) callconv(.C) void { + const audio = @as(*AudioState, @ptrCast(@alignCast(device.getUserData()))); + + audio.engine.asNodeGraphMut().readPcmFrames(output.?, num_frames, null) catch {}; + + audio.mutex.lock(); + defer audio.mutex.unlock(); + + audio.current_set = (audio.current_set + 1) % num_sets; + + const num_channels = 2; + const base_index = samples_per_set * audio.current_set; + const frames = @as([*]f32, @ptrCast(@alignCast(output))); + + var i: u32 = 0; + while (i < @min(num_frames, usable_samples_per_set)) : (i += 1) { + audio.samples.items[base_index + i] = frames[i * num_channels]; + } + } + + fn create(allocator: std.mem.Allocator) !*AudioState { + const samples = samples: { + var samples = try std.ArrayList(f32).initCapacity( + allocator, + num_sets * samples_per_set, + ); + samples.expandToCapacity(); + @memset(samples.items, 0.0); + break :samples samples; + }; + + const audio = try allocator.create(AudioState); + + const device = device: { + var config = zaudio.Device.Config.init(.playback); + config.data_callback = audioCallback; + config.user_data = audio; + config.sample_rate = 48_000; + config.period_size_in_frames = 480; + config.period_size_in_milliseconds = 10; + config.playback.format = .float32; + config.playback.channels = 2; + break :device try zaudio.Device.create(null, config); + }; + + const engine = engine: { + var config = zaudio.Engine.Config.init(); + config.device = device; + config.no_auto_start = .true32; + break :engine try zaudio.Engine.create(config); + }; + + audio.* = .{ + .device = device, + .engine = engine, + .samples = samples, + }; + return audio; + } + + fn destroy(audio: *AudioState, allocator: std.mem.Allocator) void { + audio.samples.deinit(); + audio.engine.destroy(); + audio.device.destroy(); + allocator.destroy(audio); + } +}; + +const DemoState = struct { + allocator: std.mem.Allocator, + + window: *zglfw.Window, + gctx: *zgpu.GraphicsContext, + audio: *AudioState, + + lines_pipe: zgpu.RenderPipelineHandle = .{}, + + uniform_bg: zgpu.BindGroupHandle, + + depth_tex: zgpu.TextureHandle, + depth_texv: zgpu.TextureViewHandle, + + music: *zaudio.Sound, + sounds: std.ArrayList(*zaudio.Sound), + audio_filter: AudioFilter, + + waveform_config: zaudio.Waveform.Config, + waveform_data_source: *zaudio.Waveform, + waveform_node: *zaudio.DataSourceNode, + + noise_config: zaudio.Noise.Config, + noise_data_source: *zaudio.Noise, + noise_node: *zaudio.DataSourceNode, + + camera: struct { + position: [3]f32 = .{ -10.0, 15.0, -10.0 }, + forward: [3]f32 = .{ 0.0, 0.0, 1.0 }, + pitch: f32 = 0.15 * math.pi, + yaw: f32 = 0.25 * math.pi, + } = .{}, + mouse: struct { + cursor_pos: [2]f64 = .{ 0, 0 }, + } = .{}, +}; + +fn create(allocator: std.mem.Allocator, window: *zglfw.Window) !*DemoState { + const gctx = try zgpu.GraphicsContext.create( + allocator, + .{ + .window = window, + .fn_getTime = @ptrCast(&zglfw.getTime), + .fn_getFramebufferSize = @ptrCast(&zglfw.Window.getFramebufferSize), + .fn_getWin32Window = @ptrCast(&zglfw.getWin32Window), + .fn_getX11Display = @ptrCast(&zglfw.getX11Display), + .fn_getX11Window = @ptrCast(&zglfw.getX11Window), + .fn_getWaylandDisplay = @ptrCast(&zglfw.getWaylandDisplay), + .fn_getWaylandSurface = @ptrCast(&zglfw.getWaylandWindow), + .fn_getCocoaWindow = @ptrCast(&zglfw.getCocoaWindow), + }, + .{}, + ); + errdefer gctx.destroy(allocator); + + var arena_state = std.heap.ArenaAllocator.init(allocator); + defer arena_state.deinit(); + //const arena = arena_state.allocator(); + + const uniform_bgl = gctx.createBindGroupLayout(&.{ + zgpu.bufferEntry(0, .{ .vertex = true, .fragment = true }, .uniform, true, 0), + }); + defer gctx.releaseResource(uniform_bgl); + + const uniform_bg = gctx.createBindGroup(uniform_bgl, &.{ + .{ + .binding = 0, + .buffer_handle = gctx.uniforms.buffer, + .offset = 0, + .size = safe_uniform_size, + }, + }); + + const depth = createDepthTexture(gctx); + + zaudio.init(allocator); + + const audio = try AudioState.create(allocator); + try audio.engine.start(); + + const sounds = sounds: { + var sounds = std.ArrayList(*zaudio.Sound).init(allocator); + try sounds.append(try audio.engine.createSoundFromFile(content_dir ++ "drum_bass_hard.flac", .{})); + try sounds.append(try audio.engine.createSoundFromFile(content_dir ++ "tabla_tas1.flac", .{})); + try sounds.append(try audio.engine.createSoundFromFile(content_dir ++ "loop_mika.flac", .{})); + break :sounds sounds; + }; + + const music = try audio.engine.createSoundFromFile( + content_dir ++ "Broke For Free - Night Owl.mp3", + .{ .flags = .{ .stream = true } }, + ); + music.setVolume(1.5); + try music.start(); + + const audio_filter = audio_filter: { + const lpf_config = zaudio.LpfNode.Config.init( + audio.engine.asNodeGraph().getChannels(), + audio.engine.getSampleRate(), + min_filter_fequency, + filter_order, + ); + const hpf_config = zaudio.HpfNode.Config.init( + audio.engine.asNodeGraph().getChannels(), + audio.engine.getSampleRate(), + min_filter_fequency, + filter_order, + ); + const notch_config = zaudio.NotchNode.Config.init( + audio.engine.asNodeGraph().getChannels(), + audio.engine.getSampleRate(), + min_filter_q, + min_filter_fequency, + ); + const peak_config = zaudio.PeakNode.Config.init( + audio.engine.asNodeGraph().getChannels(), + audio.engine.getSampleRate(), + min_filter_gain, + min_filter_q, + min_filter_fequency, + ); + const loshelf_config = zaudio.LoshelfNode.Config.init( + audio.engine.asNodeGraph().getChannels(), + audio.engine.getSampleRate(), + min_filter_gain, + min_filter_q, + min_filter_fequency, + ); + const hishelf_config = zaudio.HishelfNode.Config.init( + audio.engine.asNodeGraph().getChannels(), + audio.engine.getSampleRate(), + min_filter_gain, + min_filter_q, + min_filter_fequency, + ); + + const audio_filter = AudioFilter{ + .lpf = .{ + .config = lpf_config.lpf, + .node = try audio.engine.asNodeGraphMut().createLpfNode(lpf_config), + }, + .hpf = .{ + .config = hpf_config.hpf, + .node = try audio.engine.asNodeGraphMut().createHpfNode(hpf_config), + }, + .notch = .{ + .config = notch_config.notch, + .node = try audio.engine.asNodeGraphMut().createNotchNode(notch_config), + }, + .peak = .{ + .config = peak_config.peak, + .node = try audio.engine.asNodeGraphMut().createPeakNode(peak_config), + }, + .loshelf = .{ + .config = loshelf_config.loshelf, + .node = try audio.engine.asNodeGraphMut().createLoshelfNode(loshelf_config), + }, + .hishelf = .{ + .config = hishelf_config.hishelf, + .node = try audio.engine.asNodeGraphMut().createHishelfNode(hishelf_config), + }, + }; + + const endpoint = audio.engine.asNodeGraphMut().getEndpointMut(); + try audio_filter.lpf.node.asNodeMut().attachOutputBus(0, endpoint, 0); + try audio_filter.hpf.node.asNodeMut().attachOutputBus(0, endpoint, 0); + try audio_filter.notch.node.asNodeMut().attachOutputBus(0, endpoint, 0); + try audio_filter.peak.node.asNodeMut().attachOutputBus(0, endpoint, 0); + try audio_filter.loshelf.node.asNodeMut().attachOutputBus(0, endpoint, 0); + try audio_filter.hishelf.node.asNodeMut().attachOutputBus(0, endpoint, 0); + + break :audio_filter audio_filter; + }; + + // Waveform generator + const waveform_config = zaudio.Waveform.Config.init( + .float32, + audio.engine.asNodeGraph().getChannels(), + audio.engine.getSampleRate(), + .sine, + 0.5, + 440.0, + ); + const waveform_data_source = try zaudio.Waveform.create(waveform_config); + const waveform_node = try audio.engine.asNodeGraphMut().createDataSourceNode( + zaudio.DataSourceNode.Config.init(waveform_data_source.asDataSourceMut()), + ); + try waveform_node.asNodeMut().setState(.stopped); + + // Noise generator + const noise_config = zaudio.Noise.Config.init( + .float32, + audio.engine.asNodeGraph().getChannels(), + .pink, + 123, + 0.25, + ); + const noise_data_source = try zaudio.Noise.create(noise_config); + const noise_node = try audio.engine.asNodeGraphMut().createDataSourceNode( + zaudio.DataSourceNode.Config.init(noise_data_source.asDataSourceMut()), + ); + try noise_node.asNodeMut().setState(.stopped); + + const demo = try allocator.create(DemoState); + demo.* = .{ + .allocator = allocator, + .window = window, + .gctx = gctx, + .uniform_bg = uniform_bg, + .depth_tex = depth.tex, + .depth_texv = depth.texv, + .audio = audio, + .music = music, + .sounds = sounds, + .audio_filter = audio_filter, + .waveform_config = waveform_config, + .waveform_data_source = waveform_data_source, + .waveform_node = waveform_node, + .noise_config = noise_config, + .noise_data_source = noise_data_source, + .noise_node = noise_node, + }; + + try updateAudioGraph(demo.*); + + const common_depth_state = wgpu.DepthStencilState{ + .format = .depth32_float, + .depth_write_enabled = true, + .depth_compare = .less, + }; + const pos_color_attribs = [_]wgpu.VertexAttribute{ + .{ .format = .float32x3, .offset = 0, .shader_location = 0 }, + .{ .format = .float32x3, .offset = @offsetOf(Vertex, "color"), .shader_location = 1 }, + }; + zgpu.createRenderPipelineSimple( + allocator, + gctx, + &.{ uniform_bgl, uniform_bgl }, + wgsl.lines_vs, + wgsl.lines_fs, + @sizeOf(Vertex), + pos_color_attribs[0..], + .{ .topology = .line_strip }, + zgpu.GraphicsContext.swapchain_format, + common_depth_state, + &demo.lines_pipe, + ); + + return demo; +} + +fn destroy(allocator: std.mem.Allocator, demo: *DemoState) void { + demo.audio.engine.stop() catch unreachable; + demo.audio_filter.is_enabled = false; + updateAudioGraph(demo.*) catch unreachable; + demo.audio_filter.destroy(); + demo.waveform_data_source.destroy(); + demo.waveform_node.destroy(); + demo.noise_data_source.destroy(); + demo.noise_node.destroy(); + demo.music.destroy(); + for (demo.sounds.items) |sound| sound.destroy(); + demo.sounds.deinit(); + demo.audio.destroy(allocator); + zaudio.deinit(); + demo.gctx.destroy(allocator); + allocator.destroy(demo); +} + +fn updateAudioGraph(demo: DemoState) !void { + const node = node: { + if (demo.audio_filter.is_enabled == false) + break :node demo.audio.engine.asNodeGraphMut().getEndpointMut(); + break :node demo.audio_filter.getCurrentNode(); + }; + + try demo.music.asNodeMut().attachOutputBus(0, node, 0); + try demo.waveform_node.asNodeMut().attachOutputBus(0, node, 0); + try demo.noise_node.asNodeMut().attachOutputBus(0, node, 0); + for (demo.sounds.items) |sound| { + try sound.asNodeMut().attachOutputBus(0, node, 0); + } +} + +fn update(demo: *DemoState) !void { + zgui.backend.newFrame( + demo.gctx.swapchain_descriptor.width, + demo.gctx.swapchain_descriptor.height, + ); + + const win_offset: f32 = 10.0; + var win_y: f32 = 10.0; + var win_width: f32 = 0.0; + zgui.setNextWindowPos(.{ .x = win_offset, .y = win_y }); + zgui.setNextWindowSize(.{ .w = -1.0, .h = -1.0 }); + + if (zgui.begin( + "Info", + .{ .flags = .{ .no_move = true, .no_resize = true } }, + )) { + zgui.bullet(); + zgui.textUnformattedColored(.{ 0, 0.8, 0, 1 }, "Average :"); + zgui.sameLine(.{}); + zgui.text( + "{d:.3} ms/frame ({d:.1} fps)", + .{ demo.gctx.stats.average_cpu_time, demo.gctx.stats.fps }, + ); + + zgui.bullet(); + zgui.textUnformattedColored(.{ 0, 0.8, 0, 1 }, "RMB + drag :"); + zgui.sameLine(.{}); + zgui.textUnformatted("rotate camera"); + + zgui.bullet(); + zgui.textUnformattedColored(.{ 0, 0.8, 0, 1 }, "W, A, S, D :"); + zgui.sameLine(.{}); + zgui.textUnformatted("move camera"); + } + win_width = zgui.getWindowWidth(); + win_y += zgui.getWindowHeight() + win_offset; + zgui.end(); + + zgui.setNextWindowPos(.{ .x = win_offset, .y = win_y }); + zgui.setNextWindowSize(.{ .w = win_width, .h = -1.0 }); + + if (zgui.begin( + "Data Sources", + .{ .flags = .{ .no_move = true, .no_resize = true } }, + )) { + zgui.textUnformatted("Music:"); + const music_is_playing = demo.music.isPlaying(); + if (zgui.button(if (music_is_playing) "Pause" else "Play", .{ .w = 200.0 })) { + if (music_is_playing) { + try demo.music.stop(); + } else try demo.music.start(); + } + zgui.sameLine(.{ .offset_from_start_x = 0.0 }); + if (zgui.button(" Rewind ", .{})) { + try demo.music.seekToPcmFrame(0); + } + + zgui.spacing(); + zgui.separator(); + zgui.textUnformatted("Sounds:"); + if (zgui.button("Sound 1", .{})) { + try demo.sounds.items[0].start(); + } + zgui.sameLine(.{}); + if (zgui.button("Sound 2", .{})) { + try demo.sounds.items[1].start(); + } + zgui.sameLine(.{}); + if (zgui.button("Sound 3", .{})) { + try demo.sounds.items[2].start(); + } + + // Waveform generator + { + zgui.pushIntId(0); + defer zgui.popId(); + zgui.spacing(); + zgui.separator(); + zgui.textUnformatted("Waveform Generator:"); + + var is_enabled = demo.waveform_node.asNode().getState() == .started; + if (zgui.checkbox("Enabled", .{ .v = &is_enabled })) { + if (is_enabled) { + try demo.waveform_node.asNodeMut().setState(.started); + } else try demo.waveform_node.asNodeMut().setState(.stopped); + } + if (!is_enabled) zgui.beginDisabled(.{}); + defer if (!is_enabled) zgui.endDisabled(); + + const selected_item = @intFromEnum(demo.waveform_config.waveform_type); + const names = [_][:0]const u8{ "Sine", "Square", "Triangle", "Sawtooth" }; + if (zgui.beginCombo("Type", .{ .preview_value = names[selected_item] })) { + for (names, 0..) |name, index| { + if (zgui.selectable(name, .{ .selected = (selected_item == index) }) and + selected_item != index) + { + demo.waveform_config.waveform_type = @as(zaudio.Waveform.Type, @enumFromInt(index)); + try demo.waveform_data_source.setType(demo.waveform_config.waveform_type); + } + } + zgui.endCombo(); + } + + if (zgui.sliderScalar("Frequency", f64, .{ + .v = &demo.waveform_config.frequency, + .min = 20.0, + .max = 1000.0, + .cfmt = "%.1f Hz", + })) { + try demo.waveform_data_source.setFrequency(demo.waveform_config.frequency); + } + if (zgui.sliderScalar("Amplitude", f64, .{ + .v = &demo.waveform_config.amplitude, + .min = 0.05, + .max = 0.75, + .cfmt = "%.3f", + })) { + try demo.waveform_data_source.setAmplitude(demo.waveform_config.amplitude); + } + } + + // Noise generator + { + zgui.pushIntId(1); + defer zgui.popId(); + zgui.spacing(); + zgui.separator(); + zgui.textUnformatted("Noise Generator:"); + + var is_enabled = demo.noise_node.asNode().getState() == .started; + if (zgui.checkbox("Enabled", .{ .v = &is_enabled })) { + if (is_enabled) { + try demo.noise_node.asNodeMut().setState(.started); + } else try demo.noise_node.asNodeMut().setState(.stopped); + } + if (!is_enabled) zgui.beginDisabled(.{}); + defer if (!is_enabled) zgui.endDisabled(); + + const selected_item = @intFromEnum(demo.noise_config.noise_type); + const names = [_][:0]const u8{ "White", "Pink" }; + if (zgui.beginCombo("Type", .{ .preview_value = names[selected_item] })) { + for (names, 0..) |name, index| { + if (zgui.selectable(name, .{ .selected = (selected_item == index) }) and + selected_item != index) + { + demo.noise_config.noise_type = @as(zaudio.Noise.Type, @enumFromInt(index)); + try demo.noise_data_source.setType(demo.noise_config.noise_type); + } + } + zgui.endCombo(); + } + + if (zgui.sliderScalar("Amplitude", f64, .{ + .v = &demo.noise_config.amplitude, + .min = 0.05, + .max = 0.75, + .cfmt = "%.3f", + })) { + try demo.noise_data_source.setAmplitude(demo.noise_config.amplitude); + } + } + } + win_y += zgui.getWindowHeight() + win_offset; + zgui.end(); + + zgui.setNextWindowPos(.{ .x = win_offset, .y = win_y }); + zgui.setNextWindowSize(.{ .w = win_width, .h = -1.0 }); + + if (zgui.begin("Audio Filter", .{ + .flags = .{ .no_move = true, .no_resize = true }, + })) { + if (zgui.checkbox("Enabled", .{ .v = &demo.audio_filter.is_enabled })) { + try updateAudioGraph(demo.*); + } + if (!demo.audio_filter.is_enabled) zgui.beginDisabled(.{}); + defer if (!demo.audio_filter.is_enabled) zgui.endDisabled(); + + const selected_item = @intFromEnum(demo.audio_filter.current_type); + if (zgui.beginCombo("Type", .{ .preview_value = AudioFilterType.names[selected_item] })) { + for (AudioFilterType.names, 0..) |name, index| { + if (zgui.selectable(name, .{ .selected = (selected_item == index) }) and + selected_item != index) + { + demo.audio_filter.current_type = @as(AudioFilterType, @enumFromInt(index)); + try updateAudioGraph(demo.*); + } + } + zgui.endCombo(); + } + + switch (demo.audio_filter.current_type) { + .lpf => { + const config = &demo.audio_filter.lpf.config; + if (zgui.sliderScalar("Cutoff", f64, .{ + .v = &config.cutoff_frequency, + .min = min_filter_fequency, + .max = max_filter_fequency, + .cfmt = "%.1f Hz", + })) { + try demo.audio_filter.lpf.node.reconfigure(config.*); + } + }, + .hpf => { + const config = &demo.audio_filter.hpf.config; + if (zgui.sliderScalar("Cutoff", f64, .{ + .v = &config.cutoff_frequency, + .min = min_filter_fequency, + .max = max_filter_fequency, + .cfmt = "%.1f Hz", + })) { + try demo.audio_filter.hpf.node.reconfigure(config.*); + } + }, + .notch => { + const config = &demo.audio_filter.notch.config; + var has_changed = false; + if (zgui.sliderScalar("Frequency", f64, .{ + .v = &config.frequency, + .min = min_filter_fequency, + .max = max_filter_fequency, + .cfmt = "%.1f Hz", + })) has_changed = true; + if (zgui.sliderScalar("Q", f64, .{ + .v = &config.q, + .min = min_filter_q, + .max = max_filter_q, + .cfmt = "%.3f", + })) has_changed = true; + if (has_changed) try demo.audio_filter.notch.node.reconfigure(config.*); + }, + .peak => { + const config = &demo.audio_filter.peak.config; + var has_changed = false; + if (zgui.sliderScalar("Gain", f64, .{ + .v = &config.gain_db, + .min = min_filter_gain, + .max = max_filter_gain, + .cfmt = "%.1f dB", + })) has_changed = true; + if (zgui.sliderScalar("Frequency", f64, .{ + .v = &config.frequency, + .min = min_filter_fequency, + .max = max_filter_fequency, + .cfmt = "%.1f Hz", + })) has_changed = true; + if (zgui.sliderScalar("Q", f64, .{ + .v = &config.q, + .min = min_filter_q, + .max = max_filter_q, + .cfmt = "%.3f", + })) has_changed = true; + if (has_changed) try demo.audio_filter.peak.node.reconfigure(config.*); + }, + .loshelf => { + const config = &demo.audio_filter.loshelf.config; + var has_changed = false; + if (zgui.sliderScalar("Gain", f64, .{ + .v = &config.gain_db, + .min = min_filter_gain, + .max = max_filter_gain, + .cfmt = "%.1f dB", + })) has_changed = true; + if (zgui.sliderScalar("Frequency", f64, .{ + .v = &config.frequency, + .min = min_filter_fequency, + .max = max_filter_fequency, + .cfmt = "%.1f Hz", + })) has_changed = true; + if (zgui.sliderScalar("Slope", f64, .{ + .v = &config.shelf_slope, + .min = min_filter_q, + .max = max_filter_q, + .cfmt = "%.3f", + })) has_changed = true; + if (has_changed) try demo.audio_filter.loshelf.node.reconfigure(config.*); + }, + .hishelf => { + const config = &demo.audio_filter.hishelf.config; + var has_changed = false; + if (zgui.sliderScalar("Gain", f64, .{ + .v = &config.gain_db, + .min = min_filter_gain, + .max = max_filter_gain, + .cfmt = "%.1f dB", + })) has_changed = true; + if (zgui.sliderScalar("Frequency", f64, .{ + .v = &config.frequency, + .min = min_filter_fequency, + .max = max_filter_fequency, + .cfmt = "%.1f Hz", + })) has_changed = true; + if (zgui.sliderScalar("Slope", f64, .{ + .v = &config.shelf_slope, + .min = min_filter_q, + .max = max_filter_q, + .cfmt = "%.3f", + })) has_changed = true; + if (has_changed) try demo.audio_filter.hishelf.node.reconfigure(config.*); + }, + } + } + zgui.end(); + + const window = demo.window; + + // Handle camera rotation with mouse. + { + const cursor_pos = window.getCursorPos(); + const delta_x = @as(f32, @floatCast(cursor_pos[0] - demo.mouse.cursor_pos[0])); + const delta_y = @as(f32, @floatCast(cursor_pos[1] - demo.mouse.cursor_pos[1])); + demo.mouse.cursor_pos = cursor_pos; + + if (window.getMouseButton(.right) == .press) { + demo.camera.pitch += 0.0025 * delta_y; + demo.camera.yaw += 0.0025 * delta_x; + demo.camera.pitch = @min(demo.camera.pitch, 0.48 * math.pi); + demo.camera.pitch = @max(demo.camera.pitch, -0.48 * math.pi); + demo.camera.yaw = zm.modAngle(demo.camera.yaw); + } + } + + // Handle camera movement with 'WASD' keys. + { + const speed = zm.f32x4s(10.0); + const delta_time = zm.f32x4s(demo.gctx.stats.delta_time); + const transform = zm.mul(zm.rotationX(demo.camera.pitch), zm.rotationY(demo.camera.yaw)); + var forward = zm.normalize3(zm.mul(zm.f32x4(0.0, 0.0, 1.0, 0.0), transform)); + + zm.storeArr3(&demo.camera.forward, forward); + + const right = speed * delta_time * + zm.normalize3(zm.cross3(zm.f32x4(0.0, 1.0, 0.0, 0.0), forward)); + forward = speed * delta_time * forward; + + var cam_pos = zm.loadArr3(demo.camera.position); + + if (window.getKey(.w) == .press) { + cam_pos += forward; + } else if (window.getKey(.s) == .press) { + cam_pos -= forward; + } + if (window.getKey(.d) == .press) { + cam_pos += right; + } else if (window.getKey(.a) == .press) { + cam_pos -= right; + } + + zm.storeArr3(&demo.camera.position, cam_pos); + } +} + +fn draw(demo: *DemoState) void { + const gctx = demo.gctx; + const fb_width = gctx.swapchain_descriptor.width; + const fb_height = gctx.swapchain_descriptor.height; + + const swapchain_texv = gctx.swapchain.getCurrentTextureView(); + defer swapchain_texv.release(); + + const cam_world_to_view = zm.lookToLh( + zm.loadArr3(demo.camera.position), + zm.loadArr3(demo.camera.forward), + zm.f32x4(0.0, 1.0, 0.0, 0.0), + ); + const cam_view_to_clip = zm.perspectiveFovLh( + 0.25 * math.pi, + @as(f32, @floatFromInt(fb_width)) / @as(f32, @floatFromInt(fb_height)), + 0.01, + 200.0, + ); + const cam_world_to_clip = zm.mul(cam_world_to_view, cam_view_to_clip); + + const vertex_buffer_handle = gctx.createBuffer(.{ + .usage = .{ .vertex = true }, + .size = AudioState.num_sets * AudioState.usable_samples_per_set * @sizeOf(Vertex), + .mapped_at_creation = .true, + }); + const vertex_buffer = gctx.lookupResource(vertex_buffer_handle).?; + defer gctx.destroyResource(vertex_buffer_handle); + { + const mem = vertex_buffer.getMappedRange( + Vertex, + 0, + AudioState.num_sets * AudioState.usable_samples_per_set, + ).?; + + demo.audio.mutex.lock(); + defer demo.audio.mutex.unlock(); + + const rcp_num_sets = 1.0 / @as(f32, @floatFromInt(AudioState.num_sets - 1)); + var set: u32 = 0; + while (set < AudioState.num_sets) : (set += 1) { + const z = (demo.audio.current_set + set) % AudioState.num_sets; + const f = if (set == 0) 1.0 else rcp_num_sets * @as(f32, @floatFromInt(set - 1)); + + var x: u32 = 0; + while (x < AudioState.usable_samples_per_set) : (x += 1) { + const sample = demo.audio.samples.items[x + z * AudioState.samples_per_set]; + + const color = zm.vecToArr3(zm.lerp( + zm.f32x4(0.2, 1.0, 0.0, 0.0), + zm.f32x4(1.0, 0.0, 0.0, 0.0), + 1.2 * @sqrt(f) * @abs(sample), + )); + + mem[x + set * AudioState.usable_samples_per_set] = Vertex{ + .position = [_]f32{ + 0.1 * @as(f32, @floatFromInt(x)), + f * f * f * 10.0 * sample, + 0.5 * @as(f32, @floatFromInt(z)), + }, + .color = color, + }; + } + } + } + vertex_buffer.unmap(); + + const commands = commands: { + const encoder = gctx.device.createCommandEncoder(null); + defer encoder.release(); + + pass: { + const lines_pipe = gctx.lookupResource(demo.lines_pipe) orelse break :pass; + const depth_texv = gctx.lookupResource(demo.depth_texv) orelse break :pass; + const uniform_bg = gctx.lookupResource(demo.uniform_bg) orelse break :pass; + + const pass = zgpu.beginRenderPassSimple(encoder, .clear, swapchain_texv, null, depth_texv, 1.0); + defer zgpu.endReleasePass(pass); + + pass.setPipeline(lines_pipe); + pass.setVertexBuffer( + 0, + vertex_buffer, + 0, + AudioState.num_sets * AudioState.usable_samples_per_set * @sizeOf(Vertex), + ); + { + const mem = gctx.uniformsAllocate(FrameUniforms, 1); + mem.slice[0] = .{ .world_to_clip = zm.transpose(cam_world_to_clip) }; + pass.setBindGroup(0, uniform_bg, &.{mem.offset}); + } + { + const mem = gctx.uniformsAllocate(DrawUniforms, 1); + mem.slice[0] = .{ .object_to_world = zm.identity() }; + pass.setBindGroup(1, uniform_bg, &.{mem.offset}); + } + + var i: u32 = 0; + while (i < AudioState.num_sets) : (i += 1) { + pass.draw( + AudioState.usable_samples_per_set, + 1, + i * AudioState.usable_samples_per_set, + 0, + ); + } + } + + // Gui pass. + { + const pass = zgpu.beginRenderPassSimple(encoder, .load, swapchain_texv, null, null, null); + defer zgpu.endReleasePass(pass); + zgui.backend.draw(pass); + } + + break :commands encoder.finish(null); + }; + defer commands.release(); + + gctx.submit(&.{commands}); + + if (gctx.present() == .swap_chain_resized) { + // Release old depth texture. + gctx.releaseResource(demo.depth_texv); + gctx.destroyResource(demo.depth_tex); + + // Create a new depth texture to match the new window size. + const depth = createDepthTexture(gctx); + demo.depth_tex = depth.tex; + demo.depth_texv = depth.texv; + } +} + +fn createDepthTexture(gctx: *zgpu.GraphicsContext) struct { + tex: zgpu.TextureHandle, + texv: zgpu.TextureViewHandle, +} { + const tex = gctx.createTexture(.{ + .usage = .{ .render_attachment = true }, + .dimension = .tdim_2d, + .size = .{ + .width = gctx.swapchain_descriptor.width, + .height = gctx.swapchain_descriptor.height, + .depth_or_array_layers = 1, + }, + .format = wgpu.TextureFormat.depth32_float, + .mip_level_count = 1, + .sample_count = 1, + }); + const texv = gctx.createTextureView(tex, .{}); + return .{ .tex = tex, .texv = texv }; +} + +pub fn main() !void { + try zglfw.init(); + defer zglfw.terminate(); + + // Change current working directory to where the executable is located. + { + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + std.posix.chdir(path) catch {}; + } + + zglfw.windowHint(.client_api, .no_api); + + const window = try zglfw.Window.create(1600, 1000, window_title, null); + defer window.destroy(); + window.setSizeLimits(400, 400, -1, -1); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + const demo = try create(allocator, window); + defer destroy(allocator, demo); + + const scale_factor = scale_factor: { + const scale = window.getContentScale(); + break :scale_factor @max(scale[0], scale[1]); + }; + + zgui.init(allocator); + defer zgui.deinit(); + + _ = zgui.io.addFontFromFile(content_dir ++ "Roboto-Medium.ttf", math.floor(16.0 * scale_factor)); + + zgui.backend.init( + window, + demo.gctx.device, + @intFromEnum(zgpu.GraphicsContext.swapchain_format), + @intFromEnum(wgpu.TextureFormat.undef), + ); + defer zgui.backend.deinit(); + + zgui.getStyle().scaleAllSizes(scale_factor); + + while (!window.shouldClose() and window.getKey(.escape) != .press) { + zglfw.pollEvents(); + try update(demo); + draw(demo); + } +} + +``` + +`samples/audio_experiments_wgpu/src/audio_experiments_wgsl.zig`: + +```zig +// zig fmt: off +pub const lines_vs = +\\ struct DrawUniforms { +\\ object_to_world: mat4x4, +\\ } +\\ @group(1) @binding(0) var draw_uniforms: DrawUniforms; +\\ +\\ struct FrameUniforms { +\\ world_to_clip: mat4x4, +\\ } +\\ @group(0) @binding(0) var frame_uniforms: FrameUniforms; +\\ +\\ struct VertexOut { +\\ @builtin(position) position_clip: vec4, +\\ @location(0) color: vec3, +\\ } +\\ @vertex fn main( +\\ @location(0) position: vec3, +\\ @location(1) color: vec3, +\\ ) -> VertexOut { +\\ var output: VertexOut; +\\ output.position_clip = vec4(position, 1.0) * draw_uniforms.object_to_world * frame_uniforms.world_to_clip; +\\ output.color = color; +\\ return output; +\\ } +; +pub const lines_fs = +\\ @fragment fn main( +\\ @location(0) color: vec3, +\\ ) -> @location(0) vec4 { +\\ return vec4(color, 1.0); +\\ } +; +// zig fmt: on + +``` + +`samples/audio_playback_test/README.md`: + +```md +## audio playback test + +This sample demonstrates how to decode .mp3 file using Microsoft Media Foundation and play it back using Windows Audio Session API (WASAPI). + +![image](screenshot.png) + +``` + +`samples/audio_playback_test/build.zig`: + +```zig +const builtin = @import("builtin"); +const std = @import("std"); + +pub const demo_name = "audio_playback_test"; +pub const content_dir = demo_name ++ "_content/"; + +// in future zig version e342433 +pub fn pathResolve(b: *std.Build, paths: []const []const u8) []u8 { + return std.fs.path.resolve(b.allocator, paths) catch @panic("OOM"); +} + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zwindows = b.dependency("zwindows", .{ + .zxaudio2_debug_layer = options.zxaudio2_debug_layer, + .zd3d12_debug_layer = options.zd3d12_debug_layer, + .zd3d12_gbv = options.zd3d12_gbv, + }); + const zwindows_module = zwindows.module("zwindows"); + const zd3d12_module = zwindows.module("zd3d12"); + + exe.root_module.addImport("zwindows", zwindows_module); + exe.root_module.addImport("zd3d12", zd3d12_module); + + @import("../common/build.zig").link(exe, .{ + .zwindows = zwindows_module, + .zd3d12 = zd3d12_module, + }); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + if (builtin.os.tag == .windows or builtin.os.tag == .linux) { + const compile_shaders = @import("zwindows").addCompileShaders(b, demo_name, zwindows, .{ .shader_ver = "6_6" }); + const root_path = pathResolve(b, &.{ @src().file, "..", "..", ".." }); + const shaders_path = b.pathJoin(&.{ root_path, content_path, "shaders" }); + + const common_hlsl_path = b.pathJoin(&.{ root_path, "samples", "common/src/hlsl/common.hlsl" }); + compile_shaders.addVsShader(common_hlsl_path, "vsImGui", b.pathJoin(&.{ shaders_path, "imgui.vs.cso" }), "PSO__IMGUI"); + compile_shaders.addPsShader(common_hlsl_path, "psImGui", b.pathJoin(&.{ shaders_path, "imgui.ps.cso" }), "PSO__IMGUI"); + + const hlsl_path = b.pathJoin(&.{ root_path, src_path, demo_name ++ ".hlsl" }); + compile_shaders.addVsShader(hlsl_path, "vsLines", b.pathJoin(&.{ shaders_path, "lines.vs.cso" }), "PSO__LINES"); + compile_shaders.addPsShader(hlsl_path, "psLines", b.pathJoin(&.{ shaders_path, "lines.ps.cso" }), "PSO__LINES"); + compile_shaders.addVsShader(hlsl_path, "vsImage", b.pathJoin(&.{ shaders_path, "image.vs.cso" }), "PSO__IMAGE"); + compile_shaders.addPsShader(hlsl_path, "psImage", b.pathJoin(&.{ shaders_path, "image.ps.cso" }), "PSO__IMAGE"); + + install_content_step.step.dependOn(compile_shaders.step); + } + exe.step.dependOn(&install_content_step.step); + + // This is needed to export symbols from an .exe file. + // We export D3D12SDKVersion and D3D12SDKPath symbols which + // is required by DirectX 12 Agility SDK. + exe.rdynamic = true; + + @import("zwindows").install_xaudio2(&exe.step, zwindows, .bin); + @import("zwindows").install_d3d12(&exe.step, zwindows, .bin); + + return exe; +} + +``` + +`samples/audio_playback_test/src/audio_playback_test.hlsl`: + +```hlsl +#if defined(PSO__LINES) + +#define root_signature \ + "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT)" + +[RootSignature(root_signature)] +void vsLines( + float2 position : POSITION, + out float4 out_position_clip : SV_Position, + out float2 out_position : _Position +) { + out_position_clip = float4(position, 0.0, 1.0); + out_position = position; +} + +[RootSignature(root_signature)] +void psLines( + float4 position_window : SV_Position, + float2 position : _Position, + out float4 out_color : SV_Target0 +) { + out_color = float4(1.0, 6.0 * abs(position.y), 0.0, 1.0); +} + +#elif defined(PSO__IMAGE) + +#define root_signature \ + "DescriptorTable(SRV(t0), visibility = SHADER_VISIBILITY_PIXEL), " \ + "StaticSampler(s0, filter = FILTER_MIN_MAG_LINEAR_MIP_POINT, visibility = SHADER_VISIBILITY_PIXEL)" + +[RootSignature(root_signature)] +void vsImage( + uint vertex_id: SV_VertexID, + out float4 out_position : SV_Position, + out float2 out_uv : _Texcoords0 +) { + const float2 positions[3] = { float2(-1.0, -1.0), float2(-1.0, 3.0), float2(3.0, -1.0) }; + const float2 position = positions[vertex_id]; + + out_position = float4(position, 0.0, 1.0); + out_uv = 0.5 + 0.5 * position; + out_uv = float2(out_uv.x, 1.0 - out_uv.y); +} + +Texture2D srv_t0 : register(t0); +SamplerState sam_s0 : register(s0); + +[RootSignature(root_signature)] +void psImage( + float4 position_window : SV_Position, + float2 uv : _Texcoords0, + out float4 out_color : SV_Target0 +) { + float3 color = pow(srv_t0.Sample(sam_s0, uv).rgb, 1.5); + out_color = float4(color, 1.0); +} + +#endif + +``` + +`samples/audio_playback_test/src/audio_playback_test.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const assert = std.debug.assert; +const L = std.unicode.utf8ToUtf16LeStringLiteral; + +const zwindows = @import("zwindows"); +const windows = zwindows.windows; +const d3d12 = zwindows.d3d12; +const wasapi = zwindows.wasapi; +const mf = zwindows.mf; +const hrPanic = zwindows.hrPanic; +const hrPanicOnFail = zwindows.hrPanicOnFail; + +const zd3d12 = @import("zd3d12"); + +const common = @import("common"); +const c = common.c; +const vm = common.vectormath; +const GuiRenderer = common.GuiRenderer; + +const Vec2 = vm.Vec2; + +const num_vis_samples = 400; + +pub export const D3D12SDKVersion: u32 = 610; +pub export const D3D12SDKPath: [*:0]const u8 = ".\\d3d12\\"; + +const content_dir = @import("build_options").content_dir; + +const window_name = "zig-gamedev: audio playback test"; +const window_width = 1920; +const window_height = 1080; + +const AudioContex = struct { + client: *wasapi.IAudioClient3, + render_client: *wasapi.IAudioRenderClient, + buffer_ready_event: windows.HANDLE, + buffer_size_in_frames: u32, + thread_handle: ?windows.HANDLE, + samples: std.ArrayList(i16), + current_frame_index: u32, + is_locked: bool, +}; + +const DemoState = struct { + gctx: zd3d12.GraphicsContext, + guir: GuiRenderer, + frame_stats: common.FrameStats, + + audio: AudioContex, + + lines_pso: zd3d12.PipelineHandle, + image_pso: zd3d12.PipelineHandle, + lines_buffer: zd3d12.ResourceHandle, + + image: zd3d12.ResourceHandle, + image_srv: d3d12.CPU_DESCRIPTOR_HANDLE, +}; + +fn fillAudioBuffer(audio: *AudioContex) void { + while (@cmpxchgWeak(bool, &audio.is_locked, false, true, .acquire, .monotonic) != null) {} + defer @atomicStore(bool, &audio.is_locked, false, .release); + + var buffer_padding_in_frames: windows.UINT = 0; + hrPanicOnFail(audio.client.GetCurrentPadding(&buffer_padding_in_frames)); + + const num_frames = audio.buffer_size_in_frames - buffer_padding_in_frames; + + var ptr: [*]f32 = undefined; + hrPanicOnFail(audio.render_client.GetBuffer(num_frames, @as(*?[*]windows.BYTE, @ptrCast(&ptr)))); + + var i: u32 = 0; + while (i < num_frames) : (i += 1) { + const frame = audio.current_frame_index; + ptr[i * 2 + 0] = @as(f32, @floatFromInt(audio.samples.items[frame * 2 + 0])) / @as(f32, @floatFromInt(0x7fff)); + ptr[i * 2 + 1] = @as(f32, @floatFromInt(audio.samples.items[frame * 2 + 1])) / @as(f32, @floatFromInt(0x7fff)); + + audio.current_frame_index += 1; + if (audio.current_frame_index * 2 >= audio.samples.items.len) { + audio.current_frame_index = 0; + } + } + hrPanicOnFail(audio.render_client.ReleaseBuffer(num_frames, 0)); +} + +fn audioThread(ctx: ?*anyopaque) callconv(.C) windows.DWORD { + const audio = @as(*AudioContex, @ptrCast(@alignCast(ctx))); + + fillAudioBuffer(audio); + while (true) { + windows.WaitForSingleObject(audio.buffer_ready_event, windows.INFINITE) catch {}; + fillAudioBuffer(audio); + } + + return 0; +} + +fn init(allocator: std.mem.Allocator) !DemoState { + const window = try common.initWindow(allocator, window_name, window_width, window_height); + + var gctx = zd3d12.GraphicsContext.init(.{ + .allocator = allocator, + .window = window, + }); + + gctx.present_flags = .{}; + gctx.present_interval = 1; + + var arena_allocator_state = std.heap.ArenaAllocator.init(allocator); + defer arena_allocator_state.deinit(); + const arena_allocator = arena_allocator_state.allocator(); + + const audio_device_enumerator = blk: { + var audio_device_enumerator: *wasapi.IMMDeviceEnumerator = undefined; + hrPanicOnFail(windows.CoCreateInstance( + &wasapi.CLSID_MMDeviceEnumerator, + null, + windows.CLSCTX_INPROC_SERVER, + &wasapi.IID_IMMDeviceEnumerator, + @as(*?*anyopaque, @ptrCast(&audio_device_enumerator)), + )); + break :blk audio_device_enumerator; + }; + defer _ = audio_device_enumerator.Release(); + + const audio_device = blk: { + var audio_device: *wasapi.IMMDevice = undefined; + hrPanicOnFail(audio_device_enumerator.GetDefaultAudioEndpoint( + .eRender, + .eConsole, + @as(*?*wasapi.IMMDevice, @ptrCast(&audio_device)), + )); + break :blk audio_device; + }; + defer _ = audio_device.Release(); + + const audio_client = blk: { + var audio_client: *wasapi.IAudioClient3 = undefined; + hrPanicOnFail(audio_device.Activate( + &wasapi.IID_IAudioClient3, + windows.CLSCTX_INPROC_SERVER, + null, + @as(*?*anyopaque, @ptrCast(&audio_client)), + )); + break :blk audio_client; + }; + + // Initialize audio client interafce. + { + var closest_format: ?*wasapi.WAVEFORMATEX = null; + const wanted_format = wasapi.WAVEFORMATEX{ + .wFormatTag = wasapi.WAVE_FORMAT_IEEE_FLOAT, + .nChannels = 2, + .nSamplesPerSec = 48_000, + .nAvgBytesPerSec = 48_000 * 8, + .nBlockAlign = 8, + .wBitsPerSample = 32, + .cbSize = 0, + }; + hrPanicOnFail(audio_client.IsFormatSupported(.SHARED, &wanted_format, &closest_format)); + assert(closest_format == null); + + hrPanicOnFail(audio_client.Initialize( + .SHARED, + wasapi.AUDCLNT_STREAMFLAGS_EVENTCALLBACK, + 0, + 0, + &wanted_format, + null, + )); + } + + const audio_render_client = blk: { + var audio_render_client: *wasapi.IAudioRenderClient = undefined; + hrPanicOnFail(audio_client.GetService( + &wasapi.IID_IAudioRenderClient, + @as(*?*anyopaque, @ptrCast(&audio_render_client)), + )); + break :blk audio_render_client; + }; + + const audio_buffer_ready_event = windows.CreateEventExA( + null, + "audio_buffer_ready_event", + 0, + windows.EVENT_ALL_ACCESS, + ).?; + + hrPanicOnFail(audio_client.SetEventHandle(audio_buffer_ready_event)); + + var audio_buffer_size_in_frames: windows.UINT = 0; + hrPanicOnFail(audio_client.GetBufferSize(&audio_buffer_size_in_frames)); + + const audio_samples = blk: { + hrPanicOnFail(mf.MFStartup(mf.VERSION, 0)); + defer _ = mf.MFShutdown(); + + var config_attribs: *mf.IAttributes = undefined; + hrPanicOnFail(mf.MFCreateAttributes(&config_attribs, 1)); + defer _ = config_attribs.Release(); + hrPanicOnFail(config_attribs.SetUINT32(&mf.LOW_LATENCY, windows.TRUE)); + + const abspath = std.fs.path.join(arena_allocator, &.{ + std.fs.selfExeDirPathAlloc(arena_allocator) catch unreachable, + content_dir ++ "acid_walk.mp3", + }) catch unreachable; + + var abspath_w: [std.os.windows.PATH_MAX_WIDE:0]u16 = undefined; + abspath_w[std.unicode.utf8ToUtf16Le(abspath_w[0..], abspath) catch unreachable] = 0; + + var source_reader: *mf.ISourceReader = undefined; + hrPanicOnFail(mf.MFCreateSourceReaderFromURL(&abspath_w, config_attribs, &source_reader)); + defer _ = source_reader.Release(); + + var media_type: *mf.IMediaType = undefined; + hrPanicOnFail(source_reader.GetNativeMediaType(mf.SOURCE_READER_FIRST_AUDIO_STREAM, 0, &media_type)); + defer _ = media_type.Release(); + + hrPanicOnFail(media_type.SetGUID(&mf.MT_MAJOR_TYPE, &mf.MediaType_Audio)); + hrPanicOnFail(media_type.SetGUID(&mf.MT_SUBTYPE, &mf.AudioFormat_PCM)); + hrPanicOnFail(media_type.SetUINT32(&mf.MT_AUDIO_NUM_CHANNELS, 2)); + hrPanicOnFail(media_type.SetUINT32(&mf.MT_AUDIO_BITS_PER_SAMPLE, 16)); + hrPanicOnFail(media_type.SetUINT32(&mf.MT_AUDIO_SAMPLES_PER_SECOND, 48_000)); + hrPanicOnFail(source_reader.SetCurrentMediaType(mf.SOURCE_READER_FIRST_AUDIO_STREAM, null, media_type)); + + var audio_samples = std.ArrayList(i16).init(allocator); + while (true) { + var flags: mf.SOURCE_READER_FLAG = .{}; + var sample: ?*mf.ISample = null; + defer { + if (sample != null) { + _ = sample.?.Release(); + } + } + hrPanicOnFail(source_reader.ReadSample( + mf.SOURCE_READER_FIRST_AUDIO_STREAM, + .{}, + null, + &flags, + null, + &sample, + )); + if (flags.END_OF_STREAM) { + break; + } + + var buffer: *mf.IMediaBuffer = undefined; + hrPanicOnFail(sample.?.ConvertToContiguousBuffer(&buffer)); + defer _ = buffer.Release(); + + var data_ptr: [*]i16 = undefined; + var data_len: u32 = 0; + hrPanicOnFail(buffer.Lock(@as(*[*]u8, @ptrCast(&data_ptr)), null, &data_len)); + const data = data_ptr[0..@divExact(data_len, 2)]; + + for (data) |s| { + audio_samples.append(s) catch unreachable; + } + hrPanicOnFail(buffer.Unlock()); + } + break :blk audio_samples; + }; + + const lines_pso = blk: { + const input_layout_desc = [_]d3d12.INPUT_ELEMENT_DESC{ + d3d12.INPUT_ELEMENT_DESC.init("POSITION", 0, .R32G32_FLOAT, 0, 0, .PER_VERTEX_DATA, 0), + }; + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.InputLayout = .{ + .pInputElementDescs = &input_layout_desc, + .NumElements = input_layout_desc.len, + }; + pso_desc.RTVFormats[0] = .R8G8B8A8_UNORM; + pso_desc.NumRenderTargets = 1; + pso_desc.PrimitiveTopologyType = .LINE; + pso_desc.DepthStencilState.DepthEnable = windows.FALSE; + pso_desc.RasterizerState.AntialiasedLineEnable = windows.TRUE; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/lines.vs.cso", null)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/lines.ps.cso", null)); + + break :blk gctx.createGraphicsShaderPipeline(&pso_desc); + }; + + const image_pso = blk: { + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.RTVFormats[0] = .R8G8B8A8_UNORM; + pso_desc.NumRenderTargets = 1; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.DepthStencilState.DepthEnable = windows.FALSE; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/image.vs.cso", null)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/image.ps.cso", null)); + + break :blk gctx.createGraphicsShaderPipeline(&pso_desc); + }; + + const lines_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(num_vis_samples * @sizeOf(Vec2)), + .{ .COPY_DEST = true }, + null, + ) catch |err| hrPanic(err); + + gctx.beginFrame(); + + const guir = GuiRenderer.init(arena_allocator, &gctx, 1, content_dir); + + const image = gctx.createAndUploadTex2dFromFile( + content_dir ++ "genart_008b.png", + .{ .num_mip_levels = 1 }, + ) catch |err| hrPanic(err); + const image_srv = gctx.allocShaderResourceView(image, null); + gctx.addTransitionBarrier(image, .{ .PIXEL_SHADER_RESOURCE = true }); + + gctx.endFrame(); + gctx.finishGpuCommands(); + + return DemoState{ + .gctx = gctx, + .guir = guir, + .frame_stats = common.FrameStats.init(), + .audio = .{ + .client = audio_client, + .render_client = audio_render_client, + .buffer_ready_event = audio_buffer_ready_event, + .buffer_size_in_frames = audio_buffer_size_in_frames, + .thread_handle = null, + .samples = audio_samples, + .current_frame_index = 0, + .is_locked = true, + }, + .lines_pso = lines_pso, + .image_pso = image_pso, + .lines_buffer = lines_buffer, + .image = image, + .image_srv = image_srv, + }; +} + +fn deinit(demo: *DemoState, allocator: std.mem.Allocator) void { + demo.gctx.finishGpuCommands(); + + while (@cmpxchgWeak(bool, &demo.audio.is_locked, false, true, .acquire, .monotonic) != null) {} + _ = windows.TerminateThread(demo.audio.thread_handle.?, 0); + _ = windows.CloseHandle(demo.audio.buffer_ready_event); + _ = windows.CloseHandle(demo.audio.thread_handle.?); + hrPanicOnFail(demo.audio.client.Stop()); + _ = demo.audio.render_client.Release(); + _ = demo.audio.client.Release(); + demo.audio.samples.deinit(); + + demo.guir.deinit(&demo.gctx); + demo.gctx.deinit(allocator); + common.deinitWindow(allocator); + demo.* = undefined; +} + +fn update(demo: *DemoState) void { + demo.frame_stats.update(demo.gctx.window, window_name); + common.newImGuiFrame(demo.frame_stats.delta_time); +} + +fn draw(demo: *DemoState) void { + var gctx = &demo.gctx; + gctx.beginFrame(); + + const back_buffer = gctx.getBackBuffer(); + + gctx.addTransitionBarrier(back_buffer.resource_handle, .{ .RENDER_TARGET = true }); + gctx.addTransitionBarrier(demo.lines_buffer, .{ .COPY_DEST = true }); + gctx.flushResourceBarriers(); + + { + while (@cmpxchgWeak(bool, &demo.audio.is_locked, false, true, .acquire, .monotonic) != null) {} + defer @atomicStore(bool, &demo.audio.is_locked, false, .release); + + const frame = demo.audio.current_frame_index; + + const upload = gctx.allocateUploadBufferRegion(Vec2, num_vis_samples); + for (upload.cpu_slice, 0..) |_, i| { + const y = blk: { + if ((frame + i) * 2 >= demo.audio.samples.items.len) { + break :blk 0.0; + } else { + const l = @as(f32, @floatFromInt(demo.audio.samples.items[(frame + i) * 2 + 0])) / + @as(f32, @floatFromInt(0x7fff)); + const r = @as(f32, @floatFromInt(demo.audio.samples.items[(frame + i) * 2 + 1])) / + @as(f32, @floatFromInt(0x7fff)); + break :blk (l + r) * 0.5; + } + }; + const x = -1.0 + 2.0 * @as(f32, @floatFromInt(i)) / @as(f32, @floatFromInt(num_vis_samples - 1)); + upload.cpu_slice[i] = Vec2.init(0.95 * x, y); + } + gctx.cmdlist.CopyBufferRegion( + gctx.lookupResource(demo.lines_buffer).?, + 0, + upload.buffer, + upload.buffer_offset, + upload.cpu_slice.len * @sizeOf(@TypeOf(upload.cpu_slice[0])), + ); + } + + gctx.addTransitionBarrier(demo.lines_buffer, .{ .VERTEX_AND_CONSTANT_BUFFER = true }); + gctx.flushResourceBarriers(); + + gctx.cmdlist.OMSetRenderTargets( + 1, + &.{back_buffer.descriptor_handle}, + windows.TRUE, + null, + ); + gctx.cmdlist.ClearRenderTargetView( + back_buffer.descriptor_handle, + &[4]f32{ 0.0, 0.0, 0.0, 1.0 }, + 0, + null, + ); + + // Draw background image. + gctx.setCurrentPipeline(demo.image_pso); + gctx.cmdlist.IASetPrimitiveTopology(.TRIANGLELIST); + gctx.cmdlist.SetGraphicsRootDescriptorTable(0, gctx.copyDescriptorsToGpuHeap(1, demo.image_srv)); + gctx.cmdlist.DrawInstanced(3, 1, 0, 0); + + // Draw audio stream samples. + gctx.setCurrentPipeline(demo.lines_pso); + gctx.cmdlist.IASetPrimitiveTopology(.LINESTRIP); + gctx.cmdlist.IASetVertexBuffers(0, 1, &.{ + .{ + .BufferLocation = gctx.lookupResource(demo.lines_buffer).?.GetGPUVirtualAddress(), + .SizeInBytes = num_vis_samples * @sizeOf(Vec2), + .StrideInBytes = @sizeOf(Vec2), + }, + }); + gctx.cmdlist.DrawInstanced(num_vis_samples, 1, 0, 0); + + demo.guir.draw(gctx); + + gctx.addTransitionBarrier(back_buffer.resource_handle, d3d12.RESOURCE_STATES.PRESENT); + gctx.flushResourceBarriers(); + + gctx.endFrame(); +} + +pub fn main() !void { + common.init(); + defer common.deinit(); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + var demo = try init(allocator); + defer deinit(&demo, allocator); + + demo.audio.thread_handle = windows.CreateThread( + null, + 0, + audioThread, + @as(*anyopaque, @ptrCast(&demo.audio)), + 0, + null, + ).?; + hrPanicOnFail(demo.audio.client.Start()); + @atomicStore(bool, &demo.audio.is_locked, false, .release); + + while (common.handleWindowEvents()) { + update(&demo); + draw(&demo); + } +} + +``` + +`samples/bindless/README.md`: + +```md +## bindless + +This sample implements physically based shading and image based lighting to achive realistic looking rendering results. + +It uses bindless textures and HLSL 6.6 [dynamic resources](https://microsoft.github.io/DirectX-Specs/d3d/HLSL_SM_6_6_DynamicResources.html). + +**Right Mouse** button and **W, A, S, D** keys can be used to control the camera. + +![image](screenshot.png) + +``` + +`samples/bindless/build.zig`: + +```zig +const builtin = @import("builtin"); +const std = @import("std"); + +pub const demo_name = "bindless"; +pub const content_dir = demo_name ++ "_content/"; + +// in future zig version e342433 +pub fn pathResolve(b: *std.Build, paths: []const []const u8) []u8 { + return std.fs.path.resolve(b.allocator, paths) catch @panic("OOM"); +} + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zmesh = b.dependency("zmesh", .{ + .target = options.target, + }); + exe.root_module.addImport("zmesh", zmesh.module("root")); + exe.linkLibrary(zmesh.artifact("zmesh")); + + const zstbi = b.dependency("zstbi", .{ + .target = options.target, + }); + exe.root_module.addImport("zstbi", zstbi.module("root")); + + const zwindows = b.dependency("zwindows", .{ + .zxaudio2_debug_layer = options.zxaudio2_debug_layer, + .zd3d12_debug_layer = options.zd3d12_debug_layer, + .zd3d12_gbv = options.zd3d12_gbv, + }); + const zwindows_module = zwindows.module("zwindows"); + const zd3d12_module = zwindows.module("zd3d12"); + + exe.root_module.addImport("zwindows", zwindows_module); + exe.root_module.addImport("zd3d12", zd3d12_module); + + @import("../common/build.zig").link(exe, .{ + .zwindows = zwindows_module, + .zd3d12 = zd3d12_module, + }); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + if (builtin.os.tag == .windows or builtin.os.tag == .linux) { + const compile_shaders = @import("zwindows").addCompileShaders(b, demo_name, zwindows, .{ .shader_ver = "6_6" }); + const root_path = pathResolve(b, &.{ @src().file, "..", "..", ".." }); + const shaders_path = b.pathJoin(&.{ root_path, content_path, "shaders" }); + + const common_hlsl_path = b.pathJoin(&.{ root_path, "samples", "common/src/hlsl/common.hlsl" }); + compile_shaders.addVsShader(common_hlsl_path, "vsImGui", b.pathJoin(&.{ shaders_path, "imgui.vs.cso" }), "PSO__IMGUI"); + compile_shaders.addPsShader(common_hlsl_path, "psImGui", b.pathJoin(&.{ shaders_path, "imgui.ps.cso" }), "PSO__IMGUI"); + compile_shaders.addCsShader(common_hlsl_path, "csGenerateMipmaps", b.pathJoin(&.{ shaders_path, "generate_mipmaps.cs.cso" }), "PSO__GENERATE_MIPMAPS"); + + const hlsl_path = b.pathJoin(&.{ root_path, src_path, demo_name ++ ".hlsl" }); + compile_shaders.addVsShader(hlsl_path, "vsMeshPbr", b.pathJoin(&.{ shaders_path, "mesh_pbr.vs.cso" }), "PSO__MESH_PBR"); + compile_shaders.addPsShader(hlsl_path, "psMeshPbr", b.pathJoin(&.{ shaders_path, "mesh_pbr.ps.cso" }), "PSO__MESH_PBR"); + compile_shaders.addVsShader(hlsl_path, "vsGenerateEnvTexture", b.pathJoin(&.{ shaders_path, "generate_env_texture.vs.cso" }), "PSO__GENERATE_ENV_TEXTURE"); + compile_shaders.addPsShader(hlsl_path, "psGenerateEnvTexture", b.pathJoin(&.{ shaders_path, "generate_env_texture.ps.cso" }), "PSO__GENERATE_ENV_TEXTURE"); + compile_shaders.addVsShader(hlsl_path, "vsSampleEnvTexture", b.pathJoin(&.{ shaders_path, "sample_env_texture.vs.cso" }), "PSO__SAMPLE_ENV_TEXTURE"); + compile_shaders.addPsShader(hlsl_path, "psSampleEnvTexture", b.pathJoin(&.{ shaders_path, "sample_env_texture.ps.cso" }), "PSO__SAMPLE_ENV_TEXTURE"); + compile_shaders.addVsShader(hlsl_path, "vsGenerateIrradianceTexture", b.pathJoin(&.{ shaders_path, "generate_irradiance_texture.vs.cso" }), "PSO__GENERATE_IRRADIANCE_TEXTURE"); + compile_shaders.addPsShader(hlsl_path, "psGenerateIrradianceTexture", b.pathJoin(&.{ shaders_path, "generate_irradiance_texture.ps.cso" }), "PSO__GENERATE_IRRADIANCE_TEXTURE"); + compile_shaders.addVsShader(hlsl_path, "vsGeneratePrefilteredEnvTexture", b.pathJoin(&.{ shaders_path, "generate_prefiltered_env_texture.vs.cso" }), "PSO__GENERATE_PREFILTERED_ENV_TEXTURE"); + compile_shaders.addPsShader(hlsl_path, "psGeneratePrefilteredEnvTexture", b.pathJoin(&.{ shaders_path, "generate_prefiltered_env_texture.ps.cso" }), "PSO__GENERATE_PREFILTERED_ENV_TEXTURE"); + compile_shaders.addCsShader(hlsl_path, "csGenerateBrdfIntegrationTexture", b.pathJoin(&.{ shaders_path, "generate_brdf_integration_texture.cs.cso" }), "PSO__GENERATE_BRDF_INTEGRATION_TEXTURE"); + + install_content_step.step.dependOn(compile_shaders.step); + } + exe.step.dependOn(&install_content_step.step); + + // This is needed to export symbols from an .exe file. + // We export D3D12SDKVersion and D3D12SDKPath symbols which + // is required by DirectX 12 Agility SDK. + exe.rdynamic = true; + + @import("zwindows").install_d3d12(&exe.step, zwindows, .bin); + + return exe; +} + +``` + +`samples/bindless/src/bindless.hlsl`: + +```hlsl +#define PI 3.1415926 + +#define GAMMA 2.2 + +float radicalInverseVdc(uint bits) { + bits = (bits << 16u) | (bits >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + return (float)bits * 2.3283064365386963e-10; // / 0x100000000 +} + +float2 hammersley(uint idx, uint n) { + return float2(idx / (float)n, radicalInverseVdc(idx)); +} + +float3 importanceSampleGgx(float2 xi, float roughness, float3 n) { + const float alpha = roughness * roughness; + const float phi = 2.0 * PI * xi.x; + const float cos_theta = sqrt((1.0 - xi.y) / (1.0 + (alpha * alpha - 1.0) * xi.y)); + const float sin_theta = sqrt(1.0 - cos_theta * cos_theta); + + float3 h; + h.x = sin_theta * cos(phi); + h.y = sin_theta * sin(phi); + h.z = cos_theta; + + const float3 up_vector = abs(n.y) < 0.999 ? float3(0.0, 1.0, 0.0) : float3(0.0, 0.0, 1.0); + const float3 tangent_x = normalize(cross(up_vector, n)); + const float3 tangent_y = cross(n, tangent_x); + + // Tangent to world space. + return normalize(tangent_x * h.x + tangent_y * h.y + n * h.z); +} + +float geometrySchlickGgx(float cos_theta, float roughness) { + const float k = (roughness * roughness) * 0.5; + return cos_theta / (cos_theta * (1.0 - k) + k); +} + +float geometrySmith(float n_dot_l, float n_dot_v, float roughness) { + return geometrySchlickGgx(n_dot_v, roughness) * geometrySchlickGgx(n_dot_l, roughness); +} + +#if defined(PSO__MESH_PBR) + +#define root_signature \ + "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | CBV_SRV_UAV_HEAP_DIRECTLY_INDEXED), " \ + "CBV(b0), " \ + "CBV(b1), " \ + "DescriptorTable(SRV(t0, numDescriptors = 3), visibility = SHADER_VISIBILITY_PIXEL), " \ + "StaticSampler(s0, filter = FILTER_ANISOTROPIC, maxAnisotropy = 16, visibility = SHADER_VISIBILITY_PIXEL)" + +struct SceneConst { + float4x4 world_to_clip; + float3 camera_position; + int draw_mode; +}; + +struct DrawConst { + float4x4 object_to_world; + uint base_color_index; + uint ao_index; + uint metallic_roughness_index; + uint normal_index; +}; + +ConstantBuffer scene_const : register(b0); +ConstantBuffer draw_const : register(b1); + +[RootSignature(root_signature)] +void vsMeshPbr( + float3 position : POSITION, + float3 normal : _Normal, + float2 texcoords0 : _Texcoords0, + float4 tangent : _Tangent, + out float4 out_position_clip : SV_Position, + out float3 out_position : _Position, + out float3 out_normal : _Normal, + out float2 out_texcoords0 : _Texcoords0, + out float4 out_tangent : _Tangent +) { + const float4x4 object_to_clip = mul(draw_const.object_to_world, scene_const.world_to_clip); + out_position_clip = mul(float4(position, 1.0), object_to_clip); + out_position = mul(position, (float3x3)draw_const.object_to_world); + out_normal = normal; + out_tangent = tangent; + out_texcoords0 = texcoords0; +} + +TextureCube srv_irradiance_texture : register(t0); +TextureCube srv_prefiltered_env_texture : register(t1); +Texture2D srv_brdf_integration_texture : register(t2); + +SamplerState sam_aniso : register(s0); + +float3 fresnelSchlickRoughness(float cos_theta, float3 f0, float roughness) { + return f0 + (max(1.0 - roughness, f0) - f0) * pow(1.0 - cos_theta, 5.0); +} + +[RootSignature(root_signature)] +void psMeshPbr( + float4 position_clip : SV_Position, + float3 position : _Position, + float3 normal : _Normal, + float2 texcoords0 : _Texcoords0, + float4 tangent : _Tangent, + out float4 out_color : SV_Target0 +) { + Texture2D srv_ao_texture = ResourceDescriptorHeap[draw_const.ao_index]; + Texture2D srv_base_color_texture = ResourceDescriptorHeap[draw_const.base_color_index]; + Texture2D srv_metallic_roughness_texture = ResourceDescriptorHeap[draw_const.metallic_roughness_index]; + Texture2D srv_normal_texture = ResourceDescriptorHeap[draw_const.normal_index]; + + if (scene_const.draw_mode == 1) { + out_color = srv_ao_texture.Sample(sam_aniso, texcoords0).r; + return; + } else if (scene_const.draw_mode == 2) { + out_color = srv_base_color_texture.Sample(sam_aniso, texcoords0); + return; + } else if (scene_const.draw_mode == 3) { + out_color = srv_metallic_roughness_texture.Sample(sam_aniso, texcoords0).b; + return; + } else if (scene_const.draw_mode == 4) { + out_color = srv_metallic_roughness_texture.Sample(sam_aniso, texcoords0).g; + return; + } else if (scene_const.draw_mode == 5) { + float3 n = float3(srv_normal_texture.Sample(sam_aniso, texcoords0).rg, 0.0); + n.z = sqrt(1.0 - saturate(dot(n.xy, n.xy))); + out_color = float4(n, 1.0); + return; + } + + float3 n = float3(srv_normal_texture.Sample(sam_aniso, texcoords0).rg, 0.0); + n.z = sqrt(1.0 - saturate(dot(n.xy, n.xy))); + n = normalize(2.0 * n - 1.0); + + normal = normalize(normal); + tangent.xyz = normalize(tangent.xyz); + const float3 bitangent = normalize(cross(normal, tangent.xyz)) * tangent.w; + + const float3x3 object_to_world = (float3x3)draw_const.object_to_world; + + n = mul(n, float3x3(tangent.xyz, bitangent, normal)); + n = normalize(mul(n, object_to_world)); + + float metallic; + float roughness; + { + const float2 mr = srv_metallic_roughness_texture.Sample(sam_aniso, texcoords0).bg; + metallic = mr.r; + roughness = mr.g; + } + const float3 base_color = srv_base_color_texture.Sample(sam_aniso, texcoords0).rgb; + const float ao = srv_ao_texture.Sample(sam_aniso, texcoords0).r; + + const float3 v = normalize(scene_const.camera_position - position); + const float n_dot_v = saturate(dot(n, v)); + + float3 f0 = float3(0.04, 0.04, 0.04); + f0 = lerp(f0, base_color, metallic); + + const float3 r = reflect(-v, n); + const float3 f = fresnelSchlickRoughness(n_dot_v, f0, roughness); + + const float3 kd = (1.0 - f) * (1.0 - metallic); + + const float3 irradiance = srv_irradiance_texture.SampleLevel(sam_aniso, n, 0.0).rgb; + const float3 prefiltered_color = srv_prefiltered_env_texture.SampleLevel( + sam_aniso, + r, + roughness * 5.0 // roughness * (num_mip_levels - 1.0) + ).rgb; + const float2 env_brdf = srv_brdf_integration_texture.SampleLevel( + sam_aniso, + float2(min(n_dot_v, 0.999), roughness), + 0.0 + ).rg; + + const float3 diffuse = irradiance * base_color; + const float3 specular = prefiltered_color * (f * env_brdf.x + env_brdf.y); + const float3 ambient = (kd * diffuse + specular) * ao; + + float3 color = ambient; + color = color / (color + 1.0); + + out_color = float4(pow(color, 1.0 / GAMMA), 1.0); +} + +#elif defined(PSO__GENERATE_ENV_TEXTURE) + +#define root_signature \ + "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT), " \ + "CBV(b0, visibility = SHADER_VISIBILITY_VERTEX), " \ + "DescriptorTable(SRV(t0), visibility = SHADER_VISIBILITY_PIXEL), " \ + "StaticSampler(s0, visibility = SHADER_VISIBILITY_PIXEL)" + +struct Const { + float4x4 object_to_clip; +}; +ConstantBuffer cbv_const : register(b0); + +Texture2D srv_equirect_texture : register(t0); +SamplerState sam_s0 : register(s0); + +[RootSignature(root_signature)] +void vsGenerateEnvTexture( + float3 position : POSITION, + float3 normal : _Normal, + float2 texcoords0 : _Texcoords0, + float4 tangent : _Tangent, + out float4 out_position_clip : SV_Position, + out float3 out_position : _Position +) { + out_position_clip = mul(float4(position, 1.0), cbv_const.object_to_clip); + out_position = position; // Position in object space. +} + +float2 sampleSphericalMap(float3 v) { + float2 uv = float2(atan2(v.z, v.x), asin(v.y)); + uv *= float2(0.1591, 0.3183); + uv += 0.5; + return uv; +} + +[RootSignature(root_signature)] +void psGenerateEnvTexture( + float4 position_ndc : SV_Position, + float3 position : _Position, + out float4 out_color : SV_Target0 +) { + const float2 uv = sampleSphericalMap(normalize(position)); + float3 color = srv_equirect_texture.SampleLevel(sam_s0, uv, 0).rgb; + out_color = float4(color, 1.0); +} + +#elif defined(PSO__SAMPLE_ENV_TEXTURE) + +#define root_signature \ + "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT), " \ + "CBV(b0, visibility = SHADER_VISIBILITY_VERTEX), " \ + "DescriptorTable(SRV(t0), visibility = SHADER_VISIBILITY_PIXEL), " \ + "StaticSampler(" \ + " s0, " \ + " filter = FILTER_MIN_MAG_MIP_LINEAR, " \ + " visibility = SHADER_VISIBILITY_PIXEL, " \ + " addressU = TEXTURE_ADDRESS_CLAMP, " \ + " addressV = TEXTURE_ADDRESS_CLAMP, " \ + " addressW = TEXTURE_ADDRESS_CLAMP" \ + ")" + +struct Const { + float4x4 object_to_clip; +}; +ConstantBuffer cbv_const : register(b0); + +TextureCube srv_env_texture : register(t0); +SamplerState sam_s0 : register(s0); + +[RootSignature(root_signature)] +void vsSampleEnvTexture( + float3 position : POSITION, + float3 normal : _Normal, + float2 texcoords0 : _Texcoords0, + float4 tangent : _Tangent, + out float4 out_position_clip : SV_Position, + out float3 out_uvw : _Uvw +) { + out_position_clip = mul(float4(position, 1.0), cbv_const.object_to_clip).xyww; + out_uvw = position; +} + +[RootSignature(root_signature)] +void psSampleEnvTexture( + float4 position_clip : SV_Position, + float3 uvw : _Uvw, + out float4 out_color : SV_Target0 +) { + float3 env_color = srv_env_texture.Sample(sam_s0, uvw).rgb; + env_color = env_color / (env_color + 1.0); + out_color = float4(pow(env_color, 1.0 / GAMMA), 1.0); +} + +#elif defined(PSO__GENERATE_IRRADIANCE_TEXTURE) + +#define root_signature \ + "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT), " \ + "CBV(b0, visibility = SHADER_VISIBILITY_VERTEX), " \ + "DescriptorTable(SRV(t0), visibility = SHADER_VISIBILITY_PIXEL), " \ + "StaticSampler(" \ + " s0, " \ + " filter = FILTER_MIN_MAG_MIP_LINEAR, " \ + " visibility = SHADER_VISIBILITY_PIXEL, " \ + " addressU = TEXTURE_ADDRESS_CLAMP, " \ + " addressV = TEXTURE_ADDRESS_CLAMP, " \ + " addressW = TEXTURE_ADDRESS_CLAMP" \ + ")" + +struct Const { + float4x4 object_to_clip; +}; +ConstantBuffer cbv_const : register(b0); + +TextureCube srv_env_texture : register(t0); +SamplerState sam_s0 : register(s0); + +[RootSignature(root_signature)] +void vsGenerateIrradianceTexture( + float3 position : POSITION, + float3 normal : _Normal, + float2 texcoords0 : _Texcoords0, + float4 tangent : _Tangent, + out float4 out_position_clip : SV_Position, + out float3 out_position : _Position +) { + out_position_clip = mul(float4(position, 1.0), cbv_const.object_to_clip); + out_position = position; +} + +[RootSignature(root_signature)] +void psGenerateIrradianceTexture( + float4 position_clip : SV_Position, + float3 position : _Position, + out float4 out_color : SV_Target0 +) { + const float3 n = normalize(position); + + // This is Right-Handed coordinate system and works for upper-left UV coordinate systems. + const float3 up_vector = abs(n.y) < 0.999 ? float3(0.0, 1.0, 0.0) : float3(0.0, 0.0, 1.0); + const float3 tangent_x = normalize(cross(up_vector, n)); + const float3 tangent_y = normalize(cross(n, tangent_x)); + + uint num_samples = 0; + float3 irradiance = 0.0; + + for (float phi = 0.0; phi < (2.0 * PI); phi += 0.025) { + for (float theta = 0.0; theta < (0.5 * PI); theta += 0.025) { + // Point on a hemisphere. + const float3 h = float3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta)); + + // Transform from tangent space to world space. + const float3 sample_vector = tangent_x * h.x + tangent_y * h.y + n * h.z; + + irradiance += srv_env_texture.SampleLevel(sam_s0, sample_vector, 0).rgb * + cos(theta) * sin(theta); + + num_samples++; + } + } + + irradiance = PI * irradiance * (1.0 / num_samples); + out_color = float4(irradiance, 1.0); +} + +#elif defined(PSO__GENERATE_PREFILTERED_ENV_TEXTURE) + +#define root_signature \ + "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT), " \ + "CBV(b0, visibility = SHADER_VISIBILITY_VERTEX), " \ + "RootConstants(b1, num32BitConstants = 1, visibility = SHADER_VISIBILITY_PIXEL), " \ + "DescriptorTable(SRV(t0), visibility = SHADER_VISIBILITY_PIXEL), " \ + "StaticSampler(" \ + " s0, " \ + " filter = FILTER_MIN_MAG_MIP_LINEAR, " \ + " visibility = SHADER_VISIBILITY_PIXEL, " \ + " addressU = TEXTURE_ADDRESS_CLAMP, " \ + " addressV = TEXTURE_ADDRESS_CLAMP, " \ + " addressW = TEXTURE_ADDRESS_CLAMP" \ + ")" + +struct Const { + float4x4 object_to_clip; +}; +ConstantBuffer cbv_const : register(b0); + +struct RootConst { + float roughness; +}; +ConstantBuffer cbv_root_const : register(b1); + +TextureCube srv_env_texture : register(t0); +SamplerState sam_s0 : register(s0); + +[RootSignature(root_signature)] +void vsGeneratePrefilteredEnvTexture( + float3 position : POSITION, + float3 normal : _Normal, + float2 texcoords0 : _Texcoords0, + float4 tangent : _Tangent, + out float4 out_position_clip : SV_Position, + out float3 out_position : _Position +) { + out_position_clip = mul(float4(position, 1.0), cbv_const.object_to_clip); + out_position = position; +} + +[RootSignature(root_signature)] +void psGeneratePrefilteredEnvTexture( + float4 position_clip : SV_Position, + float3 position : _Position, + out float4 out_color : SV_Target0 +) { + const float roughness = cbv_root_const.roughness; + const float3 n = normalize(position); + const float3 r = n; + const float3 v = r; + + float3 prefiltered_color = 0.0; + float total_weight = 0.0; + const uint num_samples = 1024; + + for (uint sample_idx = 0; sample_idx < num_samples; ++sample_idx) { + const float2 xi = hammersley(sample_idx, num_samples); + const float3 h = importanceSampleGgx(xi, roughness, n); + const float3 l = normalize(2.0 * dot(v, h) * h - v); + const float n_dot_l = saturate(dot(n, l)); + if (n_dot_l > 0.0) { + prefiltered_color += srv_env_texture.SampleLevel(sam_s0, l, 0).rgb * n_dot_l; + total_weight += n_dot_l; + } + } + out_color = float4(prefiltered_color / max(total_weight, 0.001), 1.0); +} + +#elif defined(PSO__GENERATE_BRDF_INTEGRATION_TEXTURE) + +#define root_signature \ + "DescriptorTable(UAV(u0))" + +RWTexture2D uav_brdf_integration_texture : register(u0); + +float2 integrate(float roughness, float n_dot_v) { + float3 v; + v.x = 0.0; + v.y = n_dot_v; // cos + v.z = sqrt(1.0 - n_dot_v * n_dot_v); // sin + + const float3 n = float3(0.0, 1.0, 0.0); + + float a = 0.0; + float b = 0.0; + const uint num_samples = 1024; + + for (uint sample_idx = 0; sample_idx < num_samples; ++sample_idx) { + const float2 xi = hammersley(sample_idx, num_samples); + const float3 h = importanceSampleGgx(xi, roughness, n); + const float3 l = normalize(2.0 * dot(v, h) * h - v); + + const float n_dot_l = saturate(l.y); + const float n_dot_h = saturate(h.y); + const float v_dot_h = saturate(dot(v, h)); + + if (n_dot_l > 0.0) { + const float g = geometrySmith(n_dot_l, n_dot_v, roughness); + const float g_vis = g * v_dot_h / (n_dot_h * n_dot_v); + const float fc = pow(1.0 - v_dot_h, 5.0); + a += (1.0 - fc) * g_vis; + b += fc * g_vis; + } + } + return float2(a, b) / num_samples; +} + +[RootSignature(root_signature)] +[numthreads(8, 8, 1)] +void csGenerateBrdfIntegrationTexture(uint3 dispatch_id : SV_DispatchThreadID) { + float width, height; + uav_brdf_integration_texture.GetDimensions(width, height); + + const float roughness = (dispatch_id.y + 1) / height; + const float n_dot_v = (dispatch_id.x + 1) / width; + const float2 result = integrate(roughness, n_dot_v); + + uav_brdf_integration_texture[dispatch_id.xy] = float4(result, 0.0, 1.0); +} + +#endif + +``` + +`samples/bindless/src/bindless.zig`: + +```zig +const std = @import("std"); +const assert = std.debug.assert; +const math = std.math; +const L = std.unicode.utf8ToUtf16LeStringLiteral; + +const zwindows = @import("zwindows"); +const windows = zwindows.windows; +const d3d = zwindows.d3d; +const d3d12 = zwindows.d3d12; +const wasapi = zwindows.wasapi; +const hrPanic = zwindows.hrPanic; +const hrPanicOnFail = zwindows.hrPanicOnFail; + +const zd3d12 = @import("zd3d12"); + +const common = @import("common"); +const c = common.c; +const vm = common.vectormath; +const GuiRenderer = common.GuiRenderer; + +const zmesh = @import("zmesh"); +const zstbi = @import("zstbi"); + +const Vec2 = vm.Vec2; +const Vec3 = vm.Vec3; +const Vec4 = vm.Vec4; +const Mat4 = vm.Mat4; + +pub export const D3D12SDKVersion: u32 = 610; +pub export const D3D12SDKPath: [*:0]const u8 = ".\\d3d12\\"; + +const content_dir = @import("build_options").content_dir; + +const window_name = "zig-gamedev: bindless"; +const window_width = 1920; +const window_height = 1080; + +const env_texture_resolution = 512; +const irradiance_texture_resolution = 64; +const prefiltered_env_texture_resolution = 256; +const prefiltered_env_texture_num_mip_levels = 6; +const brdf_integration_texture_resolution = 512; + +const mesh_cube = 0; +const mesh_helmet = 1; + +const Vertex = struct { + position: [3]f32, + normal: [3]f32, + texcoords0: [2]f32, + tangent: [4]f32, +}; +comptime { + assert(@sizeOf([2]Vertex) == 2 * 48); + assert(@alignOf([2]Vertex) == 4); +} + +// In this demo program, MeshLod is a range of indices in a single global index buffer. +// A Mesh is an vertex offset into a single global vertex buffer and has a list of lods. +const MeshLod = struct { + index_offset: u32, + num_indices: u32, +}; + +const max_num_lods: u32 = 4; + +const Mesh = struct { + vertex_offset: u32, + num_lods: u32, + lods: [max_num_lods]MeshLod, +}; + +const Scene_Const = extern struct { + world_to_clip: Mat4, + camera_position: Vec3, + draw_mode: i32, +}; + +const Draw_Const = extern struct { + object_to_world: Mat4, + base_color_index: u32, + ao_index: u32, + metallic_roughness_index: u32, + normal_index: u32, +}; + +const ResourceView = struct { + resource: zd3d12.ResourceHandle, + view: d3d12.CPU_DESCRIPTOR_HANDLE, +}; + +const Texture = struct { + resource: zd3d12.ResourceHandle, + persistent_descriptor: zd3d12.PersistentDescriptor, +}; + +const texture_ao: u32 = 0; +const texture_base_color: u32 = 1; +const texture_metallic_roughness: u32 = 2; +const texture_normal: u32 = 3; + +const DemoState = struct { + gctx: zd3d12.GraphicsContext, + guir: GuiRenderer, + frame_stats: common.FrameStats, + + depth_texture: ResourceView, + + mesh_pbr_pso: zd3d12.PipelineHandle, + sample_env_texture_pso: zd3d12.PipelineHandle, + + meshes: std.ArrayList(Mesh), + vertex_buffer: zd3d12.ResourceHandle, + + index_buffer: zd3d12.ResourceHandle, + + mesh_textures: [4]Texture, + + env_texture: ResourceView, + irradiance_texture: ResourceView, + prefiltered_env_texture: ResourceView, + brdf_integration_texture: ResourceView, + + draw_mode: i32, + current_lod: i32, + + camera: struct { + position: Vec3, + forward: Vec3, + pitch: f32, + yaw: f32, + }, + mouse: struct { + cursor_prev_x: i32, + cursor_prev_y: i32, + }, +}; + +fn loadMesh( + arena: std.mem.Allocator, + path: [:0]const u8, + all_meshes: *std.ArrayList(Mesh), + all_vertices: *std.ArrayList(Vertex), + all_indices: *std.ArrayList(u32), + generate_lods: u32, +) !void { + var indices = std.ArrayList(u32).init(arena); + var positions = std.ArrayList([3]f32).init(arena); + var normals = std.ArrayList([3]f32).init(arena); + var texcoords0 = std.ArrayList([2]f32).init(arena); + var tangents = std.ArrayList([4]f32).init(arena); + + const pre_indices_len = all_indices.items.len; + const pre_positions_len = all_vertices.items.len; + + const pathname = std.fs.path.joinZ(arena, &.{ + std.fs.selfExeDirPathAlloc(arena) catch unreachable, + path, + }) catch unreachable; + + const data = try zmesh.io.parseAndLoadFile(pathname); + defer zmesh.io.freeData(data); + try zmesh.io.appendMeshPrimitive(data, 0, 0, &indices, &positions, &normals, &texcoords0, &tangents); + + var mesh = Mesh{ + .vertex_offset = @as(u32, @intCast(pre_positions_len)), + .num_lods = 1, + .lods = undefined, + }; + + mesh.lods[0] = .{ + .index_offset = @as(u32, @intCast(pre_indices_len)), + .num_indices = @as(u32, @intCast(indices.items.len)), + }; + + if (generate_lods > 0) { + assert(generate_lods <= max_num_lods); + var all_lods_indices = std.ArrayList(u32).init(arena); + + var lod_index: u32 = 1; + while (lod_index < generate_lods) : (lod_index += 1) { + mesh.num_lods += 1; + + const threshold: f32 = 1.0 - @as(f32, @floatFromInt(lod_index)) / @as(f32, @floatFromInt(max_num_lods)); + const target_index_count: usize = @as(usize, @intFromFloat(@as(f32, @floatFromInt(indices.items.len)) * threshold)); + const target_error: f32 = 1e-2; + + var lod_indices = std.ArrayList(u32).init(arena); + lod_indices.resize(indices.items.len) catch unreachable; + var lod_error: f32 = 0.0; + const lod_indices_count = zmesh.opt.simplifySloppy( + [3]f32, + lod_indices.items, + indices.items, + indices.items.len, + positions.items, + positions.items.len, + target_index_count, + target_error, + &lod_error, + ); + lod_indices.resize(lod_indices_count) catch unreachable; + + mesh.lods[lod_index] = .{ + .index_offset = mesh.lods[lod_index - 1].index_offset + mesh.lods[lod_index - 1].num_indices, + .num_indices = @as(u32, @intCast(lod_indices_count)), + }; + + all_lods_indices.appendSlice(lod_indices.items) catch unreachable; + } + + indices.appendSlice(all_lods_indices.items) catch unreachable; + } + + all_meshes.append(mesh) catch unreachable; + + try all_indices.ensureTotalCapacity(indices.items.len); + for (indices.items) |mesh_index| { + all_indices.appendAssumeCapacity(mesh_index); + } + + try all_vertices.ensureTotalCapacity(positions.items.len); + for (positions.items, 0..) |_, index| { + all_vertices.appendAssumeCapacity(.{ + .position = positions.items[index], + .normal = normals.items[index], + .texcoords0 = texcoords0.items[index], + .tangent = tangents.items[index], + }); + } +} + +fn drawToCubeTexture( + gctx: *zd3d12.GraphicsContext, + dest_texture: zd3d12.ResourceHandle, + dest_mip_level: u32, +) void { + const desc = gctx.getResourceDesc(dest_texture); + assert(dest_mip_level < desc.MipLevels); + const texture_width = @as(u32, @intCast(desc.Width)) >> @as(u5, @intCast(dest_mip_level)); + const texture_height = desc.Height >> @as(u5, @intCast(dest_mip_level)); + assert(texture_width == texture_height); + + gctx.cmdlist.RSSetViewports(1, &.{ + .{ + .TopLeftX = 0.0, + .TopLeftY = 0.0, + .Width = @as(f32, @floatFromInt(texture_width)), + .Height = @as(f32, @floatFromInt(texture_height)), + .MinDepth = 0.0, + .MaxDepth = 1.0, + }, + }); + gctx.cmdlist.RSSetScissorRects(1, &.{ + .{ + .left = 0, + .top = 0, + .right = @as(c_long, @intCast(texture_width)), + .bottom = @as(c_long, @intCast(texture_height)), + }, + }); + gctx.cmdlist.IASetPrimitiveTopology(.TRIANGLELIST); + + const zero = Vec3.initZero(); + const object_to_view = [_]Mat4{ + Mat4.initLookToLh(zero, Vec3.init(1.0, 0.0, 0.0), Vec3.init(0.0, 1.0, 0.0)), + Mat4.initLookToLh(zero, Vec3.init(-1.0, 0.0, 0.0), Vec3.init(0.0, 1.0, 0.0)), + Mat4.initLookToLh(zero, Vec3.init(0.0, 1.0, 0.0), Vec3.init(0.0, 0.0, -1.0)), + Mat4.initLookToLh(zero, Vec3.init(0.0, -1.0, 0.0), Vec3.init(0.0, 0.0, 1.0)), + Mat4.initLookToLh(zero, Vec3.init(0.0, 0.0, 1.0), Vec3.init(0.0, 1.0, 0.0)), + Mat4.initLookToLh(zero, Vec3.init(0.0, 0.0, -1.0), Vec3.init(0.0, 1.0, 0.0)), + }; + const view_to_clip = Mat4.initPerspectiveFovLh(math.pi * 0.5, 1.0, 0.1, 10.0); + + var cube_face_idx: u32 = 0; + while (cube_face_idx < 6) : (cube_face_idx += 1) { + const cube_face_rtv = gctx.allocateTempCpuDescriptors(.RTV, 1); + gctx.device.CreateRenderTargetView( + gctx.lookupResource(dest_texture).?, + &d3d12.RENDER_TARGET_VIEW_DESC{ + .Format = .UNKNOWN, + .ViewDimension = .TEXTURE2DARRAY, + .u = .{ + .Texture2DArray = .{ + .MipSlice = dest_mip_level, + .FirstArraySlice = cube_face_idx, + .ArraySize = 1, + .PlaneSlice = 0, + }, + }, + }, + cube_face_rtv, + ); + + gctx.addTransitionBarrier(dest_texture, .{ .RENDER_TARGET = true }); + gctx.flushResourceBarriers(); + gctx.cmdlist.OMSetRenderTargets(1, &.{cube_face_rtv}, windows.TRUE, null); + gctx.deallocateAllTempCpuDescriptors(.RTV); + + const mem = gctx.allocateUploadMemory(Mat4, 1); + mem.cpu_slice[0] = object_to_view[cube_face_idx].mul(view_to_clip).transpose(); + + gctx.cmdlist.SetGraphicsRootConstantBufferView(0, mem.gpu_base); + // NOTE(mziulek): We assume that the first mesh in vertex/index buffer is a 'cube'. + gctx.cmdlist.DrawIndexedInstanced(36, 1, 0, 0, 0); + } + + gctx.addTransitionBarrier(dest_texture, .{ .PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); +} + +fn init(allocator: std.mem.Allocator) !DemoState { + const window = try common.initWindow(allocator, window_name, window_width, window_height); + var gctx = zd3d12.GraphicsContext.init(.{ + .allocator = allocator, + .window = window, + }); + + // V-Sync + gctx.present_flags = .{}; + gctx.present_interval = 1; + + var arena_allocator_state = std.heap.ArenaAllocator.init(allocator); + defer arena_allocator_state.deinit(); + const arena_allocator = arena_allocator_state.allocator(); + + const mesh_pbr_pso = blk: { + const input_layout_desc = [_]d3d12.INPUT_ELEMENT_DESC{ + d3d12.INPUT_ELEMENT_DESC.init("POSITION", 0, .R32G32B32_FLOAT, 0, 0, .PER_VERTEX_DATA, 0), + d3d12.INPUT_ELEMENT_DESC.init("_Normal", 0, .R32G32B32_FLOAT, 0, 12, .PER_VERTEX_DATA, 0), + d3d12.INPUT_ELEMENT_DESC.init("_Texcoords", 0, .R32G32_FLOAT, 0, 24, .PER_VERTEX_DATA, 0), + d3d12.INPUT_ELEMENT_DESC.init("_Tangent", 0, .R32G32B32A32_FLOAT, 0, 32, .PER_VERTEX_DATA, 0), + }; + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.DSVFormat = .D32_FLOAT; + pso_desc.InputLayout = .{ + .pInputElementDescs = &input_layout_desc, + .NumElements = input_layout_desc.len, + }; + pso_desc.RTVFormats[0] = .R8G8B8A8_UNORM; + pso_desc.NumRenderTargets = 1; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/mesh_pbr.vs.cso", null)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/mesh_pbr.ps.cso", null)); + + break :blk gctx.createGraphicsShaderPipeline(&pso_desc); + }; + + const sample_env_texture_pso = blk: { + const input_layout_desc = [_]d3d12.INPUT_ELEMENT_DESC{ + d3d12.INPUT_ELEMENT_DESC.init("POSITION", 0, .R32G32B32_FLOAT, 0, 0, .PER_VERTEX_DATA, 0), + d3d12.INPUT_ELEMENT_DESC.init("_Normal", 0, .R32G32B32_FLOAT, 0, 12, .PER_VERTEX_DATA, 0), + d3d12.INPUT_ELEMENT_DESC.init("_Texcoords", 0, .R32G32_FLOAT, 0, 24, .PER_VERTEX_DATA, 0), + d3d12.INPUT_ELEMENT_DESC.init("_Tangent", 0, .R32G32B32A32_FLOAT, 0, 32, .PER_VERTEX_DATA, 0), + }; + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.InputLayout = .{ + .pInputElementDescs = &input_layout_desc, + .NumElements = input_layout_desc.len, + }; + pso_desc.RTVFormats[0] = .R8G8B8A8_UNORM; + pso_desc.NumRenderTargets = 1; + pso_desc.DSVFormat = .D32_FLOAT; + pso_desc.RasterizerState.CullMode = .FRONT; + pso_desc.DepthStencilState.DepthFunc = .LESS_EQUAL; + pso_desc.DepthStencilState.DepthWriteMask = .ZERO; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/sample_env_texture.vs.cso", null)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/sample_env_texture.ps.cso", null)); + + break :blk gctx.createGraphicsShaderPipeline(&pso_desc); + }; + + const temp_pipelines = blk: { + const input_layout_desc = [_]d3d12.INPUT_ELEMENT_DESC{ + d3d12.INPUT_ELEMENT_DESC.init("POSITION", 0, .R32G32B32_FLOAT, 0, 0, .PER_VERTEX_DATA, 0), + d3d12.INPUT_ELEMENT_DESC.init("_Normal", 0, .R32G32B32_FLOAT, 0, 12, .PER_VERTEX_DATA, 0), + d3d12.INPUT_ELEMENT_DESC.init("_Texcoords", 0, .R32G32_FLOAT, 0, 24, .PER_VERTEX_DATA, 0), + d3d12.INPUT_ELEMENT_DESC.init("_Tangent", 0, .R32G32B32A32_FLOAT, 0, 32, .PER_VERTEX_DATA, 0), + }; + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.InputLayout = .{ + .pInputElementDescs = &input_layout_desc, + .NumElements = input_layout_desc.len, + }; + pso_desc.RTVFormats[0] = .R16G16B16A16_FLOAT; + pso_desc.NumRenderTargets = 1; + pso_desc.DepthStencilState.DepthEnable = windows.FALSE; + pso_desc.RasterizerState.CullMode = .FRONT; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/generate_env_texture.vs.cso", null)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/generate_env_texture.ps.cso", null)); + pso_desc.pRootSignature = null; + const generate_env_texture_pso = gctx.createGraphicsShaderPipeline(&pso_desc); + + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/generate_irradiance_texture.vs.cso", null)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/generate_irradiance_texture.ps.cso", null)); + pso_desc.pRootSignature = null; + const generate_irradiance_texture_pso = gctx.createGraphicsShaderPipeline(&pso_desc); + + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/generate_prefiltered_env_texture.vs.cso", null)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/generate_prefiltered_env_texture.ps.cso", null)); + pso_desc.pRootSignature = null; + const generate_prefiltered_env_texture_pso = gctx.createGraphicsShaderPipeline(&pso_desc); + + var compute_desc = d3d12.COMPUTE_PIPELINE_STATE_DESC.initDefault(); + compute_desc.CS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/generate_brdf_integration_texture.cs.cso", null)); + const generate_brdf_integration_texture_pso = gctx.createComputeShaderPipeline(&compute_desc); + + break :blk .{ + .generate_env_texture_pso = generate_env_texture_pso, + .generate_irradiance_texture_pso = generate_irradiance_texture_pso, + .generate_prefiltered_env_texture_pso = generate_prefiltered_env_texture_pso, + .generate_brdf_integration_texture_pso = generate_brdf_integration_texture_pso, + }; + }; + + zmesh.init(arena_allocator); + defer zmesh.deinit(); + + var all_meshes = std.ArrayList(Mesh).init(allocator); + var all_vertices = std.ArrayList(Vertex).init(arena_allocator); + var all_indices = std.ArrayList(u32).init(arena_allocator); + + try loadMesh(arena_allocator, content_dir ++ "cube.gltf", &all_meshes, &all_vertices, &all_indices, 0); + try loadMesh( + arena_allocator, + content_dir ++ "SciFiHelmet/SciFiHelmet.gltf", + &all_meshes, + &all_vertices, + &all_indices, + max_num_lods, + ); + + const depth_texture = ResourceView{ + .resource = gctx.createCommittedResource( + .DEFAULT, + .{}, + &blk: { + var desc = d3d12.RESOURCE_DESC.initTex2d(.D32_FLOAT, gctx.viewport_width, gctx.viewport_height, 1); + desc.Flags = .{ .ALLOW_DEPTH_STENCIL = true, .DENY_SHADER_RESOURCE = true }; + break :blk desc; + }, + .{ .DEPTH_WRITE = true }, + &d3d12.CLEAR_VALUE.initDepthStencil(.D32_FLOAT, 1.0, 0), + ) catch |err| hrPanic(err), + .view = gctx.allocateCpuDescriptors(.DSV, 1), + }; + gctx.device.CreateDepthStencilView( + gctx.lookupResource(depth_texture.resource).?, + null, + depth_texture.view, + ); + + const mipmapgen_bytecode = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/generate_mipmaps.cs.cso", null)); + var mipgen_rgba8 = zd3d12.MipmapGenerator.init(&gctx, .R8G8B8A8_UNORM, mipmapgen_bytecode); + var mipgen_rgba16f = zd3d12.MipmapGenerator.init(&gctx, .R16G16B16A16_FLOAT, mipmapgen_bytecode); + + gctx.beginFrame(); + + const guir = GuiRenderer.init(arena_allocator, &gctx, 1, content_dir); + + const vertex_buffer = blk: { + const vertex_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(all_vertices.items.len * @sizeOf(Vertex)), + .{ .COPY_DEST = true }, + null, + ) catch |err| hrPanic(err); + const upload = gctx.allocateUploadBufferRegion(Vertex, @as(u32, @intCast(all_vertices.items.len))); + for (all_vertices.items, 0..) |vertex, i| { + upload.cpu_slice[i] = vertex; + } + gctx.cmdlist.CopyBufferRegion( + gctx.lookupResource(vertex_buffer).?, + 0, + upload.buffer, + upload.buffer_offset, + upload.cpu_slice.len * @sizeOf(@TypeOf(upload.cpu_slice[0])), + ); + gctx.addTransitionBarrier(vertex_buffer, .{ .VERTEX_AND_CONSTANT_BUFFER = true }); + break :blk vertex_buffer; + }; + + const index_buffer = blk: { + const index_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(all_indices.items.len * @sizeOf(u32)), + .{ .COPY_DEST = true }, + null, + ) catch |err| hrPanic(err); + const upload = gctx.allocateUploadBufferRegion(u32, @as(u32, @intCast(all_indices.items.len))); + for (all_indices.items, 0..) |index, i| { + upload.cpu_slice[i] = index; + } + gctx.cmdlist.CopyBufferRegion( + gctx.lookupResource(index_buffer).?, + 0, + upload.buffer, + upload.buffer_offset, + upload.cpu_slice.len * @sizeOf(@TypeOf(upload.cpu_slice[0])), + ); + gctx.addTransitionBarrier(index_buffer, .{ .INDEX_BUFFER = true }); + break :blk index_buffer; + }; + + // + // BEGIN: Upload texture data to the GPU. + // + const equirect_texture = blk: { + zstbi.setFlipVerticallyOnLoad(true); + + const pathname = std.fs.path.joinZ(arena_allocator, &.{ + std.fs.selfExeDirPathAlloc(arena_allocator) catch unreachable, + content_dir ++ "Newport_Loft.hdr", + }) catch unreachable; + + var image = zstbi.Image.loadFromFile(pathname, 4) catch unreachable; + defer { + image.deinit(); + zstbi.setFlipVerticallyOnLoad(false); + } + + const equirect_texture = equirect_texture: { + const resource = try gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initTex2d(.R16G16B16A16_FLOAT, image.width, image.height, 1), + .{ .COPY_DEST = true }, + null, + ); + + break :equirect_texture .{ + .resource = resource, + .view = gctx.allocShaderResourceView(resource, null), + }; + }; + + gctx.updateTex2dSubresource( + equirect_texture.resource, + 0, + image.data, + image.width * @sizeOf(f16) * 4, + ); + + gctx.addTransitionBarrier(equirect_texture.resource, .{ .PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + + break :blk equirect_texture; + }; + + var mesh_textures: [4]Texture = undefined; + + { + const resource = try gctx.createAndUploadTex2dFromDdsFile(content_dir ++ "SciFiHelmet/SciFiHelmet_AmbientOcclusion.dds", arena_allocator, .{}); + _ = gctx.lookupResource(resource).?.SetName(L("SciFiHelmet/SciFiHelmet_AmbientOcclusion.dds")); + + mesh_textures[texture_ao] = blk: { + const srv_allocation = gctx.allocatePersistentGpuDescriptors(1); + gctx.device.CreateShaderResourceView( + gctx.lookupResource(resource).?, + null, + srv_allocation.cpu_handle, + ); + + gctx.addTransitionBarrier(resource, .{ .PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + + const t = Texture{ + .resource = resource, + .persistent_descriptor = srv_allocation, + }; + + break :blk t; + }; + } + + { + const resource = try gctx.createAndUploadTex2dFromDdsFile(content_dir ++ "SciFiHelmet/SciFiHelmet_BaseColor.dds", arena_allocator, .{}); + _ = gctx.lookupResource(resource).?.SetName(L("SciFiHelmet/SciFiHelmet_BaseColor.dds")); + + mesh_textures[texture_base_color] = blk: { + const srv_allocation = gctx.allocatePersistentGpuDescriptors(1); + gctx.device.CreateShaderResourceView( + gctx.lookupResource(resource).?, + null, + srv_allocation.cpu_handle, + ); + + gctx.addTransitionBarrier(resource, .{ .PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + + const t = Texture{ + .resource = resource, + .persistent_descriptor = srv_allocation, + }; + + break :blk t; + }; + } + + { + const resource = try gctx.createAndUploadTex2dFromDdsFile(content_dir ++ "SciFiHelmet/SciFiHelmet_MetallicRoughness.dds", arena_allocator, .{}); + _ = gctx.lookupResource(resource).?.SetName(L("SciFiHelmet/SciFiHelmet_MetallicRoughness.dds")); + + mesh_textures[texture_metallic_roughness] = blk: { + const srv_allocation = gctx.allocatePersistentGpuDescriptors(1); + gctx.device.CreateShaderResourceView( + gctx.lookupResource(resource).?, + null, + srv_allocation.cpu_handle, + ); + + gctx.addTransitionBarrier(resource, .{ .PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + + const t = Texture{ + .resource = resource, + .persistent_descriptor = srv_allocation, + }; + + break :blk t; + }; + } + + { + const resource = try gctx.createAndUploadTex2dFromDdsFile(content_dir ++ "SciFiHelmet/SciFiHelmet_Normal.dds", arena_allocator, .{}); + _ = gctx.lookupResource(resource).?.SetName(L("SciFiHelmet/SciFiHelmet_Normal.dds")); + + mesh_textures[texture_normal] = blk: { + const srv_allocation = gctx.allocatePersistentGpuDescriptors(1); + gctx.device.CreateShaderResourceView( + gctx.lookupResource(resource).?, + null, + srv_allocation.cpu_handle, + ); + + gctx.addTransitionBarrier(resource, .{ .PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + + const t = Texture{ + .resource = resource, + .persistent_descriptor = srv_allocation, + }; + + break :blk t; + }; + } + + const env_texture = env_texture: { + const resource = try gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC{ + .Dimension = .TEXTURE2D, + .Alignment = 0, + .Width = env_texture_resolution, + .Height = env_texture_resolution, + .DepthOrArraySize = 6, + .MipLevels = 0, + .Format = .R16G16B16A16_FLOAT, + .SampleDesc = .{ .Count = 1, .Quality = 0 }, + .Layout = .UNKNOWN, + .Flags = .{ .ALLOW_RENDER_TARGET = true }, + }, + .{ .COPY_DEST = true }, + null, + ); + + break :env_texture ResourceView{ + .resource = resource, + .view = gctx.allocShaderResourceView( + resource, + &d3d12.SHADER_RESOURCE_VIEW_DESC{ + .Format = .UNKNOWN, + .ViewDimension = .TEXTURECUBE, + .Shader4ComponentMapping = d3d12.DEFAULT_SHADER_4_COMPONENT_MAPPING, + .u = .{ + .TextureCube = .{ + .MipLevels = 0xffff_ffff, + .MostDetailedMip = 0, + .ResourceMinLODClamp = 0.0, + }, + }, + }, + ), + }; + }; + + const irradiance_texture = irradiance_texture: { + const resource = try gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC{ + .Dimension = .TEXTURE2D, + .Alignment = 0, + .Width = irradiance_texture_resolution, + .Height = irradiance_texture_resolution, + .DepthOrArraySize = 6, + .MipLevels = 0, + .Format = .R16G16B16A16_FLOAT, + .SampleDesc = .{ .Count = 1, .Quality = 0 }, + .Layout = .UNKNOWN, + .Flags = .{ .ALLOW_RENDER_TARGET = true }, + }, + .{ .COPY_DEST = true }, + null, + ); + break :irradiance_texture ResourceView{ + .resource = resource, + .view = gctx.allocShaderResourceView( + resource, + &d3d12.SHADER_RESOURCE_VIEW_DESC{ + .Format = .UNKNOWN, + .ViewDimension = .TEXTURECUBE, + .Shader4ComponentMapping = d3d12.DEFAULT_SHADER_4_COMPONENT_MAPPING, + .u = .{ + .TextureCube = .{ + .MipLevels = 0xffff_ffff, + .MostDetailedMip = 0, + .ResourceMinLODClamp = 0.0, + }, + }, + }, + ), + }; + }; + + const prefiltered_env_texture = prefiltered_env_texture: { + const resource = try gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC{ + .Dimension = .TEXTURE2D, + .Alignment = 0, + .Width = prefiltered_env_texture_resolution, + .Height = prefiltered_env_texture_resolution, + .DepthOrArraySize = 6, + .MipLevels = prefiltered_env_texture_num_mip_levels, + .Format = .R16G16B16A16_FLOAT, + .SampleDesc = .{ .Count = 1, .Quality = 0 }, + .Layout = .UNKNOWN, + .Flags = .{ .ALLOW_RENDER_TARGET = true }, + }, + .{ .COPY_DEST = true }, + null, + ); + break :prefiltered_env_texture ResourceView{ + .resource = resource, + .view = gctx.allocShaderResourceView( + resource, + &d3d12.SHADER_RESOURCE_VIEW_DESC{ + .Format = .UNKNOWN, + .ViewDimension = .TEXTURECUBE, + .Shader4ComponentMapping = d3d12.DEFAULT_SHADER_4_COMPONENT_MAPPING, + .u = .{ + .TextureCube = .{ + .MipLevels = prefiltered_env_texture_num_mip_levels, + .MostDetailedMip = 0, + .ResourceMinLODClamp = 0.0, + }, + }, + }, + ), + }; + }; + + const brdf_integration_texture = brdf_integration_texture: { + const resource = try gctx.createCommittedResource( + .DEFAULT, + .{}, + &blk: { + var desc = d3d12.RESOURCE_DESC.initTex2d( + .R16G16_FLOAT, + brdf_integration_texture_resolution, + brdf_integration_texture_resolution, + 1, // mip levels + ); + desc.Flags = .{ .ALLOW_UNORDERED_ACCESS = true }; + break :blk desc; + }, + .{ .UNORDERED_ACCESS = true }, + null, + ); + break :brdf_integration_texture ResourceView{ + .resource = resource, + + .view = gctx.allocShaderResourceView( + resource, + null, + ), + }; + }; + + gctx.flushResourceBarriers(); + + gctx.cmdlist.IASetVertexBuffers(0, 1, &.{ + .{ + .BufferLocation = gctx.lookupResource(vertex_buffer).?.GetGPUVirtualAddress(), + .SizeInBytes = @as(u32, @intCast(gctx.getResourceSize(vertex_buffer))), + .StrideInBytes = @sizeOf(Vertex), + }, + }); + gctx.cmdlist.IASetIndexBuffer(&.{ + .BufferLocation = gctx.lookupResource(index_buffer).?.GetGPUVirtualAddress(), + .SizeInBytes = @as(u32, @intCast(gctx.getResourceSize(index_buffer))), + .Format = .R32_UINT, + }); + + // + // Generate env. (cube) texture content. + // + gctx.setCurrentPipeline(temp_pipelines.generate_env_texture_pso); + gctx.cmdlist.SetGraphicsRootDescriptorTable(1, gctx.copyDescriptorsToGpuHeap(1, equirect_texture.view)); + drawToCubeTexture(&gctx, env_texture.resource, 0); + mipgen_rgba16f.generateMipmaps(&gctx, env_texture.resource); + gctx.addTransitionBarrier(env_texture.resource, .{ .PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + + // + // Generate irradiance (cube) texture content. + // + gctx.setCurrentPipeline(temp_pipelines.generate_irradiance_texture_pso); + gctx.cmdlist.SetGraphicsRootDescriptorTable(1, gctx.copyDescriptorsToGpuHeap(1, env_texture.view)); + drawToCubeTexture(&gctx, irradiance_texture.resource, 0); + mipgen_rgba16f.generateMipmaps(&gctx, irradiance_texture.resource); + gctx.addTransitionBarrier(irradiance_texture.resource, .{ .PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + + // + // Generate prefiltered env. (cube) texture content. + // + gctx.setCurrentPipeline(temp_pipelines.generate_prefiltered_env_texture_pso); + gctx.cmdlist.SetGraphicsRootDescriptorTable(2, gctx.copyDescriptorsToGpuHeap(1, env_texture.view)); + { + var mip_level: u32 = 0; + while (mip_level < prefiltered_env_texture_num_mip_levels) : (mip_level += 1) { + const roughness = @as(f32, @floatFromInt(mip_level)) / + @as(f32, @floatFromInt(prefiltered_env_texture_num_mip_levels - 1)); + gctx.cmdlist.SetGraphicsRoot32BitConstant(1, @as(u32, @bitCast(roughness)), 0); + drawToCubeTexture(&gctx, prefiltered_env_texture.resource, mip_level); + } + } + gctx.addTransitionBarrier(prefiltered_env_texture.resource, .{ .PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + + // + // Generate BRDF integration texture. + // + { + const uav = gctx.allocateTempCpuDescriptors(.CBV_SRV_UAV, 1); + gctx.device.CreateUnorderedAccessView( + gctx.lookupResource(brdf_integration_texture.resource).?, + null, + null, + uav, + ); + + gctx.setCurrentPipeline(temp_pipelines.generate_brdf_integration_texture_pso); + gctx.cmdlist.SetComputeRootDescriptorTable(0, gctx.copyDescriptorsToGpuHeap(1, uav)); + const num_groups = @divExact(brdf_integration_texture_resolution, 8); + gctx.cmdlist.Dispatch(num_groups, num_groups, 1); + + gctx.addTransitionBarrier(brdf_integration_texture.resource, .{ .PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + gctx.deallocateAllTempCpuDescriptors(.CBV_SRV_UAV); + } + + gctx.endFrame(); + gctx.finishGpuCommands(); + + // Release temporary resources. + mipgen_rgba8.deinit(&gctx); + mipgen_rgba16f.deinit(&gctx); + gctx.destroyResource(equirect_texture.resource); + gctx.destroyPipeline(temp_pipelines.generate_env_texture_pso); + gctx.destroyPipeline(temp_pipelines.generate_irradiance_texture_pso); + gctx.destroyPipeline(temp_pipelines.generate_prefiltered_env_texture_pso); + gctx.destroyPipeline(temp_pipelines.generate_brdf_integration_texture_pso); + + return DemoState{ + .gctx = gctx, + .guir = guir, + .frame_stats = common.FrameStats.init(), + .depth_texture = depth_texture, + .mesh_pbr_pso = mesh_pbr_pso, + .sample_env_texture_pso = sample_env_texture_pso, + .meshes = all_meshes, + .mesh_textures = mesh_textures, + .env_texture = env_texture, + .irradiance_texture = irradiance_texture, + .prefiltered_env_texture = prefiltered_env_texture, + .brdf_integration_texture = brdf_integration_texture, + .vertex_buffer = vertex_buffer, + .index_buffer = index_buffer, + .draw_mode = 0, + .current_lod = 0, + .camera = .{ + .position = Vec3.init(2.2, 0.0, 2.2), + .forward = Vec3.initZero(), + .pitch = 0.0, + .yaw = math.pi + 0.25 * math.pi, + }, + .mouse = .{ + .cursor_prev_x = 0, + .cursor_prev_y = 0, + }, + }; +} + +fn deinit(demo: *DemoState, allocator: std.mem.Allocator) void { + demo.gctx.finishGpuCommands(); + demo.meshes.deinit(); + demo.guir.deinit(&demo.gctx); + demo.gctx.deinit(allocator); + common.deinitWindow(allocator); + demo.* = undefined; +} + +fn update(demo: *DemoState) void { + demo.frame_stats.update(demo.gctx.window, window_name); + + common.newImGuiFrame(demo.frame_stats.delta_time); + + c.igSetNextWindowPos( + c.ImVec2{ .x = @as(f32, @floatFromInt(demo.gctx.viewport_width)) - 600.0 - 20, .y = 20.0 }, + c.ImGuiCond_FirstUseEver, + c.ImVec2{ .x = 0.0, .y = 0.0 }, + ); + c.igSetNextWindowSize(c.ImVec2{ .x = 600.0, .y = 0.0 }, c.ImGuiCond_FirstUseEver); + _ = c.igBegin( + "Demo Settings", + null, + c.ImGuiWindowFlags_NoMove | c.ImGuiWindowFlags_NoResize | c.ImGuiWindowFlags_NoSavedSettings, + ); + _ = c.igRadioButton_IntPtr("Draw PBR effect", &demo.draw_mode, 0); + _ = c.igRadioButton_IntPtr("Draw Ambient Occlusion texture", &demo.draw_mode, 1); + _ = c.igRadioButton_IntPtr("Draw Base Color texture", &demo.draw_mode, 2); + _ = c.igRadioButton_IntPtr("Draw Metallic texture", &demo.draw_mode, 3); + _ = c.igRadioButton_IntPtr("Draw Roughness texture", &demo.draw_mode, 4); + _ = c.igRadioButton_IntPtr("Draw Normal texture", &demo.draw_mode, 5); + _ = c.igSliderInt("SciFi Helmet LOD", &demo.current_lod, 0, max_num_lods - 1, "%d", 0); + c.igEnd(); + + // Handle camera rotation with mouse. + { + var pos: windows.POINT = undefined; + _ = windows.GetCursorPos(&pos); + const delta_x = @as(f32, @floatFromInt(pos.x)) - @as(f32, @floatFromInt(demo.mouse.cursor_prev_x)); + const delta_y = @as(f32, @floatFromInt(pos.y)) - @as(f32, @floatFromInt(demo.mouse.cursor_prev_y)); + demo.mouse.cursor_prev_x = pos.x; + demo.mouse.cursor_prev_y = pos.y; + + if (windows.GetAsyncKeyState(windows.VK_RBUTTON) < 0) { + demo.camera.pitch += 0.0025 * delta_y; + demo.camera.yaw += 0.0025 * delta_x; + demo.camera.pitch = @min(demo.camera.pitch, 0.48 * math.pi); + demo.camera.pitch = @max(demo.camera.pitch, -0.48 * math.pi); + demo.camera.yaw = vm.modAngle(demo.camera.yaw); + } + } + + // Handle camera movement with 'WASD' keys. + { + const speed: f32 = 5.0; + const delta_time = demo.frame_stats.delta_time; + const transform = Mat4.initRotationX(demo.camera.pitch).mul(Mat4.initRotationY(demo.camera.yaw)); + var forward = Vec3.init(0.0, 0.0, 1.0).transform(transform).normalize(); + + demo.camera.forward = forward; + const right = Vec3.init(0.0, 1.0, 0.0).cross(forward).normalize().scale(speed * delta_time); + forward = forward.scale(speed * delta_time); + + if (windows.GetAsyncKeyState('W') < 0) { + demo.camera.position = demo.camera.position.add(forward); + } else if (windows.GetAsyncKeyState('S') < 0) { + demo.camera.position = demo.camera.position.sub(forward); + } + if (windows.GetAsyncKeyState('D') < 0) { + demo.camera.position = demo.camera.position.add(right); + } else if (windows.GetAsyncKeyState('A') < 0) { + demo.camera.position = demo.camera.position.sub(right); + } + } +} + +fn draw(demo: *DemoState) void { + var gctx = &demo.gctx; + gctx.beginFrame(); + + const cam_world_to_view = vm.Mat4.initLookToLh( + demo.camera.position, + demo.camera.forward, + vm.Vec3.init(0.0, 1.0, 0.0), + ); + const cam_view_to_clip = vm.Mat4.initPerspectiveFovLh( + math.pi / 3.0, + @as(f32, @floatFromInt(gctx.viewport_width)) / @as(f32, @floatFromInt(gctx.viewport_height)), + 0.1, + 100.0, + ); + const cam_world_to_clip = cam_world_to_view.mul(cam_view_to_clip); + + const back_buffer = gctx.getBackBuffer(); + + gctx.addTransitionBarrier(back_buffer.resource_handle, .{ .RENDER_TARGET = true }); + gctx.flushResourceBarriers(); + + gctx.cmdlist.OMSetRenderTargets( + 1, + &.{back_buffer.descriptor_handle}, + windows.TRUE, + &demo.depth_texture.view, + ); + gctx.cmdlist.ClearRenderTargetView( + back_buffer.descriptor_handle, + &[4]f32{ 0.0, 0.0, 0.0, 0.0 }, + 0, + null, + ); + gctx.cmdlist.ClearDepthStencilView(demo.depth_texture.view, .{ .DEPTH = true }, 1.0, 0, 0, null); + + gctx.cmdlist.IASetPrimitiveTopology(.TRIANGLELIST); + gctx.cmdlist.IASetVertexBuffers(0, 1, &.{ + .{ + .BufferLocation = gctx.lookupResource(demo.vertex_buffer).?.GetGPUVirtualAddress(), + .SizeInBytes = @as(u32, @intCast(gctx.getResourceSize(demo.vertex_buffer))), + .StrideInBytes = @sizeOf(Vertex), + }, + }); + gctx.cmdlist.IASetIndexBuffer(&.{ + .BufferLocation = gctx.lookupResource(demo.index_buffer).?.GetGPUVirtualAddress(), + .SizeInBytes = @as(u32, @intCast(gctx.getResourceSize(demo.index_buffer))), + .Format = .R32_UINT, + }); + + gctx.setCurrentPipeline(demo.mesh_pbr_pso); + // Set scene constants + { + const mem = gctx.allocateUploadMemory(Scene_Const, 1); + mem.cpu_slice[0] = .{ + .world_to_clip = cam_world_to_clip.transpose(), + .camera_position = demo.camera.position, + .draw_mode = demo.draw_mode, + }; + + gctx.cmdlist.SetGraphicsRootConstantBufferView(0, mem.gpu_base); + } + + // Draw SciFiHelmet. + { + const object_to_world = vm.Mat4.initRotationY(@as(f32, @floatCast(0.25 * demo.frame_stats.time))); + + const mem = gctx.allocateUploadMemory(Draw_Const, 1); + mem.cpu_slice[0] = .{ + .object_to_world = object_to_world.transpose(), + .base_color_index = demo.mesh_textures[texture_base_color].persistent_descriptor.index, + .ao_index = demo.mesh_textures[texture_ao].persistent_descriptor.index, + .metallic_roughness_index = demo.mesh_textures[texture_metallic_roughness].persistent_descriptor.index, + .normal_index = demo.mesh_textures[texture_normal].persistent_descriptor.index, + }; + + gctx.cmdlist.SetGraphicsRootConstantBufferView(1, mem.gpu_base); + + gctx.setGraphicsRootDescriptorTable(2, &.{ + demo.irradiance_texture.view, + demo.prefiltered_env_texture.view, + demo.brdf_integration_texture.view, + }); + + gctx.cmdlist.DrawIndexedInstanced( + demo.meshes.items[mesh_helmet].lods[@as(usize, @intCast(demo.current_lod))].num_indices, + 1, + demo.meshes.items[mesh_helmet].lods[@as(usize, @intCast(demo.current_lod))].index_offset, + @as(i32, @intCast(demo.meshes.items[mesh_helmet].vertex_offset)), + 0, + ); + } + // Draw env. cube texture. + { + var world_to_view_origin = cam_world_to_view; + world_to_view_origin.r[3] = Vec4.init(0.0, 0.0, 0.0, 1.0); + + const mem = gctx.allocateUploadMemory(Mat4, 1); + mem.cpu_slice[0] = world_to_view_origin.mul(cam_view_to_clip).transpose(); + + gctx.setCurrentPipeline(demo.sample_env_texture_pso); + gctx.cmdlist.SetGraphicsRootConstantBufferView(0, mem.gpu_base); + gctx.cmdlist.SetGraphicsRootDescriptorTable(1, gctx.copyDescriptorsToGpuHeap(1, demo.env_texture.view)); + + gctx.cmdlist.DrawIndexedInstanced( + demo.meshes.items[mesh_cube].lods[0].num_indices, + 1, + demo.meshes.items[mesh_cube].lods[0].index_offset, + @as(i32, @intCast(demo.meshes.items[mesh_cube].vertex_offset)), + 0, + ); + } + + demo.guir.draw(gctx); + + gctx.addTransitionBarrier(back_buffer.resource_handle, d3d12.RESOURCE_STATES.PRESENT); + gctx.flushResourceBarriers(); + + gctx.endFrame(); +} + +pub fn main() !void { + common.init(); + defer common.deinit(); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + zstbi.init(allocator); + defer zstbi.deinit(); + + var demo = try init(allocator); + defer deinit(&demo, allocator); + + while (common.handleWindowEvents()) { + update(&demo); + draw(&demo); + } +} + +``` + +`samples/bullet_physics_test_wgpu/README.md`: + +```md +## bullet physics test (wgpu) + +Some info: +* Works on Windows, Linux and Mac. Uses Bullet for physics and native wgpu for rendering. +* `cbullet` and `zbullet` libraries have been developed to make it work nicely with Zig. Please see [here](https://github.com/michal-z/zig-gamedev/tree/main/libs/zbullet) for the details. +* Comes with 4 example 'scenes'. User can add more scenes by implementing single `setup()` function. This allows testing various physics effects/setups. +* Multi-threading is enabled by default. + +See demo in action: [video](https://www.youtube.com/watch?v=XUuPGigPKSI). + +![image](screenshot.jpg) + +``` + +`samples/bullet_physics_test_wgpu/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "bullet_physics_test_wgpu"; +pub const content_dir = demo_name ++ "_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + @import("zgpu").addLibraryPathsTo(exe); + const zgpu = b.dependency("zgpu", .{ + .target = options.target, + }); + exe.root_module.addImport("zgpu", zgpu.module("root")); + exe.linkLibrary(zgpu.artifact("zdawn")); + + const zmath = b.dependency("zmath", .{ + .target = options.target, + }); + exe.root_module.addImport("zmath", zmath.module("root")); + + const zbullet = b.dependency("zbullet", .{ + .target = options.target, + }); + exe.root_module.addImport("zbullet", zbullet.module("root")); + exe.linkLibrary(zbullet.artifact("cbullet")); + + const zgui = b.dependency("zgui", .{ + .target = options.target, + .backend = .glfw_wgpu, + }); + exe.root_module.addImport("zgui", zgui.module("root")); + exe.linkLibrary(zgui.artifact("imgui")); + + const zmesh = b.dependency("zmesh", .{ + .target = options.target, + }); + exe.root_module.addImport("zmesh", zmesh.module("root")); + exe.linkLibrary(zmesh.artifact("zmesh")); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + exe.step.dependOn(&install_content_step.step); + + if (options.target.result.os.tag == .macos) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("macos12/usr/lib")); + exe.addSystemFrameworkPath(system_sdk.path("macos12/System/Library/Frameworks")); + } + } else if (options.target.result.os.tag == .linux) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("linux/lib/x86_64-linux-gnu")); + } + } + + return exe; +} + +``` + +`samples/bullet_physics_test_wgpu/src/bullet_physics_test_wgpu.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const assert = std.debug.assert; +const zglfw = @import("zglfw"); +const zgpu = @import("zgpu"); +const wgpu = zgpu.wgpu; +const zgui = @import("zgui"); +const zm = @import("zmath"); +const zmesh = @import("zmesh"); +const zbt = @import("zbullet"); +const wgsl = @import("bullet_physics_test_wgsl.zig"); + +const content_dir = @import("build_options").content_dir; +const window_title = "zig-gamedev: bullet physics test (wgpu)"; + +const Vertex = extern struct { + position: [3]f32, + normal: [3]f32, +}; + +const FrameUniforms = struct { + world_to_clip: zm.Mat, + camera_position: [3]f32, +}; + +const DrawUniforms = struct { + object_to_world: zm.Mat, + basecolor_roughness: [4]f32, +}; + +const Mesh = struct { + index_offset: u32, + vertex_offset: u32, + num_indices: u32, + num_vertices: u32, +}; + +const Entity = struct { + body: zbt.Body, + basecolor_roughness: [4]f32, + size: [3]f32, + mesh_index: u32, +}; + +const Camera = struct { + position: [3]f32, + forward: [3]f32 = .{ 0, 0, 0 }, + pitch: f32, + yaw: f32, +}; + +const scenes = [_]Scene{ + .{ .name = "Collision shapes", .setup = setupScene0 }, + .{ .name = "Stacks of boxes", .setup = setupScene1 }, + .{ .name = "Pyramid", .setup = setupScene2 }, + .{ .name = "Tower", .setup = setupScene3, .has_gravity_ui = false }, +}; +const initial_scene = 0; + +const mesh_index_cube: u32 = 0; +const mesh_index_sphere: u32 = 1; +const mesh_index_cylinder: u32 = 2; +const mesh_index_capsule: u32 = 3; +const mesh_index_compound0: u32 = 4; +const mesh_index_compound1: u32 = 5; +const mesh_index_world: u32 = 6; +const mesh_count: u32 = 7; + +const default_linear_damping: f32 = 0.05; +const default_angular_damping: f32 = 0.05; +const safe_uniform_size = 256; +const camera_fovy: f32 = math.pi / @as(f32, 3.0); +const ccd_motion_threshold: f32 = 1e-7; +const ccd_swept_sphere_radius: f32 = 0.5; +const default_gravity: f32 = 10.0; + +const DemoState = struct { + window: *zglfw.Window, + gctx: *zgpu.GraphicsContext, + + mesh_pipe: zgpu.RenderPipelineHandle = .{}, + physics_debug_pipe: zgpu.RenderPipelineHandle = .{}, + + vertex_buf: zgpu.BufferHandle, + index_buf: zgpu.BufferHandle, + + physics_debug_buf: zgpu.BufferHandle, + + depth_tex: zgpu.TextureHandle, + depth_texv: zgpu.TextureViewHandle, + + uniform_bg: zgpu.BindGroupHandle, + + meshes: std.ArrayList(Mesh), + entities: std.ArrayList(Entity), + + keyboard_delay: f32 = 1.0, + current_scene_index: i32 = initial_scene, + + physics: struct { + world: zbt.World, + common_shapes: std.ArrayList(zbt.Shape), + scene_shapes: std.ArrayList(zbt.Shape), + debug: *zbt.DebugDrawer, + }, + camera: Camera, + mouse: struct { + cursor_pos: [2]f64 = .{ 0, 0 }, + } = .{}, + pick: struct { + body: ?zbt.Body = null, + p2p: zbt.Point2PointConstraint, + saved_linear_damping: f32 = 0.0, + saved_angular_damping: f32 = 0.0, + saved_activation_state: zbt.BodyActivationState = .active, + distance: f32 = 0.0, + }, +}; + +fn create(allocator: std.mem.Allocator, window: *zglfw.Window) !*DemoState { + const gctx = try zgpu.GraphicsContext.create( + allocator, + .{ + .window = window, + .fn_getTime = @ptrCast(&zglfw.getTime), + .fn_getFramebufferSize = @ptrCast(&zglfw.Window.getFramebufferSize), + .fn_getWin32Window = @ptrCast(&zglfw.getWin32Window), + .fn_getX11Display = @ptrCast(&zglfw.getX11Display), + .fn_getX11Window = @ptrCast(&zglfw.getX11Window), + .fn_getWaylandDisplay = @ptrCast(&zglfw.getWaylandDisplay), + .fn_getWaylandSurface = @ptrCast(&zglfw.getWaylandWindow), + .fn_getCocoaWindow = @ptrCast(&zglfw.getCocoaWindow), + }, + .{}, + ); + errdefer gctx.destroy(allocator); + + var arena_state = std.heap.ArenaAllocator.init(allocator); + defer arena_state.deinit(); + const arena = arena_state.allocator(); + + const uniform_bgl = gctx.createBindGroupLayout(&.{ + zgpu.bufferEntry(0, .{ .vertex = true, .fragment = true }, .uniform, true, 0), + }); + defer gctx.releaseResource(uniform_bgl); + + // + // Create meshes. + // + zmesh.init(arena); + defer zmesh.deinit(); + + var common_shapes = std.ArrayList(zbt.Shape).init(allocator); + var meshes = std.ArrayList(Mesh).init(allocator); + var indices = std.ArrayList(u32).init(arena); + var positions = std.ArrayList([3]f32).init(arena); + var normals = std.ArrayList([3]f32).init(arena); + try initMeshes(arena, &common_shapes, &meshes, &indices, &positions, &normals); + + const total_num_vertices = @as(u32, @intCast(positions.items.len)); + const total_num_indices = @as(u32, @intCast(indices.items.len)); + + // Create a vertex buffer. + const vertex_buf = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .vertex = true }, + .size = total_num_vertices * @sizeOf(Vertex), + }); + { + var vertex_data = std.ArrayList(Vertex).init(arena); + defer vertex_data.deinit(); + try vertex_data.resize(total_num_vertices); + + for (positions.items, 0..) |_, i| { + vertex_data.items[i].position = positions.items[i]; + vertex_data.items[i].normal = normals.items[i]; + } + gctx.queue.writeBuffer(gctx.lookupResource(vertex_buf).?, 0, Vertex, vertex_data.items); + } + + // Create an index buffer. + const index_buf = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .index = true }, + .size = total_num_indices * @sizeOf(u32), + }); + gctx.queue.writeBuffer(gctx.lookupResource(index_buf).?, 0, u32, indices.items); + + const physics_debug_buf = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .vertex = true }, + .size = 1024 * @sizeOf(zbt.DebugDrawer.Vertex), + }); + + // + // Create textures. + // + const depth = createDepthTexture(gctx); + + // + // Create bind groups. + // + const uniform_bg = gctx.createBindGroup(uniform_bgl, &.{ + .{ + .binding = 0, + .buffer_handle = gctx.uniforms.buffer, + .offset = 0, + .size = safe_uniform_size, + }, + }); + + // + // Init physics. + // + const physics_world = zbt.initWorld(); + physics_world.setGravity(&.{ 0.0, -default_gravity, 0.0 }); + + var physics_debug = try allocator.create(zbt.DebugDrawer); + physics_debug.* = zbt.DebugDrawer.init(allocator); + + physics_world.debugSetDrawer(&physics_debug.getDebugDraw()); + physics_world.debugSetMode(zbt.DebugMode.user_only); + + var scene_shapes = std.ArrayList(zbt.Shape).init(allocator); + var entities = std.ArrayList(Entity).init(allocator); + var camera: Camera = undefined; + scenes[initial_scene].setup(physics_world, common_shapes, &scene_shapes, &entities, &camera); + + const demo = try allocator.create(DemoState); + demo.* = .{ + .window = window, + .gctx = gctx, + .vertex_buf = vertex_buf, + .index_buf = index_buf, + .physics_debug_buf = physics_debug_buf, + .depth_tex = depth.tex, + .depth_texv = depth.texv, + .uniform_bg = uniform_bg, + .meshes = meshes, + .entities = entities, + .camera = camera, + .physics = .{ + .world = physics_world, + .common_shapes = common_shapes, + .scene_shapes = scene_shapes, + .debug = physics_debug, + }, + .pick = .{ + .p2p = zbt.allocPoint2PointConstraint(), + }, + }; + + // + // Create pipelines. + // + const common_depth_state = wgpu.DepthStencilState{ + .format = .depth32_float, + .depth_write_enabled = true, + .depth_compare = .less, + }; + + const pos_norm_attribs = [_]wgpu.VertexAttribute{ + .{ .format = .float32x3, .offset = 0, .shader_location = 0 }, + .{ .format = .float32x3, .offset = @offsetOf(Vertex, "normal"), .shader_location = 1 }, + }; + zgpu.createRenderPipelineSimple( + allocator, + gctx, + &.{ uniform_bgl, uniform_bgl }, + wgsl.mesh_vs, + wgsl.mesh_fs, + @sizeOf(Vertex), + pos_norm_attribs[0..], + .{ .front_face = .cw, .cull_mode = .none }, + zgpu.GraphicsContext.swapchain_format, + common_depth_state, + &demo.mesh_pipe, + ); + + const pos_color_attribs = [_]wgpu.VertexAttribute{ + .{ .format = .float32x3, .offset = 0, .shader_location = 0 }, + .{ .format = .uint32, .offset = @offsetOf(zbt.DebugDrawer.Vertex, "color"), .shader_location = 1 }, + }; + zgpu.createRenderPipelineSimple( + allocator, + gctx, + &.{uniform_bgl}, + wgsl.physics_debug_vs, + wgsl.physics_debug_fs, + @sizeOf(zbt.DebugDrawer.Vertex), + pos_color_attribs[0..], + .{ .topology = .line_list }, + zgpu.GraphicsContext.swapchain_format, + common_depth_state, + &demo.physics_debug_pipe, + ); + + return demo; +} + +fn destroy(allocator: std.mem.Allocator, demo: *DemoState) void { + if (demo.pick.p2p.isCreated()) { + demo.physics.world.removeConstraint(demo.pick.p2p.asConstraint()); + demo.pick.p2p.destroy(); + } + demo.pick.p2p.dealloc(); + cleanupScene(demo.physics.world, &demo.physics.scene_shapes, &demo.entities); + demo.physics.scene_shapes.deinit(); + for (demo.physics.common_shapes.items) |shape| shape.deinit(); + demo.physics.common_shapes.deinit(); + demo.physics.debug.deinit(); + allocator.destroy(demo.physics.debug); + demo.physics.world.deinit(); + demo.entities.deinit(); + demo.meshes.deinit(); + demo.gctx.destroy(allocator); + allocator.destroy(demo); +} + +fn update(demo: *DemoState) void { + const dt = demo.gctx.stats.delta_time; + _ = demo.physics.world.stepSimulation(dt, .{}); + + const want_capture_mouse = zgui.io.getWantCaptureMouse(); + zgui.backend.newFrame( + demo.gctx.swapchain_descriptor.width, + demo.gctx.swapchain_descriptor.height, + ); + + zgui.setNextWindowPos(.{ .x = 20.0, .y = 20.0, .cond = .always }); + zgui.setNextWindowSize(.{ .w = -1.0, .h = -1.0, .cond = .always }); + + if (zgui.begin("Demo Settings", .{ .flags = .{ .no_move = true, .no_resize = true } })) { + zgui.bulletText( + "Average : {d:.3} ms/frame ({d:.1} fps)", + .{ demo.gctx.stats.average_cpu_time, demo.gctx.stats.fps }, + ); + zgui.bulletText("LMB + drag : pick up and move object", .{}); + zgui.bulletText("RMB + drag : rotate camera", .{}); + zgui.bulletText("W, A, S, D : move camera", .{}); + zgui.bulletText("Space : shoot", .{}); + zgui.bulletText("Number of objects : {}", .{demo.physics.world.getNumBodies()}); + // Scene selection. + { + zgui.spacing(); + zgui.spacing(); + comptime var str: [:0]const u8 = ""; + comptime var i: u32 = 0; + inline while (i < scenes.len) : (i += 1) { + str = str ++ "Scene: " ++ scenes[i].name ++ "\x00"; + } + str = str ++ "\x00"; + _ = zgui.combo( + "##", + .{ .current_item = &demo.current_scene_index, .items_separated_by_zeros = str }, + ); + zgui.sameLine(.{}); + if (zgui.button(" Setup Scene ", .{})) { + cleanupScene(demo.physics.world, &demo.physics.scene_shapes, &demo.entities); + // Call scene-setup function. + scenes[@as(usize, @intCast(demo.current_scene_index))].setup( + demo.physics.world, + demo.physics.common_shapes, + &demo.physics.scene_shapes, + &demo.entities, + &demo.camera, + ); + } + } + // Gravity. + { + const is_enabled = scenes[@as(usize, @intCast(demo.current_scene_index))].has_gravity_ui; + if (!is_enabled) { + zgui.beginDisabled(.{}); + } + var gravity: [3]f32 = undefined; + demo.physics.world.getGravity(&gravity); + if (zgui.sliderFloat( + "Gravity", + .{ .v = &gravity[1], .min = -default_gravity, .max = default_gravity }, + )) { + demo.physics.world.setGravity(&gravity); + } + if (zgui.button(" Disable gravity ", .{})) { + demo.physics.world.setGravity(&.{ 0, 0, 0 }); + } + if (!is_enabled) { + zgui.endDisabled(); + } + } + // Debug draw mode. + { + var is_enabled = demo.physics.world.debugGetMode().draw_wireframe; + _ = zgui.checkbox("Debug draw enabled", .{ .v = &is_enabled }); + if (is_enabled) { + demo.physics.world.debugSetMode(.{ .draw_wireframe = true, .draw_aabb = true }); + } else { + demo.physics.world.debugSetMode(zbt.DebugMode.user_only); + } + } + } + zgui.end(); + + const window = demo.window; + + // Handle camera rotation with mouse. + { + const cursor_pos = window.getCursorPos(); + const delta_x = @as(f32, @floatCast(cursor_pos[0] - demo.mouse.cursor_pos[0])); + const delta_y = @as(f32, @floatCast(cursor_pos[1] - demo.mouse.cursor_pos[1])); + demo.mouse.cursor_pos = cursor_pos; + + if (window.getMouseButton(.right) == .press) { + demo.camera.pitch += 0.0025 * delta_y; + demo.camera.yaw += 0.0025 * delta_x; + demo.camera.pitch = @min(demo.camera.pitch, 0.48 * math.pi); + demo.camera.pitch = @max(demo.camera.pitch, -0.48 * math.pi); + demo.camera.yaw = zm.modAngle(demo.camera.yaw); + } + } + + // Handle camera movement with 'WASD' keys. + { + const speed = zm.f32x4s(5.0); + const delta_time = zm.f32x4s(demo.gctx.stats.delta_time); + const transform = zm.mul(zm.rotationX(demo.camera.pitch), zm.rotationY(demo.camera.yaw)); + var forward = zm.normalize3(zm.mul(zm.f32x4(0.0, 0.0, 1.0, 0.0), transform)); + + zm.storeArr3(&demo.camera.forward, forward); + + const right = speed * delta_time * zm.normalize3(zm.cross3(zm.f32x4(0.0, 1.0, 0.0, 0.0), forward)); + forward = speed * delta_time * forward; + + var cam_pos = zm.loadArr3(demo.camera.position); + + if (window.getKey(.w) == .press) { + cam_pos += forward; + } else if (window.getKey(.s) == .press) { + cam_pos -= forward; + } + if (window.getKey(.d) == .press) { + cam_pos += right; + } else if (window.getKey(.a) == .press) { + cam_pos -= right; + } + + zm.storeArr3(&demo.camera.position, cam_pos); + } + + objectPicking(demo, want_capture_mouse); + + // Shooting. + { + demo.keyboard_delay += dt; + if (window.getKey(.space) == .press and demo.keyboard_delay >= 0.5) { + demo.keyboard_delay = 0.0; + + const transform = zm.translationV(zm.loadArr3(demo.camera.position)); + const impulse = zm.f32x4s(80.0) * zm.loadArr3(demo.camera.forward); + + const body = zbt.initBody( + 1.0, + &zm.matToArr43(transform), + demo.physics.common_shapes.items[mesh_index_sphere], + ); + body.applyCentralImpulse(zm.arr3Ptr(&impulse)); + + createEntity(demo.physics.world, body, .{ 0.0, 0.8, 0.0, 0.2 }, &demo.entities); + } + } +} + +fn draw(demo: *DemoState) void { + const gctx = demo.gctx; + const fb_width = gctx.swapchain_descriptor.width; + const fb_height = gctx.swapchain_descriptor.height; + + const cam_world_to_view = zm.lookToLh( + zm.loadArr3(demo.camera.position), + zm.loadArr3(demo.camera.forward), + zm.f32x4(0.0, 1.0, 0.0, 0.0), + ); + const cam_view_to_clip = zm.perspectiveFovLh( + camera_fovy, + @as(f32, @floatFromInt(fb_width)) / @as(f32, @floatFromInt(fb_height)), + 0.01, + 200.0, + ); + const cam_world_to_clip = zm.mul(cam_world_to_view, cam_view_to_clip); + + const swapchain_texv = gctx.swapchain.getCurrentTextureView(); + defer swapchain_texv.release(); + + const commands = commands: { + const encoder = gctx.device.createCommandEncoder(null); + defer encoder.release(); + + // Main pass. + pass: { + const vb_info = gctx.lookupResourceInfo(demo.vertex_buf) orelse break :pass; + const ib_info = gctx.lookupResourceInfo(demo.index_buf) orelse break :pass; + const mesh_pipe = gctx.lookupResource(demo.mesh_pipe) orelse break :pass; + const uniform_bg = gctx.lookupResource(demo.uniform_bg) orelse break :pass; + const depth_texv = gctx.lookupResource(demo.depth_texv) orelse break :pass; + + const pass = zgpu.beginRenderPassSimple(encoder, .clear, swapchain_texv, null, depth_texv, 1.0); + defer zgpu.endReleasePass(pass); + + pass.setVertexBuffer(0, vb_info.gpuobj.?, 0, vb_info.size); + pass.setIndexBuffer(ib_info.gpuobj.?, .uint32, 0, ib_info.size); + pass.setPipeline(mesh_pipe); + { + const mem = gctx.uniformsAllocate(FrameUniforms, 1); + mem.slice[0] = .{ + .world_to_clip = zm.transpose(cam_world_to_clip), + .camera_position = demo.camera.position, + }; + pass.setBindGroup(0, uniform_bg, &.{mem.offset}); + } + + const num_bodies = demo.physics.world.getNumBodies(); + var body_index: i32 = 0; + while (body_index < num_bodies) : (body_index += 1) { + const body = demo.physics.world.getBody(body_index); + const entity = &demo.entities.items[@as(usize, @intCast(body.getUserIndex(0)))]; + + // Get transform matrix from the physics simulator. + const transform = object_to_world: { + var transform: [12]f32 = undefined; + body.getGraphicsWorldTransform(&transform); + break :object_to_world zm.loadMat43(transform[0..]); + }; + const object_to_world = zm.mul(zm.scalingV(zm.loadArr3(entity.size)), transform); + + const mem = gctx.uniformsAllocate(DrawUniforms, 1); + mem.slice[0] = .{ + .object_to_world = zm.transpose(object_to_world), + .basecolor_roughness = entity.basecolor_roughness, + }; + + pass.setBindGroup(1, uniform_bg, &.{mem.offset}); + pass.drawIndexed( + demo.meshes.items[entity.mesh_index].num_indices, + 1, + demo.meshes.items[entity.mesh_index].index_offset, + @as(i32, @intCast(demo.meshes.items[entity.mesh_index].vertex_offset)), + 0, + ); + } + } + + // Physics debug pass. + pass: { + demo.physics.world.debugDrawAll(); + const num_vertices = @as(u32, @intCast(demo.physics.debug.lines.items.len)); + if (num_vertices == 0) break :pass; + + var vb_info = gctx.lookupResourceInfo(demo.physics_debug_buf) orelse break :pass; + const physics_debug_pipe = gctx.lookupResource(demo.physics_debug_pipe) orelse break :pass; + const uniform_bg = gctx.lookupResource(demo.uniform_bg) orelse break :pass; + const depth_texv = gctx.lookupResource(demo.depth_texv) orelse break :pass; + + // Resize `physics_debug_buf` if it is too small. + if (num_vertices * @sizeOf(zbt.DebugDrawer.Vertex) > vb_info.size) { + gctx.destroyResource(demo.physics_debug_buf); + demo.physics_debug_buf = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .vertex = true }, + .size = (2 * num_vertices) * @sizeOf(zbt.DebugDrawer.Vertex), + }); + vb_info = gctx.lookupResourceInfo(demo.physics_debug_buf) orelse break :pass; + } + + gctx.queue.writeBuffer(vb_info.gpuobj.?, 0, zbt.DebugDrawer.Vertex, demo.physics.debug.lines.items); + demo.physics.debug.lines.clearRetainingCapacity(); + + const pass = zgpu.beginRenderPassSimple(encoder, .load, swapchain_texv, null, depth_texv, null); + defer zgpu.endReleasePass(pass); + + pass.setVertexBuffer(0, vb_info.gpuobj.?, 0, num_vertices * @sizeOf(zbt.DebugDrawer.Vertex)); + pass.setPipeline(physics_debug_pipe); + { + const mem = gctx.uniformsAllocate(zm.Mat, 1); + mem.slice[0] = zm.transpose(cam_world_to_clip); + pass.setBindGroup(0, uniform_bg, &.{mem.offset}); + } + pass.draw(num_vertices, 1, 0, 0); + } + + // Gui pass. + { + const pass = zgpu.beginRenderPassSimple(encoder, .load, swapchain_texv, null, null, null); + defer zgpu.endReleasePass(pass); + zgui.backend.draw(pass); + } + + break :commands encoder.finish(null); + }; + defer commands.release(); + + gctx.submit(&.{commands}); + + if (gctx.present() == .swap_chain_resized) { + // Release old depth texture. + gctx.releaseResource(demo.depth_texv); + gctx.destroyResource(demo.depth_tex); + + // Create a new depth texture to match the new window size. + const depth = createDepthTexture(gctx); + demo.depth_tex = depth.tex; + demo.depth_texv = depth.texv; + } +} + +fn createDepthTexture(gctx: *zgpu.GraphicsContext) struct { + tex: zgpu.TextureHandle, + texv: zgpu.TextureViewHandle, +} { + const tex = gctx.createTexture(.{ + .usage = .{ .render_attachment = true }, + .dimension = .tdim_2d, + .size = .{ + .width = gctx.swapchain_descriptor.width, + .height = gctx.swapchain_descriptor.height, + .depth_or_array_layers = 1, + }, + .format = .depth32_float, + .mip_level_count = 1, + .sample_count = 1, + }); + const texv = gctx.createTextureView(tex, .{}); + return .{ .tex = tex, .texv = texv }; +} + +const SceneSetupFunc = *const fn ( + world: zbt.World, + common_shapes: std.ArrayList(zbt.Shape), + scene_shapes: *std.ArrayList(zbt.Shape), + entities: *std.ArrayList(Entity), + camera: *Camera, +) void; + +const Scene = struct { + name: []const u8, + setup: SceneSetupFunc, + has_gravity_ui: bool = true, +}; + +fn setupScene0( + world: zbt.World, + common_shapes: std.ArrayList(zbt.Shape), + scene_shapes: *std.ArrayList(zbt.Shape), + entities: *std.ArrayList(Entity), + camera: *Camera, +) void { + assert(entities.items.len == 0); + + const world_body = zbt.initBody( + 0.0, + &zm.matToArr43(zm.identity()), + common_shapes.items[mesh_index_world], + ); + createEntity(world, world_body, .{ 0.25, 0.25, 0.25, 0.125 }, entities); + { + const body = zbt.initBody( + 25.0, + &zm.matToArr43(zm.translation(0.0, 5.0, 5.0)), + common_shapes.items[mesh_index_cube], + ); + createEntity(world, body, .{ 0.8, 0.0, 0.0, 0.25 }, entities); + } + { + const body = zbt.initBody( + 50.0, + &zm.matToArr43(zm.translation(0.0, 5.0, 10.0)), + common_shapes.items[mesh_index_compound0], + ); + createEntity(world, body, .{ 0.8, 0.0, 0.9, 0.25 }, entities); + } + { + const body = zbt.initBody( + 10.0, + &zm.matToArr43(zm.translation(-5.0, 5.0, 10.0)), + common_shapes.items[mesh_index_cylinder], + ); + createEntity(world, body, .{ 1.0, 0.0, 0.0, 0.15 }, entities); + } + { + const body = zbt.initBody( + 10.0, + &zm.matToArr43(zm.translation(-5.0, 8.0, 10.0)), + common_shapes.items[mesh_index_capsule], + ); + createEntity(world, body, .{ 1.0, 0.5, 0.0, 0.5 }, entities); + } + { + const body = zbt.initBody( + 40.0, + &zm.matToArr43(zm.translation(5.0, 5.0, 10.0)), + common_shapes.items[mesh_index_compound1], + ); + createEntity(world, body, .{ 0.05, 0.1, 0.8, 0.5 }, entities); + } + { + const box = zbt.initBoxShape(&.{ 0.5, 1.0, 2.0 }); + box.setUserIndex(0, @as(i32, @intCast(mesh_index_cube))); + scene_shapes.append(box.asShape()) catch unreachable; + + const box_body = zbt.initBody(15.0, &zm.matToArr43(zm.translation(-5.0, 5.0, 5.0)), box.asShape()); + createEntity(world, box_body, .{ 1.0, 0.9, 0.0, 0.75 }, entities); + } + { + const sphere = zbt.initSphereShape(1.5); + sphere.setUserIndex(0, @as(i32, @intCast(mesh_index_sphere))); + scene_shapes.append(sphere.asShape()) catch unreachable; + + const sphere_body = zbt.initBody( + 10.0, + &zm.matToArr43(zm.translation(-5.0, 10.0, 5.0)), + sphere.asShape(), + ); + createEntity(world, sphere_body, .{ 0.0, 0.0, 1.0, 0.5 }, entities); + } + camera.* = .{ + .position = .{ 0.0, 7.0, -7.0 }, + .pitch = math.pi * 0.1, + .yaw = 0.0, + }; +} + +fn setupScene1( + world: zbt.World, + common_shapes: std.ArrayList(zbt.Shape), + scene_shapes: *std.ArrayList(zbt.Shape), + entities: *std.ArrayList(Entity), + camera: *Camera, +) void { + _ = scene_shapes; + assert(entities.items.len == 0); + + const world_body = zbt.initBody( + 0.0, + &zm.matToArr43(zm.identity()), + common_shapes.items[mesh_index_world], + ); + createEntity(world, world_body, .{ 0.25, 0.25, 0.25, 0.125 }, entities); + + const num_stacks = 32; + const num_cubes_per_stack = 12; + const radius: f32 = 15.0; + + var j: u32 = 0; + while (j < num_stacks) : (j += 1) { + const theta = @as(f32, @floatFromInt(j)) * math.tau / @as(f32, @floatFromInt(num_stacks)); + const x = radius * @cos(theta); + const z = radius * @sin(theta); + var i: u32 = 0; + while (i < num_cubes_per_stack) : (i += 1) { + const box_body = zbt.initBody( + 2.5, + &zm.matToArr43(zm.translation(x, 2.2 + @as(f32, @floatFromInt(i)) * 2.0 + 0.05, z)), + common_shapes.items[mesh_index_cube], + ); + createEntity( + world, + box_body, + if (j % 2 == 1) .{ 0.8, 0.0, 0.0, 0.25 } else .{ 1.0, 0.9, 0.0, 0.75 }, + entities, + ); + } + } + camera.* = .{ + .position = .{ 30.0, 30.0, -30.0 }, + .pitch = math.pi * 0.15, + .yaw = -math.pi * 0.25, + }; +} + +fn setupScene2( + world: zbt.World, + common_shapes: std.ArrayList(zbt.Shape), + scene_shapes: *std.ArrayList(zbt.Shape), + entities: *std.ArrayList(Entity), + camera: *Camera, +) void { + _ = scene_shapes; + assert(entities.items.len == 0); + + const world_body = zbt.initBody( + 0.0, + &zm.matToArr43(zm.identity()), + common_shapes.items[mesh_index_world], + ); + createEntity(world, world_body, .{ 0.25, 0.25, 0.25, 0.125 }, entities); + + var level: u32 = 0; + var y: f32 = 2.0; + while (y <= 12.0) : (y += 2.0) { + const bound: f32 = 12.0 - y; + var z: f32 = -bound; + level += 1; + while (z <= bound) : (z += 2.0) { + var x: f32 = -bound; + while (x <= bound) : (x += 2.0) { + const box_body = zbt.initBody( + 0.5, + &zm.matToArr43(zm.translation(x, y, z)), + common_shapes.items[mesh_index_cube], + ); + createEntity( + world, + box_body, + if (level % 2 == 1) .{ 0.5, 0.0, 0.0, 0.5 } else .{ 0.7, 0.6, 0.0, 0.75 }, + entities, + ); + } + } + } + camera.* = .{ + .position = .{ 30.0, 30.0, -30.0 }, + .pitch = math.pi * 0.2, + .yaw = -math.pi * 0.25, + }; +} + +fn setupScene3( + world: zbt.World, + common_shapes: std.ArrayList(zbt.Shape), + scene_shapes: *std.ArrayList(zbt.Shape), + entities: *std.ArrayList(Entity), + camera: *Camera, +) void { + assert(entities.items.len == 0); + + const world_body = zbt.initBody( + 0.0, + &zm.matToArr43(zm.identity()), + common_shapes.items[mesh_index_world], + ); + createEntity(world, world_body, .{ 0.25, 0.25, 0.25, 0.125 }, entities); + + const box = zbt.initBoxShape(&.{ 0.5, 3.0, 1.5 }); + box.setUserIndex(0, @as(i32, @intCast(mesh_index_cube))); + scene_shapes.append(box.asShape()) catch unreachable; + + const mass: f32 = 10.0; + + const heights = [_]u32{ 18, 8, 8, 6, 6 }; + const xoffsets = [_]f32{ 0.0, -7.0, 7.0, 0.0, 0.0 }; + const zoffsets = [_]f32{ 0.0, 0.0, 0.0, -4.0, 4.0 }; + + var j: u32 = 0; + while (j < heights.len) : (j += 1) { + var i: u32 = 0; + while (i < heights[j]) : (i += 1) { + const y = 4.0 + @as(f32, @floatFromInt(i)) * 7.0; + + const left_body = zbt.initBody( + mass, + &zm.matToArr43(zm.translation(xoffsets[j] + -2.5, y, zoffsets[j] + 0.0)), + box.asShape(), + ); + const right_body = zbt.initBody( + mass, + &zm.matToArr43(zm.translation(xoffsets[j] + 2.5, y, zoffsets[j] + 0.0)), + box.asShape(), + ); + const top_body = zbt.initBody( + mass, + &zm.matToArr43( + zm.mul(zm.rotationZ(0.5 * math.pi), zm.translation(xoffsets[j], y + 3.5, zoffsets[j])), + ), + box.asShape(), + ); + + createEntity(world, left_body, .{ 1.0, 1.0, 0.0, 1.0 }, entities); + createEntity(world, right_body, .{ 1.0, 1.0, 0.0, 1.0 }, entities); + createEntity(world, top_body, .{ 0.0, 0.5, 0.0, 1.0 }, entities); + + left_body.forceActivationState(.wants_deactivation); + right_body.forceActivationState(.wants_deactivation); + top_body.forceActivationState(.wants_deactivation); + } + } + + const num_boxes: u32 = 35; + const radius: f32 = 25.0; + var i: u32 = 0; + while (i < num_boxes) : (i += 1) { + const theta = @as(f32, @floatFromInt(i)) * math.tau / @as(f32, @floatFromInt(num_boxes)); + const x = radius * @cos(theta); + const z = radius * @sin(theta); + + const box_body = zbt.initBody( + mass, + &zm.matToArr43( + zm.mul(zm.rotationY(-theta), zm.translation(x, 4.0, z)), + ), + box.asShape(), + ); + createEntity(world, box_body, .{ 0.0, 0.1, 1.0, 1.0 }, entities); + } + + camera.* = .{ + .position = .{ 30.0, 30.0, -30.0 }, + .pitch = math.pi * 0.2, + .yaw = -math.pi * 0.25, + }; +} + +fn cleanupScene( + world: zbt.World, + shapes: *std.ArrayList(zbt.Shape), + entities: *std.ArrayList(Entity), +) void { + var i = world.getNumBodies() - 1; + while (i >= 0) : (i -= 1) { + const body = world.getBody(i); + world.removeBody(body); + body.deinit(); + } + for (shapes.items) |shape| shape.deinit(); + + shapes.clearRetainingCapacity(); + entities.clearRetainingCapacity(); + + world.setGravity(&.{ 0.0, -default_gravity, 0.0 }); +} + +fn createEntity( + world: zbt.World, + body: zbt.Body, + basecolor_roughness: [4]f32, + entities: *std.ArrayList(Entity), +) void { + const shape = body.getShape(); + const mesh_index = @as(u32, @intCast(shape.getUserIndex(0))); + const mesh_size = switch (shape.getType()) { + .box => mesh_size: { + var half_extents: [3]f32 = undefined; + shape.as(.box).getHalfExtentsWithMargin(&half_extents); + break :mesh_size half_extents; + }, + .sphere => mesh_size: { + const r = shape.as(.sphere).getRadius(); + break :mesh_size [3]f32{ r, r, r }; + }, + .cylinder => mesh_size: { + var half_extents: [3]f32 = undefined; + shape.as(.cylinder).getHalfExtentsWithMargin(&half_extents); + break :mesh_size half_extents; + }, + else => mesh_size: { + break :mesh_size [3]f32{ 1.0, 1.0, 1.0 }; // No scaling support for this mesh. + }, + }; + if (shape.getType() != .trimesh) { + body.setCcdSweptSphereRadius(ccd_swept_sphere_radius); + body.setCcdMotionThreshold(ccd_motion_threshold); + } + const entity_index = @as(i32, @intCast(entities.items.len)); + entities.append(.{ + .body = body, + .basecolor_roughness = basecolor_roughness, + .size = mesh_size, + .mesh_index = mesh_index, + }) catch unreachable; + body.setUserIndex(0, entity_index); + body.setDamping(default_linear_damping, default_angular_damping); + body.setActivationState(.deactivation_disabled); + world.addBody(body); +} + +fn appendMesh( + mesh: zmesh.Shape, + all_meshes: *std.ArrayList(Mesh), + all_indices: *std.ArrayList(u32), + all_positions: *std.ArrayList([3]f32), + all_normals: *std.ArrayList([3]f32), +) !u32 { + const mesh_index = @as(u32, @intCast(all_meshes.items.len)); + try all_meshes.append(.{ + .index_offset = @as(u32, @intCast(all_indices.items.len)), + .vertex_offset = @as(u32, @intCast(all_positions.items.len)), + .num_indices = @as(u32, @intCast(mesh.indices.len)), + .num_vertices = @as(u32, @intCast(mesh.positions.len)), + }); + try all_indices.appendSlice(mesh.indices); + try all_positions.appendSlice(mesh.positions); + try all_normals.appendSlice(mesh.normals.?); + return mesh_index; +} + +fn initMeshes( + arena: std.mem.Allocator, + shapes: *std.ArrayList(zbt.Shape), + all_meshes: *std.ArrayList(Mesh), + all_indices: *std.ArrayList(u32), + all_positions: *std.ArrayList([3]f32), + all_normals: *std.ArrayList([3]f32), +) !void { + assert(shapes.items.len == 0); + try shapes.resize(mesh_count); + + // Cube mesh. + { + var mesh = zmesh.Shape.initCube(); + defer mesh.deinit(); + mesh.translate(-0.5, -0.5, -0.5); + mesh.scale(2.0, 2.0, 2.0); + mesh.unweld(); + mesh.computeNormals(); + + const mesh_index = try appendMesh(mesh, all_meshes, all_indices, all_positions, all_normals); + assert(mesh_index == mesh_index_cube); + + shapes.items[mesh_index] = zbt.initBoxShape(&.{ 1.0, 1.0, 1.0 }).asShape(); + shapes.items[mesh_index].setUserIndex(0, @as(i32, @intCast(mesh_index))); + } + + // Parametric sphere mesh. + { + var mesh = zmesh.Shape.initParametricSphere(8, 8); + defer mesh.deinit(); + mesh.unweld(); + mesh.computeNormals(); + + const mesh_index = try appendMesh(mesh, all_meshes, all_indices, all_positions, all_normals); + assert(mesh_index == mesh_index_sphere); + + shapes.items[mesh_index] = zbt.initSphereShape(1.0).asShape(); + shapes.items[mesh_index].setUserIndex(0, @as(i32, @intCast(mesh_index))); + } + + // Cylinder mesh. + { + var cylinder = zmesh.Shape.initCylinder(10, 6); + defer cylinder.deinit(); + cylinder.rotate(math.pi * 0.5, 1.0, 0.0, 0.0); + cylinder.scale(1.0, 2.0, 1.0); + cylinder.translate(0.0, 1.0, 0.0); + + // Top cap. + var top = zmesh.Shape.initParametricDisk(10, 2); + defer top.deinit(); + top.rotate(math.pi * 0.5, 1.0, 0.0, 0.0); + top.translate(0.0, 1.0, 0.0); + + // Bottom cap. + var bottom = top.clone(); + defer bottom.deinit(); + bottom.translate(0.0, -2.0, 0.0); + + cylinder.merge(top); + cylinder.merge(bottom); + cylinder.unweld(); + cylinder.computeNormals(); + + const mesh_index = try appendMesh(cylinder, all_meshes, all_indices, all_positions, all_normals); + assert(mesh_index == mesh_index_cylinder); + + shapes.items[mesh_index] = zbt.initCylinderShape(&.{ 1.0, 1.0, 1.0 }, .y).asShape(); + shapes.items[mesh_index].setUserIndex(0, @as(i32, @intCast(mesh_index))); + } + + // Capsule mesh. + { + var cylinder = zmesh.Shape.initCylinder(12, 6); + defer cylinder.deinit(); + cylinder.rotate(math.pi * 0.5, 1.0, 0.0, 0.0); + cylinder.translate(0.0, 0.5, 0.0); + + // Top hemisphere. + var top = zmesh.Shape.initHemisphere(12, 6); + defer top.deinit(); + top.translate(0.0, 0.5, 0.0); + + // Bottom hemisphere. + var bottom = top.clone(); + defer bottom.deinit(); + bottom.rotate(math.pi, 1.0, 0.0, 0.0); + + cylinder.merge(top); + cylinder.merge(bottom); + cylinder.unweld(); + cylinder.computeNormals(); + + const mesh_index = try appendMesh(cylinder, all_meshes, all_indices, all_positions, all_normals); + assert(mesh_index == mesh_index_capsule); + + shapes.items[mesh_index] = zbt.initCapsuleShape(1.0, 1.0, .y).asShape(); + shapes.items[mesh_index].setUserIndex(0, @as(i32, @intCast(mesh_index))); + } + + // Compound0 mesh. + { + var cube0 = zmesh.Shape.initCube(); + defer cube0.deinit(); + cube0.translate(-0.5, -0.5, -0.5); + cube0.scale(2.0, 2.0, 2.0); + cube0.unweld(); + cube0.computeNormals(); + + var cube1 = cube0.clone(); + defer cube1.deinit(); + var cube2 = cube0.clone(); + defer cube2.deinit(); + var cube3 = cube0.clone(); + defer cube3.deinit(); + + cube0.translate(2.0, 0.0, 0.0); + cube1.translate(-2.0, 0.0, 0.0); + cube2.translate(0.0, 2.0, 0.0); + cube3.translate(0.0, -2.0, 0.0); + + cube0.merge(cube1); + cube2.merge(cube3); + cube0.merge(cube2); + + const mesh_index = try appendMesh(cube0, all_meshes, all_indices, all_positions, all_normals); + assert(mesh_index == mesh_index_compound0); + + const compound = zbt.initCompoundShape(.{}); + compound.addChild(&zm.matToArr43(zm.translation(2.0, 0.0, 0.0)), shapes.items[mesh_index_cube]); + compound.addChild(&zm.matToArr43(zm.translation(-2.0, 0.0, 0.0)), shapes.items[mesh_index_cube]); + compound.addChild(&zm.matToArr43(zm.translation(0.0, 2.0, 0.0)), shapes.items[mesh_index_cube]); + compound.addChild(&zm.matToArr43(zm.translation(0.0, -2.0, 0.0)), shapes.items[mesh_index_cube]); + shapes.items[mesh_index] = compound.asShape(); + shapes.items[mesh_index].setUserIndex(0, @as(i32, @intCast(mesh_index_compound0))); + } + + // Compound1 mesh. + { + var cube = zmesh.Shape.initCube(); + defer cube.deinit(); + cube.translate(-0.5, -0.5, -0.5); + cube.scale(2.0, 2.0, 2.0); + cube.unweld(); + cube.computeNormals(); + + var sphere = zmesh.Shape.initParametricSphere(10, 10); + defer sphere.deinit(); + sphere.unweld(); + sphere.computeNormals(); + sphere.translate(0.0, 4.0, 0.0); + + var cylinder = zmesh.Shape.initCylinder(10, 6); + defer cylinder.deinit(); + cylinder.scale(0.25, 0.25, 4.0); + cylinder.rotate(math.pi * 0.5, 1.0, 0.0, 0.0); + cylinder.translate(0.0, 3.5, 0.0); + cylinder.unweld(); + cylinder.computeNormals(); + + cube.merge(cylinder); + cube.merge(sphere); + + const mesh_index = try appendMesh(cube, all_meshes, all_indices, all_positions, all_normals); + assert(mesh_index == mesh_index_compound1); + + const cylinder_shape = zbt.initCylinderShape(&.{ 0.25, 2.0, 0.25 }, .y).asShape(); + try shapes.append(cylinder_shape); + + const compound = zbt.initCompoundShape(.{}); + compound.addChild(&zm.matToArr43(zm.translation(0.0, 0.0, 0.0)), shapes.items[mesh_index_cube]); + compound.addChild(&zm.matToArr43(zm.translation(0.0, 4.0, 0.0)), shapes.items[mesh_index_sphere]); + compound.addChild(&zm.matToArr43(zm.translation(0.0, 2.5, 0.0)), cylinder_shape); + shapes.items[mesh_index] = compound.asShape(); + shapes.items[mesh_index].setUserIndex(0, @as(i32, @intCast(mesh_index_compound1))); + } + + // World mesh. + { + const mesh_index = @as(u32, @intCast(all_meshes.items.len)); + const index_offset = @as(u32, @intCast(all_indices.items.len)); + const vertex_offset = @as(u32, @intCast(all_positions.items.len)); + + var indices = std.ArrayList(u32).init(arena); + defer indices.deinit(); + var positions = std.ArrayList([3]f32).init(arena); + defer positions.deinit(); + var normals = std.ArrayList([3]f32).init(arena); + defer normals.deinit(); + + const data = try zmesh.io.parseAndLoadFile(content_dir ++ "world.gltf"); + defer zmesh.io.freeData(data); + try zmesh.io.appendMeshPrimitive(data, 0, 0, &indices, &positions, &normals, null, null); + + // "Unweld" mesh, this creates un-optimized mesh with duplicated vertices. + // We need it for wireframes and facet look. + for (indices.items, 0..) |ind, i| { + try all_positions.append(positions.items[ind]); + try all_normals.append(normals.items[ind]); + try all_indices.append(@as(u32, @intCast(i))); + } + + try all_meshes.append(.{ + .index_offset = index_offset, + .vertex_offset = vertex_offset, + .num_indices = @as(u32, @intCast(all_indices.items.len)) - index_offset, + .num_vertices = @as(u32, @intCast(all_positions.items.len)) - vertex_offset, + }); + + const trimesh = zbt.initTriangleMeshShape(); + trimesh.addIndexVertexArray( + @as(u32, @intCast(indices.items.len / 3)), + indices.items.ptr, + @sizeOf([3]u32), + @as(u32, @intCast(positions.items.len)), + positions.items.ptr, + @sizeOf([3]f32), + ); + trimesh.finish(); + shapes.items[mesh_index] = trimesh.asShape(); + shapes.items[mesh_index].setUserIndex(0, @as(i32, @intCast(mesh_index))); + } +} + +fn objectPicking(demo: *DemoState, want_capture_mouse: bool) void { + const window = demo.window; + + const mouse_button_is_down = window.getMouseButton(.left) == .press and !want_capture_mouse; + + const ray_from = zm.loadArr3(demo.camera.position); + const ray_to = ray_to: { + const cursor_pos = window.getCursorPos(); + const mousex = @as(f32, @floatCast(cursor_pos[0])); + const mousey = @as(f32, @floatCast(cursor_pos[1])); + + const far_plane = zm.f32x4s(10_000.0); + const tanfov = zm.f32x4s(@tan(0.5 * camera_fovy)); + const winsize = window.getSize(); + const width = @as(f32, @floatFromInt(winsize[0])); + const height = @as(f32, @floatFromInt(winsize[1])); + const aspect = zm.f32x4s(width / height); + + const ray_forward = zm.loadArr3(demo.camera.forward) * far_plane; + + const hor = zm.normalize3(zm.cross3(zm.f32x4(0, 1, 0, 0), ray_forward)) * + zm.f32x4s(2.0) * far_plane * tanfov * aspect; + const vert = zm.normalize3(zm.cross3(hor, ray_forward)) * + zm.f32x4s(2.0) * far_plane * tanfov; + + const ray_to_center = ray_from + ray_forward; + + const dhor = zm.f32x4s(1.0 / width) * hor; + const dvert = zm.f32x4s(1.0 / height) * vert; + + var ray_to = ray_to_center + zm.f32x4s(-0.5) * hor + zm.f32x4s(-0.5) * vert; + ray_to += dhor * zm.f32x4s(mousex); + ray_to += dvert * zm.f32x4s(mousey); + break :ray_to ray_to; + }; + + if (!demo.pick.p2p.isCreated() and mouse_button_is_down) { + var result: zbt.RayCastResult = undefined; + const is_hit = demo.physics.world.rayTestClosest( + zm.arr3Ptr(&ray_from), + zm.arr3Ptr(&ray_to), + .{ .default = true }, + zbt.CollisionFilter.all, + .{ .use_gjk_convex_test = true }, + &result, + ); + + if (is_hit) if (result.body) |body| if (!body.isStaticOrKinematic()) { + demo.pick.body = body; + + demo.pick.saved_linear_damping = body.getLinearDamping(); + demo.pick.saved_angular_damping = body.getAngularDamping(); + demo.pick.saved_activation_state = body.getActivationState(); + + body.setDamping(0.4, 0.4); + body.forceActivationState(.deactivation_disabled); + + const pivot_a = zm.mul( + zm.loadArr3w(result.hit_point_world, 1.0), + loadInvCenterOfMassTransform(body), + ); + demo.pick.p2p.create1(body, zm.arr3Ptr(&pivot_a)); + demo.pick.p2p.setImpulseClamp(30.0); + demo.pick.p2p.setDebugDrawSize(0.15); + + demo.physics.world.addConstraint(demo.pick.p2p.asConstraint(), true); + + demo.pick.distance = zm.length3(zm.loadArr3(result.hit_point_world) - ray_from)[0]; + }; + } else if (demo.pick.p2p.isCreated() and mouse_button_is_down) { + const to = ray_from + zm.normalize3(ray_to) * zm.f32x4s(demo.pick.distance); + demo.pick.p2p.setPivotB(zm.arr3Ptr(&to)); + + const trans_a = loadCenterOfMassTransform(demo.pick.p2p.getBodyA()); + const trans_b = loadCenterOfMassTransform(demo.pick.p2p.getBodyB()); + + const pivot_a = loadPivotA(demo.pick.p2p); + const pivot_b = loadPivotB(demo.pick.p2p); + + const position_a = zm.mul(pivot_a, trans_a); + const position_b = zm.mul(pivot_b, trans_b); + + demo.physics.world.debugDrawLine2( + zm.arr3Ptr(&position_a), + zm.arr3Ptr(&position_b), + &.{ 1.0, 1.0, 0.0 }, + &.{ 1.0, 0.0, 0.0 }, + ); + demo.physics.world.debugDrawSphere(zm.arr3Ptr(&position_a), 0.05, &.{ 0.0, 1.0, 0.0 }); + } + + if (!mouse_button_is_down and demo.pick.p2p.isCreated()) { + demo.physics.world.removeConstraint(demo.pick.p2p.asConstraint()); + demo.pick.p2p.destroy(); + demo.pick.body.?.setDamping(demo.pick.saved_linear_damping, demo.pick.saved_angular_damping); + demo.pick.body.?.setActivationState(demo.pick.saved_activation_state); + demo.pick.body = null; + } +} + +fn loadCenterOfMassTransform(body: zbt.Body) zm.Mat { + var transform: [12]f32 = undefined; + body.getCenterOfMassTransform(&transform); + return zm.loadMat43(transform[0..]); +} + +fn loadInvCenterOfMassTransform(body: zbt.Body) zm.Mat { + var transform: [12]f32 = undefined; + body.getInvCenterOfMassTransform(&transform); + return zm.loadMat43(transform[0..]); +} + +fn loadPivotA(p2p: zbt.Point2PointConstraint) zm.Vec { + var pivot: [3]f32 = undefined; + p2p.getPivotA(&pivot); + return zm.loadArr3w(pivot, 1.0); +} + +fn loadPivotB(p2p: zbt.Point2PointConstraint) zm.Vec { + var pivot: [3]f32 = undefined; + p2p.getPivotB(&pivot); + return zm.loadArr3w(pivot, 1.0); +} + +pub fn main() !void { + try zglfw.init(); + defer zglfw.terminate(); + + // Change current working directory to where the executable is located. + { + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + std.posix.chdir(path) catch {}; + } + + zglfw.windowHint(.client_api, .no_api); + + const window = try zglfw.Window.create(1600, 1000, window_title, null); + defer window.destroy(); + window.setSizeLimits(400, 400, -1, -1); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + // Init zbullet library. + zbt.init(allocator); + defer zbt.deinit(); + + const demo = try create(allocator, window); + defer destroy(allocator, demo); + + const scale_factor = scale_factor: { + const scale = window.getContentScale(); + break :scale_factor @max(scale[0], scale[1]); + }; + + zgui.init(allocator); + defer zgui.deinit(); + + _ = zgui.io.addFontFromFile(content_dir ++ "Roboto-Medium.ttf", math.floor(16.0 * scale_factor)); + + zgui.backend.init( + window, + demo.gctx.device, + @intFromEnum(zgpu.GraphicsContext.swapchain_format), + @intFromEnum(wgpu.TextureFormat.undef), + ); + defer zgui.backend.deinit(); + + zgui.getStyle().scaleAllSizes(scale_factor); + + while (!window.shouldClose() and window.getKey(.escape) != .press) { + zglfw.pollEvents(); + update(demo); + draw(demo); + } +} + +``` + +`samples/bullet_physics_test_wgpu/src/bullet_physics_test_wgsl.zig`: + +```zig +// zig fmt: off +const mesh_common = +\\ struct DrawUniforms { +\\ object_to_world: mat4x4, +\\ basecolor_roughness: vec4, +\\ } +\\ @group(1) @binding(0) var draw_uniforms: DrawUniforms; +\\ +\\ struct FrameUniforms { +\\ world_to_clip: mat4x4, +\\ camera_position: vec3, +\\ } +\\ @group(0) @binding(0) var frame_uniforms: FrameUniforms; +; +pub const mesh_vs = mesh_common ++ +\\ struct VertexOut { +\\ @builtin(position) position_clip: vec4, +\\ @location(0) position: vec3, +\\ @location(1) normal: vec3, +\\ @location(2) barycentrics: vec3, +\\ } +\\ @vertex fn main( +\\ @location(0) position: vec3, +\\ @location(1) normal: vec3, +\\ @builtin(vertex_index) vertex_index: u32, +\\ ) -> VertexOut { +\\ var output: VertexOut; +\\ output.position_clip = vec4(position, 1.0) * draw_uniforms.object_to_world * frame_uniforms.world_to_clip; +\\ output.position = (vec4(position, 1.0) * draw_uniforms.object_to_world).xyz; +\\ output.normal = normal * mat3x3( +\\ draw_uniforms.object_to_world[0].xyz, +\\ draw_uniforms.object_to_world[1].xyz, +\\ draw_uniforms.object_to_world[2].xyz, +\\ ); +\\ let index = vertex_index % 3u; +\\ output.barycentrics = vec3(f32(index == 0u), f32(index == 1u), f32(index == 2u)); +\\ return output; +\\ } +; +pub const mesh_fs = mesh_common ++ +\\ const pi = 3.1415926; +\\ +\\ fn saturate(x: f32) -> f32 { return clamp(x, 0.0, 1.0); } +\\ +\\ // Trowbridge-Reitz GGX normal distribution function. +\\ fn distributionGgx(n: vec3, h: vec3, alpha: f32) -> f32 { +\\ let alpha_sq = alpha * alpha; +\\ let n_dot_h = saturate(dot(n, h)); +\\ let k = n_dot_h * n_dot_h * (alpha_sq - 1.0) + 1.0; +\\ return alpha_sq / (pi * k * k); +\\ } +\\ +\\ fn geometrySchlickGgx(x: f32, k: f32) -> f32 { +\\ return x / (x * (1.0 - k) + k); +\\ } +\\ +\\ fn geometrySmith(n: vec3, v: vec3, l: vec3, k: f32) -> f32 { +\\ let n_dot_v = saturate(dot(n, v)); +\\ let n_dot_l = saturate(dot(n, l)); +\\ return geometrySchlickGgx(n_dot_v, k) * geometrySchlickGgx(n_dot_l, k); +\\ } +\\ +\\ fn fresnelSchlick(h_dot_v: f32, f0: vec3) -> vec3 { +\\ return f0 + (vec3(1.0, 1.0, 1.0) - f0) * pow(1.0 - h_dot_v, 5.0); +\\ } +\\ +\\ @fragment fn main( +\\ @location(0) position: vec3, +\\ @location(1) normal: vec3, +\\ @location(2) barycentrics: vec3, +\\ ) -> @location(0) vec4 { +\\ let v = normalize(frame_uniforms.camera_position - position); +\\ let n = normalize(normal); +\\ +\\ let base_color = draw_uniforms.basecolor_roughness.xyz; +\\ let ao = 1.0; +\\ var roughness = draw_uniforms.basecolor_roughness.a; +\\ var metallic: f32; +\\ if (roughness < 0.0) { metallic = 1.0; } else { metallic = 0.0; } +\\ roughness = abs(roughness); +\\ +\\ let alpha = roughness * roughness; +\\ var k = alpha + 1.0; +\\ k = (k * k) / 8.0; +\\ var f0 = vec3(0.04); +\\ f0 = mix(f0, base_color, metallic); +\\ +\\ // TODO: Pass those arrays via uniform buffer +\\ let light_positions = array, 4>( +\\ vec3(25.0, 15.0, 25.0), +\\ vec3(-25.0, 15.0, 25.0), +\\ vec3(25.0, 15.0, -25.0), +\\ vec3(-25.0, 15.0, -25.0), +\\ ); +\\ let light_radiance = array, 4>( +\\ 4.0 * vec3(0.0, 100.0, 250.0), +\\ 8.0 * vec3(200.0, 150.0, 250.0), +\\ 3.0 * vec3(200.0, 0.0, 0.0), +\\ 9.0 * vec3(200.0, 150.0, 0.0), +\\ ); +\\ +\\ var lo = vec3(0.0); +\\ for (var light_index: i32 = 0; light_index < 4; light_index = light_index + 1) { +\\ let lvec = light_positions[light_index] - position; +\\ +\\ let l = normalize(lvec); +\\ let h = normalize(l + v); +\\ +\\ let distance_sq = dot(lvec, lvec); +\\ let attenuation = 1.0 / distance_sq; +\\ let radiance = light_radiance[light_index] * attenuation; +\\ +\\ let f = fresnelSchlick(saturate(dot(h, v)), f0); +\\ +\\ let ndf = distributionGgx(n, h, alpha); +\\ let g = geometrySmith(n, v, l, k); +\\ +\\ let numerator = ndf * g * f; +\\ let denominator = 4.0 * saturate(dot(n, v)) * saturate(dot(n, l)); +\\ let specular = numerator / max(denominator, 0.001); +\\ +\\ let ks = f; +\\ let kd = (vec3(1.0) - ks) * (1.0 - metallic); +\\ +\\ let n_dot_l = saturate(dot(n, l)); +\\ lo = lo + (kd * base_color / pi + specular) * radiance * n_dot_l; +\\ } +\\ +\\ let ambient = vec3(0.03) * base_color * ao; +\\ var color = ambient + lo; +\\ color = color / (color + 1.0); +\\ color = pow(color, vec3(1.0 / 2.2)); +\\ +\\ // wireframe +\\ var barys = barycentrics; +\\ barys.z = 1.0 - barys.x - barys.y; +\\ let deltas = fwidth(barys); +\\ let smoothing = deltas * 1.0; +\\ let thickness = deltas * 0.25; +\\ barys = smoothstep(thickness, thickness + smoothing, barys); +\\ let min_bary = min(barys.x, min(barys.y, barys.z)); +\\ return vec4(min_bary * color, 1.0); +\\ } +; +pub const physics_debug_vs = +\\ struct Uniforms { +\\ world_to_clip: mat4x4, +\\ } +\\ @group(0) @binding(0) var uniforms: Uniforms; +\\ +\\ struct VertexOut { +\\ @builtin(position) position_clip: vec4, +\\ @location(0) color: vec3, +\\ } +\\ +\\ @vertex fn main( +\\ @builtin(vertex_index) vertex_index: u32, +\\ @location(0) position: vec3, +\\ @location(1) color: u32, +\\ ) -> VertexOut { +\\ var output: VertexOut; +\\ output.position_clip = vec4(position, 1.0) * uniforms.world_to_clip; +\\ output.color = vec3( +\\ f32(color & 0xFFu) / 255.0, +\\ f32((color >> 8u) & 0xFFu) / 255.0, +\\ f32((color >> 16u) & 0xFFu) / 255.0, +\\ ); +\\ return output; +\\ } +; +pub const physics_debug_fs = +\\ @fragment fn main( +\\ @location(0) color: vec3, +\\ ) -> @location(0) vec4 { +\\ return vec4(color, 1.0); +\\ } +; +// zig fmt: on + +``` + +`samples/common/build.zig`: + +```zig +const std = @import("std"); + +pub fn link(compile_step: *std.Build.Step.Compile, deps: struct { + zwindows: *std.Build.Module, + zd3d12: *std.Build.Module, +}) void { + const b = compile_step.step.owner; + const target = compile_step.root_module.resolved_target.?; + const optimize = compile_step.root_module.optimize.?; + + const lib = b.addStaticLibrary(.{ + .name = "common", + .target = target, + .optimize = optimize, + }); + + lib.linkLibC(); + if (target.result.abi != .msvc) + lib.linkLibCpp(); + lib.linkSystemLibrary("imm32"); + + lib.addIncludePath(b.path("libs")); + lib.addCSourceFile( + .{ .file = b.path("samples/common/libs/imgui/imgui.cpp"), .flags = &.{""} }, + ); + lib.addCSourceFile( + .{ .file = b.path("samples/common/libs/imgui/imgui_widgets.cpp"), .flags = &.{""} }, + ); + lib.addCSourceFile( + .{ .file = b.path("samples/common/libs/imgui/imgui_tables.cpp"), .flags = &.{""} }, + ); + lib.addCSourceFile( + .{ .file = b.path("samples/common/libs/imgui/imgui_draw.cpp"), .flags = &.{""} }, + ); + lib.addCSourceFile( + .{ .file = b.path("samples/common/libs/imgui/imgui_demo.cpp"), .flags = &.{""} }, + ); + lib.addCSourceFile( + .{ .file = b.path("samples/common/libs/imgui/cimgui.cpp"), .flags = &.{""} }, + ); + + const zmesh = b.dependency("zmesh", .{}); + + lib.addIncludePath(zmesh.path("libs/cgltf")); + lib.addCSourceFile(.{ + .file = zmesh.path("libs/cgltf/cgltf.c"), + .flags = &.{"-std=c99"}, + }); + + lib.addIncludePath(b.path("samples/common/libs")); + lib.addIncludePath(zmesh.path("libs/cgltf")); + + const module = b.createModule(.{ + .root_source_file = b.path("samples/common/src/common.zig"), + .imports = &.{ + .{ .name = "zwindows", .module = deps.zwindows }, + .{ .name = "zd3d12", .module = deps.zd3d12 }, + }, + }); + module.addIncludePath(b.path("samples/common/libs/imgui")); + module.addIncludePath(zmesh.path("libs/cgltf")); + + compile_step.root_module.addImport("common", module); + + compile_step.linkLibrary(lib); +} + +``` + +`samples/common/libs/imgui/LICENSE.txt`: + +```txt +The MIT License (MIT) + +Copyright (c) 2014-2022 Omar Cornut + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. + +``` + +`samples/common/libs/imgui/cimgui.cpp`: + +```cpp +//This file is automatically generated by generator.lua from https://github.com/cimgui/cimgui +//based on imgui.h file version "1.87" from Dear ImGui https://github.com/ocornut/imgui +//with imgui_internal.h api +#ifdef IMGUI_ENABLE_FREETYPE +#ifndef CIMGUI_FREETYPE +#error "IMGUI_FREETYPE should be defined for Freetype linking" +#endif +#else +#ifdef CIMGUI_FREETYPE +#error "IMGUI_FREETYPE should not be defined without freetype generated cimgui" +#endif +#endif +#include "./imgui/imgui.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "./imgui/misc/freetype/imgui_freetype.h" +#endif +#include "./imgui/imgui_internal.h" +#include "cimgui.h" + + + +CIMGUI_API ImVec2* ImVec2_ImVec2_Nil(void) +{ + return IM_NEW(ImVec2)(); +} +CIMGUI_API void ImVec2_destroy(ImVec2* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec2* ImVec2_ImVec2_Float(float _x,float _y) +{ + return IM_NEW(ImVec2)(_x,_y); +} +CIMGUI_API ImVec4* ImVec4_ImVec4_Nil(void) +{ + return IM_NEW(ImVec4)(); +} +CIMGUI_API void ImVec4_destroy(ImVec4* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec4* ImVec4_ImVec4_Float(float _x,float _y,float _z,float _w) +{ + return IM_NEW(ImVec4)(_x,_y,_z,_w); +} +CIMGUI_API ImGuiContext* igCreateContext(ImFontAtlas* shared_font_atlas) +{ + return ImGui::CreateContext(shared_font_atlas); +} +CIMGUI_API void igDestroyContext(ImGuiContext* ctx) +{ + return ImGui::DestroyContext(ctx); +} +CIMGUI_API ImGuiContext* igGetCurrentContext() +{ + return ImGui::GetCurrentContext(); +} +CIMGUI_API void igSetCurrentContext(ImGuiContext* ctx) +{ + return ImGui::SetCurrentContext(ctx); +} +CIMGUI_API ImGuiIO* igGetIO() +{ + return &ImGui::GetIO(); +} +CIMGUI_API ImGuiStyle* igGetStyle() +{ + return &ImGui::GetStyle(); +} +CIMGUI_API void igNewFrame() +{ + return ImGui::NewFrame(); +} +CIMGUI_API void igEndFrame() +{ + return ImGui::EndFrame(); +} +CIMGUI_API void igRender() +{ + return ImGui::Render(); +} +CIMGUI_API ImDrawData* igGetDrawData() +{ + return ImGui::GetDrawData(); +} +CIMGUI_API void igShowDemoWindow(bool* p_open) +{ + return ImGui::ShowDemoWindow(p_open); +} +CIMGUI_API void igShowMetricsWindow(bool* p_open) +{ + return ImGui::ShowMetricsWindow(p_open); +} +CIMGUI_API void igShowStackToolWindow(bool* p_open) +{ + return ImGui::ShowStackToolWindow(p_open); +} +CIMGUI_API void igShowAboutWindow(bool* p_open) +{ + return ImGui::ShowAboutWindow(p_open); +} +CIMGUI_API void igShowStyleEditor(ImGuiStyle* ref) +{ + return ImGui::ShowStyleEditor(ref); +} +CIMGUI_API bool igShowStyleSelector(const char* label) +{ + return ImGui::ShowStyleSelector(label); +} +CIMGUI_API void igShowFontSelector(const char* label) +{ + return ImGui::ShowFontSelector(label); +} +CIMGUI_API void igShowUserGuide() +{ + return ImGui::ShowUserGuide(); +} +CIMGUI_API const char* igGetVersion() +{ + return ImGui::GetVersion(); +} +CIMGUI_API void igStyleColorsDark(ImGuiStyle* dst) +{ + return ImGui::StyleColorsDark(dst); +} +CIMGUI_API void igStyleColorsLight(ImGuiStyle* dst) +{ + return ImGui::StyleColorsLight(dst); +} +CIMGUI_API void igStyleColorsClassic(ImGuiStyle* dst) +{ + return ImGui::StyleColorsClassic(dst); +} +CIMGUI_API bool igBegin(const char* name,bool* p_open,ImGuiWindowFlags flags) +{ + return ImGui::Begin(name,p_open,flags); +} +CIMGUI_API void igEnd() +{ + return ImGui::End(); +} +CIMGUI_API bool igBeginChild_Str(const char* str_id,const ImVec2 size,bool border,ImGuiWindowFlags flags) +{ + return ImGui::BeginChild(str_id,size,border,flags); +} +CIMGUI_API bool igBeginChild_ID(ImGuiID id,const ImVec2 size,bool border,ImGuiWindowFlags flags) +{ + return ImGui::BeginChild(id,size,border,flags); +} +CIMGUI_API void igEndChild() +{ + return ImGui::EndChild(); +} +CIMGUI_API bool igIsWindowAppearing() +{ + return ImGui::IsWindowAppearing(); +} +CIMGUI_API bool igIsWindowCollapsed() +{ + return ImGui::IsWindowCollapsed(); +} +CIMGUI_API bool igIsWindowFocused(ImGuiFocusedFlags flags) +{ + return ImGui::IsWindowFocused(flags); +} +CIMGUI_API bool igIsWindowHovered(ImGuiHoveredFlags flags) +{ + return ImGui::IsWindowHovered(flags); +} +CIMGUI_API ImDrawList* igGetWindowDrawList() +{ + return ImGui::GetWindowDrawList(); +} +CIMGUI_API void igGetWindowPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetWindowPos(); +} +CIMGUI_API void igGetWindowSize(ImVec2 *pOut) +{ + *pOut = ImGui::GetWindowSize(); +} +CIMGUI_API float igGetWindowWidth() +{ + return ImGui::GetWindowWidth(); +} +CIMGUI_API float igGetWindowHeight() +{ + return ImGui::GetWindowHeight(); +} +CIMGUI_API void igSetNextWindowPos(const ImVec2 pos,ImGuiCond cond,const ImVec2 pivot) +{ + return ImGui::SetNextWindowPos(pos,cond,pivot); +} +CIMGUI_API void igSetNextWindowSize(const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetNextWindowSize(size,cond); +} +CIMGUI_API void igSetNextWindowSizeConstraints(const ImVec2 size_min,const ImVec2 size_max,ImGuiSizeCallback custom_callback,void* custom_callback_data) +{ + return ImGui::SetNextWindowSizeConstraints(size_min,size_max,custom_callback,custom_callback_data); +} +CIMGUI_API void igSetNextWindowContentSize(const ImVec2 size) +{ + return ImGui::SetNextWindowContentSize(size); +} +CIMGUI_API void igSetNextWindowCollapsed(bool collapsed,ImGuiCond cond) +{ + return ImGui::SetNextWindowCollapsed(collapsed,cond); +} +CIMGUI_API void igSetNextWindowFocus() +{ + return ImGui::SetNextWindowFocus(); +} +CIMGUI_API void igSetNextWindowBgAlpha(float alpha) +{ + return ImGui::SetNextWindowBgAlpha(alpha); +} +CIMGUI_API void igSetWindowPos_Vec2(const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(pos,cond); +} +CIMGUI_API void igSetWindowSize_Vec2(const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(size,cond); +} +CIMGUI_API void igSetWindowCollapsed_Bool(bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(collapsed,cond); +} +CIMGUI_API void igSetWindowFocus_Nil() +{ + return ImGui::SetWindowFocus(); +} +CIMGUI_API void igSetWindowFontScale(float scale) +{ + return ImGui::SetWindowFontScale(scale); +} +CIMGUI_API void igSetWindowPos_Str(const char* name,const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(name,pos,cond); +} +CIMGUI_API void igSetWindowSize_Str(const char* name,const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(name,size,cond); +} +CIMGUI_API void igSetWindowCollapsed_Str(const char* name,bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(name,collapsed,cond); +} +CIMGUI_API void igSetWindowFocus_Str(const char* name) +{ + return ImGui::SetWindowFocus(name); +} +CIMGUI_API void igGetContentRegionAvail(ImVec2 *pOut) +{ + *pOut = ImGui::GetContentRegionAvail(); +} +CIMGUI_API void igGetContentRegionMax(ImVec2 *pOut) +{ + *pOut = ImGui::GetContentRegionMax(); +} +CIMGUI_API void igGetWindowContentRegionMin(ImVec2 *pOut) +{ + *pOut = ImGui::GetWindowContentRegionMin(); +} +CIMGUI_API void igGetWindowContentRegionMax(ImVec2 *pOut) +{ + *pOut = ImGui::GetWindowContentRegionMax(); +} +CIMGUI_API float igGetScrollX() +{ + return ImGui::GetScrollX(); +} +CIMGUI_API float igGetScrollY() +{ + return ImGui::GetScrollY(); +} +CIMGUI_API void igSetScrollX_Float(float scroll_x) +{ + return ImGui::SetScrollX(scroll_x); +} +CIMGUI_API void igSetScrollY_Float(float scroll_y) +{ + return ImGui::SetScrollY(scroll_y); +} +CIMGUI_API float igGetScrollMaxX() +{ + return ImGui::GetScrollMaxX(); +} +CIMGUI_API float igGetScrollMaxY() +{ + return ImGui::GetScrollMaxY(); +} +CIMGUI_API void igSetScrollHereX(float center_x_ratio) +{ + return ImGui::SetScrollHereX(center_x_ratio); +} +CIMGUI_API void igSetScrollHereY(float center_y_ratio) +{ + return ImGui::SetScrollHereY(center_y_ratio); +} +CIMGUI_API void igSetScrollFromPosX_Float(float local_x,float center_x_ratio) +{ + return ImGui::SetScrollFromPosX(local_x,center_x_ratio); +} +CIMGUI_API void igSetScrollFromPosY_Float(float local_y,float center_y_ratio) +{ + return ImGui::SetScrollFromPosY(local_y,center_y_ratio); +} +CIMGUI_API void igPushFont(ImFont* font) +{ + return ImGui::PushFont(font); +} +CIMGUI_API void igPopFont() +{ + return ImGui::PopFont(); +} +CIMGUI_API void igPushStyleColor_U32(ImGuiCol idx,ImU32 col) +{ + return ImGui::PushStyleColor(idx,col); +} +CIMGUI_API void igPushStyleColor_Vec4(ImGuiCol idx,const ImVec4 col) +{ + return ImGui::PushStyleColor(idx,col); +} +CIMGUI_API void igPopStyleColor(int count) +{ + return ImGui::PopStyleColor(count); +} +CIMGUI_API void igPushStyleVar_Float(ImGuiStyleVar idx,float val) +{ + return ImGui::PushStyleVar(idx,val); +} +CIMGUI_API void igPushStyleVar_Vec2(ImGuiStyleVar idx,const ImVec2 val) +{ + return ImGui::PushStyleVar(idx,val); +} +CIMGUI_API void igPopStyleVar(int count) +{ + return ImGui::PopStyleVar(count); +} +CIMGUI_API void igPushAllowKeyboardFocus(bool allow_keyboard_focus) +{ + return ImGui::PushAllowKeyboardFocus(allow_keyboard_focus); +} +CIMGUI_API void igPopAllowKeyboardFocus() +{ + return ImGui::PopAllowKeyboardFocus(); +} +CIMGUI_API void igPushButtonRepeat(bool repeat) +{ + return ImGui::PushButtonRepeat(repeat); +} +CIMGUI_API void igPopButtonRepeat() +{ + return ImGui::PopButtonRepeat(); +} +CIMGUI_API void igPushItemWidth(float item_width) +{ + return ImGui::PushItemWidth(item_width); +} +CIMGUI_API void igPopItemWidth() +{ + return ImGui::PopItemWidth(); +} +CIMGUI_API void igSetNextItemWidth(float item_width) +{ + return ImGui::SetNextItemWidth(item_width); +} +CIMGUI_API float igCalcItemWidth() +{ + return ImGui::CalcItemWidth(); +} +CIMGUI_API void igPushTextWrapPos(float wrap_local_pos_x) +{ + return ImGui::PushTextWrapPos(wrap_local_pos_x); +} +CIMGUI_API void igPopTextWrapPos() +{ + return ImGui::PopTextWrapPos(); +} +CIMGUI_API ImFont* igGetFont() +{ + return ImGui::GetFont(); +} +CIMGUI_API float igGetFontSize() +{ + return ImGui::GetFontSize(); +} +CIMGUI_API void igGetFontTexUvWhitePixel(ImVec2 *pOut) +{ + *pOut = ImGui::GetFontTexUvWhitePixel(); +} +CIMGUI_API ImU32 igGetColorU32_Col(ImGuiCol idx,float alpha_mul) +{ + return ImGui::GetColorU32(idx,alpha_mul); +} +CIMGUI_API ImU32 igGetColorU32_Vec4(const ImVec4 col) +{ + return ImGui::GetColorU32(col); +} +CIMGUI_API ImU32 igGetColorU32_U32(ImU32 col) +{ + return ImGui::GetColorU32(col); +} +CIMGUI_API const ImVec4* igGetStyleColorVec4(ImGuiCol idx) +{ + return &ImGui::GetStyleColorVec4(idx); +} +CIMGUI_API void igSeparator() +{ + return ImGui::Separator(); +} +CIMGUI_API void igSameLine(float offset_from_start_x,float spacing) +{ + return ImGui::SameLine(offset_from_start_x,spacing); +} +CIMGUI_API void igNewLine() +{ + return ImGui::NewLine(); +} +CIMGUI_API void igSpacing() +{ + return ImGui::Spacing(); +} +CIMGUI_API void igDummy(const ImVec2 size) +{ + return ImGui::Dummy(size); +} +CIMGUI_API void igIndent(float indent_w) +{ + return ImGui::Indent(indent_w); +} +CIMGUI_API void igUnindent(float indent_w) +{ + return ImGui::Unindent(indent_w); +} +CIMGUI_API void igBeginGroup() +{ + return ImGui::BeginGroup(); +} +CIMGUI_API void igEndGroup() +{ + return ImGui::EndGroup(); +} +CIMGUI_API void igGetCursorPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorPos(); +} +CIMGUI_API float igGetCursorPosX() +{ + return ImGui::GetCursorPosX(); +} +CIMGUI_API float igGetCursorPosY() +{ + return ImGui::GetCursorPosY(); +} +CIMGUI_API void igSetCursorPos(const ImVec2 local_pos) +{ + return ImGui::SetCursorPos(local_pos); +} +CIMGUI_API void igSetCursorPosX(float local_x) +{ + return ImGui::SetCursorPosX(local_x); +} +CIMGUI_API void igSetCursorPosY(float local_y) +{ + return ImGui::SetCursorPosY(local_y); +} +CIMGUI_API void igGetCursorStartPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorStartPos(); +} +CIMGUI_API void igGetCursorScreenPos(ImVec2 *pOut) +{ + *pOut = ImGui::GetCursorScreenPos(); +} +CIMGUI_API void igSetCursorScreenPos(const ImVec2 pos) +{ + return ImGui::SetCursorScreenPos(pos); +} +CIMGUI_API void igAlignTextToFramePadding() +{ + return ImGui::AlignTextToFramePadding(); +} +CIMGUI_API float igGetTextLineHeight() +{ + return ImGui::GetTextLineHeight(); +} +CIMGUI_API float igGetTextLineHeightWithSpacing() +{ + return ImGui::GetTextLineHeightWithSpacing(); +} +CIMGUI_API float igGetFrameHeight() +{ + return ImGui::GetFrameHeight(); +} +CIMGUI_API float igGetFrameHeightWithSpacing() +{ + return ImGui::GetFrameHeightWithSpacing(); +} +CIMGUI_API void igPushID_Str(const char* str_id) +{ + return ImGui::PushID(str_id); +} +CIMGUI_API void igPushID_StrStr(const char* str_id_begin,const char* str_id_end) +{ + return ImGui::PushID(str_id_begin,str_id_end); +} +CIMGUI_API void igPushID_Ptr(const void* ptr_id) +{ + return ImGui::PushID(ptr_id); +} +CIMGUI_API void igPushID_Int(int int_id) +{ + return ImGui::PushID(int_id); +} +CIMGUI_API void igPopID() +{ + return ImGui::PopID(); +} +CIMGUI_API ImGuiID igGetID_Str(const char* str_id) +{ + return ImGui::GetID(str_id); +} +CIMGUI_API ImGuiID igGetID_StrStr(const char* str_id_begin,const char* str_id_end) +{ + return ImGui::GetID(str_id_begin,str_id_end); +} +CIMGUI_API ImGuiID igGetID_Ptr(const void* ptr_id) +{ + return ImGui::GetID(ptr_id); +} +CIMGUI_API void igTextUnformatted(const char* text,const char* text_end) +{ + return ImGui::TextUnformatted(text,text_end); +} +CIMGUI_API void igText(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextV(const char* fmt,va_list args) +{ + return ImGui::TextV(fmt,args); +} +CIMGUI_API void igTextColored(const ImVec4 col,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextColoredV(col,fmt,args); + va_end(args); +} +CIMGUI_API void igTextColoredV(const ImVec4 col,const char* fmt,va_list args) +{ + return ImGui::TextColoredV(col,fmt,args); +} +CIMGUI_API void igTextDisabled(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextDisabledV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextDisabledV(const char* fmt,va_list args) +{ + return ImGui::TextDisabledV(fmt,args); +} +CIMGUI_API void igTextWrapped(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::TextWrappedV(fmt,args); + va_end(args); +} +CIMGUI_API void igTextWrappedV(const char* fmt,va_list args) +{ + return ImGui::TextWrappedV(fmt,args); +} +CIMGUI_API void igLabelText(const char* label,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::LabelTextV(label,fmt,args); + va_end(args); +} +CIMGUI_API void igLabelTextV(const char* label,const char* fmt,va_list args) +{ + return ImGui::LabelTextV(label,fmt,args); +} +CIMGUI_API void igBulletText(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::BulletTextV(fmt,args); + va_end(args); +} +CIMGUI_API void igBulletTextV(const char* fmt,va_list args) +{ + return ImGui::BulletTextV(fmt,args); +} +CIMGUI_API bool igButton(const char* label,const ImVec2 size) +{ + return ImGui::Button(label,size); +} +CIMGUI_API bool igSmallButton(const char* label) +{ + return ImGui::SmallButton(label); +} +CIMGUI_API bool igInvisibleButton(const char* str_id,const ImVec2 size,ImGuiButtonFlags flags) +{ + return ImGui::InvisibleButton(str_id,size,flags); +} +CIMGUI_API bool igArrowButton(const char* str_id,ImGuiDir dir) +{ + return ImGui::ArrowButton(str_id,dir); +} +CIMGUI_API void igImage(ImTextureID user_texture_id,const ImVec2 size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 tint_col,const ImVec4 border_col) +{ + return ImGui::Image(user_texture_id,size,uv0,uv1,tint_col,border_col); +} +CIMGUI_API bool igImageButton(ImTextureID user_texture_id,const ImVec2 size,const ImVec2 uv0,const ImVec2 uv1,int frame_padding,const ImVec4 bg_col,const ImVec4 tint_col) +{ + return ImGui::ImageButton(user_texture_id,size,uv0,uv1,frame_padding,bg_col,tint_col); +} +CIMGUI_API bool igCheckbox(const char* label,bool* v) +{ + return ImGui::Checkbox(label,v); +} +CIMGUI_API bool igCheckboxFlags_IntPtr(const char* label,int* flags,int flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igCheckboxFlags_UintPtr(const char* label,unsigned int* flags,unsigned int flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igRadioButton_Bool(const char* label,bool active) +{ + return ImGui::RadioButton(label,active); +} +CIMGUI_API bool igRadioButton_IntPtr(const char* label,int* v,int v_button) +{ + return ImGui::RadioButton(label,v,v_button); +} +CIMGUI_API void igProgressBar(float fraction,const ImVec2 size_arg,const char* overlay) +{ + return ImGui::ProgressBar(fraction,size_arg,overlay); +} +CIMGUI_API void igBullet() +{ + return ImGui::Bullet(); +} +CIMGUI_API bool igBeginCombo(const char* label,const char* preview_value,ImGuiComboFlags flags) +{ + return ImGui::BeginCombo(label,preview_value,flags); +} +CIMGUI_API void igEndCombo() +{ + return ImGui::EndCombo(); +} +CIMGUI_API bool igCombo_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,items,items_count,popup_max_height_in_items); +} +CIMGUI_API bool igCombo_Str(const char* label,int* current_item,const char* items_separated_by_zeros,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,items_separated_by_zeros,popup_max_height_in_items); +} +CIMGUI_API bool igCombo_FnBoolPtr(const char* label,int* current_item,bool(*items_getter)(void* data,int idx,const char** out_text),void* data,int items_count,int popup_max_height_in_items) +{ + return ImGui::Combo(label,current_item,items_getter,data,items_count,popup_max_height_in_items); +} +CIMGUI_API bool igDragFloat(const char* label,float* v,float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat2(const char* label,float v[2],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat2(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat3(const char* label,float v[3],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat3(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloat4(const char* label,float v[4],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragFloat4(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragFloatRange2(const char* label,float* v_current_min,float* v_current_max,float v_speed,float v_min,float v_max,const char* format,const char* format_max,ImGuiSliderFlags flags) +{ + return ImGui::DragFloatRange2(label,v_current_min,v_current_max,v_speed,v_min,v_max,format,format_max,flags); +} +CIMGUI_API bool igDragInt(const char* label,int* v,float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt2(const char* label,int v[2],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt2(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt3(const char* label,int v[3],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt3(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragInt4(const char* label,int v[4],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragInt4(label,v,v_speed,v_min,v_max,format,flags); +} +CIMGUI_API bool igDragIntRange2(const char* label,int* v_current_min,int* v_current_max,float v_speed,int v_min,int v_max,const char* format,const char* format_max,ImGuiSliderFlags flags) +{ + return ImGui::DragIntRange2(label,v_current_min,v_current_max,v_speed,v_min,v_max,format,format_max,flags); +} +CIMGUI_API bool igDragScalar(const char* label,ImGuiDataType data_type,void* p_data,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragScalar(label,data_type,p_data,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igDragScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragScalarN(label,data_type,p_data,components,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderFloat(const char* label,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat2(const char* label,float v[2],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat2(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat3(const char* label,float v[3],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat3(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderFloat4(const char* label,float v[4],float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderFloat4(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderAngle(const char* label,float* v_rad,float v_degrees_min,float v_degrees_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderAngle(label,v_rad,v_degrees_min,v_degrees_max,format,flags); +} +CIMGUI_API bool igSliderInt(const char* label,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt2(const char* label,int v[2],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt2(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt3(const char* label,int v[3],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt3(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderInt4(const char* label,int v[4],int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderInt4(label,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igSliderScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderScalar(label,data_type,p_data,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::SliderScalarN(label,data_type,p_data,components,p_min,p_max,format,flags); +} +CIMGUI_API bool igVSliderFloat(const char* label,const ImVec2 size,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderFloat(label,size,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igVSliderInt(const char* label,const ImVec2 size,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderInt(label,size,v,v_min,v_max,format,flags); +} +CIMGUI_API bool igVSliderScalar(const char* label,const ImVec2 size,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::VSliderScalar(label,size,data_type,p_data,p_min,p_max,format,flags); +} +CIMGUI_API bool igInputText(const char* label,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputText(label,buf,buf_size,flags,callback,user_data); +} +CIMGUI_API bool igInputTextMultiline(const char* label,char* buf,size_t buf_size,const ImVec2 size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextMultiline(label,buf,buf_size,size,flags,callback,user_data); +} +CIMGUI_API bool igInputTextWithHint(const char* label,const char* hint,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextWithHint(label,hint,buf,buf_size,flags,callback,user_data); +} +CIMGUI_API bool igInputFloat(const char* label,float* v,float step,float step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat(label,v,step,step_fast,format,flags); +} +CIMGUI_API bool igInputFloat2(const char* label,float v[2],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat2(label,v,format,flags); +} +CIMGUI_API bool igInputFloat3(const char* label,float v[3],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat3(label,v,format,flags); +} +CIMGUI_API bool igInputFloat4(const char* label,float v[4],const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputFloat4(label,v,format,flags); +} +CIMGUI_API bool igInputInt(const char* label,int* v,int step,int step_fast,ImGuiInputTextFlags flags) +{ + return ImGui::InputInt(label,v,step,step_fast,flags); +} +CIMGUI_API bool igInputInt2(const char* label,int v[2],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt2(label,v,flags); +} +CIMGUI_API bool igInputInt3(const char* label,int v[3],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt3(label,v,flags); +} +CIMGUI_API bool igInputInt4(const char* label,int v[4],ImGuiInputTextFlags flags) +{ + return ImGui::InputInt4(label,v,flags); +} +CIMGUI_API bool igInputDouble(const char* label,double* v,double step,double step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputDouble(label,v,step,step_fast,format,flags); +} +CIMGUI_API bool igInputScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputScalar(label,data_type,p_data,p_step,p_step_fast,format,flags); +} +CIMGUI_API bool igInputScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags) +{ + return ImGui::InputScalarN(label,data_type,p_data,components,p_step,p_step_fast,format,flags); +} +CIMGUI_API bool igColorEdit3(const char* label,float col[3],ImGuiColorEditFlags flags) +{ + return ImGui::ColorEdit3(label,col,flags); +} +CIMGUI_API bool igColorEdit4(const char* label,float col[4],ImGuiColorEditFlags flags) +{ + return ImGui::ColorEdit4(label,col,flags); +} +CIMGUI_API bool igColorPicker3(const char* label,float col[3],ImGuiColorEditFlags flags) +{ + return ImGui::ColorPicker3(label,col,flags); +} +CIMGUI_API bool igColorPicker4(const char* label,float col[4],ImGuiColorEditFlags flags,const float* ref_col) +{ + return ImGui::ColorPicker4(label,col,flags,ref_col); +} +CIMGUI_API bool igColorButton(const char* desc_id,const ImVec4 col,ImGuiColorEditFlags flags,ImVec2 size) +{ + return ImGui::ColorButton(desc_id,col,flags,size); +} +CIMGUI_API void igSetColorEditOptions(ImGuiColorEditFlags flags) +{ + return ImGui::SetColorEditOptions(flags); +} +CIMGUI_API bool igTreeNode_Str(const char* label) +{ + return ImGui::TreeNode(label); +} +CIMGUI_API bool igTreeNode_StrStr(const char* str_id,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeV(str_id,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNode_Ptr(const void* ptr_id,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeV(ptr_id,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeV_Str(const char* str_id,const char* fmt,va_list args) +{ + return ImGui::TreeNodeV(str_id,fmt,args); +} +CIMGUI_API bool igTreeNodeV_Ptr(const void* ptr_id,const char* fmt,va_list args) +{ + return ImGui::TreeNodeV(ptr_id,fmt,args); +} +CIMGUI_API bool igTreeNodeEx_Str(const char* label,ImGuiTreeNodeFlags flags) +{ + return ImGui::TreeNodeEx(label,flags); +} +CIMGUI_API bool igTreeNodeEx_StrStr(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeExV(str_id,flags,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeEx_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + bool ret = ImGui::TreeNodeExV(ptr_id,flags,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API bool igTreeNodeExV_Str(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args) +{ + return ImGui::TreeNodeExV(str_id,flags,fmt,args); +} +CIMGUI_API bool igTreeNodeExV_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args) +{ + return ImGui::TreeNodeExV(ptr_id,flags,fmt,args); +} +CIMGUI_API void igTreePush_Str(const char* str_id) +{ + return ImGui::TreePush(str_id); +} +CIMGUI_API void igTreePush_Ptr(const void* ptr_id) +{ + return ImGui::TreePush(ptr_id); +} +CIMGUI_API void igTreePop() +{ + return ImGui::TreePop(); +} +CIMGUI_API float igGetTreeNodeToLabelSpacing() +{ + return ImGui::GetTreeNodeToLabelSpacing(); +} +CIMGUI_API bool igCollapsingHeader_TreeNodeFlags(const char* label,ImGuiTreeNodeFlags flags) +{ + return ImGui::CollapsingHeader(label,flags); +} +CIMGUI_API bool igCollapsingHeader_BoolPtr(const char* label,bool* p_visible,ImGuiTreeNodeFlags flags) +{ + return ImGui::CollapsingHeader(label,p_visible,flags); +} +CIMGUI_API void igSetNextItemOpen(bool is_open,ImGuiCond cond) +{ + return ImGui::SetNextItemOpen(is_open,cond); +} +CIMGUI_API bool igSelectable_Bool(const char* label,bool selected,ImGuiSelectableFlags flags,const ImVec2 size) +{ + return ImGui::Selectable(label,selected,flags,size); +} +CIMGUI_API bool igSelectable_BoolPtr(const char* label,bool* p_selected,ImGuiSelectableFlags flags,const ImVec2 size) +{ + return ImGui::Selectable(label,p_selected,flags,size); +} +CIMGUI_API bool igBeginListBox(const char* label,const ImVec2 size) +{ + return ImGui::BeginListBox(label,size); +} +CIMGUI_API void igEndListBox() +{ + return ImGui::EndListBox(); +} +CIMGUI_API bool igListBox_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int height_in_items) +{ + return ImGui::ListBox(label,current_item,items,items_count,height_in_items); +} +CIMGUI_API bool igListBox_FnBoolPtr(const char* label,int* current_item,bool(*items_getter)(void* data,int idx,const char** out_text),void* data,int items_count,int height_in_items) +{ + return ImGui::ListBox(label,current_item,items_getter,data,items_count,height_in_items); +} +CIMGUI_API void igPlotLines_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride) +{ + return ImGui::PlotLines(label,values,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size,stride); +} +CIMGUI_API void igPlotLines_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size) +{ + return ImGui::PlotLines(label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size); +} +CIMGUI_API void igPlotHistogram_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride) +{ + return ImGui::PlotHistogram(label,values,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size,stride); +} +CIMGUI_API void igPlotHistogram_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size) +{ + return ImGui::PlotHistogram(label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,graph_size); +} +CIMGUI_API void igValue_Bool(const char* prefix,bool b) +{ + return ImGui::Value(prefix,b); +} +CIMGUI_API void igValue_Int(const char* prefix,int v) +{ + return ImGui::Value(prefix,v); +} +CIMGUI_API void igValue_Uint(const char* prefix,unsigned int v) +{ + return ImGui::Value(prefix,v); +} +CIMGUI_API void igValue_Float(const char* prefix,float v,const char* float_format) +{ + return ImGui::Value(prefix,v,float_format); +} +CIMGUI_API bool igBeginMenuBar() +{ + return ImGui::BeginMenuBar(); +} +CIMGUI_API void igEndMenuBar() +{ + return ImGui::EndMenuBar(); +} +CIMGUI_API bool igBeginMainMenuBar() +{ + return ImGui::BeginMainMenuBar(); +} +CIMGUI_API void igEndMainMenuBar() +{ + return ImGui::EndMainMenuBar(); +} +CIMGUI_API bool igBeginMenu(const char* label,bool enabled) +{ + return ImGui::BeginMenu(label,enabled); +} +CIMGUI_API void igEndMenu() +{ + return ImGui::EndMenu(); +} +CIMGUI_API bool igMenuItem_Bool(const char* label,const char* shortcut,bool selected,bool enabled) +{ + return ImGui::MenuItem(label,shortcut,selected,enabled); +} +CIMGUI_API bool igMenuItem_BoolPtr(const char* label,const char* shortcut,bool* p_selected,bool enabled) +{ + return ImGui::MenuItem(label,shortcut,p_selected,enabled); +} +CIMGUI_API void igBeginTooltip() +{ + return ImGui::BeginTooltip(); +} +CIMGUI_API void igEndTooltip() +{ + return ImGui::EndTooltip(); +} +CIMGUI_API void igSetTooltip(const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + ImGui::SetTooltipV(fmt,args); + va_end(args); +} +CIMGUI_API void igSetTooltipV(const char* fmt,va_list args) +{ + return ImGui::SetTooltipV(fmt,args); +} +CIMGUI_API bool igBeginPopup(const char* str_id,ImGuiWindowFlags flags) +{ + return ImGui::BeginPopup(str_id,flags); +} +CIMGUI_API bool igBeginPopupModal(const char* name,bool* p_open,ImGuiWindowFlags flags) +{ + return ImGui::BeginPopupModal(name,p_open,flags); +} +CIMGUI_API void igEndPopup() +{ + return ImGui::EndPopup(); +} +CIMGUI_API void igOpenPopup_Str(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopup(str_id,popup_flags); +} +CIMGUI_API void igOpenPopup_ID(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopup(id,popup_flags); +} +CIMGUI_API void igOpenPopupOnItemClick(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopupOnItemClick(str_id,popup_flags); +} +CIMGUI_API void igCloseCurrentPopup() +{ + return ImGui::CloseCurrentPopup(); +} +CIMGUI_API bool igBeginPopupContextItem(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextItem(str_id,popup_flags); +} +CIMGUI_API bool igBeginPopupContextWindow(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextWindow(str_id,popup_flags); +} +CIMGUI_API bool igBeginPopupContextVoid(const char* str_id,ImGuiPopupFlags popup_flags) +{ + return ImGui::BeginPopupContextVoid(str_id,popup_flags); +} +CIMGUI_API bool igIsPopupOpen_Str(const char* str_id,ImGuiPopupFlags flags) +{ + return ImGui::IsPopupOpen(str_id,flags); +} +CIMGUI_API bool igBeginTable(const char* str_id,int column,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width) +{ + return ImGui::BeginTable(str_id,column,flags,outer_size,inner_width); +} +CIMGUI_API void igEndTable() +{ + return ImGui::EndTable(); +} +CIMGUI_API void igTableNextRow(ImGuiTableRowFlags row_flags,float min_row_height) +{ + return ImGui::TableNextRow(row_flags,min_row_height); +} +CIMGUI_API bool igTableNextColumn() +{ + return ImGui::TableNextColumn(); +} +CIMGUI_API bool igTableSetColumnIndex(int column_n) +{ + return ImGui::TableSetColumnIndex(column_n); +} +CIMGUI_API void igTableSetupColumn(const char* label,ImGuiTableColumnFlags flags,float init_width_or_weight,ImGuiID user_id) +{ + return ImGui::TableSetupColumn(label,flags,init_width_or_weight,user_id); +} +CIMGUI_API void igTableSetupScrollFreeze(int cols,int rows) +{ + return ImGui::TableSetupScrollFreeze(cols,rows); +} +CIMGUI_API void igTableHeadersRow() +{ + return ImGui::TableHeadersRow(); +} +CIMGUI_API void igTableHeader(const char* label) +{ + return ImGui::TableHeader(label); +} +CIMGUI_API ImGuiTableSortSpecs* igTableGetSortSpecs() +{ + return ImGui::TableGetSortSpecs(); +} +CIMGUI_API int igTableGetColumnCount() +{ + return ImGui::TableGetColumnCount(); +} +CIMGUI_API int igTableGetColumnIndex() +{ + return ImGui::TableGetColumnIndex(); +} +CIMGUI_API int igTableGetRowIndex() +{ + return ImGui::TableGetRowIndex(); +} +CIMGUI_API const char* igTableGetColumnName_Int(int column_n) +{ + return ImGui::TableGetColumnName(column_n); +} +CIMGUI_API ImGuiTableColumnFlags igTableGetColumnFlags(int column_n) +{ + return ImGui::TableGetColumnFlags(column_n); +} +CIMGUI_API void igTableSetColumnEnabled(int column_n,bool v) +{ + return ImGui::TableSetColumnEnabled(column_n,v); +} +CIMGUI_API void igTableSetBgColor(ImGuiTableBgTarget target,ImU32 color,int column_n) +{ + return ImGui::TableSetBgColor(target,color,column_n); +} +CIMGUI_API void igColumns(int count,const char* id,bool border) +{ + return ImGui::Columns(count,id,border); +} +CIMGUI_API void igNextColumn() +{ + return ImGui::NextColumn(); +} +CIMGUI_API int igGetColumnIndex() +{ + return ImGui::GetColumnIndex(); +} +CIMGUI_API float igGetColumnWidth(int column_index) +{ + return ImGui::GetColumnWidth(column_index); +} +CIMGUI_API void igSetColumnWidth(int column_index,float width) +{ + return ImGui::SetColumnWidth(column_index,width); +} +CIMGUI_API float igGetColumnOffset(int column_index) +{ + return ImGui::GetColumnOffset(column_index); +} +CIMGUI_API void igSetColumnOffset(int column_index,float offset_x) +{ + return ImGui::SetColumnOffset(column_index,offset_x); +} +CIMGUI_API int igGetColumnsCount() +{ + return ImGui::GetColumnsCount(); +} +CIMGUI_API bool igBeginTabBar(const char* str_id,ImGuiTabBarFlags flags) +{ + return ImGui::BeginTabBar(str_id,flags); +} +CIMGUI_API void igEndTabBar() +{ + return ImGui::EndTabBar(); +} +CIMGUI_API bool igBeginTabItem(const char* label,bool* p_open,ImGuiTabItemFlags flags) +{ + return ImGui::BeginTabItem(label,p_open,flags); +} +CIMGUI_API void igEndTabItem() +{ + return ImGui::EndTabItem(); +} +CIMGUI_API bool igTabItemButton(const char* label,ImGuiTabItemFlags flags) +{ + return ImGui::TabItemButton(label,flags); +} +CIMGUI_API void igSetTabItemClosed(const char* tab_or_docked_window_label) +{ + return ImGui::SetTabItemClosed(tab_or_docked_window_label); +} +CIMGUI_API void igLogToTTY(int auto_open_depth) +{ + return ImGui::LogToTTY(auto_open_depth); +} +CIMGUI_API void igLogToFile(int auto_open_depth,const char* filename) +{ + return ImGui::LogToFile(auto_open_depth,filename); +} +CIMGUI_API void igLogToClipboard(int auto_open_depth) +{ + return ImGui::LogToClipboard(auto_open_depth); +} +CIMGUI_API void igLogFinish() +{ + return ImGui::LogFinish(); +} +CIMGUI_API void igLogButtons() +{ + return ImGui::LogButtons(); +} +CIMGUI_API void igLogTextV(const char* fmt,va_list args) +{ + return ImGui::LogTextV(fmt,args); +} +CIMGUI_API bool igBeginDragDropSource(ImGuiDragDropFlags flags) +{ + return ImGui::BeginDragDropSource(flags); +} +CIMGUI_API bool igSetDragDropPayload(const char* type,const void* data,size_t sz,ImGuiCond cond) +{ + return ImGui::SetDragDropPayload(type,data,sz,cond); +} +CIMGUI_API void igEndDragDropSource() +{ + return ImGui::EndDragDropSource(); +} +CIMGUI_API bool igBeginDragDropTarget() +{ + return ImGui::BeginDragDropTarget(); +} +CIMGUI_API const ImGuiPayload* igAcceptDragDropPayload(const char* type,ImGuiDragDropFlags flags) +{ + return ImGui::AcceptDragDropPayload(type,flags); +} +CIMGUI_API void igEndDragDropTarget() +{ + return ImGui::EndDragDropTarget(); +} +CIMGUI_API const ImGuiPayload* igGetDragDropPayload() +{ + return ImGui::GetDragDropPayload(); +} +CIMGUI_API void igBeginDisabled(bool disabled) +{ + return ImGui::BeginDisabled(disabled); +} +CIMGUI_API void igEndDisabled() +{ + return ImGui::EndDisabled(); +} +CIMGUI_API void igPushClipRect(const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect) +{ + return ImGui::PushClipRect(clip_rect_min,clip_rect_max,intersect_with_current_clip_rect); +} +CIMGUI_API void igPopClipRect() +{ + return ImGui::PopClipRect(); +} +CIMGUI_API void igSetItemDefaultFocus() +{ + return ImGui::SetItemDefaultFocus(); +} +CIMGUI_API void igSetKeyboardFocusHere(int offset) +{ + return ImGui::SetKeyboardFocusHere(offset); +} +CIMGUI_API bool igIsItemHovered(ImGuiHoveredFlags flags) +{ + return ImGui::IsItemHovered(flags); +} +CIMGUI_API bool igIsItemActive() +{ + return ImGui::IsItemActive(); +} +CIMGUI_API bool igIsItemFocused() +{ + return ImGui::IsItemFocused(); +} +CIMGUI_API bool igIsItemClicked(ImGuiMouseButton mouse_button) +{ + return ImGui::IsItemClicked(mouse_button); +} +CIMGUI_API bool igIsItemVisible() +{ + return ImGui::IsItemVisible(); +} +CIMGUI_API bool igIsItemEdited() +{ + return ImGui::IsItemEdited(); +} +CIMGUI_API bool igIsItemActivated() +{ + return ImGui::IsItemActivated(); +} +CIMGUI_API bool igIsItemDeactivated() +{ + return ImGui::IsItemDeactivated(); +} +CIMGUI_API bool igIsItemDeactivatedAfterEdit() +{ + return ImGui::IsItemDeactivatedAfterEdit(); +} +CIMGUI_API bool igIsItemToggledOpen() +{ + return ImGui::IsItemToggledOpen(); +} +CIMGUI_API bool igIsAnyItemHovered() +{ + return ImGui::IsAnyItemHovered(); +} +CIMGUI_API bool igIsAnyItemActive() +{ + return ImGui::IsAnyItemActive(); +} +CIMGUI_API bool igIsAnyItemFocused() +{ + return ImGui::IsAnyItemFocused(); +} +CIMGUI_API void igGetItemRectMin(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectMin(); +} +CIMGUI_API void igGetItemRectMax(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectMax(); +} +CIMGUI_API void igGetItemRectSize(ImVec2 *pOut) +{ + *pOut = ImGui::GetItemRectSize(); +} +CIMGUI_API void igSetItemAllowOverlap() +{ + return ImGui::SetItemAllowOverlap(); +} +CIMGUI_API ImGuiViewport* igGetMainViewport() +{ + return ImGui::GetMainViewport(); +} +CIMGUI_API bool igIsRectVisible_Nil(const ImVec2 size) +{ + return ImGui::IsRectVisible(size); +} +CIMGUI_API bool igIsRectVisible_Vec2(const ImVec2 rect_min,const ImVec2 rect_max) +{ + return ImGui::IsRectVisible(rect_min,rect_max); +} +CIMGUI_API double igGetTime() +{ + return ImGui::GetTime(); +} +CIMGUI_API int igGetFrameCount() +{ + return ImGui::GetFrameCount(); +} +CIMGUI_API ImDrawList* igGetBackgroundDrawList_Nil() +{ + return ImGui::GetBackgroundDrawList(); +} +CIMGUI_API ImDrawList* igGetForegroundDrawList_Nil() +{ + return ImGui::GetForegroundDrawList(); +} +CIMGUI_API ImDrawListSharedData* igGetDrawListSharedData() +{ + return ImGui::GetDrawListSharedData(); +} +CIMGUI_API const char* igGetStyleColorName(ImGuiCol idx) +{ + return ImGui::GetStyleColorName(idx); +} +CIMGUI_API void igSetStateStorage(ImGuiStorage* storage) +{ + return ImGui::SetStateStorage(storage); +} +CIMGUI_API ImGuiStorage* igGetStateStorage() +{ + return ImGui::GetStateStorage(); +} +CIMGUI_API bool igBeginChildFrame(ImGuiID id,const ImVec2 size,ImGuiWindowFlags flags) +{ + return ImGui::BeginChildFrame(id,size,flags); +} +CIMGUI_API void igEndChildFrame() +{ + return ImGui::EndChildFrame(); +} +CIMGUI_API void igCalcTextSize(ImVec2 *pOut,const char* text,const char* text_end,bool hide_text_after_double_hash,float wrap_width) +{ + *pOut = ImGui::CalcTextSize(text,text_end,hide_text_after_double_hash,wrap_width); +} +CIMGUI_API void igColorConvertU32ToFloat4(ImVec4 *pOut,ImU32 in) +{ + *pOut = ImGui::ColorConvertU32ToFloat4(in); +} +CIMGUI_API ImU32 igColorConvertFloat4ToU32(const ImVec4 in) +{ + return ImGui::ColorConvertFloat4ToU32(in); +} +CIMGUI_API void igColorConvertRGBtoHSV(float r,float g,float b,float* out_h,float* out_s,float* out_v) +{ + return ImGui::ColorConvertRGBtoHSV(r,g,b,*out_h,*out_s,*out_v); +} +CIMGUI_API void igColorConvertHSVtoRGB(float h,float s,float v,float* out_r,float* out_g,float* out_b) +{ + return ImGui::ColorConvertHSVtoRGB(h,s,v,*out_r,*out_g,*out_b); +} +CIMGUI_API bool igIsKeyDown(ImGuiKey key) +{ + return ImGui::IsKeyDown(key); +} +CIMGUI_API bool igIsKeyPressed(ImGuiKey key,bool repeat) +{ + return ImGui::IsKeyPressed(key,repeat); +} +CIMGUI_API bool igIsKeyReleased(ImGuiKey key) +{ + return ImGui::IsKeyReleased(key); +} +CIMGUI_API int igGetKeyPressedAmount(ImGuiKey key,float repeat_delay,float rate) +{ + return ImGui::GetKeyPressedAmount(key,repeat_delay,rate); +} +CIMGUI_API const char* igGetKeyName(ImGuiKey key) +{ + return ImGui::GetKeyName(key); +} +CIMGUI_API void igCaptureKeyboardFromApp(bool want_capture_keyboard_value) +{ + return ImGui::CaptureKeyboardFromApp(want_capture_keyboard_value); +} +CIMGUI_API bool igIsMouseDown(ImGuiMouseButton button) +{ + return ImGui::IsMouseDown(button); +} +CIMGUI_API bool igIsMouseClicked(ImGuiMouseButton button,bool repeat) +{ + return ImGui::IsMouseClicked(button,repeat); +} +CIMGUI_API bool igIsMouseReleased(ImGuiMouseButton button) +{ + return ImGui::IsMouseReleased(button); +} +CIMGUI_API bool igIsMouseDoubleClicked(ImGuiMouseButton button) +{ + return ImGui::IsMouseDoubleClicked(button); +} +CIMGUI_API int igGetMouseClickedCount(ImGuiMouseButton button) +{ + return ImGui::GetMouseClickedCount(button); +} +CIMGUI_API bool igIsMouseHoveringRect(const ImVec2 r_min,const ImVec2 r_max,bool clip) +{ + return ImGui::IsMouseHoveringRect(r_min,r_max,clip); +} +CIMGUI_API bool igIsMousePosValid(const ImVec2* mouse_pos) +{ + return ImGui::IsMousePosValid(mouse_pos); +} +CIMGUI_API bool igIsAnyMouseDown() +{ + return ImGui::IsAnyMouseDown(); +} +CIMGUI_API void igGetMousePos(ImVec2 *pOut) +{ + *pOut = ImGui::GetMousePos(); +} +CIMGUI_API void igGetMousePosOnOpeningCurrentPopup(ImVec2 *pOut) +{ + *pOut = ImGui::GetMousePosOnOpeningCurrentPopup(); +} +CIMGUI_API bool igIsMouseDragging(ImGuiMouseButton button,float lock_threshold) +{ + return ImGui::IsMouseDragging(button,lock_threshold); +} +CIMGUI_API void igGetMouseDragDelta(ImVec2 *pOut,ImGuiMouseButton button,float lock_threshold) +{ + *pOut = ImGui::GetMouseDragDelta(button,lock_threshold); +} +CIMGUI_API void igResetMouseDragDelta(ImGuiMouseButton button) +{ + return ImGui::ResetMouseDragDelta(button); +} +CIMGUI_API ImGuiMouseCursor igGetMouseCursor() +{ + return ImGui::GetMouseCursor(); +} +CIMGUI_API void igSetMouseCursor(ImGuiMouseCursor cursor_type) +{ + return ImGui::SetMouseCursor(cursor_type); +} +CIMGUI_API void igCaptureMouseFromApp(bool want_capture_mouse_value) +{ + return ImGui::CaptureMouseFromApp(want_capture_mouse_value); +} +CIMGUI_API const char* igGetClipboardText() +{ + return ImGui::GetClipboardText(); +} +CIMGUI_API void igSetClipboardText(const char* text) +{ + return ImGui::SetClipboardText(text); +} +CIMGUI_API void igLoadIniSettingsFromDisk(const char* ini_filename) +{ + return ImGui::LoadIniSettingsFromDisk(ini_filename); +} +CIMGUI_API void igLoadIniSettingsFromMemory(const char* ini_data,size_t ini_size) +{ + return ImGui::LoadIniSettingsFromMemory(ini_data,ini_size); +} +CIMGUI_API void igSaveIniSettingsToDisk(const char* ini_filename) +{ + return ImGui::SaveIniSettingsToDisk(ini_filename); +} +CIMGUI_API const char* igSaveIniSettingsToMemory(size_t* out_ini_size) +{ + return ImGui::SaveIniSettingsToMemory(out_ini_size); +} +CIMGUI_API bool igDebugCheckVersionAndDataLayout(const char* version_str,size_t sz_io,size_t sz_style,size_t sz_vec2,size_t sz_vec4,size_t sz_drawvert,size_t sz_drawidx) +{ + return ImGui::DebugCheckVersionAndDataLayout(version_str,sz_io,sz_style,sz_vec2,sz_vec4,sz_drawvert,sz_drawidx); +} +CIMGUI_API void igSetAllocatorFunctions(ImGuiMemAllocFunc alloc_func,ImGuiMemFreeFunc free_func,void* user_data) +{ + return ImGui::SetAllocatorFunctions(alloc_func,free_func,user_data); +} +CIMGUI_API void igGetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func,ImGuiMemFreeFunc* p_free_func,void** p_user_data) +{ + return ImGui::GetAllocatorFunctions(p_alloc_func,p_free_func,p_user_data); +} +CIMGUI_API void* igMemAlloc(size_t size) +{ + return ImGui::MemAlloc(size); +} +CIMGUI_API void igMemFree(void* ptr) +{ + return ImGui::MemFree(ptr); +} +CIMGUI_API ImGuiStyle* ImGuiStyle_ImGuiStyle(void) +{ + return IM_NEW(ImGuiStyle)(); +} +CIMGUI_API void ImGuiStyle_destroy(ImGuiStyle* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiStyle_ScaleAllSizes(ImGuiStyle* self,float scale_factor) +{ + return self->ScaleAllSizes(scale_factor); +} +CIMGUI_API void ImGuiIO_AddKeyEvent(ImGuiIO* self,ImGuiKey key,bool down) +{ + return self->AddKeyEvent(key,down); +} +CIMGUI_API void ImGuiIO_AddKeyAnalogEvent(ImGuiIO* self,ImGuiKey key,bool down,float v) +{ + return self->AddKeyAnalogEvent(key,down,v); +} +CIMGUI_API void ImGuiIO_AddMousePosEvent(ImGuiIO* self,float x,float y) +{ + return self->AddMousePosEvent(x,y); +} +CIMGUI_API void ImGuiIO_AddMouseButtonEvent(ImGuiIO* self,int button,bool down) +{ + return self->AddMouseButtonEvent(button,down); +} +CIMGUI_API void ImGuiIO_AddMouseWheelEvent(ImGuiIO* self,float wh_x,float wh_y) +{ + return self->AddMouseWheelEvent(wh_x,wh_y); +} +CIMGUI_API void ImGuiIO_AddFocusEvent(ImGuiIO* self,bool focused) +{ + return self->AddFocusEvent(focused); +} +CIMGUI_API void ImGuiIO_AddInputCharacter(ImGuiIO* self,unsigned int c) +{ + return self->AddInputCharacter(c); +} +CIMGUI_API void ImGuiIO_AddInputCharacterUTF16(ImGuiIO* self,ImWchar16 c) +{ + return self->AddInputCharacterUTF16(c); +} +CIMGUI_API void ImGuiIO_AddInputCharactersUTF8(ImGuiIO* self,const char* str) +{ + return self->AddInputCharactersUTF8(str); +} +CIMGUI_API void ImGuiIO_ClearInputCharacters(ImGuiIO* self) +{ + return self->ClearInputCharacters(); +} +CIMGUI_API void ImGuiIO_ClearInputKeys(ImGuiIO* self) +{ + return self->ClearInputKeys(); +} +CIMGUI_API void ImGuiIO_SetKeyEventNativeData(ImGuiIO* self,ImGuiKey key,int native_keycode,int native_scancode,int native_legacy_index) +{ + return self->SetKeyEventNativeData(key,native_keycode,native_scancode,native_legacy_index); +} +CIMGUI_API ImGuiIO* ImGuiIO_ImGuiIO(void) +{ + return IM_NEW(ImGuiIO)(); +} +CIMGUI_API void ImGuiIO_destroy(ImGuiIO* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiInputTextCallbackData* ImGuiInputTextCallbackData_ImGuiInputTextCallbackData(void) +{ + return IM_NEW(ImGuiInputTextCallbackData)(); +} +CIMGUI_API void ImGuiInputTextCallbackData_destroy(ImGuiInputTextCallbackData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiInputTextCallbackData_DeleteChars(ImGuiInputTextCallbackData* self,int pos,int bytes_count) +{ + return self->DeleteChars(pos,bytes_count); +} +CIMGUI_API void ImGuiInputTextCallbackData_InsertChars(ImGuiInputTextCallbackData* self,int pos,const char* text,const char* text_end) +{ + return self->InsertChars(pos,text,text_end); +} +CIMGUI_API void ImGuiInputTextCallbackData_SelectAll(ImGuiInputTextCallbackData* self) +{ + return self->SelectAll(); +} +CIMGUI_API void ImGuiInputTextCallbackData_ClearSelection(ImGuiInputTextCallbackData* self) +{ + return self->ClearSelection(); +} +CIMGUI_API bool ImGuiInputTextCallbackData_HasSelection(ImGuiInputTextCallbackData* self) +{ + return self->HasSelection(); +} +CIMGUI_API ImGuiPayload* ImGuiPayload_ImGuiPayload(void) +{ + return IM_NEW(ImGuiPayload)(); +} +CIMGUI_API void ImGuiPayload_destroy(ImGuiPayload* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiPayload_Clear(ImGuiPayload* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImGuiPayload_IsDataType(ImGuiPayload* self,const char* type) +{ + return self->IsDataType(type); +} +CIMGUI_API bool ImGuiPayload_IsPreview(ImGuiPayload* self) +{ + return self->IsPreview(); +} +CIMGUI_API bool ImGuiPayload_IsDelivery(ImGuiPayload* self) +{ + return self->IsDelivery(); +} +CIMGUI_API ImGuiTableColumnSortSpecs* ImGuiTableColumnSortSpecs_ImGuiTableColumnSortSpecs(void) +{ + return IM_NEW(ImGuiTableColumnSortSpecs)(); +} +CIMGUI_API void ImGuiTableColumnSortSpecs_destroy(ImGuiTableColumnSortSpecs* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableSortSpecs* ImGuiTableSortSpecs_ImGuiTableSortSpecs(void) +{ + return IM_NEW(ImGuiTableSortSpecs)(); +} +CIMGUI_API void ImGuiTableSortSpecs_destroy(ImGuiTableSortSpecs* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiOnceUponAFrame* ImGuiOnceUponAFrame_ImGuiOnceUponAFrame(void) +{ + return IM_NEW(ImGuiOnceUponAFrame)(); +} +CIMGUI_API void ImGuiOnceUponAFrame_destroy(ImGuiOnceUponAFrame* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTextFilter* ImGuiTextFilter_ImGuiTextFilter(const char* default_filter) +{ + return IM_NEW(ImGuiTextFilter)(default_filter); +} +CIMGUI_API void ImGuiTextFilter_destroy(ImGuiTextFilter* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImGuiTextFilter_Draw(ImGuiTextFilter* self,const char* label,float width) +{ + return self->Draw(label,width); +} +CIMGUI_API bool ImGuiTextFilter_PassFilter(ImGuiTextFilter* self,const char* text,const char* text_end) +{ + return self->PassFilter(text,text_end); +} +CIMGUI_API void ImGuiTextFilter_Build(ImGuiTextFilter* self) +{ + return self->Build(); +} +CIMGUI_API void ImGuiTextFilter_Clear(ImGuiTextFilter* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImGuiTextFilter_IsActive(ImGuiTextFilter* self) +{ + return self->IsActive(); +} +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Nil(void) +{ + return IM_NEW(ImGuiTextRange)(); +} +CIMGUI_API void ImGuiTextRange_destroy(ImGuiTextRange* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Str(const char* _b,const char* _e) +{ + return IM_NEW(ImGuiTextRange)(_b,_e); +} +CIMGUI_API bool ImGuiTextRange_empty(ImGuiTextRange* self) +{ + return self->empty(); +} +CIMGUI_API void ImGuiTextRange_split(ImGuiTextRange* self,char separator,ImVector_ImGuiTextRange* out) +{ + return self->split(separator,out); +} +CIMGUI_API ImGuiTextBuffer* ImGuiTextBuffer_ImGuiTextBuffer(void) +{ + return IM_NEW(ImGuiTextBuffer)(); +} +CIMGUI_API void ImGuiTextBuffer_destroy(ImGuiTextBuffer* self) +{ + IM_DELETE(self); +} +CIMGUI_API const char* ImGuiTextBuffer_begin(ImGuiTextBuffer* self) +{ + return self->begin(); +} +CIMGUI_API const char* ImGuiTextBuffer_end(ImGuiTextBuffer* self) +{ + return self->end(); +} +CIMGUI_API int ImGuiTextBuffer_size(ImGuiTextBuffer* self) +{ + return self->size(); +} +CIMGUI_API bool ImGuiTextBuffer_empty(ImGuiTextBuffer* self) +{ + return self->empty(); +} +CIMGUI_API void ImGuiTextBuffer_clear(ImGuiTextBuffer* self) +{ + return self->clear(); +} +CIMGUI_API void ImGuiTextBuffer_reserve(ImGuiTextBuffer* self,int capacity) +{ + return self->reserve(capacity); +} +CIMGUI_API const char* ImGuiTextBuffer_c_str(ImGuiTextBuffer* self) +{ + return self->c_str(); +} +CIMGUI_API void ImGuiTextBuffer_append(ImGuiTextBuffer* self,const char* str,const char* str_end) +{ + return self->append(str,str_end); +} +CIMGUI_API void ImGuiTextBuffer_appendfv(ImGuiTextBuffer* self,const char* fmt,va_list args) +{ + return self->appendfv(fmt,args); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Int(ImGuiID _key,int _val_i) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val_i); +} +CIMGUI_API void ImGuiStoragePair_destroy(ImGuiStoragePair* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Float(ImGuiID _key,float _val_f) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val_f); +} +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Ptr(ImGuiID _key,void* _val_p) +{ + return IM_NEW(ImGuiStoragePair)(_key,_val_p); +} +CIMGUI_API void ImGuiStorage_Clear(ImGuiStorage* self) +{ + return self->Clear(); +} +CIMGUI_API int ImGuiStorage_GetInt(ImGuiStorage* self,ImGuiID key,int default_val) +{ + return self->GetInt(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetInt(ImGuiStorage* self,ImGuiID key,int val) +{ + return self->SetInt(key,val); +} +CIMGUI_API bool ImGuiStorage_GetBool(ImGuiStorage* self,ImGuiID key,bool default_val) +{ + return self->GetBool(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetBool(ImGuiStorage* self,ImGuiID key,bool val) +{ + return self->SetBool(key,val); +} +CIMGUI_API float ImGuiStorage_GetFloat(ImGuiStorage* self,ImGuiID key,float default_val) +{ + return self->GetFloat(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetFloat(ImGuiStorage* self,ImGuiID key,float val) +{ + return self->SetFloat(key,val); +} +CIMGUI_API void* ImGuiStorage_GetVoidPtr(ImGuiStorage* self,ImGuiID key) +{ + return self->GetVoidPtr(key); +} +CIMGUI_API void ImGuiStorage_SetVoidPtr(ImGuiStorage* self,ImGuiID key,void* val) +{ + return self->SetVoidPtr(key,val); +} +CIMGUI_API int* ImGuiStorage_GetIntRef(ImGuiStorage* self,ImGuiID key,int default_val) +{ + return self->GetIntRef(key,default_val); +} +CIMGUI_API bool* ImGuiStorage_GetBoolRef(ImGuiStorage* self,ImGuiID key,bool default_val) +{ + return self->GetBoolRef(key,default_val); +} +CIMGUI_API float* ImGuiStorage_GetFloatRef(ImGuiStorage* self,ImGuiID key,float default_val) +{ + return self->GetFloatRef(key,default_val); +} +CIMGUI_API void** ImGuiStorage_GetVoidPtrRef(ImGuiStorage* self,ImGuiID key,void* default_val) +{ + return self->GetVoidPtrRef(key,default_val); +} +CIMGUI_API void ImGuiStorage_SetAllInt(ImGuiStorage* self,int val) +{ + return self->SetAllInt(val); +} +CIMGUI_API void ImGuiStorage_BuildSortByKey(ImGuiStorage* self) +{ + return self->BuildSortByKey(); +} +CIMGUI_API ImGuiListClipper* ImGuiListClipper_ImGuiListClipper(void) +{ + return IM_NEW(ImGuiListClipper)(); +} +CIMGUI_API void ImGuiListClipper_destroy(ImGuiListClipper* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiListClipper_Begin(ImGuiListClipper* self,int items_count,float items_height) +{ + return self->Begin(items_count,items_height); +} +CIMGUI_API void ImGuiListClipper_End(ImGuiListClipper* self) +{ + return self->End(); +} +CIMGUI_API bool ImGuiListClipper_Step(ImGuiListClipper* self) +{ + return self->Step(); +} +CIMGUI_API void ImGuiListClipper_ForceDisplayRangeByIndices(ImGuiListClipper* self,int item_min,int item_max) +{ + return self->ForceDisplayRangeByIndices(item_min,item_max); +} +CIMGUI_API ImColor* ImColor_ImColor_Nil(void) +{ + return IM_NEW(ImColor)(); +} +CIMGUI_API void ImColor_destroy(ImColor* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImColor* ImColor_ImColor_Int(int r,int g,int b,int a) +{ + return IM_NEW(ImColor)(r,g,b,a); +} +CIMGUI_API ImColor* ImColor_ImColor_U32(ImU32 rgba) +{ + return IM_NEW(ImColor)(rgba); +} +CIMGUI_API ImColor* ImColor_ImColor_Float(float r,float g,float b,float a) +{ + return IM_NEW(ImColor)(r,g,b,a); +} +CIMGUI_API ImColor* ImColor_ImColor_Vec4(const ImVec4 col) +{ + return IM_NEW(ImColor)(col); +} +CIMGUI_API void ImColor_SetHSV(ImColor* self,float h,float s,float v,float a) +{ + return self->SetHSV(h,s,v,a); +} +CIMGUI_API void ImColor_HSV(ImColor *pOut,float h,float s,float v,float a) +{ + *pOut = ImColor::HSV(h,s,v,a); +} +CIMGUI_API ImDrawCmd* ImDrawCmd_ImDrawCmd(void) +{ + return IM_NEW(ImDrawCmd)(); +} +CIMGUI_API void ImDrawCmd_destroy(ImDrawCmd* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImTextureID ImDrawCmd_GetTexID(ImDrawCmd* self) +{ + return self->GetTexID(); +} +CIMGUI_API ImDrawListSplitter* ImDrawListSplitter_ImDrawListSplitter(void) +{ + return IM_NEW(ImDrawListSplitter)(); +} +CIMGUI_API void ImDrawListSplitter_destroy(ImDrawListSplitter* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawListSplitter_Clear(ImDrawListSplitter* self) +{ + return self->Clear(); +} +CIMGUI_API void ImDrawListSplitter_ClearFreeMemory(ImDrawListSplitter* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API void ImDrawListSplitter_Split(ImDrawListSplitter* self,ImDrawList* draw_list,int count) +{ + return self->Split(draw_list,count); +} +CIMGUI_API void ImDrawListSplitter_Merge(ImDrawListSplitter* self,ImDrawList* draw_list) +{ + return self->Merge(draw_list); +} +CIMGUI_API void ImDrawListSplitter_SetCurrentChannel(ImDrawListSplitter* self,ImDrawList* draw_list,int channel_idx) +{ + return self->SetCurrentChannel(draw_list,channel_idx); +} +CIMGUI_API ImDrawList* ImDrawList_ImDrawList(const ImDrawListSharedData* shared_data) +{ + return IM_NEW(ImDrawList)(shared_data); +} +CIMGUI_API void ImDrawList_destroy(ImDrawList* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawList_PushClipRect(ImDrawList* self,ImVec2 clip_rect_min,ImVec2 clip_rect_max,bool intersect_with_current_clip_rect) +{ + return self->PushClipRect(clip_rect_min,clip_rect_max,intersect_with_current_clip_rect); +} +CIMGUI_API void ImDrawList_PushClipRectFullScreen(ImDrawList* self) +{ + return self->PushClipRectFullScreen(); +} +CIMGUI_API void ImDrawList_PopClipRect(ImDrawList* self) +{ + return self->PopClipRect(); +} +CIMGUI_API void ImDrawList_PushTextureID(ImDrawList* self,ImTextureID texture_id) +{ + return self->PushTextureID(texture_id); +} +CIMGUI_API void ImDrawList_PopTextureID(ImDrawList* self) +{ + return self->PopTextureID(); +} +CIMGUI_API void ImDrawList_GetClipRectMin(ImVec2 *pOut,ImDrawList* self) +{ + *pOut = self->GetClipRectMin(); +} +CIMGUI_API void ImDrawList_GetClipRectMax(ImVec2 *pOut,ImDrawList* self) +{ + *pOut = self->GetClipRectMax(); +} +CIMGUI_API void ImDrawList_AddLine(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,ImU32 col,float thickness) +{ + return self->AddLine(p1,p2,col,thickness); +} +CIMGUI_API void ImDrawList_AddRect(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags,float thickness) +{ + return self->AddRect(p_min,p_max,col,rounding,flags,thickness); +} +CIMGUI_API void ImDrawList_AddRectFilled(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags) +{ + return self->AddRectFilled(p_min,p_max,col,rounding,flags); +} +CIMGUI_API void ImDrawList_AddRectFilledMultiColor(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col_upr_left,ImU32 col_upr_right,ImU32 col_bot_right,ImU32 col_bot_left) +{ + return self->AddRectFilledMultiColor(p_min,p_max,col_upr_left,col_upr_right,col_bot_right,col_bot_left); +} +CIMGUI_API void ImDrawList_AddQuad(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness) +{ + return self->AddQuad(p1,p2,p3,p4,col,thickness); +} +CIMGUI_API void ImDrawList_AddQuadFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col) +{ + return self->AddQuadFilled(p1,p2,p3,p4,col); +} +CIMGUI_API void ImDrawList_AddTriangle(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness) +{ + return self->AddTriangle(p1,p2,p3,col,thickness); +} +CIMGUI_API void ImDrawList_AddTriangleFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col) +{ + return self->AddTriangleFilled(p1,p2,p3,col); +} +CIMGUI_API void ImDrawList_AddCircle(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness) +{ + return self->AddCircle(center,radius,col,num_segments,thickness); +} +CIMGUI_API void ImDrawList_AddCircleFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments) +{ + return self->AddCircleFilled(center,radius,col,num_segments); +} +CIMGUI_API void ImDrawList_AddNgon(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness) +{ + return self->AddNgon(center,radius,col,num_segments,thickness); +} +CIMGUI_API void ImDrawList_AddNgonFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments) +{ + return self->AddNgonFilled(center,radius,col,num_segments); +} +CIMGUI_API void ImDrawList_AddText_Vec2(ImDrawList* self,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end) +{ + return self->AddText(pos,col,text_begin,text_end); +} +CIMGUI_API void ImDrawList_AddText_FontPtr(ImDrawList* self,const ImFont* font,float font_size,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end,float wrap_width,const ImVec4* cpu_fine_clip_rect) +{ + return self->AddText(font,font_size,pos,col,text_begin,text_end,wrap_width,cpu_fine_clip_rect); +} +CIMGUI_API void ImDrawList_AddPolyline(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col,ImDrawFlags flags,float thickness) +{ + return self->AddPolyline(points,num_points,col,flags,thickness); +} +CIMGUI_API void ImDrawList_AddConvexPolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col) +{ + return self->AddConvexPolyFilled(points,num_points,col); +} +CIMGUI_API void ImDrawList_AddBezierCubic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness,int num_segments) +{ + return self->AddBezierCubic(p1,p2,p3,p4,col,thickness,num_segments); +} +CIMGUI_API void ImDrawList_AddBezierQuadratic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness,int num_segments) +{ + return self->AddBezierQuadratic(p1,p2,p3,col,thickness,num_segments); +} +CIMGUI_API void ImDrawList_AddImage(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col) +{ + return self->AddImage(user_texture_id,p_min,p_max,uv_min,uv_max,col); +} +CIMGUI_API void ImDrawList_AddImageQuad(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 uv1,const ImVec2 uv2,const ImVec2 uv3,const ImVec2 uv4,ImU32 col) +{ + return self->AddImageQuad(user_texture_id,p1,p2,p3,p4,uv1,uv2,uv3,uv4,col); +} +CIMGUI_API void ImDrawList_AddImageRounded(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col,float rounding,ImDrawFlags flags) +{ + return self->AddImageRounded(user_texture_id,p_min,p_max,uv_min,uv_max,col,rounding,flags); +} +CIMGUI_API void ImDrawList_PathClear(ImDrawList* self) +{ + return self->PathClear(); +} +CIMGUI_API void ImDrawList_PathLineTo(ImDrawList* self,const ImVec2 pos) +{ + return self->PathLineTo(pos); +} +CIMGUI_API void ImDrawList_PathLineToMergeDuplicate(ImDrawList* self,const ImVec2 pos) +{ + return self->PathLineToMergeDuplicate(pos); +} +CIMGUI_API void ImDrawList_PathFillConvex(ImDrawList* self,ImU32 col) +{ + return self->PathFillConvex(col); +} +CIMGUI_API void ImDrawList_PathStroke(ImDrawList* self,ImU32 col,ImDrawFlags flags,float thickness) +{ + return self->PathStroke(col,flags,thickness); +} +CIMGUI_API void ImDrawList_PathArcTo(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments) +{ + return self->PathArcTo(center,radius,a_min,a_max,num_segments); +} +CIMGUI_API void ImDrawList_PathArcToFast(ImDrawList* self,const ImVec2 center,float radius,int a_min_of_12,int a_max_of_12) +{ + return self->PathArcToFast(center,radius,a_min_of_12,a_max_of_12); +} +CIMGUI_API void ImDrawList_PathBezierCubicCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,int num_segments) +{ + return self->PathBezierCubicCurveTo(p2,p3,p4,num_segments); +} +CIMGUI_API void ImDrawList_PathBezierQuadraticCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,int num_segments) +{ + return self->PathBezierQuadraticCurveTo(p2,p3,num_segments); +} +CIMGUI_API void ImDrawList_PathRect(ImDrawList* self,const ImVec2 rect_min,const ImVec2 rect_max,float rounding,ImDrawFlags flags) +{ + return self->PathRect(rect_min,rect_max,rounding,flags); +} +CIMGUI_API void ImDrawList_AddCallback(ImDrawList* self,ImDrawCallback callback,void* callback_data) +{ + return self->AddCallback(callback,callback_data); +} +CIMGUI_API void ImDrawList_AddDrawCmd(ImDrawList* self) +{ + return self->AddDrawCmd(); +} +CIMGUI_API ImDrawList* ImDrawList_CloneOutput(ImDrawList* self) +{ + return self->CloneOutput(); +} +CIMGUI_API void ImDrawList_ChannelsSplit(ImDrawList* self,int count) +{ + return self->ChannelsSplit(count); +} +CIMGUI_API void ImDrawList_ChannelsMerge(ImDrawList* self) +{ + return self->ChannelsMerge(); +} +CIMGUI_API void ImDrawList_ChannelsSetCurrent(ImDrawList* self,int n) +{ + return self->ChannelsSetCurrent(n); +} +CIMGUI_API void ImDrawList_PrimReserve(ImDrawList* self,int idx_count,int vtx_count) +{ + return self->PrimReserve(idx_count,vtx_count); +} +CIMGUI_API void ImDrawList_PrimUnreserve(ImDrawList* self,int idx_count,int vtx_count) +{ + return self->PrimUnreserve(idx_count,vtx_count); +} +CIMGUI_API void ImDrawList_PrimRect(ImDrawList* self,const ImVec2 a,const ImVec2 b,ImU32 col) +{ + return self->PrimRect(a,b,col); +} +CIMGUI_API void ImDrawList_PrimRectUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,ImU32 col) +{ + return self->PrimRectUV(a,b,uv_a,uv_b,col); +} +CIMGUI_API void ImDrawList_PrimQuadUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 d,const ImVec2 uv_a,const ImVec2 uv_b,const ImVec2 uv_c,const ImVec2 uv_d,ImU32 col) +{ + return self->PrimQuadUV(a,b,c,d,uv_a,uv_b,uv_c,uv_d,col); +} +CIMGUI_API void ImDrawList_PrimWriteVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col) +{ + return self->PrimWriteVtx(pos,uv,col); +} +CIMGUI_API void ImDrawList_PrimWriteIdx(ImDrawList* self,ImDrawIdx idx) +{ + return self->PrimWriteIdx(idx); +} +CIMGUI_API void ImDrawList_PrimVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col) +{ + return self->PrimVtx(pos,uv,col); +} +CIMGUI_API void ImDrawList__ResetForNewFrame(ImDrawList* self) +{ + return self->_ResetForNewFrame(); +} +CIMGUI_API void ImDrawList__ClearFreeMemory(ImDrawList* self) +{ + return self->_ClearFreeMemory(); +} +CIMGUI_API void ImDrawList__PopUnusedDrawCmd(ImDrawList* self) +{ + return self->_PopUnusedDrawCmd(); +} +CIMGUI_API void ImDrawList__TryMergeDrawCmds(ImDrawList* self) +{ + return self->_TryMergeDrawCmds(); +} +CIMGUI_API void ImDrawList__OnChangedClipRect(ImDrawList* self) +{ + return self->_OnChangedClipRect(); +} +CIMGUI_API void ImDrawList__OnChangedTextureID(ImDrawList* self) +{ + return self->_OnChangedTextureID(); +} +CIMGUI_API void ImDrawList__OnChangedVtxOffset(ImDrawList* self) +{ + return self->_OnChangedVtxOffset(); +} +CIMGUI_API int ImDrawList__CalcCircleAutoSegmentCount(ImDrawList* self,float radius) +{ + return self->_CalcCircleAutoSegmentCount(radius); +} +CIMGUI_API void ImDrawList__PathArcToFastEx(ImDrawList* self,const ImVec2 center,float radius,int a_min_sample,int a_max_sample,int a_step) +{ + return self->_PathArcToFastEx(center,radius,a_min_sample,a_max_sample,a_step); +} +CIMGUI_API void ImDrawList__PathArcToN(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments) +{ + return self->_PathArcToN(center,radius,a_min,a_max,num_segments); +} +CIMGUI_API ImDrawData* ImDrawData_ImDrawData(void) +{ + return IM_NEW(ImDrawData)(); +} +CIMGUI_API void ImDrawData_destroy(ImDrawData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawData_Clear(ImDrawData* self) +{ + return self->Clear(); +} +CIMGUI_API void ImDrawData_DeIndexAllBuffers(ImDrawData* self) +{ + return self->DeIndexAllBuffers(); +} +CIMGUI_API void ImDrawData_ScaleClipRects(ImDrawData* self,const ImVec2 fb_scale) +{ + return self->ScaleClipRects(fb_scale); +} +CIMGUI_API ImFontConfig* ImFontConfig_ImFontConfig(void) +{ + return IM_NEW(ImFontConfig)(); +} +CIMGUI_API void ImFontConfig_destroy(ImFontConfig* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImFontGlyphRangesBuilder* ImFontGlyphRangesBuilder_ImFontGlyphRangesBuilder(void) +{ + return IM_NEW(ImFontGlyphRangesBuilder)(); +} +CIMGUI_API void ImFontGlyphRangesBuilder_destroy(ImFontGlyphRangesBuilder* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImFontGlyphRangesBuilder_Clear(ImFontGlyphRangesBuilder* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImFontGlyphRangesBuilder_GetBit(ImFontGlyphRangesBuilder* self,size_t n) +{ + return self->GetBit(n); +} +CIMGUI_API void ImFontGlyphRangesBuilder_SetBit(ImFontGlyphRangesBuilder* self,size_t n) +{ + return self->SetBit(n); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddChar(ImFontGlyphRangesBuilder* self,ImWchar c) +{ + return self->AddChar(c); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddText(ImFontGlyphRangesBuilder* self,const char* text,const char* text_end) +{ + return self->AddText(text,text_end); +} +CIMGUI_API void ImFontGlyphRangesBuilder_AddRanges(ImFontGlyphRangesBuilder* self,const ImWchar* ranges) +{ + return self->AddRanges(ranges); +} +CIMGUI_API void ImFontGlyphRangesBuilder_BuildRanges(ImFontGlyphRangesBuilder* self,ImVector_ImWchar* out_ranges) +{ + return self->BuildRanges(out_ranges); +} +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlasCustomRect_ImFontAtlasCustomRect(void) +{ + return IM_NEW(ImFontAtlasCustomRect)(); +} +CIMGUI_API void ImFontAtlasCustomRect_destroy(ImFontAtlasCustomRect* self) +{ + IM_DELETE(self); +} +CIMGUI_API bool ImFontAtlasCustomRect_IsPacked(ImFontAtlasCustomRect* self) +{ + return self->IsPacked(); +} +CIMGUI_API ImFontAtlas* ImFontAtlas_ImFontAtlas(void) +{ + return IM_NEW(ImFontAtlas)(); +} +CIMGUI_API void ImFontAtlas_destroy(ImFontAtlas* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImFont* ImFontAtlas_AddFont(ImFontAtlas* self,const ImFontConfig* font_cfg) +{ + return self->AddFont(font_cfg); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontDefault(ImFontAtlas* self,const ImFontConfig* font_cfg) +{ + return self->AddFontDefault(font_cfg); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromFileTTF(ImFontAtlas* self,const char* filename,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromFileTTF(filename,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryTTF(ImFontAtlas* self,void* font_data,int font_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryTTF(font_data,font_size,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedTTF(ImFontAtlas* self,const void* compressed_font_data,int compressed_font_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryCompressedTTF(compressed_font_data,compressed_font_size,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedBase85TTF(ImFontAtlas* self,const char* compressed_font_data_base85,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges) +{ + return self->AddFontFromMemoryCompressedBase85TTF(compressed_font_data_base85,size_pixels,font_cfg,glyph_ranges); +} +CIMGUI_API void ImFontAtlas_ClearInputData(ImFontAtlas* self) +{ + return self->ClearInputData(); +} +CIMGUI_API void ImFontAtlas_ClearTexData(ImFontAtlas* self) +{ + return self->ClearTexData(); +} +CIMGUI_API void ImFontAtlas_ClearFonts(ImFontAtlas* self) +{ + return self->ClearFonts(); +} +CIMGUI_API void ImFontAtlas_Clear(ImFontAtlas* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImFontAtlas_Build(ImFontAtlas* self) +{ + return self->Build(); +} +CIMGUI_API void ImFontAtlas_GetTexDataAsAlpha8(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel) +{ + return self->GetTexDataAsAlpha8(out_pixels,out_width,out_height,out_bytes_per_pixel); +} +CIMGUI_API void ImFontAtlas_GetTexDataAsRGBA32(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel) +{ + return self->GetTexDataAsRGBA32(out_pixels,out_width,out_height,out_bytes_per_pixel); +} +CIMGUI_API bool ImFontAtlas_IsBuilt(ImFontAtlas* self) +{ + return self->IsBuilt(); +} +CIMGUI_API void ImFontAtlas_SetTexID(ImFontAtlas* self,ImTextureID id) +{ + return self->SetTexID(id); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesDefault(ImFontAtlas* self) +{ + return self->GetGlyphRangesDefault(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesKorean(ImFontAtlas* self) +{ + return self->GetGlyphRangesKorean(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesJapanese(ImFontAtlas* self) +{ + return self->GetGlyphRangesJapanese(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseFull(ImFontAtlas* self) +{ + return self->GetGlyphRangesChineseFull(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon(ImFontAtlas* self) +{ + return self->GetGlyphRangesChineseSimplifiedCommon(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesCyrillic(ImFontAtlas* self) +{ + return self->GetGlyphRangesCyrillic(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesThai(ImFontAtlas* self) +{ + return self->GetGlyphRangesThai(); +} +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesVietnamese(ImFontAtlas* self) +{ + return self->GetGlyphRangesVietnamese(); +} +CIMGUI_API int ImFontAtlas_AddCustomRectRegular(ImFontAtlas* self,int width,int height) +{ + return self->AddCustomRectRegular(width,height); +} +CIMGUI_API int ImFontAtlas_AddCustomRectFontGlyph(ImFontAtlas* self,ImFont* font,ImWchar id,int width,int height,float advance_x,const ImVec2 offset) +{ + return self->AddCustomRectFontGlyph(font,id,width,height,advance_x,offset); +} +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlas_GetCustomRectByIndex(ImFontAtlas* self,int index) +{ + return self->GetCustomRectByIndex(index); +} +CIMGUI_API void ImFontAtlas_CalcCustomRectUV(ImFontAtlas* self,const ImFontAtlasCustomRect* rect,ImVec2* out_uv_min,ImVec2* out_uv_max) +{ + return self->CalcCustomRectUV(rect,out_uv_min,out_uv_max); +} +CIMGUI_API bool ImFontAtlas_GetMouseCursorTexData(ImFontAtlas* self,ImGuiMouseCursor cursor,ImVec2* out_offset,ImVec2* out_size,ImVec2 out_uv_border[2],ImVec2 out_uv_fill[2]) +{ + return self->GetMouseCursorTexData(cursor,out_offset,out_size,out_uv_border,out_uv_fill); +} +CIMGUI_API ImFont* ImFont_ImFont(void) +{ + return IM_NEW(ImFont)(); +} +CIMGUI_API void ImFont_destroy(ImFont* self) +{ + IM_DELETE(self); +} +CIMGUI_API const ImFontGlyph* ImFont_FindGlyph(ImFont* self,ImWchar c) +{ + return self->FindGlyph(c); +} +CIMGUI_API const ImFontGlyph* ImFont_FindGlyphNoFallback(ImFont* self,ImWchar c) +{ + return self->FindGlyphNoFallback(c); +} +CIMGUI_API float ImFont_GetCharAdvance(ImFont* self,ImWchar c) +{ + return self->GetCharAdvance(c); +} +CIMGUI_API bool ImFont_IsLoaded(ImFont* self) +{ + return self->IsLoaded(); +} +CIMGUI_API const char* ImFont_GetDebugName(ImFont* self) +{ + return self->GetDebugName(); +} +CIMGUI_API void ImFont_CalcTextSizeA(ImVec2 *pOut,ImFont* self,float size,float max_width,float wrap_width,const char* text_begin,const char* text_end,const char** remaining) +{ + *pOut = self->CalcTextSizeA(size,max_width,wrap_width,text_begin,text_end,remaining); +} +CIMGUI_API const char* ImFont_CalcWordWrapPositionA(ImFont* self,float scale,const char* text,const char* text_end,float wrap_width) +{ + return self->CalcWordWrapPositionA(scale,text,text_end,wrap_width); +} +CIMGUI_API void ImFont_RenderChar(ImFont* self,ImDrawList* draw_list,float size,ImVec2 pos,ImU32 col,ImWchar c) +{ + return self->RenderChar(draw_list,size,pos,col,c); +} +CIMGUI_API void ImFont_RenderText(ImFont* self,ImDrawList* draw_list,float size,ImVec2 pos,ImU32 col,const ImVec4 clip_rect,const char* text_begin,const char* text_end,float wrap_width,bool cpu_fine_clip) +{ + return self->RenderText(draw_list,size,pos,col,clip_rect,text_begin,text_end,wrap_width,cpu_fine_clip); +} +CIMGUI_API void ImFont_BuildLookupTable(ImFont* self) +{ + return self->BuildLookupTable(); +} +CIMGUI_API void ImFont_ClearOutputData(ImFont* self) +{ + return self->ClearOutputData(); +} +CIMGUI_API void ImFont_GrowIndex(ImFont* self,int new_size) +{ + return self->GrowIndex(new_size); +} +CIMGUI_API void ImFont_AddGlyph(ImFont* self,const ImFontConfig* src_cfg,ImWchar c,float x0,float y0,float x1,float y1,float u0,float v0,float u1,float v1,float advance_x) +{ + return self->AddGlyph(src_cfg,c,x0,y0,x1,y1,u0,v0,u1,v1,advance_x); +} +CIMGUI_API void ImFont_AddRemapChar(ImFont* self,ImWchar dst,ImWchar src,bool overwrite_dst) +{ + return self->AddRemapChar(dst,src,overwrite_dst); +} +CIMGUI_API void ImFont_SetGlyphVisible(ImFont* self,ImWchar c,bool visible) +{ + return self->SetGlyphVisible(c,visible); +} +CIMGUI_API bool ImFont_IsGlyphRangeUnused(ImFont* self,unsigned int c_begin,unsigned int c_last) +{ + return self->IsGlyphRangeUnused(c_begin,c_last); +} +CIMGUI_API ImGuiViewport* ImGuiViewport_ImGuiViewport(void) +{ + return IM_NEW(ImGuiViewport)(); +} +CIMGUI_API void ImGuiViewport_destroy(ImGuiViewport* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiViewport_GetCenter(ImVec2 *pOut,ImGuiViewport* self) +{ + *pOut = self->GetCenter(); +} +CIMGUI_API void ImGuiViewport_GetWorkCenter(ImVec2 *pOut,ImGuiViewport* self) +{ + *pOut = self->GetWorkCenter(); +} +CIMGUI_API ImGuiPlatformImeData* ImGuiPlatformImeData_ImGuiPlatformImeData(void) +{ + return IM_NEW(ImGuiPlatformImeData)(); +} +CIMGUI_API void ImGuiPlatformImeData_destroy(ImGuiPlatformImeData* self) +{ + IM_DELETE(self); +} +CIMGUI_API int igGetKeyIndex(ImGuiKey key) +{ + return ImGui::GetKeyIndex(key); +} +CIMGUI_API ImGuiID igImHashData(const void* data,size_t data_size,ImU32 seed) +{ + return ImHashData(data,data_size,seed); +} +CIMGUI_API ImGuiID igImHashStr(const char* data,size_t data_size,ImU32 seed) +{ + return ImHashStr(data,data_size,seed); +} +CIMGUI_API void igImQsort(void* base,size_t count,size_t size_of_element,int(*compare_func)(void const*,void const*)) +{ + return ImQsort(base,count,size_of_element,compare_func); +} +CIMGUI_API ImU32 igImAlphaBlendColors(ImU32 col_a,ImU32 col_b) +{ + return ImAlphaBlendColors(col_a,col_b); +} +CIMGUI_API bool igImIsPowerOfTwo_Int(int v) +{ + return ImIsPowerOfTwo(v); +} +CIMGUI_API bool igImIsPowerOfTwo_U64(ImU64 v) +{ + return ImIsPowerOfTwo(v); +} +CIMGUI_API int igImUpperPowerOfTwo(int v) +{ + return ImUpperPowerOfTwo(v); +} +CIMGUI_API int igImStricmp(const char* str1,const char* str2) +{ + return ImStricmp(str1,str2); +} +CIMGUI_API int igImStrnicmp(const char* str1,const char* str2,size_t count) +{ + return ImStrnicmp(str1,str2,count); +} +CIMGUI_API void igImStrncpy(char* dst,const char* src,size_t count) +{ + return ImStrncpy(dst,src,count); +} +CIMGUI_API char* igImStrdup(const char* str) +{ + return ImStrdup(str); +} +CIMGUI_API char* igImStrdupcpy(char* dst,size_t* p_dst_size,const char* str) +{ + return ImStrdupcpy(dst,p_dst_size,str); +} +CIMGUI_API const char* igImStrchrRange(const char* str_begin,const char* str_end,char c) +{ + return ImStrchrRange(str_begin,str_end,c); +} +CIMGUI_API int igImStrlenW(const ImWchar* str) +{ + return ImStrlenW(str); +} +CIMGUI_API const char* igImStreolRange(const char* str,const char* str_end) +{ + return ImStreolRange(str,str_end); +} +CIMGUI_API const ImWchar* igImStrbolW(const ImWchar* buf_mid_line,const ImWchar* buf_begin) +{ + return ImStrbolW(buf_mid_line,buf_begin); +} +CIMGUI_API const char* igImStristr(const char* haystack,const char* haystack_end,const char* needle,const char* needle_end) +{ + return ImStristr(haystack,haystack_end,needle,needle_end); +} +CIMGUI_API void igImStrTrimBlanks(char* str) +{ + return ImStrTrimBlanks(str); +} +CIMGUI_API const char* igImStrSkipBlank(const char* str) +{ + return ImStrSkipBlank(str); +} +CIMGUI_API int igImFormatString(char* buf,size_t buf_size,const char* fmt,...) +{ + va_list args; + va_start(args, fmt); + int ret = ImFormatStringV(buf,buf_size,fmt,args); + va_end(args); + return ret; +} +CIMGUI_API int igImFormatStringV(char* buf,size_t buf_size,const char* fmt,va_list args) +{ + return ImFormatStringV(buf,buf_size,fmt,args); +} +CIMGUI_API const char* igImParseFormatFindStart(const char* format) +{ + return ImParseFormatFindStart(format); +} +CIMGUI_API const char* igImParseFormatFindEnd(const char* format) +{ + return ImParseFormatFindEnd(format); +} +CIMGUI_API const char* igImParseFormatTrimDecorations(const char* format,char* buf,size_t buf_size) +{ + return ImParseFormatTrimDecorations(format,buf,buf_size); +} +CIMGUI_API int igImParseFormatPrecision(const char* format,int default_value) +{ + return ImParseFormatPrecision(format,default_value); +} +CIMGUI_API bool igImCharIsBlankA(char c) +{ + return ImCharIsBlankA(c); +} +CIMGUI_API bool igImCharIsBlankW(unsigned int c) +{ + return ImCharIsBlankW(c); +} +CIMGUI_API const char* igImTextCharToUtf8(char out_buf[5],unsigned int c) +{ + return ImTextCharToUtf8(out_buf,c); +} +CIMGUI_API int igImTextStrToUtf8(char* out_buf,int out_buf_size,const ImWchar* in_text,const ImWchar* in_text_end) +{ + return ImTextStrToUtf8(out_buf,out_buf_size,in_text,in_text_end); +} +CIMGUI_API int igImTextCharFromUtf8(unsigned int* out_char,const char* in_text,const char* in_text_end) +{ + return ImTextCharFromUtf8(out_char,in_text,in_text_end); +} +CIMGUI_API int igImTextStrFromUtf8(ImWchar* out_buf,int out_buf_size,const char* in_text,const char* in_text_end,const char** in_remaining) +{ + return ImTextStrFromUtf8(out_buf,out_buf_size,in_text,in_text_end,in_remaining); +} +CIMGUI_API int igImTextCountCharsFromUtf8(const char* in_text,const char* in_text_end) +{ + return ImTextCountCharsFromUtf8(in_text,in_text_end); +} +CIMGUI_API int igImTextCountUtf8BytesFromChar(const char* in_text,const char* in_text_end) +{ + return ImTextCountUtf8BytesFromChar(in_text,in_text_end); +} +CIMGUI_API int igImTextCountUtf8BytesFromStr(const ImWchar* in_text,const ImWchar* in_text_end) +{ + return ImTextCountUtf8BytesFromStr(in_text,in_text_end); +} +CIMGUI_API ImFileHandle igImFileOpen(const char* filename,const char* mode) +{ + return ImFileOpen(filename,mode); +} +CIMGUI_API bool igImFileClose(ImFileHandle file) +{ + return ImFileClose(file); +} +CIMGUI_API ImU64 igImFileGetSize(ImFileHandle file) +{ + return ImFileGetSize(file); +} +CIMGUI_API ImU64 igImFileRead(void* data,ImU64 size,ImU64 count,ImFileHandle file) +{ + return ImFileRead(data,size,count,file); +} +CIMGUI_API ImU64 igImFileWrite(const void* data,ImU64 size,ImU64 count,ImFileHandle file) +{ + return ImFileWrite(data,size,count,file); +} +CIMGUI_API void* igImFileLoadToMemory(const char* filename,const char* mode,size_t* out_file_size,int padding_bytes) +{ + return ImFileLoadToMemory(filename,mode,out_file_size,padding_bytes); +} +CIMGUI_API float igImPow_Float(float x,float y) +{ + return ImPow(x,y); +} +CIMGUI_API double igImPow_double(double x,double y) +{ + return ImPow(x,y); +} +CIMGUI_API float igImLog_Float(float x) +{ + return ImLog(x); +} +CIMGUI_API double igImLog_double(double x) +{ + return ImLog(x); +} +CIMGUI_API int igImAbs_Int(int x) +{ + return ImAbs(x); +} +CIMGUI_API float igImAbs_Float(float x) +{ + return ImAbs(x); +} +CIMGUI_API double igImAbs_double(double x) +{ + return ImAbs(x); +} +CIMGUI_API float igImSign_Float(float x) +{ + return ImSign(x); +} +CIMGUI_API double igImSign_double(double x) +{ + return ImSign(x); +} +CIMGUI_API float igImRsqrt_Float(float x) +{ + return ImRsqrt(x); +} +CIMGUI_API double igImRsqrt_double(double x) +{ + return ImRsqrt(x); +} +CIMGUI_API void igImMin(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMin(lhs,rhs); +} +CIMGUI_API void igImMax(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMax(lhs,rhs); +} +CIMGUI_API void igImClamp(ImVec2 *pOut,const ImVec2 v,const ImVec2 mn,ImVec2 mx) +{ + *pOut = ImClamp(v,mn,mx); +} +CIMGUI_API void igImLerp_Vec2Float(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,float t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API void igImLerp_Vec2Vec2(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API void igImLerp_Vec4(ImVec4 *pOut,const ImVec4 a,const ImVec4 b,float t) +{ + *pOut = ImLerp(a,b,t); +} +CIMGUI_API float igImSaturate(float f) +{ + return ImSaturate(f); +} +CIMGUI_API float igImLengthSqr_Vec2(const ImVec2 lhs) +{ + return ImLengthSqr(lhs); +} +CIMGUI_API float igImLengthSqr_Vec4(const ImVec4 lhs) +{ + return ImLengthSqr(lhs); +} +CIMGUI_API float igImInvLength(const ImVec2 lhs,float fail_value) +{ + return ImInvLength(lhs,fail_value); +} +CIMGUI_API float igImFloor_Float(float f) +{ + return ImFloor(f); +} +CIMGUI_API float igImFloorSigned_Float(float f) +{ + return ImFloorSigned(f); +} +CIMGUI_API void igImFloor_Vec2(ImVec2 *pOut,const ImVec2 v) +{ + *pOut = ImFloor(v); +} +CIMGUI_API void igImFloorSigned_Vec2(ImVec2 *pOut,const ImVec2 v) +{ + *pOut = ImFloorSigned(v); +} +CIMGUI_API int igImModPositive(int a,int b) +{ + return ImModPositive(a,b); +} +CIMGUI_API float igImDot(const ImVec2 a,const ImVec2 b) +{ + return ImDot(a,b); +} +CIMGUI_API void igImRotate(ImVec2 *pOut,const ImVec2 v,float cos_a,float sin_a) +{ + *pOut = ImRotate(v,cos_a,sin_a); +} +CIMGUI_API float igImLinearSweep(float current,float target,float speed) +{ + return ImLinearSweep(current,target,speed); +} +CIMGUI_API void igImMul(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs) +{ + *pOut = ImMul(lhs,rhs); +} +CIMGUI_API bool igImIsFloatAboveGuaranteedIntegerPrecision(float f) +{ + return ImIsFloatAboveGuaranteedIntegerPrecision(f); +} +CIMGUI_API void igImBezierCubicCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,float t) +{ + *pOut = ImBezierCubicCalc(p1,p2,p3,p4,t); +} +CIMGUI_API void igImBezierCubicClosestPoint(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,int num_segments) +{ + *pOut = ImBezierCubicClosestPoint(p1,p2,p3,p4,p,num_segments); +} +CIMGUI_API void igImBezierCubicClosestPointCasteljau(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,float tess_tol) +{ + *pOut = ImBezierCubicClosestPointCasteljau(p1,p2,p3,p4,p,tess_tol); +} +CIMGUI_API void igImBezierQuadraticCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,float t) +{ + *pOut = ImBezierQuadraticCalc(p1,p2,p3,t); +} +CIMGUI_API void igImLineClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 p) +{ + *pOut = ImLineClosestPoint(a,b,p); +} +CIMGUI_API bool igImTriangleContainsPoint(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p) +{ + return ImTriangleContainsPoint(a,b,c,p); +} +CIMGUI_API void igImTriangleClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p) +{ + *pOut = ImTriangleClosestPoint(a,b,c,p); +} +CIMGUI_API void igImTriangleBarycentricCoords(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p,float* out_u,float* out_v,float* out_w) +{ + return ImTriangleBarycentricCoords(a,b,c,p,*out_u,*out_v,*out_w); +} +CIMGUI_API float igImTriangleArea(const ImVec2 a,const ImVec2 b,const ImVec2 c) +{ + return ImTriangleArea(a,b,c); +} +CIMGUI_API ImGuiDir igImGetDirQuadrantFromDelta(float dx,float dy) +{ + return ImGetDirQuadrantFromDelta(dx,dy); +} +CIMGUI_API ImVec1* ImVec1_ImVec1_Nil(void) +{ + return IM_NEW(ImVec1)(); +} +CIMGUI_API void ImVec1_destroy(ImVec1* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec1* ImVec1_ImVec1_Float(float _x) +{ + return IM_NEW(ImVec1)(_x); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Nil(void) +{ + return IM_NEW(ImVec2ih)(); +} +CIMGUI_API void ImVec2ih_destroy(ImVec2ih* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_short(short _x,short _y) +{ + return IM_NEW(ImVec2ih)(_x,_y); +} +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Vec2(const ImVec2 rhs) +{ + return IM_NEW(ImVec2ih)(rhs); +} +CIMGUI_API ImRect* ImRect_ImRect_Nil(void) +{ + return IM_NEW(ImRect)(); +} +CIMGUI_API void ImRect_destroy(ImRect* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImRect* ImRect_ImRect_Vec2(const ImVec2 min,const ImVec2 max) +{ + return IM_NEW(ImRect)(min,max); +} +CIMGUI_API ImRect* ImRect_ImRect_Vec4(const ImVec4 v) +{ + return IM_NEW(ImRect)(v); +} +CIMGUI_API ImRect* ImRect_ImRect_Float(float x1,float y1,float x2,float y2) +{ + return IM_NEW(ImRect)(x1,y1,x2,y2); +} +CIMGUI_API void ImRect_GetCenter(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetCenter(); +} +CIMGUI_API void ImRect_GetSize(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetSize(); +} +CIMGUI_API float ImRect_GetWidth(ImRect* self) +{ + return self->GetWidth(); +} +CIMGUI_API float ImRect_GetHeight(ImRect* self) +{ + return self->GetHeight(); +} +CIMGUI_API float ImRect_GetArea(ImRect* self) +{ + return self->GetArea(); +} +CIMGUI_API void ImRect_GetTL(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetTL(); +} +CIMGUI_API void ImRect_GetTR(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetTR(); +} +CIMGUI_API void ImRect_GetBL(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetBL(); +} +CIMGUI_API void ImRect_GetBR(ImVec2 *pOut,ImRect* self) +{ + *pOut = self->GetBR(); +} +CIMGUI_API bool ImRect_Contains_Vec2(ImRect* self,const ImVec2 p) +{ + return self->Contains(p); +} +CIMGUI_API bool ImRect_Contains_Rect(ImRect* self,const ImRect r) +{ + return self->Contains(r); +} +CIMGUI_API bool ImRect_Overlaps(ImRect* self,const ImRect r) +{ + return self->Overlaps(r); +} +CIMGUI_API void ImRect_Add_Vec2(ImRect* self,const ImVec2 p) +{ + return self->Add(p); +} +CIMGUI_API void ImRect_Add_Rect(ImRect* self,const ImRect r) +{ + return self->Add(r); +} +CIMGUI_API void ImRect_Expand_Float(ImRect* self,const float amount) +{ + return self->Expand(amount); +} +CIMGUI_API void ImRect_Expand_Vec2(ImRect* self,const ImVec2 amount) +{ + return self->Expand(amount); +} +CIMGUI_API void ImRect_Translate(ImRect* self,const ImVec2 d) +{ + return self->Translate(d); +} +CIMGUI_API void ImRect_TranslateX(ImRect* self,float dx) +{ + return self->TranslateX(dx); +} +CIMGUI_API void ImRect_TranslateY(ImRect* self,float dy) +{ + return self->TranslateY(dy); +} +CIMGUI_API void ImRect_ClipWith(ImRect* self,const ImRect r) +{ + return self->ClipWith(r); +} +CIMGUI_API void ImRect_ClipWithFull(ImRect* self,const ImRect r) +{ + return self->ClipWithFull(r); +} +CIMGUI_API void ImRect_Floor(ImRect* self) +{ + return self->Floor(); +} +CIMGUI_API bool ImRect_IsInverted(ImRect* self) +{ + return self->IsInverted(); +} +CIMGUI_API void ImRect_ToVec4(ImVec4 *pOut,ImRect* self) +{ + *pOut = self->ToVec4(); +} +CIMGUI_API bool igImBitArrayTestBit(const ImU32* arr,int n) +{ + return ImBitArrayTestBit(arr,n); +} +CIMGUI_API void igImBitArrayClearBit(ImU32* arr,int n) +{ + return ImBitArrayClearBit(arr,n); +} +CIMGUI_API void igImBitArraySetBit(ImU32* arr,int n) +{ + return ImBitArraySetBit(arr,n); +} +CIMGUI_API void igImBitArraySetBitRange(ImU32* arr,int n,int n2) +{ + return ImBitArraySetBitRange(arr,n,n2); +} +CIMGUI_API void ImBitVector_Create(ImBitVector* self,int sz) +{ + return self->Create(sz); +} +CIMGUI_API void ImBitVector_Clear(ImBitVector* self) +{ + return self->Clear(); +} +CIMGUI_API bool ImBitVector_TestBit(ImBitVector* self,int n) +{ + return self->TestBit(n); +} +CIMGUI_API void ImBitVector_SetBit(ImBitVector* self,int n) +{ + return self->SetBit(n); +} +CIMGUI_API void ImBitVector_ClearBit(ImBitVector* self,int n) +{ + return self->ClearBit(n); +} +CIMGUI_API ImDrawListSharedData* ImDrawListSharedData_ImDrawListSharedData(void) +{ + return IM_NEW(ImDrawListSharedData)(); +} +CIMGUI_API void ImDrawListSharedData_destroy(ImDrawListSharedData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImDrawListSharedData_SetCircleTessellationMaxError(ImDrawListSharedData* self,float max_error) +{ + return self->SetCircleTessellationMaxError(max_error); +} +CIMGUI_API void ImDrawDataBuilder_Clear(ImDrawDataBuilder* self) +{ + return self->Clear(); +} +CIMGUI_API void ImDrawDataBuilder_ClearFreeMemory(ImDrawDataBuilder* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API int ImDrawDataBuilder_GetDrawListCount(ImDrawDataBuilder* self) +{ + return self->GetDrawListCount(); +} +CIMGUI_API void ImDrawDataBuilder_FlattenIntoSingleLayer(ImDrawDataBuilder* self) +{ + return self->FlattenIntoSingleLayer(); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Int(ImGuiStyleVar idx,int v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API void ImGuiStyleMod_destroy(ImGuiStyleMod* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Float(ImGuiStyleVar idx,float v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Vec2(ImGuiStyleVar idx,ImVec2 v) +{ + return IM_NEW(ImGuiStyleMod)(idx,v); +} +CIMGUI_API ImGuiComboPreviewData* ImGuiComboPreviewData_ImGuiComboPreviewData(void) +{ + return IM_NEW(ImGuiComboPreviewData)(); +} +CIMGUI_API void ImGuiComboPreviewData_destroy(ImGuiComboPreviewData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiMenuColumns* ImGuiMenuColumns_ImGuiMenuColumns(void) +{ + return IM_NEW(ImGuiMenuColumns)(); +} +CIMGUI_API void ImGuiMenuColumns_destroy(ImGuiMenuColumns* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiMenuColumns_Update(ImGuiMenuColumns* self,float spacing,bool window_reappearing) +{ + return self->Update(spacing,window_reappearing); +} +CIMGUI_API float ImGuiMenuColumns_DeclColumns(ImGuiMenuColumns* self,float w_icon,float w_label,float w_shortcut,float w_mark) +{ + return self->DeclColumns(w_icon,w_label,w_shortcut,w_mark); +} +CIMGUI_API void ImGuiMenuColumns_CalcNextTotalWidth(ImGuiMenuColumns* self,bool update_offsets) +{ + return self->CalcNextTotalWidth(update_offsets); +} +CIMGUI_API ImGuiInputTextState* ImGuiInputTextState_ImGuiInputTextState(void) +{ + return IM_NEW(ImGuiInputTextState)(); +} +CIMGUI_API void ImGuiInputTextState_destroy(ImGuiInputTextState* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiInputTextState_ClearText(ImGuiInputTextState* self) +{ + return self->ClearText(); +} +CIMGUI_API void ImGuiInputTextState_ClearFreeMemory(ImGuiInputTextState* self) +{ + return self->ClearFreeMemory(); +} +CIMGUI_API int ImGuiInputTextState_GetUndoAvailCount(ImGuiInputTextState* self) +{ + return self->GetUndoAvailCount(); +} +CIMGUI_API int ImGuiInputTextState_GetRedoAvailCount(ImGuiInputTextState* self) +{ + return self->GetRedoAvailCount(); +} +CIMGUI_API void ImGuiInputTextState_OnKeyPressed(ImGuiInputTextState* self,int key) +{ + return self->OnKeyPressed(key); +} +CIMGUI_API void ImGuiInputTextState_CursorAnimReset(ImGuiInputTextState* self) +{ + return self->CursorAnimReset(); +} +CIMGUI_API void ImGuiInputTextState_CursorClamp(ImGuiInputTextState* self) +{ + return self->CursorClamp(); +} +CIMGUI_API bool ImGuiInputTextState_HasSelection(ImGuiInputTextState* self) +{ + return self->HasSelection(); +} +CIMGUI_API void ImGuiInputTextState_ClearSelection(ImGuiInputTextState* self) +{ + return self->ClearSelection(); +} +CIMGUI_API int ImGuiInputTextState_GetCursorPos(ImGuiInputTextState* self) +{ + return self->GetCursorPos(); +} +CIMGUI_API int ImGuiInputTextState_GetSelectionStart(ImGuiInputTextState* self) +{ + return self->GetSelectionStart(); +} +CIMGUI_API int ImGuiInputTextState_GetSelectionEnd(ImGuiInputTextState* self) +{ + return self->GetSelectionEnd(); +} +CIMGUI_API void ImGuiInputTextState_SelectAll(ImGuiInputTextState* self) +{ + return self->SelectAll(); +} +CIMGUI_API ImGuiPopupData* ImGuiPopupData_ImGuiPopupData(void) +{ + return IM_NEW(ImGuiPopupData)(); +} +CIMGUI_API void ImGuiPopupData_destroy(ImGuiPopupData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiNextWindowData* ImGuiNextWindowData_ImGuiNextWindowData(void) +{ + return IM_NEW(ImGuiNextWindowData)(); +} +CIMGUI_API void ImGuiNextWindowData_destroy(ImGuiNextWindowData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNextWindowData_ClearFlags(ImGuiNextWindowData* self) +{ + return self->ClearFlags(); +} +CIMGUI_API ImGuiNextItemData* ImGuiNextItemData_ImGuiNextItemData(void) +{ + return IM_NEW(ImGuiNextItemData)(); +} +CIMGUI_API void ImGuiNextItemData_destroy(ImGuiNextItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNextItemData_ClearFlags(ImGuiNextItemData* self) +{ + return self->ClearFlags(); +} +CIMGUI_API ImGuiLastItemData* ImGuiLastItemData_ImGuiLastItemData(void) +{ + return IM_NEW(ImGuiLastItemData)(); +} +CIMGUI_API void ImGuiLastItemData_destroy(ImGuiLastItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStackSizes* ImGuiStackSizes_ImGuiStackSizes(void) +{ + return IM_NEW(ImGuiStackSizes)(); +} +CIMGUI_API void ImGuiStackSizes_destroy(ImGuiStackSizes* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiStackSizes_SetToCurrentState(ImGuiStackSizes* self) +{ + return self->SetToCurrentState(); +} +CIMGUI_API void ImGuiStackSizes_CompareWithCurrentState(ImGuiStackSizes* self) +{ + return self->CompareWithCurrentState(); +} +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Ptr(void* ptr) +{ + return IM_NEW(ImGuiPtrOrIndex)(ptr); +} +CIMGUI_API void ImGuiPtrOrIndex_destroy(ImGuiPtrOrIndex* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Int(int index) +{ + return IM_NEW(ImGuiPtrOrIndex)(index); +} +CIMGUI_API ImGuiInputEvent* ImGuiInputEvent_ImGuiInputEvent(void) +{ + return IM_NEW(ImGuiInputEvent)(); +} +CIMGUI_API void ImGuiInputEvent_destroy(ImGuiInputEvent* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromIndices(int min,int max) +{ + return ImGuiListClipperRange::FromIndices(min,max); +} +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromPositions(float y1,float y2,int off_min,int off_max) +{ + return ImGuiListClipperRange::FromPositions(y1,y2,off_min,off_max); +} +CIMGUI_API ImGuiListClipperData* ImGuiListClipperData_ImGuiListClipperData(void) +{ + return IM_NEW(ImGuiListClipperData)(); +} +CIMGUI_API void ImGuiListClipperData_destroy(ImGuiListClipperData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiListClipperData_Reset(ImGuiListClipperData* self,ImGuiListClipper* clipper) +{ + return self->Reset(clipper); +} +CIMGUI_API ImGuiNavItemData* ImGuiNavItemData_ImGuiNavItemData(void) +{ + return IM_NEW(ImGuiNavItemData)(); +} +CIMGUI_API void ImGuiNavItemData_destroy(ImGuiNavItemData* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiNavItemData_Clear(ImGuiNavItemData* self) +{ + return self->Clear(); +} +CIMGUI_API ImGuiOldColumnData* ImGuiOldColumnData_ImGuiOldColumnData(void) +{ + return IM_NEW(ImGuiOldColumnData)(); +} +CIMGUI_API void ImGuiOldColumnData_destroy(ImGuiOldColumnData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiOldColumns* ImGuiOldColumns_ImGuiOldColumns(void) +{ + return IM_NEW(ImGuiOldColumns)(); +} +CIMGUI_API void ImGuiOldColumns_destroy(ImGuiOldColumns* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiViewportP* ImGuiViewportP_ImGuiViewportP(void) +{ + return IM_NEW(ImGuiViewportP)(); +} +CIMGUI_API void ImGuiViewportP_destroy(ImGuiViewportP* self) +{ + IM_DELETE(self); +} +CIMGUI_API void ImGuiViewportP_CalcWorkRectPos(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 off_min) +{ + *pOut = self->CalcWorkRectPos(off_min); +} +CIMGUI_API void ImGuiViewportP_CalcWorkRectSize(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 off_min,const ImVec2 off_max) +{ + *pOut = self->CalcWorkRectSize(off_min,off_max); +} +CIMGUI_API void ImGuiViewportP_UpdateWorkRect(ImGuiViewportP* self) +{ + return self->UpdateWorkRect(); +} +CIMGUI_API void ImGuiViewportP_GetMainRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetMainRect(); +} +CIMGUI_API void ImGuiViewportP_GetWorkRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetWorkRect(); +} +CIMGUI_API void ImGuiViewportP_GetBuildWorkRect(ImRect *pOut,ImGuiViewportP* self) +{ + *pOut = self->GetBuildWorkRect(); +} +CIMGUI_API ImGuiWindowSettings* ImGuiWindowSettings_ImGuiWindowSettings(void) +{ + return IM_NEW(ImGuiWindowSettings)(); +} +CIMGUI_API void ImGuiWindowSettings_destroy(ImGuiWindowSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API char* ImGuiWindowSettings_GetName(ImGuiWindowSettings* self) +{ + return self->GetName(); +} +CIMGUI_API ImGuiSettingsHandler* ImGuiSettingsHandler_ImGuiSettingsHandler(void) +{ + return IM_NEW(ImGuiSettingsHandler)(); +} +CIMGUI_API void ImGuiSettingsHandler_destroy(ImGuiSettingsHandler* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiMetricsConfig* ImGuiMetricsConfig_ImGuiMetricsConfig(void) +{ + return IM_NEW(ImGuiMetricsConfig)(); +} +CIMGUI_API void ImGuiMetricsConfig_destroy(ImGuiMetricsConfig* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStackLevelInfo* ImGuiStackLevelInfo_ImGuiStackLevelInfo(void) +{ + return IM_NEW(ImGuiStackLevelInfo)(); +} +CIMGUI_API void ImGuiStackLevelInfo_destroy(ImGuiStackLevelInfo* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiStackTool* ImGuiStackTool_ImGuiStackTool(void) +{ + return IM_NEW(ImGuiStackTool)(); +} +CIMGUI_API void ImGuiStackTool_destroy(ImGuiStackTool* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiContextHook* ImGuiContextHook_ImGuiContextHook(void) +{ + return IM_NEW(ImGuiContextHook)(); +} +CIMGUI_API void ImGuiContextHook_destroy(ImGuiContextHook* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiContext* ImGuiContext_ImGuiContext(ImFontAtlas* shared_font_atlas) +{ + return IM_NEW(ImGuiContext)(shared_font_atlas); +} +CIMGUI_API void ImGuiContext_destroy(ImGuiContext* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiWindow* ImGuiWindow_ImGuiWindow(ImGuiContext* context,const char* name) +{ + return IM_NEW(ImGuiWindow)(context,name); +} +CIMGUI_API void ImGuiWindow_destroy(ImGuiWindow* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Str(ImGuiWindow* self,const char* str,const char* str_end) +{ + return self->GetID(str,str_end); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Ptr(ImGuiWindow* self,const void* ptr) +{ + return self->GetID(ptr); +} +CIMGUI_API ImGuiID ImGuiWindow_GetID_Int(ImGuiWindow* self,int n) +{ + return self->GetID(n); +} +CIMGUI_API ImGuiID ImGuiWindow_GetIDNoKeepAlive_Str(ImGuiWindow* self,const char* str,const char* str_end) +{ + return self->GetIDNoKeepAlive(str,str_end); +} +CIMGUI_API ImGuiID ImGuiWindow_GetIDNoKeepAlive_Ptr(ImGuiWindow* self,const void* ptr) +{ + return self->GetIDNoKeepAlive(ptr); +} +CIMGUI_API ImGuiID ImGuiWindow_GetIDNoKeepAlive_Int(ImGuiWindow* self,int n) +{ + return self->GetIDNoKeepAlive(n); +} +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromRectangle(ImGuiWindow* self,const ImRect r_abs) +{ + return self->GetIDFromRectangle(r_abs); +} +CIMGUI_API void ImGuiWindow_Rect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->Rect(); +} +CIMGUI_API float ImGuiWindow_CalcFontSize(ImGuiWindow* self) +{ + return self->CalcFontSize(); +} +CIMGUI_API float ImGuiWindow_TitleBarHeight(ImGuiWindow* self) +{ + return self->TitleBarHeight(); +} +CIMGUI_API void ImGuiWindow_TitleBarRect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->TitleBarRect(); +} +CIMGUI_API float ImGuiWindow_MenuBarHeight(ImGuiWindow* self) +{ + return self->MenuBarHeight(); +} +CIMGUI_API void ImGuiWindow_MenuBarRect(ImRect *pOut,ImGuiWindow* self) +{ + *pOut = self->MenuBarRect(); +} +CIMGUI_API ImGuiTabItem* ImGuiTabItem_ImGuiTabItem(void) +{ + return IM_NEW(ImGuiTabItem)(); +} +CIMGUI_API void ImGuiTabItem_destroy(ImGuiTabItem* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTabBar* ImGuiTabBar_ImGuiTabBar(void) +{ + return IM_NEW(ImGuiTabBar)(); +} +CIMGUI_API void ImGuiTabBar_destroy(ImGuiTabBar* self) +{ + IM_DELETE(self); +} +CIMGUI_API int ImGuiTabBar_GetTabOrder(ImGuiTabBar* self,const ImGuiTabItem* tab) +{ + return self->GetTabOrder(tab); +} +CIMGUI_API const char* ImGuiTabBar_GetTabName(ImGuiTabBar* self,const ImGuiTabItem* tab) +{ + return self->GetTabName(tab); +} +CIMGUI_API ImGuiTableColumn* ImGuiTableColumn_ImGuiTableColumn(void) +{ + return IM_NEW(ImGuiTableColumn)(); +} +CIMGUI_API void ImGuiTableColumn_destroy(ImGuiTableColumn* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTable* ImGuiTable_ImGuiTable(void) +{ + return IM_NEW(ImGuiTable)(); +} +CIMGUI_API void ImGuiTable_destroy(ImGuiTable* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableTempData* ImGuiTableTempData_ImGuiTableTempData(void) +{ + return IM_NEW(ImGuiTableTempData)(); +} +CIMGUI_API void ImGuiTableTempData_destroy(ImGuiTableTempData* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableColumnSettings_ImGuiTableColumnSettings(void) +{ + return IM_NEW(ImGuiTableColumnSettings)(); +} +CIMGUI_API void ImGuiTableColumnSettings_destroy(ImGuiTableColumnSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableSettings* ImGuiTableSettings_ImGuiTableSettings(void) +{ + return IM_NEW(ImGuiTableSettings)(); +} +CIMGUI_API void ImGuiTableSettings_destroy(ImGuiTableSettings* self) +{ + IM_DELETE(self); +} +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableSettings_GetColumnSettings(ImGuiTableSettings* self) +{ + return self->GetColumnSettings(); +} +CIMGUI_API ImGuiWindow* igGetCurrentWindowRead() +{ + return ImGui::GetCurrentWindowRead(); +} +CIMGUI_API ImGuiWindow* igGetCurrentWindow() +{ + return ImGui::GetCurrentWindow(); +} +CIMGUI_API ImGuiWindow* igFindWindowByID(ImGuiID id) +{ + return ImGui::FindWindowByID(id); +} +CIMGUI_API ImGuiWindow* igFindWindowByName(const char* name) +{ + return ImGui::FindWindowByName(name); +} +CIMGUI_API void igUpdateWindowParentAndRootLinks(ImGuiWindow* window,ImGuiWindowFlags flags,ImGuiWindow* parent_window) +{ + return ImGui::UpdateWindowParentAndRootLinks(window,flags,parent_window); +} +CIMGUI_API void igCalcWindowNextAutoFitSize(ImVec2 *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::CalcWindowNextAutoFitSize(window); +} +CIMGUI_API bool igIsWindowChildOf(ImGuiWindow* window,ImGuiWindow* potential_parent,bool popup_hierarchy) +{ + return ImGui::IsWindowChildOf(window,potential_parent,popup_hierarchy); +} +CIMGUI_API bool igIsWindowWithinBeginStackOf(ImGuiWindow* window,ImGuiWindow* potential_parent) +{ + return ImGui::IsWindowWithinBeginStackOf(window,potential_parent); +} +CIMGUI_API bool igIsWindowAbove(ImGuiWindow* potential_above,ImGuiWindow* potential_below) +{ + return ImGui::IsWindowAbove(potential_above,potential_below); +} +CIMGUI_API bool igIsWindowNavFocusable(ImGuiWindow* window) +{ + return ImGui::IsWindowNavFocusable(window); +} +CIMGUI_API void igSetWindowPos_WindowPtr(ImGuiWindow* window,const ImVec2 pos,ImGuiCond cond) +{ + return ImGui::SetWindowPos(window,pos,cond); +} +CIMGUI_API void igSetWindowSize_WindowPtr(ImGuiWindow* window,const ImVec2 size,ImGuiCond cond) +{ + return ImGui::SetWindowSize(window,size,cond); +} +CIMGUI_API void igSetWindowCollapsed_WindowPtr(ImGuiWindow* window,bool collapsed,ImGuiCond cond) +{ + return ImGui::SetWindowCollapsed(window,collapsed,cond); +} +CIMGUI_API void igSetWindowHitTestHole(ImGuiWindow* window,const ImVec2 pos,const ImVec2 size) +{ + return ImGui::SetWindowHitTestHole(window,pos,size); +} +CIMGUI_API void igWindowRectAbsToRel(ImRect *pOut,ImGuiWindow* window,const ImRect r) +{ + *pOut = ImGui::WindowRectAbsToRel(window,r); +} +CIMGUI_API void igWindowRectRelToAbs(ImRect *pOut,ImGuiWindow* window,const ImRect r) +{ + *pOut = ImGui::WindowRectRelToAbs(window,r); +} +CIMGUI_API void igFocusWindow(ImGuiWindow* window) +{ + return ImGui::FocusWindow(window); +} +CIMGUI_API void igFocusTopMostWindowUnderOne(ImGuiWindow* under_this_window,ImGuiWindow* ignore_window) +{ + return ImGui::FocusTopMostWindowUnderOne(under_this_window,ignore_window); +} +CIMGUI_API void igBringWindowToFocusFront(ImGuiWindow* window) +{ + return ImGui::BringWindowToFocusFront(window); +} +CIMGUI_API void igBringWindowToDisplayFront(ImGuiWindow* window) +{ + return ImGui::BringWindowToDisplayFront(window); +} +CIMGUI_API void igBringWindowToDisplayBack(ImGuiWindow* window) +{ + return ImGui::BringWindowToDisplayBack(window); +} +CIMGUI_API void igBringWindowToDisplayBehind(ImGuiWindow* window,ImGuiWindow* above_window) +{ + return ImGui::BringWindowToDisplayBehind(window,above_window); +} +CIMGUI_API int igFindWindowDisplayIndex(ImGuiWindow* window) +{ + return ImGui::FindWindowDisplayIndex(window); +} +CIMGUI_API ImGuiWindow* igFindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window) +{ + return ImGui::FindBottomMostVisibleWindowWithinBeginStack(window); +} +CIMGUI_API void igSetCurrentFont(ImFont* font) +{ + return ImGui::SetCurrentFont(font); +} +CIMGUI_API ImFont* igGetDefaultFont() +{ + return ImGui::GetDefaultFont(); +} +CIMGUI_API ImDrawList* igGetForegroundDrawList_WindowPtr(ImGuiWindow* window) +{ + return ImGui::GetForegroundDrawList(window); +} +CIMGUI_API ImDrawList* igGetBackgroundDrawList_ViewportPtr(ImGuiViewport* viewport) +{ + return ImGui::GetBackgroundDrawList(viewport); +} +CIMGUI_API ImDrawList* igGetForegroundDrawList_ViewportPtr(ImGuiViewport* viewport) +{ + return ImGui::GetForegroundDrawList(viewport); +} +CIMGUI_API void igInitialize(ImGuiContext* context) +{ + return ImGui::Initialize(context); +} +CIMGUI_API void igShutdown(ImGuiContext* context) +{ + return ImGui::Shutdown(context); +} +CIMGUI_API void igUpdateInputEvents(bool trickle_fast_inputs) +{ + return ImGui::UpdateInputEvents(trickle_fast_inputs); +} +CIMGUI_API void igUpdateHoveredWindowAndCaptureFlags() +{ + return ImGui::UpdateHoveredWindowAndCaptureFlags(); +} +CIMGUI_API void igStartMouseMovingWindow(ImGuiWindow* window) +{ + return ImGui::StartMouseMovingWindow(window); +} +CIMGUI_API void igUpdateMouseMovingWindowNewFrame() +{ + return ImGui::UpdateMouseMovingWindowNewFrame(); +} +CIMGUI_API void igUpdateMouseMovingWindowEndFrame() +{ + return ImGui::UpdateMouseMovingWindowEndFrame(); +} +CIMGUI_API ImGuiID igAddContextHook(ImGuiContext* context,const ImGuiContextHook* hook) +{ + return ImGui::AddContextHook(context,hook); +} +CIMGUI_API void igRemoveContextHook(ImGuiContext* context,ImGuiID hook_to_remove) +{ + return ImGui::RemoveContextHook(context,hook_to_remove); +} +CIMGUI_API void igCallContextHooks(ImGuiContext* context,ImGuiContextHookType type) +{ + return ImGui::CallContextHooks(context,type); +} +CIMGUI_API void igMarkIniSettingsDirty_Nil() +{ + return ImGui::MarkIniSettingsDirty(); +} +CIMGUI_API void igMarkIniSettingsDirty_WindowPtr(ImGuiWindow* window) +{ + return ImGui::MarkIniSettingsDirty(window); +} +CIMGUI_API void igClearIniSettings() +{ + return ImGui::ClearIniSettings(); +} +CIMGUI_API ImGuiWindowSettings* igCreateNewWindowSettings(const char* name) +{ + return ImGui::CreateNewWindowSettings(name); +} +CIMGUI_API ImGuiWindowSettings* igFindWindowSettings(ImGuiID id) +{ + return ImGui::FindWindowSettings(id); +} +CIMGUI_API ImGuiWindowSettings* igFindOrCreateWindowSettings(const char* name) +{ + return ImGui::FindOrCreateWindowSettings(name); +} +CIMGUI_API ImGuiSettingsHandler* igFindSettingsHandler(const char* type_name) +{ + return ImGui::FindSettingsHandler(type_name); +} +CIMGUI_API void igSetNextWindowScroll(const ImVec2 scroll) +{ + return ImGui::SetNextWindowScroll(scroll); +} +CIMGUI_API void igSetScrollX_WindowPtr(ImGuiWindow* window,float scroll_x) +{ + return ImGui::SetScrollX(window,scroll_x); +} +CIMGUI_API void igSetScrollY_WindowPtr(ImGuiWindow* window,float scroll_y) +{ + return ImGui::SetScrollY(window,scroll_y); +} +CIMGUI_API void igSetScrollFromPosX_WindowPtr(ImGuiWindow* window,float local_x,float center_x_ratio) +{ + return ImGui::SetScrollFromPosX(window,local_x,center_x_ratio); +} +CIMGUI_API void igSetScrollFromPosY_WindowPtr(ImGuiWindow* window,float local_y,float center_y_ratio) +{ + return ImGui::SetScrollFromPosY(window,local_y,center_y_ratio); +} +CIMGUI_API void igScrollToItem(ImGuiScrollFlags flags) +{ + return ImGui::ScrollToItem(flags); +} +CIMGUI_API void igScrollToRect(ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags) +{ + return ImGui::ScrollToRect(window,rect,flags); +} +CIMGUI_API void igScrollToRectEx(ImVec2 *pOut,ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags) +{ + *pOut = ImGui::ScrollToRectEx(window,rect,flags); +} +CIMGUI_API void igScrollToBringRectIntoView(ImGuiWindow* window,const ImRect rect) +{ + return ImGui::ScrollToBringRectIntoView(window,rect); +} +CIMGUI_API ImGuiID igGetItemID() +{ + return ImGui::GetItemID(); +} +CIMGUI_API ImGuiItemStatusFlags igGetItemStatusFlags() +{ + return ImGui::GetItemStatusFlags(); +} +CIMGUI_API ImGuiItemFlags igGetItemFlags() +{ + return ImGui::GetItemFlags(); +} +CIMGUI_API ImGuiID igGetActiveID() +{ + return ImGui::GetActiveID(); +} +CIMGUI_API ImGuiID igGetFocusID() +{ + return ImGui::GetFocusID(); +} +CIMGUI_API void igSetActiveID(ImGuiID id,ImGuiWindow* window) +{ + return ImGui::SetActiveID(id,window); +} +CIMGUI_API void igSetFocusID(ImGuiID id,ImGuiWindow* window) +{ + return ImGui::SetFocusID(id,window); +} +CIMGUI_API void igClearActiveID() +{ + return ImGui::ClearActiveID(); +} +CIMGUI_API ImGuiID igGetHoveredID() +{ + return ImGui::GetHoveredID(); +} +CIMGUI_API void igSetHoveredID(ImGuiID id) +{ + return ImGui::SetHoveredID(id); +} +CIMGUI_API void igKeepAliveID(ImGuiID id) +{ + return ImGui::KeepAliveID(id); +} +CIMGUI_API void igMarkItemEdited(ImGuiID id) +{ + return ImGui::MarkItemEdited(id); +} +CIMGUI_API void igPushOverrideID(ImGuiID id) +{ + return ImGui::PushOverrideID(id); +} +CIMGUI_API ImGuiID igGetIDWithSeed(const char* str_id_begin,const char* str_id_end,ImGuiID seed) +{ + return ImGui::GetIDWithSeed(str_id_begin,str_id_end,seed); +} +CIMGUI_API void igItemSize_Vec2(const ImVec2 size,float text_baseline_y) +{ + return ImGui::ItemSize(size,text_baseline_y); +} +CIMGUI_API void igItemSize_Rect(const ImRect bb,float text_baseline_y) +{ + return ImGui::ItemSize(bb,text_baseline_y); +} +CIMGUI_API bool igItemAdd(const ImRect bb,ImGuiID id,const ImRect* nav_bb,ImGuiItemFlags extra_flags) +{ + return ImGui::ItemAdd(bb,id,nav_bb,extra_flags); +} +CIMGUI_API bool igItemHoverable(const ImRect bb,ImGuiID id) +{ + return ImGui::ItemHoverable(bb,id); +} +CIMGUI_API bool igIsClippedEx(const ImRect bb,ImGuiID id) +{ + return ImGui::IsClippedEx(bb,id); +} +CIMGUI_API void igSetLastItemData(ImGuiID item_id,ImGuiItemFlags in_flags,ImGuiItemStatusFlags status_flags,const ImRect item_rect) +{ + return ImGui::SetLastItemData(item_id,in_flags,status_flags,item_rect); +} +CIMGUI_API void igCalcItemSize(ImVec2 *pOut,ImVec2 size,float default_w,float default_h) +{ + *pOut = ImGui::CalcItemSize(size,default_w,default_h); +} +CIMGUI_API float igCalcWrapWidthForPos(const ImVec2 pos,float wrap_pos_x) +{ + return ImGui::CalcWrapWidthForPos(pos,wrap_pos_x); +} +CIMGUI_API void igPushMultiItemsWidths(int components,float width_full) +{ + return ImGui::PushMultiItemsWidths(components,width_full); +} +CIMGUI_API bool igIsItemToggledSelection() +{ + return ImGui::IsItemToggledSelection(); +} +CIMGUI_API void igGetContentRegionMaxAbs(ImVec2 *pOut) +{ + *pOut = ImGui::GetContentRegionMaxAbs(); +} +CIMGUI_API void igShrinkWidths(ImGuiShrinkWidthItem* items,int count,float width_excess) +{ + return ImGui::ShrinkWidths(items,count,width_excess); +} +CIMGUI_API void igPushItemFlag(ImGuiItemFlags option,bool enabled) +{ + return ImGui::PushItemFlag(option,enabled); +} +CIMGUI_API void igPopItemFlag() +{ + return ImGui::PopItemFlag(); +} +CIMGUI_API void igLogBegin(ImGuiLogType type,int auto_open_depth) +{ + return ImGui::LogBegin(type,auto_open_depth); +} +CIMGUI_API void igLogToBuffer(int auto_open_depth) +{ + return ImGui::LogToBuffer(auto_open_depth); +} +CIMGUI_API void igLogRenderedText(const ImVec2* ref_pos,const char* text,const char* text_end) +{ + return ImGui::LogRenderedText(ref_pos,text,text_end); +} +CIMGUI_API void igLogSetNextTextDecoration(const char* prefix,const char* suffix) +{ + return ImGui::LogSetNextTextDecoration(prefix,suffix); +} +CIMGUI_API bool igBeginChildEx(const char* name,ImGuiID id,const ImVec2 size_arg,bool border,ImGuiWindowFlags flags) +{ + return ImGui::BeginChildEx(name,id,size_arg,border,flags); +} +CIMGUI_API void igOpenPopupEx(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::OpenPopupEx(id,popup_flags); +} +CIMGUI_API void igClosePopupToLevel(int remaining,bool restore_focus_to_window_under_popup) +{ + return ImGui::ClosePopupToLevel(remaining,restore_focus_to_window_under_popup); +} +CIMGUI_API void igClosePopupsOverWindow(ImGuiWindow* ref_window,bool restore_focus_to_window_under_popup) +{ + return ImGui::ClosePopupsOverWindow(ref_window,restore_focus_to_window_under_popup); +} +CIMGUI_API void igClosePopupsExceptModals() +{ + return ImGui::ClosePopupsExceptModals(); +} +CIMGUI_API bool igIsPopupOpen_ID(ImGuiID id,ImGuiPopupFlags popup_flags) +{ + return ImGui::IsPopupOpen(id,popup_flags); +} +CIMGUI_API bool igBeginPopupEx(ImGuiID id,ImGuiWindowFlags extra_flags) +{ + return ImGui::BeginPopupEx(id,extra_flags); +} +CIMGUI_API void igBeginTooltipEx(ImGuiTooltipFlags tooltip_flags,ImGuiWindowFlags extra_window_flags) +{ + return ImGui::BeginTooltipEx(tooltip_flags,extra_window_flags); +} +CIMGUI_API void igGetPopupAllowedExtentRect(ImRect *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::GetPopupAllowedExtentRect(window); +} +CIMGUI_API ImGuiWindow* igGetTopMostPopupModal() +{ + return ImGui::GetTopMostPopupModal(); +} +CIMGUI_API ImGuiWindow* igGetTopMostAndVisiblePopupModal() +{ + return ImGui::GetTopMostAndVisiblePopupModal(); +} +CIMGUI_API void igFindBestWindowPosForPopup(ImVec2 *pOut,ImGuiWindow* window) +{ + *pOut = ImGui::FindBestWindowPosForPopup(window); +} +CIMGUI_API void igFindBestWindowPosForPopupEx(ImVec2 *pOut,const ImVec2 ref_pos,const ImVec2 size,ImGuiDir* last_dir,const ImRect r_outer,const ImRect r_avoid,ImGuiPopupPositionPolicy policy) +{ + *pOut = ImGui::FindBestWindowPosForPopupEx(ref_pos,size,last_dir,r_outer,r_avoid,policy); +} +CIMGUI_API bool igBeginViewportSideBar(const char* name,ImGuiViewport* viewport,ImGuiDir dir,float size,ImGuiWindowFlags window_flags) +{ + return ImGui::BeginViewportSideBar(name,viewport,dir,size,window_flags); +} +CIMGUI_API bool igBeginMenuEx(const char* label,const char* icon,bool enabled) +{ + return ImGui::BeginMenuEx(label,icon,enabled); +} +CIMGUI_API bool igMenuItemEx(const char* label,const char* icon,const char* shortcut,bool selected,bool enabled) +{ + return ImGui::MenuItemEx(label,icon,shortcut,selected,enabled); +} +CIMGUI_API bool igBeginComboPopup(ImGuiID popup_id,const ImRect bb,ImGuiComboFlags flags) +{ + return ImGui::BeginComboPopup(popup_id,bb,flags); +} +CIMGUI_API bool igBeginComboPreview() +{ + return ImGui::BeginComboPreview(); +} +CIMGUI_API void igEndComboPreview() +{ + return ImGui::EndComboPreview(); +} +CIMGUI_API void igNavInitWindow(ImGuiWindow* window,bool force_reinit) +{ + return ImGui::NavInitWindow(window,force_reinit); +} +CIMGUI_API void igNavInitRequestApplyResult() +{ + return ImGui::NavInitRequestApplyResult(); +} +CIMGUI_API bool igNavMoveRequestButNoResultYet() +{ + return ImGui::NavMoveRequestButNoResultYet(); +} +CIMGUI_API void igNavMoveRequestSubmit(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags) +{ + return ImGui::NavMoveRequestSubmit(move_dir,clip_dir,move_flags,scroll_flags); +} +CIMGUI_API void igNavMoveRequestForward(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags) +{ + return ImGui::NavMoveRequestForward(move_dir,clip_dir,move_flags,scroll_flags); +} +CIMGUI_API void igNavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + return ImGui::NavMoveRequestResolveWithLastItem(result); +} +CIMGUI_API void igNavMoveRequestCancel() +{ + return ImGui::NavMoveRequestCancel(); +} +CIMGUI_API void igNavMoveRequestApplyResult() +{ + return ImGui::NavMoveRequestApplyResult(); +} +CIMGUI_API void igNavMoveRequestTryWrapping(ImGuiWindow* window,ImGuiNavMoveFlags move_flags) +{ + return ImGui::NavMoveRequestTryWrapping(window,move_flags); +} +CIMGUI_API const char* igGetNavInputName(ImGuiNavInput n) +{ + return ImGui::GetNavInputName(n); +} +CIMGUI_API float igGetNavInputAmount(ImGuiNavInput n,ImGuiInputReadMode mode) +{ + return ImGui::GetNavInputAmount(n,mode); +} +CIMGUI_API void igGetNavInputAmount2d(ImVec2 *pOut,ImGuiNavDirSourceFlags dir_sources,ImGuiInputReadMode mode,float slow_factor,float fast_factor) +{ + *pOut = ImGui::GetNavInputAmount2d(dir_sources,mode,slow_factor,fast_factor); +} +CIMGUI_API int igCalcTypematicRepeatAmount(float t0,float t1,float repeat_delay,float repeat_rate) +{ + return ImGui::CalcTypematicRepeatAmount(t0,t1,repeat_delay,repeat_rate); +} +CIMGUI_API void igActivateItem(ImGuiID id) +{ + return ImGui::ActivateItem(id); +} +CIMGUI_API void igSetNavID(ImGuiID id,ImGuiNavLayer nav_layer,ImGuiID focus_scope_id,const ImRect rect_rel) +{ + return ImGui::SetNavID(id,nav_layer,focus_scope_id,rect_rel); +} +CIMGUI_API void igPushFocusScope(ImGuiID id) +{ + return ImGui::PushFocusScope(id); +} +CIMGUI_API void igPopFocusScope() +{ + return ImGui::PopFocusScope(); +} +CIMGUI_API ImGuiID igGetFocusedFocusScope() +{ + return ImGui::GetFocusedFocusScope(); +} +CIMGUI_API ImGuiID igGetFocusScope() +{ + return ImGui::GetFocusScope(); +} +CIMGUI_API bool igIsNamedKey(ImGuiKey key) +{ + return ImGui::IsNamedKey(key); +} +CIMGUI_API bool igIsLegacyKey(ImGuiKey key) +{ + return ImGui::IsLegacyKey(key); +} +CIMGUI_API bool igIsGamepadKey(ImGuiKey key) +{ + return ImGui::IsGamepadKey(key); +} +CIMGUI_API ImGuiKeyData* igGetKeyData(ImGuiKey key) +{ + return ImGui::GetKeyData(key); +} +CIMGUI_API void igSetItemUsingMouseWheel() +{ + return ImGui::SetItemUsingMouseWheel(); +} +CIMGUI_API void igSetActiveIdUsingNavAndKeys() +{ + return ImGui::SetActiveIdUsingNavAndKeys(); +} +CIMGUI_API bool igIsActiveIdUsingNavDir(ImGuiDir dir) +{ + return ImGui::IsActiveIdUsingNavDir(dir); +} +CIMGUI_API bool igIsActiveIdUsingNavInput(ImGuiNavInput input) +{ + return ImGui::IsActiveIdUsingNavInput(input); +} +CIMGUI_API bool igIsActiveIdUsingKey(ImGuiKey key) +{ + return ImGui::IsActiveIdUsingKey(key); +} +CIMGUI_API void igSetActiveIdUsingKey(ImGuiKey key) +{ + return ImGui::SetActiveIdUsingKey(key); +} +CIMGUI_API bool igIsMouseDragPastThreshold(ImGuiMouseButton button,float lock_threshold) +{ + return ImGui::IsMouseDragPastThreshold(button,lock_threshold); +} +CIMGUI_API bool igIsNavInputDown(ImGuiNavInput n) +{ + return ImGui::IsNavInputDown(n); +} +CIMGUI_API bool igIsNavInputTest(ImGuiNavInput n,ImGuiInputReadMode rm) +{ + return ImGui::IsNavInputTest(n,rm); +} +CIMGUI_API ImGuiKeyModFlags igGetMergedKeyModFlags() +{ + return ImGui::GetMergedKeyModFlags(); +} +//CIMGUI_API bool igIsKeyPressedMap(ImGuiKey key,bool repeat) +//{ +// return ImGui::IsKeyPressedMap(key,repeat); +//} +CIMGUI_API bool igBeginDragDropTargetCustom(const ImRect bb,ImGuiID id) +{ + return ImGui::BeginDragDropTargetCustom(bb,id); +} +CIMGUI_API void igClearDragDrop() +{ + return ImGui::ClearDragDrop(); +} +CIMGUI_API bool igIsDragDropPayloadBeingAccepted() +{ + return ImGui::IsDragDropPayloadBeingAccepted(); +} +CIMGUI_API void igSetWindowClipRectBeforeSetChannel(ImGuiWindow* window,const ImRect clip_rect) +{ + return ImGui::SetWindowClipRectBeforeSetChannel(window,clip_rect); +} +CIMGUI_API void igBeginColumns(const char* str_id,int count,ImGuiOldColumnFlags flags) +{ + return ImGui::BeginColumns(str_id,count,flags); +} +CIMGUI_API void igEndColumns() +{ + return ImGui::EndColumns(); +} +CIMGUI_API void igPushColumnClipRect(int column_index) +{ + return ImGui::PushColumnClipRect(column_index); +} +CIMGUI_API void igPushColumnsBackground() +{ + return ImGui::PushColumnsBackground(); +} +CIMGUI_API void igPopColumnsBackground() +{ + return ImGui::PopColumnsBackground(); +} +CIMGUI_API ImGuiID igGetColumnsID(const char* str_id,int count) +{ + return ImGui::GetColumnsID(str_id,count); +} +CIMGUI_API ImGuiOldColumns* igFindOrCreateColumns(ImGuiWindow* window,ImGuiID id) +{ + return ImGui::FindOrCreateColumns(window,id); +} +CIMGUI_API float igGetColumnOffsetFromNorm(const ImGuiOldColumns* columns,float offset_norm) +{ + return ImGui::GetColumnOffsetFromNorm(columns,offset_norm); +} +CIMGUI_API float igGetColumnNormFromOffset(const ImGuiOldColumns* columns,float offset) +{ + return ImGui::GetColumnNormFromOffset(columns,offset); +} +CIMGUI_API void igTableOpenContextMenu(int column_n) +{ + return ImGui::TableOpenContextMenu(column_n); +} +CIMGUI_API void igTableSetColumnWidth(int column_n,float width) +{ + return ImGui::TableSetColumnWidth(column_n,width); +} +CIMGUI_API void igTableSetColumnSortDirection(int column_n,ImGuiSortDirection sort_direction,bool append_to_sort_specs) +{ + return ImGui::TableSetColumnSortDirection(column_n,sort_direction,append_to_sort_specs); +} +CIMGUI_API int igTableGetHoveredColumn() +{ + return ImGui::TableGetHoveredColumn(); +} +CIMGUI_API float igTableGetHeaderRowHeight() +{ + return ImGui::TableGetHeaderRowHeight(); +} +CIMGUI_API void igTablePushBackgroundChannel() +{ + return ImGui::TablePushBackgroundChannel(); +} +CIMGUI_API void igTablePopBackgroundChannel() +{ + return ImGui::TablePopBackgroundChannel(); +} +CIMGUI_API ImGuiTable* igGetCurrentTable() +{ + return ImGui::GetCurrentTable(); +} +CIMGUI_API ImGuiTable* igTableFindByID(ImGuiID id) +{ + return ImGui::TableFindByID(id); +} +CIMGUI_API bool igBeginTableEx(const char* name,ImGuiID id,int columns_count,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width) +{ + return ImGui::BeginTableEx(name,id,columns_count,flags,outer_size,inner_width); +} +CIMGUI_API void igTableBeginInitMemory(ImGuiTable* table,int columns_count) +{ + return ImGui::TableBeginInitMemory(table,columns_count); +} +CIMGUI_API void igTableBeginApplyRequests(ImGuiTable* table) +{ + return ImGui::TableBeginApplyRequests(table); +} +CIMGUI_API void igTableSetupDrawChannels(ImGuiTable* table) +{ + return ImGui::TableSetupDrawChannels(table); +} +CIMGUI_API void igTableUpdateLayout(ImGuiTable* table) +{ + return ImGui::TableUpdateLayout(table); +} +CIMGUI_API void igTableUpdateBorders(ImGuiTable* table) +{ + return ImGui::TableUpdateBorders(table); +} +CIMGUI_API void igTableUpdateColumnsWeightFromWidth(ImGuiTable* table) +{ + return ImGui::TableUpdateColumnsWeightFromWidth(table); +} +CIMGUI_API void igTableDrawBorders(ImGuiTable* table) +{ + return ImGui::TableDrawBorders(table); +} +CIMGUI_API void igTableDrawContextMenu(ImGuiTable* table) +{ + return ImGui::TableDrawContextMenu(table); +} +CIMGUI_API void igTableMergeDrawChannels(ImGuiTable* table) +{ + return ImGui::TableMergeDrawChannels(table); +} +CIMGUI_API void igTableSortSpecsSanitize(ImGuiTable* table) +{ + return ImGui::TableSortSpecsSanitize(table); +} +CIMGUI_API void igTableSortSpecsBuild(ImGuiTable* table) +{ + return ImGui::TableSortSpecsBuild(table); +} +CIMGUI_API ImGuiSortDirection igTableGetColumnNextSortDirection(ImGuiTableColumn* column) +{ + return ImGui::TableGetColumnNextSortDirection(column); +} +CIMGUI_API void igTableFixColumnSortDirection(ImGuiTable* table,ImGuiTableColumn* column) +{ + return ImGui::TableFixColumnSortDirection(table,column); +} +CIMGUI_API float igTableGetColumnWidthAuto(ImGuiTable* table,ImGuiTableColumn* column) +{ + return ImGui::TableGetColumnWidthAuto(table,column); +} +CIMGUI_API void igTableBeginRow(ImGuiTable* table) +{ + return ImGui::TableBeginRow(table); +} +CIMGUI_API void igTableEndRow(ImGuiTable* table) +{ + return ImGui::TableEndRow(table); +} +CIMGUI_API void igTableBeginCell(ImGuiTable* table,int column_n) +{ + return ImGui::TableBeginCell(table,column_n); +} +CIMGUI_API void igTableEndCell(ImGuiTable* table) +{ + return ImGui::TableEndCell(table); +} +CIMGUI_API void igTableGetCellBgRect(ImRect *pOut,const ImGuiTable* table,int column_n) +{ + *pOut = ImGui::TableGetCellBgRect(table,column_n); +} +CIMGUI_API const char* igTableGetColumnName_TablePtr(const ImGuiTable* table,int column_n) +{ + return ImGui::TableGetColumnName(table,column_n); +} +CIMGUI_API ImGuiID igTableGetColumnResizeID(const ImGuiTable* table,int column_n,int instance_no) +{ + return ImGui::TableGetColumnResizeID(table,column_n,instance_no); +} +CIMGUI_API float igTableGetMaxColumnWidth(const ImGuiTable* table,int column_n) +{ + return ImGui::TableGetMaxColumnWidth(table,column_n); +} +CIMGUI_API void igTableSetColumnWidthAutoSingle(ImGuiTable* table,int column_n) +{ + return ImGui::TableSetColumnWidthAutoSingle(table,column_n); +} +CIMGUI_API void igTableSetColumnWidthAutoAll(ImGuiTable* table) +{ + return ImGui::TableSetColumnWidthAutoAll(table); +} +CIMGUI_API void igTableRemove(ImGuiTable* table) +{ + return ImGui::TableRemove(table); +} +CIMGUI_API void igTableGcCompactTransientBuffers_TablePtr(ImGuiTable* table) +{ + return ImGui::TableGcCompactTransientBuffers(table); +} +CIMGUI_API void igTableGcCompactTransientBuffers_TableTempDataPtr(ImGuiTableTempData* table) +{ + return ImGui::TableGcCompactTransientBuffers(table); +} +CIMGUI_API void igTableGcCompactSettings() +{ + return ImGui::TableGcCompactSettings(); +} +CIMGUI_API void igTableLoadSettings(ImGuiTable* table) +{ + return ImGui::TableLoadSettings(table); +} +CIMGUI_API void igTableSaveSettings(ImGuiTable* table) +{ + return ImGui::TableSaveSettings(table); +} +CIMGUI_API void igTableResetSettings(ImGuiTable* table) +{ + return ImGui::TableResetSettings(table); +} +CIMGUI_API ImGuiTableSettings* igTableGetBoundSettings(ImGuiTable* table) +{ + return ImGui::TableGetBoundSettings(table); +} +CIMGUI_API void igTableSettingsInstallHandler(ImGuiContext* context) +{ + return ImGui::TableSettingsInstallHandler(context); +} +CIMGUI_API ImGuiTableSettings* igTableSettingsCreate(ImGuiID id,int columns_count) +{ + return ImGui::TableSettingsCreate(id,columns_count); +} +CIMGUI_API ImGuiTableSettings* igTableSettingsFindByID(ImGuiID id) +{ + return ImGui::TableSettingsFindByID(id); +} +CIMGUI_API bool igBeginTabBarEx(ImGuiTabBar* tab_bar,const ImRect bb,ImGuiTabBarFlags flags) +{ + return ImGui::BeginTabBarEx(tab_bar,bb,flags); +} +CIMGUI_API ImGuiTabItem* igTabBarFindTabByID(ImGuiTabBar* tab_bar,ImGuiID tab_id) +{ + return ImGui::TabBarFindTabByID(tab_bar,tab_id); +} +CIMGUI_API void igTabBarRemoveTab(ImGuiTabBar* tab_bar,ImGuiID tab_id) +{ + return ImGui::TabBarRemoveTab(tab_bar,tab_id); +} +CIMGUI_API void igTabBarCloseTab(ImGuiTabBar* tab_bar,ImGuiTabItem* tab) +{ + return ImGui::TabBarCloseTab(tab_bar,tab); +} +CIMGUI_API void igTabBarQueueReorder(ImGuiTabBar* tab_bar,const ImGuiTabItem* tab,int offset) +{ + return ImGui::TabBarQueueReorder(tab_bar,tab,offset); +} +CIMGUI_API void igTabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar,const ImGuiTabItem* tab,ImVec2 mouse_pos) +{ + return ImGui::TabBarQueueReorderFromMousePos(tab_bar,tab,mouse_pos); +} +CIMGUI_API bool igTabBarProcessReorder(ImGuiTabBar* tab_bar) +{ + return ImGui::TabBarProcessReorder(tab_bar); +} +CIMGUI_API bool igTabItemEx(ImGuiTabBar* tab_bar,const char* label,bool* p_open,ImGuiTabItemFlags flags) +{ + return ImGui::TabItemEx(tab_bar,label,p_open,flags); +} +CIMGUI_API void igTabItemCalcSize(ImVec2 *pOut,const char* label,bool has_close_button) +{ + *pOut = ImGui::TabItemCalcSize(label,has_close_button); +} +CIMGUI_API void igTabItemBackground(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImU32 col) +{ + return ImGui::TabItemBackground(draw_list,bb,flags,col); +} +CIMGUI_API void igTabItemLabelAndCloseButton(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImVec2 frame_padding,const char* label,ImGuiID tab_id,ImGuiID close_button_id,bool is_contents_visible,bool* out_just_closed,bool* out_text_clipped) +{ + return ImGui::TabItemLabelAndCloseButton(draw_list,bb,flags,frame_padding,label,tab_id,close_button_id,is_contents_visible,out_just_closed,out_text_clipped); +} +CIMGUI_API void igRenderText(ImVec2 pos,const char* text,const char* text_end,bool hide_text_after_hash) +{ + return ImGui::RenderText(pos,text,text_end,hide_text_after_hash); +} +CIMGUI_API void igRenderTextWrapped(ImVec2 pos,const char* text,const char* text_end,float wrap_width) +{ + return ImGui::RenderTextWrapped(pos,text,text_end,wrap_width); +} +CIMGUI_API void igRenderTextClipped(const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect) +{ + return ImGui::RenderTextClipped(pos_min,pos_max,text,text_end,text_size_if_known,align,clip_rect); +} +CIMGUI_API void igRenderTextClippedEx(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect) +{ + return ImGui::RenderTextClippedEx(draw_list,pos_min,pos_max,text,text_end,text_size_if_known,align,clip_rect); +} +CIMGUI_API void igRenderTextEllipsis(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,float clip_max_x,float ellipsis_max_x,const char* text,const char* text_end,const ImVec2* text_size_if_known) +{ + return ImGui::RenderTextEllipsis(draw_list,pos_min,pos_max,clip_max_x,ellipsis_max_x,text,text_end,text_size_if_known); +} +CIMGUI_API void igRenderFrame(ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,bool border,float rounding) +{ + return ImGui::RenderFrame(p_min,p_max,fill_col,border,rounding); +} +CIMGUI_API void igRenderFrameBorder(ImVec2 p_min,ImVec2 p_max,float rounding) +{ + return ImGui::RenderFrameBorder(p_min,p_max,rounding); +} +CIMGUI_API void igRenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list,ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,float grid_step,ImVec2 grid_off,float rounding,ImDrawFlags flags) +{ + return ImGui::RenderColorRectWithAlphaCheckerboard(draw_list,p_min,p_max,fill_col,grid_step,grid_off,rounding,flags); +} +CIMGUI_API void igRenderNavHighlight(const ImRect bb,ImGuiID id,ImGuiNavHighlightFlags flags) +{ + return ImGui::RenderNavHighlight(bb,id,flags); +} +CIMGUI_API const char* igFindRenderedTextEnd(const char* text,const char* text_end) +{ + return ImGui::FindRenderedTextEnd(text,text_end); +} +CIMGUI_API void igRenderArrow(ImDrawList* draw_list,ImVec2 pos,ImU32 col,ImGuiDir dir,float scale) +{ + return ImGui::RenderArrow(draw_list,pos,col,dir,scale); +} +CIMGUI_API void igRenderBullet(ImDrawList* draw_list,ImVec2 pos,ImU32 col) +{ + return ImGui::RenderBullet(draw_list,pos,col); +} +CIMGUI_API void igRenderCheckMark(ImDrawList* draw_list,ImVec2 pos,ImU32 col,float sz) +{ + return ImGui::RenderCheckMark(draw_list,pos,col,sz); +} +CIMGUI_API void igRenderMouseCursor(ImDrawList* draw_list,ImVec2 pos,float scale,ImGuiMouseCursor mouse_cursor,ImU32 col_fill,ImU32 col_border,ImU32 col_shadow) +{ + return ImGui::RenderMouseCursor(draw_list,pos,scale,mouse_cursor,col_fill,col_border,col_shadow); +} +CIMGUI_API void igRenderArrowPointingAt(ImDrawList* draw_list,ImVec2 pos,ImVec2 half_sz,ImGuiDir direction,ImU32 col) +{ + return ImGui::RenderArrowPointingAt(draw_list,pos,half_sz,direction,col); +} +CIMGUI_API void igRenderRectFilledRangeH(ImDrawList* draw_list,const ImRect rect,ImU32 col,float x_start_norm,float x_end_norm,float rounding) +{ + return ImGui::RenderRectFilledRangeH(draw_list,rect,col,x_start_norm,x_end_norm,rounding); +} +CIMGUI_API void igRenderRectFilledWithHole(ImDrawList* draw_list,ImRect outer,ImRect inner,ImU32 col,float rounding) +{ + return ImGui::RenderRectFilledWithHole(draw_list,outer,inner,col,rounding); +} +CIMGUI_API void igTextEx(const char* text,const char* text_end,ImGuiTextFlags flags) +{ + return ImGui::TextEx(text,text_end,flags); +} +CIMGUI_API bool igButtonEx(const char* label,const ImVec2 size_arg,ImGuiButtonFlags flags) +{ + return ImGui::ButtonEx(label,size_arg,flags); +} +CIMGUI_API bool igCloseButton(ImGuiID id,const ImVec2 pos) +{ + return ImGui::CloseButton(id,pos); +} +CIMGUI_API bool igCollapseButton(ImGuiID id,const ImVec2 pos) +{ + return ImGui::CollapseButton(id,pos); +} +CIMGUI_API bool igArrowButtonEx(const char* str_id,ImGuiDir dir,ImVec2 size_arg,ImGuiButtonFlags flags) +{ + return ImGui::ArrowButtonEx(str_id,dir,size_arg,flags); +} +CIMGUI_API void igScrollbar(ImGuiAxis axis) +{ + return ImGui::Scrollbar(axis); +} +CIMGUI_API bool igScrollbarEx(const ImRect bb,ImGuiID id,ImGuiAxis axis,ImS64* p_scroll_v,ImS64 avail_v,ImS64 contents_v,ImDrawFlags flags) +{ + return ImGui::ScrollbarEx(bb,id,axis,p_scroll_v,avail_v,contents_v,flags); +} +CIMGUI_API bool igImageButtonEx(ImGuiID id,ImTextureID texture_id,const ImVec2 size,const ImVec2 uv0,const ImVec2 uv1,const ImVec2 padding,const ImVec4 bg_col,const ImVec4 tint_col) +{ + return ImGui::ImageButtonEx(id,texture_id,size,uv0,uv1,padding,bg_col,tint_col); +} +CIMGUI_API void igGetWindowScrollbarRect(ImRect *pOut,ImGuiWindow* window,ImGuiAxis axis) +{ + *pOut = ImGui::GetWindowScrollbarRect(window,axis); +} +CIMGUI_API ImGuiID igGetWindowScrollbarID(ImGuiWindow* window,ImGuiAxis axis) +{ + return ImGui::GetWindowScrollbarID(window,axis); +} +CIMGUI_API ImGuiID igGetWindowResizeCornerID(ImGuiWindow* window,int n) +{ + return ImGui::GetWindowResizeCornerID(window,n); +} +CIMGUI_API ImGuiID igGetWindowResizeBorderID(ImGuiWindow* window,ImGuiDir dir) +{ + return ImGui::GetWindowResizeBorderID(window,dir); +} +CIMGUI_API void igSeparatorEx(ImGuiSeparatorFlags flags) +{ + return ImGui::SeparatorEx(flags); +} +CIMGUI_API bool igCheckboxFlags_S64Ptr(const char* label,ImS64* flags,ImS64 flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igCheckboxFlags_U64Ptr(const char* label,ImU64* flags,ImU64 flags_value) +{ + return ImGui::CheckboxFlags(label,flags,flags_value); +} +CIMGUI_API bool igButtonBehavior(const ImRect bb,ImGuiID id,bool* out_hovered,bool* out_held,ImGuiButtonFlags flags) +{ + return ImGui::ButtonBehavior(bb,id,out_hovered,out_held,flags); +} +CIMGUI_API bool igDragBehavior(ImGuiID id,ImGuiDataType data_type,void* p_v,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags) +{ + return ImGui::DragBehavior(id,data_type,p_v,v_speed,p_min,p_max,format,flags); +} +CIMGUI_API bool igSliderBehavior(const ImRect bb,ImGuiID id,ImGuiDataType data_type,void* p_v,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags,ImRect* out_grab_bb) +{ + return ImGui::SliderBehavior(bb,id,data_type,p_v,p_min,p_max,format,flags,out_grab_bb); +} +CIMGUI_API bool igSplitterBehavior(const ImRect bb,ImGuiID id,ImGuiAxis axis,float* size1,float* size2,float min_size1,float min_size2,float hover_extend,float hover_visibility_delay) +{ + return ImGui::SplitterBehavior(bb,id,axis,size1,size2,min_size1,min_size2,hover_extend,hover_visibility_delay); +} +CIMGUI_API bool igTreeNodeBehavior(ImGuiID id,ImGuiTreeNodeFlags flags,const char* label,const char* label_end) +{ + return ImGui::TreeNodeBehavior(id,flags,label,label_end); +} +CIMGUI_API bool igTreeNodeBehaviorIsOpen(ImGuiID id,ImGuiTreeNodeFlags flags) +{ + return ImGui::TreeNodeBehaviorIsOpen(id,flags); +} +CIMGUI_API void igTreePushOverrideID(ImGuiID id) +{ + return ImGui::TreePushOverrideID(id); +} +CIMGUI_API const ImGuiDataTypeInfo* igDataTypeGetInfo(ImGuiDataType data_type) +{ + return ImGui::DataTypeGetInfo(data_type); +} +CIMGUI_API int igDataTypeFormatString(char* buf,int buf_size,ImGuiDataType data_type,const void* p_data,const char* format) +{ + return ImGui::DataTypeFormatString(buf,buf_size,data_type,p_data,format); +} +CIMGUI_API void igDataTypeApplyOp(ImGuiDataType data_type,int op,void* output,const void* arg_1,const void* arg_2) +{ + return ImGui::DataTypeApplyOp(data_type,op,output,arg_1,arg_2); +} +CIMGUI_API bool igDataTypeApplyFromText(const char* buf,ImGuiDataType data_type,void* p_data,const char* format) +{ + return ImGui::DataTypeApplyFromText(buf,data_type,p_data,format); +} +CIMGUI_API int igDataTypeCompare(ImGuiDataType data_type,const void* arg_1,const void* arg_2) +{ + return ImGui::DataTypeCompare(data_type,arg_1,arg_2); +} +CIMGUI_API bool igDataTypeClamp(ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max) +{ + return ImGui::DataTypeClamp(data_type,p_data,p_min,p_max); +} +CIMGUI_API bool igInputTextEx(const char* label,const char* hint,char* buf,int buf_size,const ImVec2 size_arg,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data) +{ + return ImGui::InputTextEx(label,hint,buf,buf_size,size_arg,flags,callback,user_data); +} +CIMGUI_API bool igTempInputText(const ImRect bb,ImGuiID id,const char* label,char* buf,int buf_size,ImGuiInputTextFlags flags) +{ + return ImGui::TempInputText(bb,id,label,buf,buf_size,flags); +} +CIMGUI_API bool igTempInputScalar(const ImRect bb,ImGuiID id,const char* label,ImGuiDataType data_type,void* p_data,const char* format,const void* p_clamp_min,const void* p_clamp_max) +{ + return ImGui::TempInputScalar(bb,id,label,data_type,p_data,format,p_clamp_min,p_clamp_max); +} +CIMGUI_API bool igTempInputIsActive(ImGuiID id) +{ + return ImGui::TempInputIsActive(id); +} +CIMGUI_API ImGuiInputTextState* igGetInputTextState(ImGuiID id) +{ + return ImGui::GetInputTextState(id); +} +CIMGUI_API void igColorTooltip(const char* text,const float* col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorTooltip(text,col,flags); +} +CIMGUI_API void igColorEditOptionsPopup(const float* col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorEditOptionsPopup(col,flags); +} +CIMGUI_API void igColorPickerOptionsPopup(const float* ref_col,ImGuiColorEditFlags flags) +{ + return ImGui::ColorPickerOptionsPopup(ref_col,flags); +} +CIMGUI_API int igPlotEx(ImGuiPlotType plot_type,const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 frame_size) +{ + return ImGui::PlotEx(plot_type,label,values_getter,data,values_count,values_offset,overlay_text,scale_min,scale_max,frame_size); +} +CIMGUI_API void igShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,ImVec2 gradient_p0,ImVec2 gradient_p1,ImU32 col0,ImU32 col1) +{ + return ImGui::ShadeVertsLinearColorGradientKeepAlpha(draw_list,vert_start_idx,vert_end_idx,gradient_p0,gradient_p1,col0,col1); +} +CIMGUI_API void igShadeVertsLinearUV(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,bool clamp) +{ + return ImGui::ShadeVertsLinearUV(draw_list,vert_start_idx,vert_end_idx,a,b,uv_a,uv_b,clamp); +} +CIMGUI_API void igGcCompactTransientMiscBuffers() +{ + return ImGui::GcCompactTransientMiscBuffers(); +} +CIMGUI_API void igGcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + return ImGui::GcCompactTransientWindowBuffers(window); +} +CIMGUI_API void igGcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + return ImGui::GcAwakeTransientWindowBuffers(window); +} +CIMGUI_API void igErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback,void* user_data) +{ + return ImGui::ErrorCheckEndFrameRecover(log_callback,user_data); +} +CIMGUI_API void igErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback,void* user_data) +{ + return ImGui::ErrorCheckEndWindowRecover(log_callback,user_data); +} +CIMGUI_API void igDebugDrawItemRect(ImU32 col) +{ + return ImGui::DebugDrawItemRect(col); +} +CIMGUI_API void igDebugStartItemPicker() +{ + return ImGui::DebugStartItemPicker(); +} +CIMGUI_API void igShowFontAtlas(ImFontAtlas* atlas) +{ + return ImGui::ShowFontAtlas(atlas); +} +CIMGUI_API void igDebugHookIdInfo(ImGuiID id,ImGuiDataType data_type,const void* data_id,const void* data_id_end) +{ + return ImGui::DebugHookIdInfo(id,data_type,data_id,data_id_end); +} +CIMGUI_API void igDebugNodeColumns(ImGuiOldColumns* columns) +{ + return ImGui::DebugNodeColumns(columns); +} +CIMGUI_API void igDebugNodeDrawList(ImGuiWindow* window,const ImDrawList* draw_list,const char* label) +{ + return ImGui::DebugNodeDrawList(window,draw_list,label); +} +CIMGUI_API void igDebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list,const ImDrawList* draw_list,const ImDrawCmd* draw_cmd,bool show_mesh,bool show_aabb) +{ + return ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(out_draw_list,draw_list,draw_cmd,show_mesh,show_aabb); +} +CIMGUI_API void igDebugNodeFont(ImFont* font) +{ + return ImGui::DebugNodeFont(font); +} +CIMGUI_API void igDebugNodeStorage(ImGuiStorage* storage,const char* label) +{ + return ImGui::DebugNodeStorage(storage,label); +} +CIMGUI_API void igDebugNodeTabBar(ImGuiTabBar* tab_bar,const char* label) +{ + return ImGui::DebugNodeTabBar(tab_bar,label); +} +CIMGUI_API void igDebugNodeTable(ImGuiTable* table) +{ + return ImGui::DebugNodeTable(table); +} +CIMGUI_API void igDebugNodeTableSettings(ImGuiTableSettings* settings) +{ + return ImGui::DebugNodeTableSettings(settings); +} +CIMGUI_API void igDebugNodeWindow(ImGuiWindow* window,const char* label) +{ + return ImGui::DebugNodeWindow(window,label); +} +CIMGUI_API void igDebugNodeWindowSettings(ImGuiWindowSettings* settings) +{ + return ImGui::DebugNodeWindowSettings(settings); +} +CIMGUI_API void igDebugNodeWindowsList(ImVector_ImGuiWindowPtr* windows,const char* label) +{ + return ImGui::DebugNodeWindowsList(windows,label); +} +CIMGUI_API void igDebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows,int windows_size,ImGuiWindow* parent_in_begin_stack) +{ + return ImGui::DebugNodeWindowsListByBeginStackParent(windows,windows_size,parent_in_begin_stack); +} +CIMGUI_API void igDebugNodeViewport(ImGuiViewportP* viewport) +{ + return ImGui::DebugNodeViewport(viewport); +} +CIMGUI_API void igDebugRenderViewportThumbnail(ImDrawList* draw_list,ImGuiViewportP* viewport,const ImRect bb) +{ + return ImGui::DebugRenderViewportThumbnail(draw_list,viewport,bb); +} +CIMGUI_API const ImFontBuilderIO* igImFontAtlasGetBuilderForStbTruetype() +{ + return ImFontAtlasGetBuilderForStbTruetype(); +} +CIMGUI_API void igImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + return ImFontAtlasBuildInit(atlas); +} +CIMGUI_API void igImFontAtlasBuildSetupFont(ImFontAtlas* atlas,ImFont* font,ImFontConfig* font_config,float ascent,float descent) +{ + return ImFontAtlasBuildSetupFont(atlas,font,font_config,ascent,descent); +} +CIMGUI_API void igImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas,void* stbrp_context_opaque) +{ + return ImFontAtlasBuildPackCustomRects(atlas,stbrp_context_opaque); +} +CIMGUI_API void igImFontAtlasBuildFinish(ImFontAtlas* atlas) +{ + return ImFontAtlasBuildFinish(atlas); +} +CIMGUI_API void igImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned char in_marker_pixel_value) +{ + return ImFontAtlasBuildRender8bppRectFromString(atlas,x,y,w,h,in_str,in_marker_char,in_marker_pixel_value); +} +CIMGUI_API void igImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned int in_marker_pixel_value) +{ + return ImFontAtlasBuildRender32bppRectFromString(atlas,x,y,w,h,in_str,in_marker_char,in_marker_pixel_value); +} +CIMGUI_API void igImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256],float in_multiply_factor) +{ + return ImFontAtlasBuildMultiplyCalcLookupTable(out_table,in_multiply_factor); +} +CIMGUI_API void igImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256],unsigned char* pixels,int x,int y,int w,int h,int stride) +{ + return ImFontAtlasBuildMultiplyRectAlpha8(table,pixels,x,y,w,h,stride); +} + + + +/////////////////////////////manual written functions +CIMGUI_API void igLogText(CONST char *fmt, ...) +{ + char buffer[256]; + va_list args; + va_start(args, fmt); + vsnprintf(buffer, 256, fmt, args); + va_end(args); + + ImGui::LogText("%s", buffer); +} +CIMGUI_API void ImGuiTextBuffer_appendf(struct ImGuiTextBuffer *buffer, const char *fmt, ...) +{ + va_list args; + va_start(args, fmt); + buffer->appendfv(fmt, args); + va_end(args); +} + +CIMGUI_API float igGET_FLT_MAX() +{ + return FLT_MAX; +} + +CIMGUI_API float igGET_FLT_MIN() +{ + return FLT_MIN; +} + + +CIMGUI_API ImVector_ImWchar* ImVector_ImWchar_create() +{ + return IM_NEW(ImVector) (); +} + +CIMGUI_API void ImVector_ImWchar_destroy(ImVector_ImWchar* self) +{ + IM_DELETE(self); +} + +CIMGUI_API void ImVector_ImWchar_Init(ImVector_ImWchar* p) +{ + IM_PLACEMENT_NEW(p) ImVector(); +} +CIMGUI_API void ImVector_ImWchar_UnInit(ImVector_ImWchar* p) +{ + p->~ImVector(); +} + + +#ifdef IMGUI_HAS_DOCK + +// NOTE: Some function pointers in the ImGuiPlatformIO structure are not C-compatible because of their +// use of a complex return type. To work around this, we store a custom CimguiStorage object inside +// ImGuiIO::BackendLanguageUserData, which contains C-compatible function pointer variants for these +// functions. When a user function pointer is provided, we hook up the underlying ImGuiPlatformIO +// function pointer to a thunk which accesses the user function pointer through CimguiStorage. + +struct CimguiStorage +{ + void(*Platform_GetWindowPos)(ImGuiViewport* vp, ImVec2* out_pos); + void(*Platform_GetWindowSize)(ImGuiViewport* vp, ImVec2* out_pos); +}; + +// Gets a reference to the CimguiStorage object stored in the current ImGui context's BackendLanguageUserData. +CimguiStorage& GetCimguiStorage() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.BackendLanguageUserData == NULL) + { + io.BackendLanguageUserData = new CimguiStorage(); + } + + return *(CimguiStorage*)io.BackendLanguageUserData; +} + +// Thunk satisfying the signature of ImGuiPlatformIO::Platform_GetWindowPos. +ImVec2 Platform_GetWindowPos_hook(ImGuiViewport* vp) +{ + ImVec2 pos; + GetCimguiStorage().Platform_GetWindowPos(vp, &pos); + return pos; +}; + +// Fully C-compatible function pointer setter for ImGuiPlatformIO::Platform_GetWindowPos. +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowPos(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_pos)) +{ + CimguiStorage& storage = GetCimguiStorage(); + storage.Platform_GetWindowPos = user_callback; + platform_io->Platform_GetWindowPos = &Platform_GetWindowPos_hook; +} + +// Thunk satisfying the signature of ImGuiPlatformIO::Platform_GetWindowSize. +ImVec2 Platform_GetWindowSize_hook(ImGuiViewport* vp) +{ + ImVec2 size; + GetCimguiStorage().Platform_GetWindowSize(vp, &size); + return size; +}; + +// Fully C-compatible function pointer setter for ImGuiPlatformIO::Platform_GetWindowSize. +CIMGUI_API void ImGuiPlatformIO_Set_Platform_GetWindowSize(ImGuiPlatformIO* platform_io, void(*user_callback)(ImGuiViewport* vp, ImVec2* out_size)) +{ + CimguiStorage& storage = GetCimguiStorage(); + storage.Platform_GetWindowSize = user_callback; + platform_io->Platform_GetWindowSize = &Platform_GetWindowSize_hook; +} + +#endif + +``` + +`samples/common/libs/imgui/cimgui.h`: + +```h +//This file is automatically generated by generator.lua from https://github.com/cimgui/cimgui +//based on imgui.h file version "1.87" from Dear ImGui https://github.com/ocornut/imgui +//with imgui_internal.h api +#ifndef CIMGUI_INCLUDED +#define CIMGUI_INCLUDED +#include +#include +#if defined _WIN32 || defined __CYGWIN__ + #ifdef CIMGUI_NO_EXPORT + #define API + #else + #define API __declspec(dllexport) + #endif +#else + #ifdef __GNUC__ + #define API __attribute__((__visibility__("default"))) + #else + #define API + #endif +#endif + +#if defined __cplusplus + #define EXTERN extern "C" +#else + #include + #include + #define EXTERN extern +#endif + +#define CIMGUI_API EXTERN API +#define CONST const + + +#ifdef _MSC_VER +typedef unsigned __int64 ImU64; +#else +//typedef unsigned long long ImU64; +#endif + + +#ifdef CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +typedef struct ImDrawChannel ImDrawChannel; +typedef struct ImDrawCmd ImDrawCmd; +typedef struct ImDrawData ImDrawData; +typedef struct ImDrawList ImDrawList; +typedef struct ImDrawListSharedData ImDrawListSharedData; +typedef struct ImDrawListSplitter ImDrawListSplitter; +typedef struct ImDrawVert ImDrawVert; +typedef struct ImFont ImFont; +typedef struct ImFontAtlas ImFontAtlas; +typedef struct ImFontBuilderIO ImFontBuilderIO; +typedef struct ImFontConfig ImFontConfig; +typedef struct ImFontGlyph ImFontGlyph; +typedef struct ImFontGlyphRangesBuilder ImFontGlyphRangesBuilder; +typedef struct ImColor ImColor; +typedef struct ImGuiContext ImGuiContext; +typedef struct ImGuiIO ImGuiIO; +typedef struct ImGuiInputTextCallbackData ImGuiInputTextCallbackData; +typedef struct ImGuiKeyData ImGuiKeyData; +typedef struct ImGuiListClipper ImGuiListClipper; +typedef struct ImGuiOnceUponAFrame ImGuiOnceUponAFrame; +typedef struct ImGuiPayload ImGuiPayload; +typedef struct ImGuiPlatformImeData ImGuiPlatformImeData; +typedef struct ImGuiSizeCallbackData ImGuiSizeCallbackData; +typedef struct ImGuiStorage ImGuiStorage; +typedef struct ImGuiStyle ImGuiStyle; +typedef struct ImGuiTableSortSpecs ImGuiTableSortSpecs; +typedef struct ImGuiTableColumnSortSpecs ImGuiTableColumnSortSpecs; +typedef struct ImGuiTextBuffer ImGuiTextBuffer; +typedef struct ImGuiTextFilter ImGuiTextFilter; +typedef struct ImGuiViewport ImGuiViewport; +typedef struct ImBitVector ImBitVector; +typedef struct ImRect ImRect; +typedef struct ImDrawDataBuilder ImDrawDataBuilder; +typedef struct ImGuiColorMod ImGuiColorMod; +typedef struct ImGuiContextHook ImGuiContextHook; +typedef struct ImGuiDataTypeInfo ImGuiDataTypeInfo; +typedef struct ImGuiGroupData ImGuiGroupData; +typedef struct ImGuiInputTextState ImGuiInputTextState; +typedef struct ImGuiLastItemData ImGuiLastItemData; +typedef struct ImGuiMenuColumns ImGuiMenuColumns; +typedef struct ImGuiNavItemData ImGuiNavItemData; +typedef struct ImGuiMetricsConfig ImGuiMetricsConfig; +typedef struct ImGuiNextWindowData ImGuiNextWindowData; +typedef struct ImGuiNextItemData ImGuiNextItemData; +typedef struct ImGuiOldColumnData ImGuiOldColumnData; +typedef struct ImGuiOldColumns ImGuiOldColumns; +typedef struct ImGuiPopupData ImGuiPopupData; +typedef struct ImGuiSettingsHandler ImGuiSettingsHandler; +typedef struct ImGuiStackSizes ImGuiStackSizes; +typedef struct ImGuiStyleMod ImGuiStyleMod; +typedef struct ImGuiTabBar ImGuiTabBar; +typedef struct ImGuiTabItem ImGuiTabItem; +typedef struct ImGuiTable ImGuiTable; +typedef struct ImGuiTableColumn ImGuiTableColumn; +typedef struct ImGuiTableTempData ImGuiTableTempData; +typedef struct ImGuiTableSettings ImGuiTableSettings; +typedef struct ImGuiTableColumnsSettings ImGuiTableColumnsSettings; +typedef struct ImGuiWindow ImGuiWindow; +typedef struct ImGuiWindowTempData ImGuiWindowTempData; +typedef struct ImGuiWindowSettings ImGuiWindowSettings; +struct ImDrawChannel; +struct ImDrawCmd; +struct ImDrawData; +struct ImDrawList; +struct ImDrawListSharedData; +struct ImDrawListSplitter; +struct ImDrawVert; +struct ImFont; +struct ImFontAtlas; +struct ImFontBuilderIO; +struct ImFontConfig; +struct ImFontGlyph; +struct ImFontGlyphRangesBuilder; +struct ImColor; +struct ImGuiContext; +struct ImGuiIO; +struct ImGuiInputTextCallbackData; +struct ImGuiKeyData; +struct ImGuiListClipper; +struct ImGuiOnceUponAFrame; +struct ImGuiPayload; +struct ImGuiPlatformImeData; +struct ImGuiSizeCallbackData; +struct ImGuiStorage; +struct ImGuiStyle; +struct ImGuiTableSortSpecs; +struct ImGuiTableColumnSortSpecs; +struct ImGuiTextBuffer; +struct ImGuiTextFilter; +struct ImGuiViewport; +typedef int ImGuiCol; +typedef int ImGuiCond; +typedef int ImGuiDataType; +typedef int ImGuiDir; +typedef int ImGuiKey; +typedef int ImGuiNavInput; +typedef int ImGuiMouseButton; +typedef int ImGuiMouseCursor; +typedef int ImGuiSortDirection; +typedef int ImGuiStyleVar; +typedef int ImGuiTableBgTarget; +typedef int ImDrawFlags; +typedef int ImDrawListFlags; +typedef int ImFontAtlasFlags; +typedef int ImGuiBackendFlags; +typedef int ImGuiButtonFlags; +typedef int ImGuiColorEditFlags; +typedef int ImGuiConfigFlags; +typedef int ImGuiComboFlags; +typedef int ImGuiDragDropFlags; +typedef int ImGuiFocusedFlags; +typedef int ImGuiHoveredFlags; +typedef int ImGuiInputTextFlags; +typedef int ImGuiKeyModFlags; +typedef int ImGuiPopupFlags; +typedef int ImGuiSelectableFlags; +typedef int ImGuiSliderFlags; +typedef int ImGuiTabBarFlags; +typedef int ImGuiTabItemFlags; +typedef int ImGuiTableFlags; +typedef int ImGuiTableColumnFlags; +typedef int ImGuiTableRowFlags; +typedef int ImGuiTreeNodeFlags; +typedef int ImGuiViewportFlags; +typedef int ImGuiWindowFlags; +typedef void* ImTextureID; +typedef unsigned short ImDrawIdx; +typedef unsigned int ImGuiID; +typedef signed char ImS8; +typedef unsigned char ImU8; +typedef signed short ImS16; +typedef unsigned short ImU16; +typedef signed int ImS32; +typedef unsigned int ImU32; +typedef signed long long ImS64; +typedef unsigned long long ImU64; +typedef unsigned short ImWchar16; +typedef unsigned int ImWchar32; +typedef ImWchar16 ImWchar; +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); +typedef struct ImVec2 ImVec2; +struct ImVec2 +{ + float x, y; +}; +typedef struct ImVec4 ImVec4; +struct ImVec4 +{ + float x, y, z, w; +}; +typedef enum { + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, + ImGuiWindowFlags_NoResize = 1 << 1, + ImGuiWindowFlags_NoMove = 1 << 2, + ImGuiWindowFlags_NoScrollbar = 1 << 3, + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, + ImGuiWindowFlags_NoCollapse = 1 << 5, + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, + ImGuiWindowFlags_NoBackground = 1 << 7, + ImGuiWindowFlags_NoSavedSettings = 1 << 8, + ImGuiWindowFlags_NoMouseInputs = 1 << 9, + ImGuiWindowFlags_MenuBar = 1 << 10, + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, + ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, + ImGuiWindowFlags_NoNavInputs = 1 << 18, + ImGuiWindowFlags_NoNavFocus = 1 << 19, + ImGuiWindowFlags_UnsavedDocument = 1 << 20, + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NavFlattened = 1 << 23, + ImGuiWindowFlags_ChildWindow = 1 << 24, + ImGuiWindowFlags_Tooltip = 1 << 25, + ImGuiWindowFlags_Popup = 1 << 26, + ImGuiWindowFlags_Modal = 1 << 27, + ImGuiWindowFlags_ChildMenu = 1 << 28 +}ImGuiWindowFlags_; +typedef enum { + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, + ImGuiInputTextFlags_CharsUppercase = 1 << 2, + ImGuiInputTextFlags_CharsNoBlank = 1 << 3, + ImGuiInputTextFlags_AutoSelectAll = 1 << 4, + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, + ImGuiInputTextFlags_CallbackCompletion = 1 << 6, + ImGuiInputTextFlags_CallbackHistory = 1 << 7, + ImGuiInputTextFlags_CallbackAlways = 1 << 8, + ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, + ImGuiInputTextFlags_AllowTabInput = 1 << 10, + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, + ImGuiInputTextFlags_ReadOnly = 1 << 14, + ImGuiInputTextFlags_Password = 1 << 15, + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, + ImGuiInputTextFlags_CharsScientific = 1 << 17, + ImGuiInputTextFlags_CallbackResize = 1 << 18, + ImGuiInputTextFlags_CallbackEdit = 1 << 19 +}ImGuiInputTextFlags_; +typedef enum { + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, + ImGuiTreeNodeFlags_Framed = 1 << 1, + ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, + ImGuiTreeNodeFlags_Leaf = 1 << 8, + ImGuiTreeNodeFlags_Bullet = 1 << 9, + ImGuiTreeNodeFlags_FramePadding = 1 << 10, + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog +}ImGuiTreeNodeFlags_; +typedef enum { + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, + ImGuiPopupFlags_MouseButtonRight = 1, + ImGuiPopupFlags_MouseButtonMiddle = 2, + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, + ImGuiPopupFlags_NoOpenOverItems = 1 << 6, + ImGuiPopupFlags_AnyPopupId = 1 << 7, + ImGuiPopupFlags_AnyPopupLevel = 1 << 8, + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel +}ImGuiPopupFlags_; +typedef enum { + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_DontClosePopups = 1 << 0, + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, + ImGuiSelectableFlags_Disabled = 1 << 3, + ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 +}ImGuiSelectableFlags_; +typedef enum { + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, + ImGuiComboFlags_HeightSmall = 1 << 1, + ImGuiComboFlags_HeightRegular = 1 << 2, + ImGuiComboFlags_HeightLarge = 1 << 3, + ImGuiComboFlags_HeightLargest = 1 << 4, + ImGuiComboFlags_NoArrowButton = 1 << 5, + ImGuiComboFlags_NoPreview = 1 << 6, + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest +}ImGuiComboFlags_; +typedef enum { + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, + ImGuiTabBarFlags_NoTooltip = 1 << 5, + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown +}ImGuiTabBarFlags_; +typedef enum { + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, + ImGuiTabItemFlags_SetSelected = 1 << 1, + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, + ImGuiTabItemFlags_NoPushId = 1 << 3, + ImGuiTabItemFlags_NoTooltip = 1 << 4, + ImGuiTabItemFlags_NoReorder = 1 << 5, + ImGuiTabItemFlags_Leading = 1 << 6, + ImGuiTabItemFlags_Trailing = 1 << 7 +}ImGuiTabItemFlags_; +typedef enum { + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, + ImGuiTableFlags_Reorderable = 1 << 1, + ImGuiTableFlags_Hideable = 1 << 2, + ImGuiTableFlags_Sortable = 1 << 3, + ImGuiTableFlags_NoSavedSettings = 1 << 4, + ImGuiTableFlags_ContextMenuInBody = 1 << 5, + ImGuiTableFlags_RowBg = 1 << 6, + ImGuiTableFlags_BordersInnerH = 1 << 7, + ImGuiTableFlags_BordersOuterH = 1 << 8, + ImGuiTableFlags_BordersInnerV = 1 << 9, + ImGuiTableFlags_BordersOuterV = 1 << 10, + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, + ImGuiTableFlags_NoBordersInBody = 1 << 11, + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, + ImGuiTableFlags_SizingFixedFit = 1 << 13, + ImGuiTableFlags_SizingFixedSame = 2 << 13, + ImGuiTableFlags_SizingStretchProp = 3 << 13, + ImGuiTableFlags_SizingStretchSame = 4 << 13, + ImGuiTableFlags_NoHostExtendX = 1 << 16, + ImGuiTableFlags_NoHostExtendY = 1 << 17, + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, + ImGuiTableFlags_PreciseWidths = 1 << 19, + ImGuiTableFlags_NoClip = 1 << 20, + ImGuiTableFlags_PadOuterX = 1 << 21, + ImGuiTableFlags_NoPadOuterX = 1 << 22, + ImGuiTableFlags_NoPadInnerX = 1 << 23, + ImGuiTableFlags_ScrollX = 1 << 24, + ImGuiTableFlags_ScrollY = 1 << 25, + ImGuiTableFlags_SortMulti = 1 << 26, + ImGuiTableFlags_SortTristate = 1 << 27, + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame +}ImGuiTableFlags_; +typedef enum { + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, + ImGuiTableColumnFlags_DefaultHide = 1 << 1, + ImGuiTableColumnFlags_DefaultSort = 1 << 2, + ImGuiTableColumnFlags_WidthStretch = 1 << 3, + ImGuiTableColumnFlags_WidthFixed = 1 << 4, + ImGuiTableColumnFlags_NoResize = 1 << 5, + ImGuiTableColumnFlags_NoReorder = 1 << 6, + ImGuiTableColumnFlags_NoHide = 1 << 7, + ImGuiTableColumnFlags_NoClip = 1 << 8, + ImGuiTableColumnFlags_NoSort = 1 << 9, + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, + ImGuiTableColumnFlags_IndentEnable = 1 << 16, + ImGuiTableColumnFlags_IndentDisable = 1 << 17, + ImGuiTableColumnFlags_IsEnabled = 1 << 24, + ImGuiTableColumnFlags_IsVisible = 1 << 25, + ImGuiTableColumnFlags_IsSorted = 1 << 26, + ImGuiTableColumnFlags_IsHovered = 1 << 27, + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30 +}ImGuiTableColumnFlags_; +typedef enum { + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0 +}ImGuiTableRowFlags_; +typedef enum { + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, + ImGuiTableBgTarget_RowBg1 = 2, + ImGuiTableBgTarget_CellBg = 3 +}ImGuiTableBgTarget_; +typedef enum { + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, + ImGuiFocusedFlags_RootWindow = 1 << 1, + ImGuiFocusedFlags_AnyWindow = 1 << 2, + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows +}ImGuiFocusedFlags_; +typedef enum { + ImGuiHoveredFlags_None = 0, + ImGuiHoveredFlags_ChildWindows = 1 << 0, + ImGuiHoveredFlags_RootWindow = 1 << 1, + ImGuiHoveredFlags_AnyWindow = 1 << 2, + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, + ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 8, + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 9, + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows +}ImGuiHoveredFlags_; +typedef enum { + ImGuiDragDropFlags_None = 0, + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, + ImGuiDragDropFlags_SourceExtern = 1 << 4, + ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect +}ImGuiDragDropFlags_; +typedef enum { + ImGuiDataType_S8, + ImGuiDataType_U8, + ImGuiDataType_S16, + ImGuiDataType_U16, + ImGuiDataType_S32, + ImGuiDataType_U32, + ImGuiDataType_S64, + ImGuiDataType_U64, + ImGuiDataType_Float, + ImGuiDataType_Double, + ImGuiDataType_COUNT +}ImGuiDataType_; +typedef enum { + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT +}ImGuiDir_; +typedef enum { + ImGuiSortDirection_None = 0, + ImGuiSortDirection_Ascending = 1, + ImGuiSortDirection_Descending = 2 +}ImGuiSortDirection_; +typedef enum { + ImGuiKey_None = 0, + ImGuiKey_Tab = 512, + ImGuiKey_LeftArrow, + ImGuiKey_RightArrow, + ImGuiKey_UpArrow, + ImGuiKey_DownArrow, + ImGuiKey_PageUp, + ImGuiKey_PageDown, + ImGuiKey_Home, + ImGuiKey_End, + ImGuiKey_Insert, + ImGuiKey_Delete, + ImGuiKey_Backspace, + ImGuiKey_Space, + ImGuiKey_Enter, + ImGuiKey_Escape, + ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, + ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, + ImGuiKey_Menu, + ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, + ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J, + ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T, + ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, + ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, + ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, + ImGuiKey_Apostrophe, + ImGuiKey_Comma, + ImGuiKey_Minus, + ImGuiKey_Period, + ImGuiKey_Slash, + ImGuiKey_Semicolon, + ImGuiKey_Equal, + ImGuiKey_LeftBracket, + ImGuiKey_Backslash, + ImGuiKey_RightBracket, + ImGuiKey_GraveAccent, + ImGuiKey_CapsLock, + ImGuiKey_ScrollLock, + ImGuiKey_NumLock, + ImGuiKey_PrintScreen, + ImGuiKey_Pause, + ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4, + ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9, + ImGuiKey_KeypadDecimal, + ImGuiKey_KeypadDivide, + ImGuiKey_KeypadMultiply, + ImGuiKey_KeypadSubtract, + ImGuiKey_KeypadAdd, + ImGuiKey_KeypadEnter, + ImGuiKey_KeypadEqual, + ImGuiKey_GamepadStart, + ImGuiKey_GamepadBack, + ImGuiKey_GamepadFaceUp, + ImGuiKey_GamepadFaceDown, + ImGuiKey_GamepadFaceLeft, + ImGuiKey_GamepadFaceRight, + ImGuiKey_GamepadDpadUp, + ImGuiKey_GamepadDpadDown, + ImGuiKey_GamepadDpadLeft, + ImGuiKey_GamepadDpadRight, + ImGuiKey_GamepadL1, + ImGuiKey_GamepadR1, + ImGuiKey_GamepadL2, + ImGuiKey_GamepadR2, + ImGuiKey_GamepadL3, + ImGuiKey_GamepadR3, + ImGuiKey_GamepadLStickUp, + ImGuiKey_GamepadLStickDown, + ImGuiKey_GamepadLStickLeft, + ImGuiKey_GamepadLStickRight, + ImGuiKey_GamepadRStickUp, + ImGuiKey_GamepadRStickDown, + ImGuiKey_GamepadRStickLeft, + ImGuiKey_GamepadRStickRight, + ImGuiKey_ModCtrl, + ImGuiKey_ModShift, + ImGuiKey_ModAlt, + ImGuiKey_ModSuper, + ImGuiKey_COUNT, + ImGuiKey_NamedKey_BEGIN = 512, + ImGuiKey_NamedKey_END = ImGuiKey_COUNT, + ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, + ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, + ImGuiKey_KeysData_OFFSET = 0 +}ImGuiKey_; +typedef enum { + ImGuiKeyModFlags_None = 0, + ImGuiKeyModFlags_Ctrl = 1 << 0, + ImGuiKeyModFlags_Shift = 1 << 1, + ImGuiKeyModFlags_Alt = 1 << 2, + ImGuiKeyModFlags_Super = 1 << 3 +}ImGuiKeyModFlags_; +typedef enum { + ImGuiNavInput_Activate, + ImGuiNavInput_Cancel, + ImGuiNavInput_Input, + ImGuiNavInput_Menu, + ImGuiNavInput_DpadLeft, + ImGuiNavInput_DpadRight, + ImGuiNavInput_DpadUp, + ImGuiNavInput_DpadDown, + ImGuiNavInput_LStickLeft, + ImGuiNavInput_LStickRight, + ImGuiNavInput_LStickUp, + ImGuiNavInput_LStickDown, + ImGuiNavInput_FocusPrev, + ImGuiNavInput_FocusNext, + ImGuiNavInput_TweakSlow, + ImGuiNavInput_TweakFast, + ImGuiNavInput_KeyLeft_, + ImGuiNavInput_KeyRight_, + ImGuiNavInput_KeyUp_, + ImGuiNavInput_KeyDown_, + ImGuiNavInput_COUNT +}ImGuiNavInput_; +typedef enum { + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, + ImGuiConfigFlags_NoMouse = 1 << 4, + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, + ImGuiConfigFlags_IsSRGB = 1 << 20, + ImGuiConfigFlags_IsTouchScreen = 1 << 21 +}ImGuiConfigFlags_; +typedef enum { + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, + ImGuiBackendFlags_HasMouseCursors = 1 << 1, + ImGuiBackendFlags_HasSetMousePos = 1 << 2, + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 +}ImGuiBackendFlags_; +typedef enum { + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, + ImGuiCol_ChildBg, + ImGuiCol_PopupBg, + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, + ImGuiCol_TitleBgActive, + ImGuiCol_TitleBgCollapsed, + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_Tab, + ImGuiCol_TabHovered, + ImGuiCol_TabActive, + ImGuiCol_TabUnfocused, + ImGuiCol_TabUnfocusedActive, + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, + ImGuiCol_TableBorderStrong, + ImGuiCol_TableBorderLight, + ImGuiCol_TableRowBg, + ImGuiCol_TableRowBgAlt, + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, + ImGuiCol_NavHighlight, + ImGuiCol_NavWindowingHighlight, + ImGuiCol_NavWindowingDimBg, + ImGuiCol_ModalWindowDimBg, + ImGuiCol_COUNT +}ImGuiCol_; +typedef enum { + ImGuiStyleVar_Alpha, + ImGuiStyleVar_DisabledAlpha, + ImGuiStyleVar_WindowPadding, + ImGuiStyleVar_WindowRounding, + ImGuiStyleVar_WindowBorderSize, + ImGuiStyleVar_WindowMinSize, + ImGuiStyleVar_WindowTitleAlign, + ImGuiStyleVar_ChildRounding, + ImGuiStyleVar_ChildBorderSize, + ImGuiStyleVar_PopupRounding, + ImGuiStyleVar_PopupBorderSize, + ImGuiStyleVar_FramePadding, + ImGuiStyleVar_FrameRounding, + ImGuiStyleVar_FrameBorderSize, + ImGuiStyleVar_ItemSpacing, + ImGuiStyleVar_ItemInnerSpacing, + ImGuiStyleVar_IndentSpacing, + ImGuiStyleVar_CellPadding, + ImGuiStyleVar_ScrollbarSize, + ImGuiStyleVar_ScrollbarRounding, + ImGuiStyleVar_GrabMinSize, + ImGuiStyleVar_GrabRounding, + ImGuiStyleVar_TabRounding, + ImGuiStyleVar_ButtonTextAlign, + ImGuiStyleVar_SelectableTextAlign, + ImGuiStyleVar_COUNT +}ImGuiStyleVar_; +typedef enum { + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, + ImGuiButtonFlags_MouseButtonRight = 1 << 1, + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, + ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft +}ImGuiButtonFlags_; +typedef enum { + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, + ImGuiColorEditFlags_NoPicker = 1 << 2, + ImGuiColorEditFlags_NoOptions = 1 << 3, + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, + ImGuiColorEditFlags_NoInputs = 1 << 5, + ImGuiColorEditFlags_NoTooltip = 1 << 6, + ImGuiColorEditFlags_NoLabel = 1 << 7, + ImGuiColorEditFlags_NoSidePreview = 1 << 8, + ImGuiColorEditFlags_NoDragDrop = 1 << 9, + ImGuiColorEditFlags_NoBorder = 1 << 10, + ImGuiColorEditFlags_AlphaBar = 1 << 16, + ImGuiColorEditFlags_AlphaPreview = 1 << 17, + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, + ImGuiColorEditFlags_HDR = 1 << 19, + ImGuiColorEditFlags_DisplayRGB = 1 << 20, + ImGuiColorEditFlags_DisplayHSV = 1 << 21, + ImGuiColorEditFlags_DisplayHex = 1 << 22, + ImGuiColorEditFlags_Uint8 = 1 << 23, + ImGuiColorEditFlags_Float = 1 << 24, + ImGuiColorEditFlags_PickerHueBar = 1 << 25, + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, + ImGuiColorEditFlags_InputRGB = 1 << 27, + ImGuiColorEditFlags_InputHSV = 1 << 28, + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV +}ImGuiColorEditFlags_; +typedef enum { + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_AlwaysClamp = 1 << 4, + ImGuiSliderFlags_Logarithmic = 1 << 5, + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, + ImGuiSliderFlags_NoInput = 1 << 7, + ImGuiSliderFlags_InvalidMask_ = 0x7000000F +}ImGuiSliderFlags_; +typedef enum { + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}ImGuiMouseButton_; +typedef enum { + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, + ImGuiMouseCursor_ResizeAll, + ImGuiMouseCursor_ResizeNS, + ImGuiMouseCursor_ResizeEW, + ImGuiMouseCursor_ResizeNESW, + ImGuiMouseCursor_ResizeNWSE, + ImGuiMouseCursor_Hand, + ImGuiMouseCursor_NotAllowed, + ImGuiMouseCursor_COUNT +}ImGuiMouseCursor_; +typedef enum { + ImGuiCond_None = 0, + ImGuiCond_Always = 1 << 0, + ImGuiCond_Once = 1 << 1, + ImGuiCond_FirstUseEver = 1 << 2, + ImGuiCond_Appearing = 1 << 3 +}ImGuiCond_; +struct ImGuiStyle +{ + float Alpha; + float DisabledAlpha; + ImVec2 WindowPadding; + float WindowRounding; + float WindowBorderSize; + ImVec2 WindowMinSize; + ImVec2 WindowTitleAlign; + ImGuiDir WindowMenuButtonPosition; + float ChildRounding; + float ChildBorderSize; + float PopupRounding; + float PopupBorderSize; + ImVec2 FramePadding; + float FrameRounding; + float FrameBorderSize; + ImVec2 ItemSpacing; + ImVec2 ItemInnerSpacing; + ImVec2 CellPadding; + ImVec2 TouchExtraPadding; + float IndentSpacing; + float ColumnsMinSpacing; + float ScrollbarSize; + float ScrollbarRounding; + float GrabMinSize; + float GrabRounding; + float LogSliderDeadzone; + float TabRounding; + float TabBorderSize; + float TabMinWidthForCloseButton; + ImGuiDir ColorButtonPosition; + ImVec2 ButtonTextAlign; + ImVec2 SelectableTextAlign; + ImVec2 DisplayWindowPadding; + ImVec2 DisplaySafeAreaPadding; + float MouseCursorScale; + bool AntiAliasedLines; + bool AntiAliasedLinesUseTex; + bool AntiAliasedFill; + float CurveTessellationTol; + float CircleTessellationMaxError; + ImVec4 Colors[ImGuiCol_COUNT]; +}; +struct ImGuiKeyData +{ + bool Down; + float DownDuration; + float DownDurationPrev; + float AnalogValue; +}; +typedef struct ImVector_ImWchar {int Size;int Capacity;ImWchar* Data;} ImVector_ImWchar; + +struct ImGuiIO +{ + ImGuiConfigFlags ConfigFlags; + ImGuiBackendFlags BackendFlags; + ImVec2 DisplaySize; + float DeltaTime; + float IniSavingRate; + const char* IniFilename; + const char* LogFilename; + float MouseDoubleClickTime; + float MouseDoubleClickMaxDist; + float MouseDragThreshold; + float KeyRepeatDelay; + float KeyRepeatRate; + void* UserData; + ImFontAtlas*Fonts; + float FontGlobalScale; + bool FontAllowUserScaling; + ImFont* FontDefault; + ImVec2 DisplayFramebufferScale; + bool MouseDrawCursor; + bool ConfigMacOSXBehaviors; + bool ConfigInputTrickleEventQueue; + bool ConfigInputTextCursorBlink; + bool ConfigDragClickToInputText; + bool ConfigWindowsResizeFromEdges; + bool ConfigWindowsMoveFromTitleBarOnly; + float ConfigMemoryCompactTimer; + const char* BackendPlatformName; + const char* BackendRendererName; + void* BackendPlatformUserData; + void* BackendRendererUserData; + void* BackendLanguageUserData; + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; + void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); + void* _UnusedPadding; + bool WantCaptureMouse; + bool WantCaptureKeyboard; + bool WantTextInput; + bool WantSetMousePos; + bool WantSaveIniSettings; + bool NavActive; + bool NavVisible; + float Framerate; + int MetricsRenderVertices; + int MetricsRenderIndices; + int MetricsRenderWindows; + int MetricsActiveWindows; + int MetricsActiveAllocations; + ImVec2 MouseDelta; + int KeyMap[ImGuiKey_COUNT]; + bool KeysDown[512]; + ImVec2 MousePos; + bool MouseDown[5]; + float MouseWheel; + float MouseWheelH; + bool KeyCtrl; + bool KeyShift; + bool KeyAlt; + bool KeySuper; + float NavInputs[ImGuiNavInput_COUNT]; + ImGuiKeyModFlags KeyMods; + ImGuiKeyModFlags KeyModsPrev; + ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; + bool WantCaptureMouseUnlessPopupClose; + ImVec2 MousePosPrev; + ImVec2 MouseClickedPos[5]; + double MouseClickedTime[5]; + bool MouseClicked[5]; + bool MouseDoubleClicked[5]; + ImU16 MouseClickedCount[5]; + ImU16 MouseClickedLastCount[5]; + bool MouseReleased[5]; + bool MouseDownOwned[5]; + bool MouseDownOwnedUnlessPopupClose[5]; + float MouseDownDuration[5]; + float MouseDownDurationPrev[5]; + float MouseDragMaxDistanceSqr[5]; + float NavInputsDownDuration[ImGuiNavInput_COUNT]; + float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; + float PenPressure; + bool AppFocusLost; + ImS8 BackendUsingLegacyKeyArrays; + bool BackendUsingLegacyNavInputArray; + ImWchar16 InputQueueSurrogate; + ImVector_ImWchar InputQueueCharacters; +}; +struct ImGuiInputTextCallbackData +{ + ImGuiInputTextFlags EventFlag; + ImGuiInputTextFlags Flags; + void* UserData; + ImWchar EventChar; + ImGuiKey EventKey; + char* Buf; + int BufTextLen; + int BufSize; + bool BufDirty; + int CursorPos; + int SelectionStart; + int SelectionEnd; +}; +struct ImGuiSizeCallbackData +{ + void* UserData; + ImVec2 Pos; + ImVec2 CurrentSize; + ImVec2 DesiredSize; +}; +struct ImGuiPayload +{ + void* Data; + int DataSize; + ImGuiID SourceId; + ImGuiID SourceParentId; + int DataFrameCount; + char DataType[32 + 1]; + bool Preview; + bool Delivery; +}; +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; + ImS16 ColumnIndex; + ImS16 SortOrder; + ImGuiSortDirection SortDirection : 8; +}; +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; + int SpecsCount; + bool SpecsDirty; +}; +struct ImGuiOnceUponAFrame +{ + int RefFrame; +}; +struct ImGuiTextRange +{ + const char* b; + const char* e; +}; +typedef struct ImGuiTextRange ImGuiTextRange; + +typedef struct ImVector_ImGuiTextRange {int Size;int Capacity;ImGuiTextRange* Data;} ImVector_ImGuiTextRange; + +struct ImGuiTextFilter +{ + char InputBuf[256]; + ImVector_ImGuiTextRange Filters; + int CountGrep; +}; +typedef struct ImGuiTextRange ImGuiTextRange; +typedef struct ImVector_char {int Size;int Capacity;char* Data;} ImVector_char; + +struct ImGuiTextBuffer +{ + ImVector_char Buf; +}; +struct ImGuiStoragePair +{ + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; +}; +typedef struct ImGuiStoragePair ImGuiStoragePair; + +typedef struct ImVector_ImGuiStoragePair {int Size;int Capacity;ImGuiStoragePair* Data;} ImVector_ImGuiStoragePair; + +struct ImGuiStorage +{ + ImVector_ImGuiStoragePair Data; +}; +typedef struct ImGuiStoragePair ImGuiStoragePair; +struct ImGuiListClipper +{ + int DisplayStart; + int DisplayEnd; + int ItemsCount; + float ItemsHeight; + float StartPosY; + void* TempData; +}; +struct ImColor +{ + ImVec4 Value; +}; +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +struct ImDrawCmd +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; + unsigned int IdxOffset; + unsigned int ElemCount; + ImDrawCallback UserCallback; + void* UserCallbackData; +}; +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +typedef struct ImDrawCmdHeader ImDrawCmdHeader; +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; +}; +typedef struct ImVector_ImDrawCmd {int Size;int Capacity;ImDrawCmd* Data;} ImVector_ImDrawCmd; + +typedef struct ImVector_ImDrawIdx {int Size;int Capacity;ImDrawIdx* Data;} ImVector_ImDrawIdx; + +struct ImDrawChannel +{ + ImVector_ImDrawCmd _CmdBuffer; + ImVector_ImDrawIdx _IdxBuffer; +}; +typedef struct ImVector_ImDrawChannel {int Size;int Capacity;ImDrawChannel* Data;} ImVector_ImDrawChannel; + +struct ImDrawListSplitter +{ + int _Current; + int _Count; + ImVector_ImDrawChannel _Channels; +}; +typedef enum { + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, + ImDrawFlags_RoundCornersTopLeft = 1 << 4, + ImDrawFlags_RoundCornersTopRight = 1 << 5, + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, + ImDrawFlags_RoundCornersBottomRight = 1 << 7, + ImDrawFlags_RoundCornersNone = 1 << 8, + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone +}ImDrawFlags_; +typedef enum { + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, + ImDrawListFlags_AntiAliasedFill = 1 << 2, + ImDrawListFlags_AllowVtxOffset = 1 << 3 +}ImDrawListFlags_; +typedef struct ImVector_ImDrawVert {int Size;int Capacity;ImDrawVert* Data;} ImVector_ImDrawVert; + +typedef struct ImVector_ImVec4 {int Size;int Capacity;ImVec4* Data;} ImVector_ImVec4; + +typedef struct ImVector_ImTextureID {int Size;int Capacity;ImTextureID* Data;} ImVector_ImTextureID; + +typedef struct ImVector_ImVec2 {int Size;int Capacity;ImVec2* Data;} ImVector_ImVec2; + +struct ImDrawList +{ + ImVector_ImDrawCmd CmdBuffer; + ImVector_ImDrawIdx IdxBuffer; + ImVector_ImDrawVert VtxBuffer; + ImDrawListFlags Flags; + unsigned int _VtxCurrentIdx; + const ImDrawListSharedData* _Data; + const char* _OwnerName; + ImDrawVert* _VtxWritePtr; + ImDrawIdx* _IdxWritePtr; + ImVector_ImVec4 _ClipRectStack; + ImVector_ImTextureID _TextureIdStack; + ImVector_ImVec2 _Path; + ImDrawCmdHeader _CmdHeader; + ImDrawListSplitter _Splitter; + float _FringeScale; +}; +struct ImDrawData +{ + bool Valid; + int CmdListsCount; + int TotalIdxCount; + int TotalVtxCount; + ImDrawList** CmdLists; + ImVec2 DisplayPos; + ImVec2 DisplaySize; + ImVec2 FramebufferScale; +}; +struct ImFontConfig +{ + void* FontData; + int FontDataSize; + bool FontDataOwnedByAtlas; + int FontNo; + float SizePixels; + int OversampleH; + int OversampleV; + bool PixelSnapH; + ImVec2 GlyphExtraSpacing; + ImVec2 GlyphOffset; + const ImWchar* GlyphRanges; + float GlyphMinAdvanceX; + float GlyphMaxAdvanceX; + bool MergeMode; + unsigned int FontBuilderFlags; + float RasterizerMultiply; + ImWchar EllipsisChar; + char Name[40]; + ImFont* DstFont; +}; +struct ImFontGlyph +{ + unsigned int Colored : 1; + unsigned int Visible : 1; + unsigned int Codepoint : 30; + float AdvanceX; + float X0, Y0, X1, Y1; + float U0, V0, U1, V1; +}; +typedef struct ImVector_ImU32 {int Size;int Capacity;ImU32* Data;} ImVector_ImU32; + +struct ImFontGlyphRangesBuilder +{ + ImVector_ImU32 UsedChars; +}; +typedef struct ImFontAtlasCustomRect ImFontAtlasCustomRect; +struct ImFontAtlasCustomRect +{ + unsigned short Width, Height; + unsigned short X, Y; + unsigned int GlyphID; + float GlyphAdvanceX; + ImVec2 GlyphOffset; + ImFont* Font; +}; +typedef enum { + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, + ImFontAtlasFlags_NoMouseCursors = 1 << 1, + ImFontAtlasFlags_NoBakedLines = 1 << 2 +}ImFontAtlasFlags_; +typedef struct ImVector_ImFontPtr {int Size;int Capacity;ImFont** Data;} ImVector_ImFontPtr; + +typedef struct ImVector_ImFontAtlasCustomRect {int Size;int Capacity;ImFontAtlasCustomRect* Data;} ImVector_ImFontAtlasCustomRect; + +typedef struct ImVector_ImFontConfig {int Size;int Capacity;ImFontConfig* Data;} ImVector_ImFontConfig; + +struct ImFontAtlas +{ + ImFontAtlasFlags Flags; + ImTextureID TexID; + int TexDesiredWidth; + int TexGlyphPadding; + bool Locked; + bool TexReady; + bool TexPixelsUseColors; + unsigned char* TexPixelsAlpha8; + unsigned int* TexPixelsRGBA32; + int TexWidth; + int TexHeight; + ImVec2 TexUvScale; + ImVec2 TexUvWhitePixel; + ImVector_ImFontPtr Fonts; + ImVector_ImFontAtlasCustomRect CustomRects; + ImVector_ImFontConfig ConfigData; + ImVec4 TexUvLines[(63) + 1]; + const ImFontBuilderIO* FontBuilderIO; + unsigned int FontBuilderFlags; + int PackIdMouseCursors; + int PackIdLines; +}; +typedef struct ImVector_float {int Size;int Capacity;float* Data;} ImVector_float; + +typedef struct ImVector_ImFontGlyph {int Size;int Capacity;ImFontGlyph* Data;} ImVector_ImFontGlyph; + +struct ImFont +{ + ImVector_float IndexAdvanceX; + float FallbackAdvanceX; + float FontSize; + ImVector_ImWchar IndexLookup; + ImVector_ImFontGlyph Glyphs; + const ImFontGlyph* FallbackGlyph; + ImFontAtlas* ContainerAtlas; + const ImFontConfig* ConfigData; + short ConfigDataCount; + ImWchar FallbackChar; + ImWchar EllipsisChar; + ImWchar DotChar; + bool DirtyLookupTables; + float Scale; + float Ascent, Descent; + int MetricsTotalSurface; + ImU8 Used4kPagesMap[(0xFFFF +1)/4096/8]; +}; +typedef enum { + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, + ImGuiViewportFlags_OwnedByApp = 1 << 2 +}ImGuiViewportFlags_; +struct ImGuiViewport +{ + ImGuiViewportFlags Flags; + ImVec2 Pos; + ImVec2 Size; + ImVec2 WorkPos; + ImVec2 WorkSize; + void* PlatformHandleRaw; +}; +struct ImGuiPlatformImeData +{ + bool WantVisible; + ImVec2 InputPos; + float InputLineHeight; +}; +struct ImBitVector; +struct ImRect; +struct ImDrawDataBuilder; +struct ImDrawListSharedData; +struct ImGuiColorMod; +struct ImGuiContext; +struct ImGuiContextHook; +struct ImGuiDataTypeInfo; +struct ImGuiGroupData; +struct ImGuiInputTextState; +struct ImGuiLastItemData; +struct ImGuiMenuColumns; +struct ImGuiNavItemData; +struct ImGuiMetricsConfig; +struct ImGuiNextWindowData; +struct ImGuiNextItemData; +struct ImGuiOldColumnData; +struct ImGuiOldColumns; +struct ImGuiPopupData; +struct ImGuiSettingsHandler; +struct ImGuiStackSizes; +struct ImGuiStyleMod; +struct ImGuiTabBar; +struct ImGuiTabItem; +struct ImGuiTable; +struct ImGuiTableColumn; +struct ImGuiTableTempData; +struct ImGuiTableSettings; +struct ImGuiTableColumnsSettings; +struct ImGuiWindow; +struct ImGuiWindowTempData; +struct ImGuiWindowSettings; +typedef int ImGuiLayoutType; +typedef int ImGuiActivateFlags; +typedef int ImGuiItemFlags; +typedef int ImGuiItemStatusFlags; +typedef int ImGuiOldColumnFlags; +typedef int ImGuiNavHighlightFlags; +typedef int ImGuiNavDirSourceFlags; +typedef int ImGuiNavMoveFlags; +typedef int ImGuiNextItemDataFlags; +typedef int ImGuiNextWindowDataFlags; +typedef int ImGuiScrollFlags; +typedef int ImGuiSeparatorFlags; +typedef int ImGuiTextFlags; +typedef int ImGuiTooltipFlags; +typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...); +extern ImGuiContext* GImGui; +typedef struct StbUndoRecord StbUndoRecord; +struct StbUndoRecord +{ + int where; + int insert_length; + int delete_length; + int char_storage; +}; +typedef struct StbUndoState StbUndoState; +struct StbUndoState +{ + StbUndoRecord undo_rec [99]; + ImWchar undo_char[999]; + short undo_point, redo_point; + int undo_char_point, redo_char_point; +}; +typedef struct STB_TexteditState STB_TexteditState; +struct STB_TexteditState +{ + int cursor; + int select_start; + int select_end; + unsigned char insert_mode; + int row_count_per_page; + unsigned char cursor_at_end_of_line; + unsigned char initialized; + unsigned char has_preferred_x; + unsigned char single_line; + unsigned char padding1, padding2, padding3; + float preferred_x; + StbUndoState undostate; +}; +typedef struct StbTexteditRow StbTexteditRow; +struct StbTexteditRow +{ + float x0,x1; + float baseline_y_delta; + float ymin,ymax; + int num_chars; +}; +typedef FILE* ImFileHandle; +typedef struct ImVec1 ImVec1; +struct ImVec1 +{ + float x; +}; +typedef struct ImVec2ih ImVec2ih; +struct ImVec2ih +{ + short x, y; +}; +struct ImRect +{ + ImVec2 Min; + ImVec2 Max; +}; +struct ImBitVector +{ + ImVector_ImU32 Storage; +}; +typedef int ImPoolIdx; +struct ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; + ImFont* Font; + float FontSize; + float CurveTessellationTol; + float CircleSegmentMaxError; + ImVec4 ClipRectFullscreen; + ImDrawListFlags InitialFlags; + ImVec2 ArcFastVtx[48]; + float ArcFastRadiusCutoff; + ImU8 CircleSegmentCounts[64]; + const ImVec4* TexUvLines; +}; +typedef struct ImVector_ImDrawListPtr {int Size;int Capacity;ImDrawList** Data;} ImVector_ImDrawListPtr; + +struct ImDrawDataBuilder +{ + ImVector_ImDrawListPtr Layers[2]; +}; +typedef enum { + ImGuiItemFlags_None = 0, + ImGuiItemFlags_NoTabStop = 1 << 0, + ImGuiItemFlags_ButtonRepeat = 1 << 1, + ImGuiItemFlags_Disabled = 1 << 2, + ImGuiItemFlags_NoNav = 1 << 3, + ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, + ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, + ImGuiItemFlags_MixedValue = 1 << 6, + ImGuiItemFlags_ReadOnly = 1 << 7, + ImGuiItemFlags_Inputable = 1 << 8 +}ImGuiItemFlags_; +typedef enum { + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, + ImGuiItemStatusFlags_Edited = 1 << 2, + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, + ImGuiItemStatusFlags_Deactivated = 1 << 6, + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, + ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8 +}ImGuiItemStatusFlags_; +typedef enum { + ImGuiInputTextFlags_Multiline = 1 << 26, + ImGuiInputTextFlags_NoMarkEdited = 1 << 27, + ImGuiInputTextFlags_MergedItem = 1 << 28 +}ImGuiInputTextFlagsPrivate_; +typedef enum { + ImGuiButtonFlags_PressedOnClick = 1 << 4, + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, + ImGuiButtonFlags_PressedOnRelease = 1 << 7, + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, + ImGuiButtonFlags_Repeat = 1 << 10, + ImGuiButtonFlags_FlattenChildren = 1 << 11, + ImGuiButtonFlags_AllowItemOverlap = 1 << 12, + ImGuiButtonFlags_DontClosePopups = 1 << 13, + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, + ImGuiButtonFlags_NoKeyModifiers = 1 << 16, + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, + ImGuiButtonFlags_NoNavFocus = 1 << 18, + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease +}ImGuiButtonFlagsPrivate_; +typedef enum { + ImGuiComboFlags_CustomPreview = 1 << 20 +}ImGuiComboFlagsPrivate_; +typedef enum { + ImGuiSliderFlags_Vertical = 1 << 20, + ImGuiSliderFlags_ReadOnly = 1 << 21 +}ImGuiSliderFlagsPrivate_; +typedef enum { + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnNav = 1 << 21, + ImGuiSelectableFlags_SelectOnClick = 1 << 22, + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, + ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 25, + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26, + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 27 +}ImGuiSelectableFlagsPrivate_; +typedef enum { + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20 +}ImGuiTreeNodeFlagsPrivate_; +typedef enum { + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2 +}ImGuiSeparatorFlags_; +typedef enum { + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0 +}ImGuiTextFlags_; +typedef enum { + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0 +}ImGuiTooltipFlags_; +typedef enum { + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}ImGuiLayoutType_; +typedef enum { + ImGuiLogType_None = 0, + ImGuiLogType_TTY, + ImGuiLogType_File, + ImGuiLogType_Buffer, + ImGuiLogType_Clipboard +}ImGuiLogType; +typedef enum { + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}ImGuiAxis; +typedef enum { + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram +}ImGuiPlotType; +typedef enum { + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip +}ImGuiPopupPositionPolicy; +typedef struct ImGuiDataTypeTempStorage ImGuiDataTypeTempStorage; +struct ImGuiDataTypeTempStorage +{ + ImU8 Data[8]; +}; +struct ImGuiDataTypeInfo +{ + size_t Size; + const char* Name; + const char* PrintFmt; + const char* ScanFmt; +}; +typedef enum { + ImGuiDataType_String = ImGuiDataType_COUNT + 1, + ImGuiDataType_Pointer, + ImGuiDataType_ID +}ImGuiDataTypePrivate_; +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; +}; +typedef struct ImGuiComboPreviewData ImGuiComboPreviewData; +struct ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; +}; +struct ImGuiGroupData +{ + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupActiveIdPreviousFrameIsAlive; + bool BackupHoveredIdIsAlive; + bool EmitItem; +}; +struct ImGuiMenuColumns +{ + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; + ImU16 OffsetLabel; + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; +}; +struct ImGuiInputTextState +{ + ImGuiID ID; + int CurLenW, CurLenA; + ImVector_ImWchar TextW; + ImVector_char TextA; + ImVector_char InitialTextA; + bool TextAIsValid; + int BufCapacityA; + float ScrollX; + STB_TexteditState Stb; + float CursorAnim; + bool CursorFollow; + bool SelectedAllMouseLock; + bool Edited; + ImGuiInputTextFlags Flags; +}; +struct ImGuiPopupData +{ + ImGuiID PopupId; + ImGuiWindow* Window; + ImGuiWindow* SourceWindow; + int OpenFrameCount; + ImGuiID OpenParentId; + ImVec2 OpenPopupPos; + ImVec2 OpenMousePos; +}; +typedef enum { + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7 +}ImGuiNextWindowDataFlags_; +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; + ImVec2 MenuBarOffsetMinVal; +}; +typedef enum { + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1 +}ImGuiNextItemDataFlags_; +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags Flags; + float Width; + ImGuiID FocusScopeId; + ImGuiCond OpenCond; + bool OpenVal; +}; +struct ImGuiLastItemData +{ + ImGuiID ID; + ImGuiItemFlags InFlags; + ImGuiItemStatusFlags StatusFlags; + ImRect Rect; + ImRect NavRect; + ImRect DisplayRect; +}; +struct ImGuiStackSizes +{ + short SizeOfIDStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; +}; +typedef struct ImGuiWindowStackData ImGuiWindowStackData; +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiStackSizes StackSizesOnBegin; +}; +typedef struct ImGuiShrinkWidthItem ImGuiShrinkWidthItem; +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; +}; +typedef struct ImGuiPtrOrIndex ImGuiPtrOrIndex; +struct ImGuiPtrOrIndex +{ + void* Ptr; + int Index; +}; +typedef struct ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN {ImU32 Storage[(ImGuiKey_NamedKey_COUNT+31)>>5];} ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN; + +typedef ImBitArray_ImGuiKey_NamedKey_COUNT__lessImGuiKey_NamedKey_BEGIN ImBitArrayForNamedKeys; +typedef enum { + ImGuiKey_LegacyNativeKey_BEGIN = 0, + ImGuiKey_LegacyNativeKey_END = 512, + ImGuiKey_Gamepad_BEGIN = ImGuiKey_GamepadStart, + ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickRight + 1 +}ImGuiKeyPrivate_; +typedef enum { + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_Key, + ImGuiInputEventType_Char, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}ImGuiInputEventType; +typedef enum { + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_Clipboard, + ImGuiInputSource_Nav, + ImGuiInputSource_COUNT +}ImGuiInputSource; +typedef struct ImGuiInputEventMousePos ImGuiInputEventMousePos; +struct ImGuiInputEventMousePos +{ float PosX, PosY; +}; +typedef struct ImGuiInputEventMouseWheel ImGuiInputEventMouseWheel; +struct ImGuiInputEventMouseWheel +{ float WheelX, WheelY; +}; +typedef struct ImGuiInputEventMouseButton ImGuiInputEventMouseButton; +struct ImGuiInputEventMouseButton +{ int Button; bool Down; +}; +typedef struct ImGuiInputEventKey ImGuiInputEventKey; +struct ImGuiInputEventKey +{ ImGuiKey Key; bool Down; float AnalogValue; +}; +typedef struct ImGuiInputEventText ImGuiInputEventText; +struct ImGuiInputEventText +{ unsigned int Char; +}; +typedef struct ImGuiInputEventAppFocused ImGuiInputEventAppFocused; +struct ImGuiInputEventAppFocused +{ bool Focused; +}; +typedef struct ImGuiInputEvent ImGuiInputEvent; +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + union + { + ImGuiInputEventMousePos MousePos; + ImGuiInputEventMouseWheel MouseWheel; + ImGuiInputEventMouseButton MouseButton; + ImGuiInputEventKey Key; + ImGuiInputEventText Text; + ImGuiInputEventAppFocused AppFocused; + }; + bool AddedByTestEngine; +}; +typedef enum { + ImGuiInputReadMode_Down, + ImGuiInputReadMode_Pressed, + ImGuiInputReadMode_Released, + ImGuiInputReadMode_Repeat, + ImGuiInputReadMode_RepeatSlow, + ImGuiInputReadMode_RepeatFast +}ImGuiInputReadMode; +typedef struct ImGuiListClipperRange ImGuiListClipperRange; +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; + ImS8 PosToIndexOffsetMin; + ImS8 PosToIndexOffsetMax; +}; +typedef struct ImGuiListClipperData ImGuiListClipperData; +typedef struct ImVector_ImGuiListClipperRange {int Size;int Capacity;ImGuiListClipperRange* Data;} ImVector_ImGuiListClipperRange; + +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector_ImGuiListClipperRange Ranges; +}; +typedef enum { + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, + ImGuiActivateFlags_PreferTweak = 1 << 1, + ImGuiActivateFlags_TryToPreserveState = 1 << 2 +}ImGuiActivateFlags_; +typedef enum { + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, + ImGuiScrollFlags_NoScrollParent = 1 << 6, + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY +}ImGuiScrollFlags_; +typedef enum { + ImGuiNavHighlightFlags_None = 0, + ImGuiNavHighlightFlags_TypeDefault = 1 << 0, + ImGuiNavHighlightFlags_TypeThin = 1 << 1, + ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, + ImGuiNavHighlightFlags_NoRounding = 1 << 3 +}ImGuiNavHighlightFlags_; +typedef enum { + ImGuiNavDirSourceFlags_None = 0, + ImGuiNavDirSourceFlags_RawKeyboard = 1 << 0, + ImGuiNavDirSourceFlags_Keyboard = 1 << 1, + ImGuiNavDirSourceFlags_PadDPad = 1 << 2, + ImGuiNavDirSourceFlags_PadLStick = 1 << 3 +}ImGuiNavDirSourceFlags_; +typedef enum { + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, + ImGuiNavMoveFlags_WrapY = 1 << 3, + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, + ImGuiNavMoveFlags_FocusApi = 1 << 9, + ImGuiNavMoveFlags_Tabbing = 1 << 10, + ImGuiNavMoveFlags_Activate = 1 << 11, + ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 12 +}ImGuiNavMoveFlags_; +typedef enum { + ImGuiNavLayer_Main = 0, + ImGuiNavLayer_Menu = 1, + ImGuiNavLayer_COUNT +}ImGuiNavLayer; +struct ImGuiNavItemData +{ + ImGuiWindow* Window; + ImGuiID ID; + ImGuiID FocusScopeId; + ImRect RectRel; + ImGuiItemFlags InFlags; + float DistBox; + float DistCenter; + float DistAxial; +}; +typedef enum { + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, + ImGuiOldColumnFlags_NoResize = 1 << 1, + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4 +}ImGuiOldColumnFlags_; +struct ImGuiOldColumnData +{ + float OffsetNorm; + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; + ImRect ClipRect; +}; +typedef struct ImVector_ImGuiOldColumnData {int Size;int Capacity;ImGuiOldColumnData* Data;} ImVector_ImGuiOldColumnData; + +struct ImGuiOldColumns +{ + ImGuiID ID; + ImGuiOldColumnFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; + float LineMinY, LineMaxY; + float HostCursorPosY; + float HostCursorMaxPosX; + ImRect HostInitialClipRect; + ImRect HostBackupClipRect; + ImRect HostBackupParentWorkRect; + ImVector_ImGuiOldColumnData Columns; + ImDrawListSplitter Splitter; +}; +typedef struct ImGuiViewportP ImGuiViewportP; +struct ImGuiViewportP +{ + ImGuiViewport _ImGuiViewport; + int DrawListsLastFrame[2]; + ImDrawList* DrawLists[2]; + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; + ImVec2 WorkOffsetMin; + ImVec2 WorkOffsetMax; + ImVec2 BuildWorkOffsetMin; + ImVec2 BuildWorkOffsetMax; +}; +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; + ImVec2ih Size; + bool Collapsed; + bool WantApply; +}; +struct ImGuiSettingsHandler +{ + const char* TypeName; + ImGuiID TypeHash; + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); + void* UserData; +}; +struct ImGuiMetricsConfig +{ + bool ShowStackTool; + bool ShowWindowsRects; + bool ShowWindowsBeginOrder; + bool ShowTablesRects; + bool ShowDrawCmdMesh; + bool ShowDrawCmdBoundingBoxes; + int ShowWindowsRectsType; + int ShowTablesRectsType; +}; +typedef struct ImGuiStackLevelInfo ImGuiStackLevelInfo; +struct ImGuiStackLevelInfo +{ + ImGuiID ID; + ImS8 QueryFrameCount; + bool QuerySuccess; + char Desc[58]; +}; +typedef struct ImGuiStackTool ImGuiStackTool; +typedef struct ImVector_ImGuiStackLevelInfo {int Size;int Capacity;ImGuiStackLevelInfo* Data;} ImVector_ImGuiStackLevelInfo; + +struct ImGuiStackTool +{ + int LastActiveFrame; + int StackLevel; + ImGuiID QueryId; + ImVector_ImGuiStackLevelInfo Results; +}; +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +typedef enum { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }ImGuiContextHookType; +struct ImGuiContextHook +{ + ImGuiID HookId; + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; +}; +typedef struct ImVector_ImGuiInputEvent {int Size;int Capacity;ImGuiInputEvent* Data;} ImVector_ImGuiInputEvent; + +typedef struct ImVector_ImGuiWindowPtr {int Size;int Capacity;ImGuiWindow** Data;} ImVector_ImGuiWindowPtr; + +typedef struct ImVector_ImGuiWindowStackData {int Size;int Capacity;ImGuiWindowStackData* Data;} ImVector_ImGuiWindowStackData; + +typedef struct ImVector_ImGuiColorMod {int Size;int Capacity;ImGuiColorMod* Data;} ImVector_ImGuiColorMod; + +typedef struct ImVector_ImGuiStyleMod {int Size;int Capacity;ImGuiStyleMod* Data;} ImVector_ImGuiStyleMod; + +typedef struct ImVector_ImGuiID {int Size;int Capacity;ImGuiID* Data;} ImVector_ImGuiID; + +typedef struct ImVector_ImGuiItemFlags {int Size;int Capacity;ImGuiItemFlags* Data;} ImVector_ImGuiItemFlags; + +typedef struct ImVector_ImGuiGroupData {int Size;int Capacity;ImGuiGroupData* Data;} ImVector_ImGuiGroupData; + +typedef struct ImVector_ImGuiPopupData {int Size;int Capacity;ImGuiPopupData* Data;} ImVector_ImGuiPopupData; + +typedef struct ImVector_ImGuiViewportPPtr {int Size;int Capacity;ImGuiViewportP** Data;} ImVector_ImGuiViewportPPtr; + +typedef struct ImVector_unsigned_char {int Size;int Capacity;unsigned char* Data;} ImVector_unsigned_char; + +typedef struct ImVector_ImGuiListClipperData {int Size;int Capacity;ImGuiListClipperData* Data;} ImVector_ImGuiListClipperData; + +typedef struct ImVector_ImGuiTableTempData {int Size;int Capacity;ImGuiTableTempData* Data;} ImVector_ImGuiTableTempData; + +typedef struct ImVector_ImGuiTable {int Size;int Capacity;ImGuiTable* Data;} ImVector_ImGuiTable; + +typedef struct ImPool_ImGuiTable {ImVector_ImGuiTable Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiTable; + +typedef struct ImVector_ImGuiTabBar {int Size;int Capacity;ImGuiTabBar* Data;} ImVector_ImGuiTabBar; + +typedef struct ImPool_ImGuiTabBar {ImVector_ImGuiTabBar Buf;ImGuiStorage Map;ImPoolIdx FreeIdx;ImPoolIdx AliveCount;} ImPool_ImGuiTabBar; + +typedef struct ImVector_ImGuiPtrOrIndex {int Size;int Capacity;ImGuiPtrOrIndex* Data;} ImVector_ImGuiPtrOrIndex; + +typedef struct ImVector_ImGuiShrinkWidthItem {int Size;int Capacity;ImGuiShrinkWidthItem* Data;} ImVector_ImGuiShrinkWidthItem; + +typedef struct ImVector_ImGuiSettingsHandler {int Size;int Capacity;ImGuiSettingsHandler* Data;} ImVector_ImGuiSettingsHandler; + +typedef struct ImChunkStream_ImGuiWindowSettings {ImVector_char Buf;} ImChunkStream_ImGuiWindowSettings; + +typedef struct ImChunkStream_ImGuiTableSettings {ImVector_char Buf;} ImChunkStream_ImGuiTableSettings; + +typedef struct ImVector_ImGuiContextHook {int Size;int Capacity;ImGuiContextHook* Data;} ImVector_ImGuiContextHook; + +struct ImGuiContext +{ + bool Initialized; + bool FontAtlasOwnedByContext; + ImGuiIO IO; + ImVector_ImGuiInputEvent InputEventsQueue; + ImVector_ImGuiInputEvent InputEventsTrail; + ImGuiStyle Style; + ImFont* Font; + float FontSize; + float FontBaseSize; + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountRendered; + bool WithinFrameScope; + bool WithinFrameScopeWithImplicitWindow; + bool WithinEndChild; + bool GcCompactAll; + bool TestEngineHookItems; + void* TestEngine; + ImVector_ImGuiWindowPtr Windows; + ImVector_ImGuiWindowPtr WindowsFocusOrder; + ImVector_ImGuiWindowPtr WindowsTempSortBuffer; + ImVector_ImGuiWindowStackData CurrentWindowStack; + ImGuiStorage WindowsById; + int WindowsActiveCount; + ImVec2 WindowsHoverPadding; + ImGuiWindow* CurrentWindow; + ImGuiWindow* HoveredWindow; + ImGuiWindow* HoveredWindowUnderMovingWindow; + ImGuiWindow* MovingWindow; + ImGuiWindow* WheelingWindow; + ImVec2 WheelingWindowRefMousePos; + float WheelingWindowTimer; + ImGuiID DebugHookIdInfo; + ImGuiID HoveredId; + ImGuiID HoveredIdPreviousFrame; + bool HoveredIdAllowOverlap; + bool HoveredIdUsingMouseWheel; + bool HoveredIdPreviousFrameUsingMouseWheel; + bool HoveredIdDisabled; + float HoveredIdTimer; + float HoveredIdNotActiveTimer; + ImGuiID ActiveId; + ImGuiID ActiveIdIsAlive; + float ActiveIdTimer; + bool ActiveIdIsJustActivated; + bool ActiveIdAllowOverlap; + bool ActiveIdNoClearOnFocusLoss; + bool ActiveIdHasBeenPressedBefore; + bool ActiveIdHasBeenEditedBefore; + bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdUsingMouseWheel; + ImU32 ActiveIdUsingNavDirMask; + ImU32 ActiveIdUsingNavInputMask; + ImBitArrayForNamedKeys ActiveIdUsingKeyInputMask; + ImVec2 ActiveIdClickOffset; + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; + int ActiveIdMouseButton; + ImGuiID ActiveIdPreviousFrame; + bool ActiveIdPreviousFrameIsAlive; + bool ActiveIdPreviousFrameHasBeenEditedBefore; + ImGuiWindow* ActiveIdPreviousFrameWindow; + ImGuiID LastActiveId; + float LastActiveIdTimer; + ImGuiItemFlags CurrentItemFlags; + ImGuiNextItemData NextItemData; + ImGuiLastItemData LastItemData; + ImGuiNextWindowData NextWindowData; + ImVector_ImGuiColorMod ColorStack; + ImVector_ImGuiStyleMod StyleVarStack; + ImVector_ImFontPtr FontStack; + ImVector_ImGuiID FocusScopeStack; + ImVector_ImGuiItemFlags ItemFlagsStack; + ImVector_ImGuiGroupData GroupStack; + ImVector_ImGuiPopupData OpenPopupStack; + ImVector_ImGuiPopupData BeginPopupStack; + int BeginMenuCount; + ImVector_ImGuiViewportPPtr Viewports; + ImGuiWindow* NavWindow; + ImGuiID NavId; + ImGuiID NavFocusScopeId; + ImGuiID NavActivateId; + ImGuiID NavActivateDownId; + ImGuiID NavActivatePressedId; + ImGuiID NavActivateInputId; + ImGuiActivateFlags NavActivateFlags; + ImGuiID NavJustMovedToId; + ImGuiID NavJustMovedToFocusScopeId; + ImGuiKeyModFlags NavJustMovedToKeyMods; + ImGuiID NavNextActivateId; + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; + ImGuiNavLayer NavLayer; + bool NavIdIsAlive; + bool NavMousePosDirty; + bool NavDisableHighlight; + bool NavDisableMouseHover; + bool NavAnyRequest; + bool NavInitRequest; + bool NavInitRequestFromMove; + ImGuiID NavInitResultId; + ImRect NavInitResultRectRel; + bool NavMoveSubmitted; + bool NavMoveScoringItems; + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyModFlags NavMoveKeyMods; + ImGuiDir NavMoveDir; + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; + ImRect NavScoringRect; + ImRect NavScoringNoClipRect; + int NavScoringDebugCount; + int NavTabbingDir; + int NavTabbingCounter; + ImGuiNavItemData NavMoveResultLocal; + ImGuiNavItemData NavMoveResultLocalVisible; + ImGuiNavItemData NavMoveResultOther; + ImGuiNavItemData NavTabbingResultFirst; + ImGuiWindow* NavWindowingTarget; + ImGuiWindow* NavWindowingTargetAnim; + ImGuiWindow* NavWindowingListWindow; + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + float DimBgRatio; + ImGuiMouseCursor MouseCursor; + bool DragDropActive; + bool DragDropWithinSource; + bool DragDropWithinTarget; + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; + ImGuiID DragDropAcceptIdCurr; + ImGuiID DragDropAcceptIdPrev; + int DragDropAcceptFrameCount; + ImGuiID DragDropHoldJustPressedId; + ImVector_unsigned_char DragDropPayloadBufHeap; + unsigned char DragDropPayloadBufLocal[16]; + int ClipperTempDataStacked; + ImVector_ImGuiListClipperData ClipperTempData; + ImGuiTable* CurrentTable; + int TablesTempDataStacked; + ImVector_ImGuiTableTempData TablesTempData; + ImPool_ImGuiTable Tables; + ImVector_float TablesLastTimeActive; + ImVector_ImDrawChannel DrawChannelsTempMergeBuffer; + ImGuiTabBar* CurrentTabBar; + ImPool_ImGuiTabBar TabBars; + ImVector_ImGuiPtrOrIndex CurrentTabBarStack; + ImVector_ImGuiShrinkWidthItem ShrinkWidthBuffer; + ImVec2 MouseLastValidPos; + ImGuiInputTextState InputTextState; + ImFont InputTextPasswordFont; + ImGuiID TempInputId; + ImGuiColorEditFlags ColorEditOptions; + float ColorEditLastHue; + float ColorEditLastSat; + ImU32 ColorEditLastColor; + ImVec4 ColorPickerRef; + ImGuiComboPreviewData ComboPreviewData; + float SliderCurrentAccum; + bool SliderCurrentAccumDirty; + bool DragCurrentAccumDirty; + float DragCurrentAccum; + float DragSpeedDefaultRatio; + float ScrollbarClickDeltaToGrabCenter; + float DisabledAlphaBackup; + short DisabledStackSize; + short TooltipOverrideCount; + float TooltipSlowDelay; + ImVector_char ClipboardHandlerData; + ImVector_ImGuiID MenusIdSubmittedThisFrame; + ImGuiPlatformImeData PlatformImeData; + ImGuiPlatformImeData PlatformImeDataPrev; + char PlatformLocaleDecimalPoint; + bool SettingsLoaded; + float SettingsDirtyTimer; + ImGuiTextBuffer SettingsIniData; + ImVector_ImGuiSettingsHandler SettingsHandlers; + ImChunkStream_ImGuiWindowSettings SettingsWindows; + ImChunkStream_ImGuiTableSettings SettingsTables; + ImVector_ImGuiContextHook Hooks; + ImGuiID HookIdNext; + bool LogEnabled; + ImGuiLogType LogType; + ImFileHandle LogFile; + ImGuiTextBuffer LogBuffer; + const char* LogNextPrefix; + const char* LogNextSuffix; + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; + bool DebugItemPickerActive; + ImGuiID DebugItemPickerBreakId; + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiStackTool DebugStackTool; + float FramerateSecPerFrame[120]; + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; + int WantCaptureKeyboardNextFrame; + int WantTextInputNextFrame; + char TempBuffer[1024 * 3 + 1]; +}; +struct ImGuiWindowTempData +{ + ImVec2 CursorPos; + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; + ImVec2 CursorMaxPos; + ImVec2 IdealMaxPos; + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; + float PrevLineTextBaseOffset; + ImVec1 Indent; + ImVec1 ColumnsOffset; + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness; + ImGuiNavLayer NavLayerCurrent; + short NavLayersActiveMask; + short NavLayersActiveMaskNext; + ImGuiID NavFocusScopeIdCurrent; + bool NavHideHighlightOneFrame; + bool NavHasScroll; + bool MenuBarAppending; + ImVec2 MenuBarOffset; + ImGuiMenuColumns MenuColumns; + int TreeDepth; + ImU32 TreeJumpToParentOnPopMask; + ImVector_ImGuiWindowPtr ChildWindows; + ImGuiStorage* StateStorage; + ImGuiOldColumns* CurrentColumns; + int CurrentTableIdx; + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; + float ItemWidth; + float TextWrapPos; + ImVector_float ItemWidthStack; + ImVector_float TextWrapPosStack; +}; +typedef struct ImVector_ImGuiOldColumns {int Size;int Capacity;ImGuiOldColumns* Data;} ImVector_ImGuiOldColumns; + +struct ImGuiWindow +{ + char* Name; + ImGuiID ID; + ImGuiWindowFlags Flags; + ImVec2 Pos; + ImVec2 Size; + ImVec2 SizeFull; + ImVec2 ContentSize; + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; + ImVec2 WindowPadding; + float WindowRounding; + float WindowBorderSize; + int NameBufLen; + ImGuiID MoveId; + ImGuiID ChildId; + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; + ImVec2 ScrollTargetCenterRatio; + ImVec2 ScrollTargetEdgeSnapDist; + ImVec2 ScrollbarSizes; + bool ScrollbarX, ScrollbarY; + bool Active; + bool WasActive; + bool WriteAccessed; + bool Collapsed; + bool WantCollapseToggle; + bool SkipItems; + bool Appearing; + bool Hidden; + bool IsFallbackWindow; + bool IsExplicitChild; + bool HasCloseButton; + signed char ResizeBorderHeld; + short BeginCount; + short BeginOrderWithinParent; + short BeginOrderWithinContext; + short FocusOrder; + ImGuiID PopupId; + ImS8 AutoFitFramesX, AutoFitFramesY; + ImS8 AutoFitChildAxises; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + ImS8 HiddenFramesCanSkipItems; + ImS8 HiddenFramesCannotSkipItems; + ImS8 HiddenFramesForRenderOnly; + ImS8 DisableInputsFrames; + ImGuiCond SetWindowPosAllowFlags : 8; + ImGuiCond SetWindowSizeAllowFlags : 8; + ImGuiCond SetWindowCollapsedAllowFlags : 8; + ImVec2 SetWindowPosVal; + ImVec2 SetWindowPosPivot; + ImVector_ImGuiID IDStack; + ImGuiWindowTempData DC; + ImRect OuterRectClipped; + ImRect InnerRect; + ImRect InnerClipRect; + ImRect WorkRect; + ImRect ParentWorkRect; + ImRect ClipRect; + ImRect ContentRegionRect; + ImVec2ih HitTestHoleSize; + ImVec2ih HitTestHoleOffset; + int LastFrameActive; + float LastTimeActive; + float ItemWidthDefault; + ImGuiStorage StateStorage; + ImVector_ImGuiOldColumns ColumnsStorage; + float FontWindowScale; + int SettingsOffset; + ImDrawList* DrawList; + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; + ImGuiWindow* RootWindowPopupTree; + ImGuiWindow* RootWindowForTitleBarHighlight; + ImGuiWindow* RootWindowForNav; + ImGuiWindow* NavLastChildNavWindow; + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; + ImRect NavRectRel[ImGuiNavLayer_COUNT]; + int MemoryDrawListIdxCapacity; + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; +}; +typedef enum { + ImGuiTabBarFlags_DockNode = 1 << 20, + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22 +}ImGuiTabBarFlagsPrivate_; +typedef enum { + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, + ImGuiTabItemFlags_Button = 1 << 21 +}ImGuiTabItemFlagsPrivate_; +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + int LastFrameVisible; + int LastFrameSelected; + float Offset; + float Width; + float ContentWidth; + ImS32 NameOffset; + ImS16 BeginOrder; + ImS16 IndexDuringLayout; + bool WantClose; +}; +typedef struct ImVector_ImGuiTabItem {int Size;int Capacity;ImGuiTabItem* Data;} ImVector_ImGuiTabItem; + +struct ImGuiTabBar +{ + ImVector_ImGuiTabItem Tabs; + ImGuiTabBarFlags Flags; + ImGuiID ID; + ImGuiID SelectedTabId; + ImGuiID NextSelectedTabId; + ImGuiID VisibleTabId; + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; + float WidthAllTabs; + float WidthAllTabsIdeal; + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; + ImS16 TabsActiveCount; + ImS16 LastTabItemIdx; + float ItemSpacingY; + ImVec2 FramePadding; + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; +}; +typedef ImS8 ImGuiTableColumnIdx; +typedef ImU8 ImGuiTableDrawChannelIdx; +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; + float WidthGiven; + float MinX; + float MaxX; + float WidthRequest; + float WidthAuto; + float StretchWeight; + float InitStretchWeightOrWidth; + ImRect ClipRect; + ImGuiID UserID; + float WorkMinX; + float WorkMaxX; + float ItemWidth; + float ContentMaxXFrozen; + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx IndexWithinEnabledSet; + ImGuiTableColumnIdx PrevEnabledColumn; + ImGuiTableColumnIdx NextEnabledColumn; + ImGuiTableColumnIdx SortOrder; + ImGuiTableDrawChannelIdx DrawChannelCurrent; + ImGuiTableDrawChannelIdx DrawChannelFrozen; + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; + bool IsEnabled; + bool IsUserEnabled; + bool IsUserEnabledNextFrame; + bool IsVisibleX; + bool IsVisibleY; + bool IsRequestOutput; + bool IsSkipItems; + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; + ImU8 AutoFitQueue; + ImU8 CannotSkipItemsQueue; + ImU8 SortDirection : 2; + ImU8 SortDirectionsAvailCount : 2; + ImU8 SortDirectionsAvailMask : 4; + ImU8 SortDirectionsAvailList; +}; +typedef struct ImGuiTableCellData ImGuiTableCellData; +struct ImGuiTableCellData +{ + ImU32 BgColor; + ImGuiTableColumnIdx Column; +}; +typedef struct ImSpan_ImGuiTableColumn {ImGuiTableColumn* Data;ImGuiTableColumn* DataEnd;} ImSpan_ImGuiTableColumn; + +typedef struct ImSpan_ImGuiTableColumnIdx {ImGuiTableColumnIdx* Data;ImGuiTableColumnIdx* DataEnd;} ImSpan_ImGuiTableColumnIdx; + +typedef struct ImSpan_ImGuiTableCellData {ImGuiTableCellData* Data;ImGuiTableCellData* DataEnd;} ImSpan_ImGuiTableCellData; + +typedef struct ImVector_ImGuiTableColumnSortSpecs {int Size;int Capacity;ImGuiTableColumnSortSpecs* Data;} ImVector_ImGuiTableColumnSortSpecs; + +struct ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; + ImGuiTableTempData* TempData; + ImSpan_ImGuiTableColumn Columns; + ImSpan_ImGuiTableColumnIdx DisplayOrderToIndex; + ImSpan_ImGuiTableCellData RowCellData; + ImU64 EnabledMaskByDisplayOrder; + ImU64 EnabledMaskByIndex; + ImU64 VisibleMaskByIndex; + ImU64 RequestOutputMaskByIndex; + ImGuiTableFlags SettingsLoadedFlags; + int SettingsOffset; + int LastFrameActive; + int ColumnsCount; + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; + ImS16 InstanceInteracted; + float RowPosY1; + float RowPosY2; + float RowMinHeight; + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; + ImU32 RowBgColor[2]; + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; + float CellPaddingY; + float CellSpacingX1; + float CellSpacingX2; + float LastOuterHeight; + float LastFirstRowHeight; + float InnerWidth; + float ColumnsGivenWidth; + float ColumnsAutoFitWidth; + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; + float RefScale; + ImRect OuterRect; + ImRect InnerRect; + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; + ImRect Bg0ClipRectForDrawCmd; + ImRect Bg2ClipRectForDrawCmd; + ImRect HostClipRect; + ImRect HostBackupInnerClipRect; + ImGuiWindow* OuterWindow; + ImGuiWindow* InnerWindow; + ImGuiTextBuffer ColumnsNames; + ImDrawListSplitter* DrawSplitter; + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector_ImGuiTableColumnSortSpecs SortSpecsMulti; + ImGuiTableSortSpecs SortSpecs; + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; + ImGuiTableColumnIdx ColumnsEnabledFixedCount; + ImGuiTableColumnIdx DeclColumnsCount; + ImGuiTableColumnIdx HoveredColumnBody; + ImGuiTableColumnIdx HoveredColumnBorder; + ImGuiTableColumnIdx AutoFitSingleColumn; + ImGuiTableColumnIdx ResizedColumn; + ImGuiTableColumnIdx LastResizedColumn; + ImGuiTableColumnIdx HeldHeaderColumn; + ImGuiTableColumnIdx ReorderColumn; + ImGuiTableColumnIdx ReorderColumnDir; + ImGuiTableColumnIdx LeftMostEnabledColumn; + ImGuiTableColumnIdx RightMostEnabledColumn; + ImGuiTableColumnIdx LeftMostStretchedColumn; + ImGuiTableColumnIdx RightMostStretchedColumn; + ImGuiTableColumnIdx ContextPopupColumn; + ImGuiTableColumnIdx FreezeRowsRequest; + ImGuiTableColumnIdx FreezeRowsCount; + ImGuiTableColumnIdx FreezeColumnsRequest; + ImGuiTableColumnIdx FreezeColumnsCount; + ImGuiTableColumnIdx RowCellDataCurrent; + ImGuiTableDrawChannelIdx DummyDrawChannel; + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + bool IsLayoutLocked; + bool IsInsideRow; + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; + bool IsContextPopupOpen; + bool IsSettingsRequestLoad; + bool IsSettingsDirty; + bool IsDefaultDisplayOrder; + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; + bool IsDefaultSizingPolicy; + bool MemoryCompacted; + bool HostSkipItems; +}; +struct ImGuiTableTempData +{ + int TableIndex; + float LastTimeActive; + ImVec2 UserOuterSize; + ImDrawListSplitter DrawSplitter; + ImRect HostBackupWorkRect; + ImRect HostBackupParentWorkRect; + ImVec2 HostBackupPrevLineSize; + ImVec2 HostBackupCurrLineSize; + ImVec2 HostBackupCursorMaxPos; + ImVec1 HostBackupColumnsOffset; + float HostBackupItemWidth; + int HostBackupItemWidthStackSize; +}; +typedef struct ImGuiTableColumnSettings ImGuiTableColumnSettings; +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImU8 IsEnabled : 1; + ImU8 IsStretch : 1; +}; +struct ImGuiTableSettings +{ + ImGuiID ID; + ImGuiTableFlags SaveFlags; + float RefScale; + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; + bool WantApply; +}; +struct ImFontBuilderIO +{ + bool (*FontBuilder_Build)(ImFontAtlas* atlas); +}; +#else +struct GLFWwindow; +struct SDL_Window; +typedef union SDL_Event SDL_Event; +#endif // CIMGUI_DEFINE_ENUMS_AND_STRUCTS + +#ifndef CIMGUI_DEFINE_ENUMS_AND_STRUCTS +typedef struct ImGuiStorage::ImGuiStoragePair ImGuiStoragePair; +typedef struct ImGuiTextFilter::ImGuiTextRange ImGuiTextRange; +typedef ImStb::STB_TexteditState STB_TexteditState; +typedef ImStb::StbTexteditRow StbTexteditRow; +typedef ImStb::StbUndoRecord StbUndoRecord; +typedef ImStb::StbUndoState StbUndoState; +typedef ImChunkStream ImChunkStream_ImGuiTableSettings; +typedef ImChunkStream ImChunkStream_ImGuiWindowSettings; +typedef ImPool ImPool_ImGuiTabBar; +typedef ImPool ImPool_ImGuiTable; +typedef ImSpan ImSpan_ImGuiTableCellData; +typedef ImSpan ImSpan_ImGuiTableColumn; +typedef ImSpan ImSpan_ImGuiTableColumnIdx; +typedef ImVector ImVector_ImDrawChannel; +typedef ImVector ImVector_ImDrawCmd; +typedef ImVector ImVector_ImDrawIdx; +typedef ImVector ImVector_ImDrawListPtr; +typedef ImVector ImVector_ImDrawVert; +typedef ImVector ImVector_ImFontPtr; +typedef ImVector ImVector_ImFontAtlasCustomRect; +typedef ImVector ImVector_ImFontConfig; +typedef ImVector ImVector_ImFontGlyph; +typedef ImVector ImVector_ImGuiColorMod; +typedef ImVector ImVector_ImGuiContextHook; +typedef ImVector ImVector_ImGuiGroupData; +typedef ImVector ImVector_ImGuiID; +typedef ImVector ImVector_ImGuiInputEvent; +typedef ImVector ImVector_ImGuiItemFlags; +typedef ImVector ImVector_ImGuiListClipperData; +typedef ImVector ImVector_ImGuiListClipperRange; +typedef ImVector ImVector_ImGuiOldColumnData; +typedef ImVector ImVector_ImGuiOldColumns; +typedef ImVector ImVector_ImGuiPopupData; +typedef ImVector ImVector_ImGuiPtrOrIndex; +typedef ImVector ImVector_ImGuiSettingsHandler; +typedef ImVector ImVector_ImGuiShrinkWidthItem; +typedef ImVector ImVector_ImGuiStackLevelInfo; +typedef ImVector ImVector_ImGuiStoragePair; +typedef ImVector ImVector_ImGuiStyleMod; +typedef ImVector ImVector_ImGuiTabItem; +typedef ImVector ImVector_ImGuiTableColumnSortSpecs; +typedef ImVector ImVector_ImGuiTableTempData; +typedef ImVector ImVector_ImGuiTextRange; +typedef ImVector ImVector_ImGuiViewportPPtr; +typedef ImVector ImVector_ImGuiWindowPtr; +typedef ImVector ImVector_ImGuiWindowStackData; +typedef ImVector ImVector_ImTextureID; +typedef ImVector ImVector_ImU32; +typedef ImVector ImVector_ImVec2; +typedef ImVector ImVector_ImVec4; +typedef ImVector ImVector_ImWchar; +typedef ImVector ImVector_char; +typedef ImVector ImVector_float; +typedef ImVector ImVector_unsigned_char; +#endif //CIMGUI_DEFINE_ENUMS_AND_STRUCTS +CIMGUI_API ImVec2* ImVec2_ImVec2_Nil(void); +CIMGUI_API void ImVec2_destroy(ImVec2* self); +CIMGUI_API ImVec2* ImVec2_ImVec2_Float(float _x,float _y); +CIMGUI_API ImVec4* ImVec4_ImVec4_Nil(void); +CIMGUI_API void ImVec4_destroy(ImVec4* self); +CIMGUI_API ImVec4* ImVec4_ImVec4_Float(float _x,float _y,float _z,float _w); +CIMGUI_API ImGuiContext* igCreateContext(ImFontAtlas* shared_font_atlas); +CIMGUI_API void igDestroyContext(ImGuiContext* ctx); +CIMGUI_API ImGuiContext* igGetCurrentContext(void); +CIMGUI_API void igSetCurrentContext(ImGuiContext* ctx); +CIMGUI_API ImGuiIO* igGetIO(void); +CIMGUI_API ImGuiStyle* igGetStyle(void); +CIMGUI_API void igNewFrame(void); +CIMGUI_API void igEndFrame(void); +CIMGUI_API void igRender(void); +CIMGUI_API ImDrawData* igGetDrawData(void); +CIMGUI_API void igShowDemoWindow(bool* p_open); +CIMGUI_API void igShowMetricsWindow(bool* p_open); +CIMGUI_API void igShowStackToolWindow(bool* p_open); +CIMGUI_API void igShowAboutWindow(bool* p_open); +CIMGUI_API void igShowStyleEditor(ImGuiStyle* ref); +CIMGUI_API bool igShowStyleSelector(const char* label); +CIMGUI_API void igShowFontSelector(const char* label); +CIMGUI_API void igShowUserGuide(void); +CIMGUI_API const char* igGetVersion(void); +CIMGUI_API void igStyleColorsDark(ImGuiStyle* dst); +CIMGUI_API void igStyleColorsLight(ImGuiStyle* dst); +CIMGUI_API void igStyleColorsClassic(ImGuiStyle* dst); +CIMGUI_API bool igBegin(const char* name,bool* p_open,ImGuiWindowFlags flags); +CIMGUI_API void igEnd(void); +CIMGUI_API bool igBeginChild_Str(const char* str_id,const ImVec2 size,bool border,ImGuiWindowFlags flags); +CIMGUI_API bool igBeginChild_ID(ImGuiID id,const ImVec2 size,bool border,ImGuiWindowFlags flags); +CIMGUI_API void igEndChild(void); +CIMGUI_API bool igIsWindowAppearing(void); +CIMGUI_API bool igIsWindowCollapsed(void); +CIMGUI_API bool igIsWindowFocused(ImGuiFocusedFlags flags); +CIMGUI_API bool igIsWindowHovered(ImGuiHoveredFlags flags); +CIMGUI_API ImDrawList* igGetWindowDrawList(void); +CIMGUI_API void igGetWindowPos(ImVec2 *pOut); +CIMGUI_API void igGetWindowSize(ImVec2 *pOut); +CIMGUI_API float igGetWindowWidth(void); +CIMGUI_API float igGetWindowHeight(void); +CIMGUI_API void igSetNextWindowPos(const ImVec2 pos,ImGuiCond cond,const ImVec2 pivot); +CIMGUI_API void igSetNextWindowSize(const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetNextWindowSizeConstraints(const ImVec2 size_min,const ImVec2 size_max,ImGuiSizeCallback custom_callback,void* custom_callback_data); +CIMGUI_API void igSetNextWindowContentSize(const ImVec2 size); +CIMGUI_API void igSetNextWindowCollapsed(bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetNextWindowFocus(void); +CIMGUI_API void igSetNextWindowBgAlpha(float alpha); +CIMGUI_API void igSetWindowPos_Vec2(const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_Vec2(const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_Bool(bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowFocus_Nil(void); +CIMGUI_API void igSetWindowFontScale(float scale); +CIMGUI_API void igSetWindowPos_Str(const char* name,const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_Str(const char* name,const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_Str(const char* name,bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowFocus_Str(const char* name); +CIMGUI_API void igGetContentRegionAvail(ImVec2 *pOut); +CIMGUI_API void igGetContentRegionMax(ImVec2 *pOut); +CIMGUI_API void igGetWindowContentRegionMin(ImVec2 *pOut); +CIMGUI_API void igGetWindowContentRegionMax(ImVec2 *pOut); +CIMGUI_API float igGetScrollX(void); +CIMGUI_API float igGetScrollY(void); +CIMGUI_API void igSetScrollX_Float(float scroll_x); +CIMGUI_API void igSetScrollY_Float(float scroll_y); +CIMGUI_API float igGetScrollMaxX(void); +CIMGUI_API float igGetScrollMaxY(void); +CIMGUI_API void igSetScrollHereX(float center_x_ratio); +CIMGUI_API void igSetScrollHereY(float center_y_ratio); +CIMGUI_API void igSetScrollFromPosX_Float(float local_x,float center_x_ratio); +CIMGUI_API void igSetScrollFromPosY_Float(float local_y,float center_y_ratio); +CIMGUI_API void igPushFont(ImFont* font); +CIMGUI_API void igPopFont(void); +CIMGUI_API void igPushStyleColor_U32(ImGuiCol idx,ImU32 col); +CIMGUI_API void igPushStyleColor_Vec4(ImGuiCol idx,const ImVec4 col); +CIMGUI_API void igPopStyleColor(int count); +CIMGUI_API void igPushStyleVar_Float(ImGuiStyleVar idx,float val); +CIMGUI_API void igPushStyleVar_Vec2(ImGuiStyleVar idx,const ImVec2 val); +CIMGUI_API void igPopStyleVar(int count); +CIMGUI_API void igPushAllowKeyboardFocus(bool allow_keyboard_focus); +CIMGUI_API void igPopAllowKeyboardFocus(void); +CIMGUI_API void igPushButtonRepeat(bool repeat); +CIMGUI_API void igPopButtonRepeat(void); +CIMGUI_API void igPushItemWidth(float item_width); +CIMGUI_API void igPopItemWidth(void); +CIMGUI_API void igSetNextItemWidth(float item_width); +CIMGUI_API float igCalcItemWidth(void); +CIMGUI_API void igPushTextWrapPos(float wrap_local_pos_x); +CIMGUI_API void igPopTextWrapPos(void); +CIMGUI_API ImFont* igGetFont(void); +CIMGUI_API float igGetFontSize(void); +CIMGUI_API void igGetFontTexUvWhitePixel(ImVec2 *pOut); +CIMGUI_API ImU32 igGetColorU32_Col(ImGuiCol idx,float alpha_mul); +CIMGUI_API ImU32 igGetColorU32_Vec4(const ImVec4 col); +CIMGUI_API ImU32 igGetColorU32_U32(ImU32 col); +CIMGUI_API const ImVec4* igGetStyleColorVec4(ImGuiCol idx); +CIMGUI_API void igSeparator(void); +CIMGUI_API void igSameLine(float offset_from_start_x,float spacing); +CIMGUI_API void igNewLine(void); +CIMGUI_API void igSpacing(void); +CIMGUI_API void igDummy(const ImVec2 size); +CIMGUI_API void igIndent(float indent_w); +CIMGUI_API void igUnindent(float indent_w); +CIMGUI_API void igBeginGroup(void); +CIMGUI_API void igEndGroup(void); +CIMGUI_API void igGetCursorPos(ImVec2 *pOut); +CIMGUI_API float igGetCursorPosX(void); +CIMGUI_API float igGetCursorPosY(void); +CIMGUI_API void igSetCursorPos(const ImVec2 local_pos); +CIMGUI_API void igSetCursorPosX(float local_x); +CIMGUI_API void igSetCursorPosY(float local_y); +CIMGUI_API void igGetCursorStartPos(ImVec2 *pOut); +CIMGUI_API void igGetCursorScreenPos(ImVec2 *pOut); +CIMGUI_API void igSetCursorScreenPos(const ImVec2 pos); +CIMGUI_API void igAlignTextToFramePadding(void); +CIMGUI_API float igGetTextLineHeight(void); +CIMGUI_API float igGetTextLineHeightWithSpacing(void); +CIMGUI_API float igGetFrameHeight(void); +CIMGUI_API float igGetFrameHeightWithSpacing(void); +CIMGUI_API void igPushID_Str(const char* str_id); +CIMGUI_API void igPushID_StrStr(const char* str_id_begin,const char* str_id_end); +CIMGUI_API void igPushID_Ptr(const void* ptr_id); +CIMGUI_API void igPushID_Int(int int_id); +CIMGUI_API void igPopID(void); +CIMGUI_API ImGuiID igGetID_Str(const char* str_id); +CIMGUI_API ImGuiID igGetID_StrStr(const char* str_id_begin,const char* str_id_end); +CIMGUI_API ImGuiID igGetID_Ptr(const void* ptr_id); +CIMGUI_API void igTextUnformatted(const char* text,const char* text_end); +CIMGUI_API void igText(const char* fmt,...); +CIMGUI_API void igTextV(const char* fmt,va_list args); +CIMGUI_API void igTextColored(const ImVec4 col,const char* fmt,...); +CIMGUI_API void igTextColoredV(const ImVec4 col,const char* fmt,va_list args); +CIMGUI_API void igTextDisabled(const char* fmt,...); +CIMGUI_API void igTextDisabledV(const char* fmt,va_list args); +CIMGUI_API void igTextWrapped(const char* fmt,...); +CIMGUI_API void igTextWrappedV(const char* fmt,va_list args); +CIMGUI_API void igLabelText(const char* label,const char* fmt,...); +CIMGUI_API void igLabelTextV(const char* label,const char* fmt,va_list args); +CIMGUI_API void igBulletText(const char* fmt,...); +CIMGUI_API void igBulletTextV(const char* fmt,va_list args); +CIMGUI_API bool igButton(const char* label,const ImVec2 size); +CIMGUI_API bool igSmallButton(const char* label); +CIMGUI_API bool igInvisibleButton(const char* str_id,const ImVec2 size,ImGuiButtonFlags flags); +CIMGUI_API bool igArrowButton(const char* str_id,ImGuiDir dir); +CIMGUI_API void igImage(ImTextureID user_texture_id,const ImVec2 size,const ImVec2 uv0,const ImVec2 uv1,const ImVec4 tint_col,const ImVec4 border_col); +CIMGUI_API bool igImageButton(ImTextureID user_texture_id,const ImVec2 size,const ImVec2 uv0,const ImVec2 uv1,int frame_padding,const ImVec4 bg_col,const ImVec4 tint_col); +CIMGUI_API bool igCheckbox(const char* label,bool* v); +CIMGUI_API bool igCheckboxFlags_IntPtr(const char* label,int* flags,int flags_value); +CIMGUI_API bool igCheckboxFlags_UintPtr(const char* label,unsigned int* flags,unsigned int flags_value); +CIMGUI_API bool igRadioButton_Bool(const char* label,bool active); +CIMGUI_API bool igRadioButton_IntPtr(const char* label,int* v,int v_button); +CIMGUI_API void igProgressBar(float fraction,const ImVec2 size_arg,const char* overlay); +CIMGUI_API void igBullet(void); +CIMGUI_API bool igBeginCombo(const char* label,const char* preview_value,ImGuiComboFlags flags); +CIMGUI_API void igEndCombo(void); +CIMGUI_API bool igCombo_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int popup_max_height_in_items); +CIMGUI_API bool igCombo_Str(const char* label,int* current_item,const char* items_separated_by_zeros,int popup_max_height_in_items); +CIMGUI_API bool igCombo_FnBoolPtr(const char* label,int* current_item,bool(*items_getter)(void* data,int idx,const char** out_text),void* data,int items_count,int popup_max_height_in_items); +CIMGUI_API bool igDragFloat(const char* label,float* v,float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat2(const char* label,float v[2],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat3(const char* label,float v[3],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloat4(const char* label,float v[4],float v_speed,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragFloatRange2(const char* label,float* v_current_min,float* v_current_max,float v_speed,float v_min,float v_max,const char* format,const char* format_max,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt(const char* label,int* v,float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt2(const char* label,int v[2],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt3(const char* label,int v[3],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragInt4(const char* label,int v[4],float v_speed,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragIntRange2(const char* label,int* v_current_min,int* v_current_max,float v_speed,int v_min,int v_max,const char* format,const char* format_max,ImGuiSliderFlags flags); +CIMGUI_API bool igDragScalar(const char* label,ImGuiDataType data_type,void* p_data,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igDragScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat(const char* label,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat2(const char* label,float v[2],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat3(const char* label,float v[3],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderFloat4(const char* label,float v[4],float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderAngle(const char* label,float* v_rad,float v_degrees_min,float v_degrees_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt(const char* label,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt2(const char* label,int v[2],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt3(const char* label,int v[3],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderInt4(const char* label,int v[4],int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderFloat(const char* label,const ImVec2 size,float* v,float v_min,float v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderInt(const char* label,const ImVec2 size,int* v,int v_min,int v_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igVSliderScalar(const char* label,const ImVec2 size,ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igInputText(const char* label,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputTextMultiline(const char* label,char* buf,size_t buf_size,const ImVec2 size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputTextWithHint(const char* label,const char* hint,char* buf,size_t buf_size,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igInputFloat(const char* label,float* v,float step,float step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat2(const char* label,float v[2],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat3(const char* label,float v[3],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputFloat4(const char* label,float v[4],const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt(const char* label,int* v,int step,int step_fast,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt2(const char* label,int v[2],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt3(const char* label,int v[3],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputInt4(const char* label,int v[4],ImGuiInputTextFlags flags); +CIMGUI_API bool igInputDouble(const char* label,double* v,double step,double step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputScalar(const char* label,ImGuiDataType data_type,void* p_data,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igInputScalarN(const char* label,ImGuiDataType data_type,void* p_data,int components,const void* p_step,const void* p_step_fast,const char* format,ImGuiInputTextFlags flags); +CIMGUI_API bool igColorEdit3(const char* label,float col[3],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorEdit4(const char* label,float col[4],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorPicker3(const char* label,float col[3],ImGuiColorEditFlags flags); +CIMGUI_API bool igColorPicker4(const char* label,float col[4],ImGuiColorEditFlags flags,const float* ref_col); +CIMGUI_API bool igColorButton(const char* desc_id,const ImVec4 col,ImGuiColorEditFlags flags,ImVec2 size); +CIMGUI_API void igSetColorEditOptions(ImGuiColorEditFlags flags); +CIMGUI_API bool igTreeNode_Str(const char* label); +CIMGUI_API bool igTreeNode_StrStr(const char* str_id,const char* fmt,...); +CIMGUI_API bool igTreeNode_Ptr(const void* ptr_id,const char* fmt,...); +CIMGUI_API bool igTreeNodeV_Str(const char* str_id,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeV_Ptr(const void* ptr_id,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeEx_Str(const char* label,ImGuiTreeNodeFlags flags); +CIMGUI_API bool igTreeNodeEx_StrStr(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,...); +CIMGUI_API bool igTreeNodeEx_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,...); +CIMGUI_API bool igTreeNodeExV_Str(const char* str_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args); +CIMGUI_API bool igTreeNodeExV_Ptr(const void* ptr_id,ImGuiTreeNodeFlags flags,const char* fmt,va_list args); +CIMGUI_API void igTreePush_Str(const char* str_id); +CIMGUI_API void igTreePush_Ptr(const void* ptr_id); +CIMGUI_API void igTreePop(void); +CIMGUI_API float igGetTreeNodeToLabelSpacing(void); +CIMGUI_API bool igCollapsingHeader_TreeNodeFlags(const char* label,ImGuiTreeNodeFlags flags); +CIMGUI_API bool igCollapsingHeader_BoolPtr(const char* label,bool* p_visible,ImGuiTreeNodeFlags flags); +CIMGUI_API void igSetNextItemOpen(bool is_open,ImGuiCond cond); +CIMGUI_API bool igSelectable_Bool(const char* label,bool selected,ImGuiSelectableFlags flags,const ImVec2 size); +CIMGUI_API bool igSelectable_BoolPtr(const char* label,bool* p_selected,ImGuiSelectableFlags flags,const ImVec2 size); +CIMGUI_API bool igBeginListBox(const char* label,const ImVec2 size); +CIMGUI_API void igEndListBox(void); +CIMGUI_API bool igListBox_Str_arr(const char* label,int* current_item,const char* const items[],int items_count,int height_in_items); +CIMGUI_API bool igListBox_FnBoolPtr(const char* label,int* current_item,bool(*items_getter)(void* data,int idx,const char** out_text),void* data,int items_count,int height_in_items); +CIMGUI_API void igPlotLines_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride); +CIMGUI_API void igPlotLines_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size); +CIMGUI_API void igPlotHistogram_FloatPtr(const char* label,const float* values,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size,int stride); +CIMGUI_API void igPlotHistogram_FnFloatPtr(const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 graph_size); +CIMGUI_API void igValue_Bool(const char* prefix,bool b); +CIMGUI_API void igValue_Int(const char* prefix,int v); +CIMGUI_API void igValue_Uint(const char* prefix,unsigned int v); +CIMGUI_API void igValue_Float(const char* prefix,float v,const char* float_format); +CIMGUI_API bool igBeginMenuBar(void); +CIMGUI_API void igEndMenuBar(void); +CIMGUI_API bool igBeginMainMenuBar(void); +CIMGUI_API void igEndMainMenuBar(void); +CIMGUI_API bool igBeginMenu(const char* label,bool enabled); +CIMGUI_API void igEndMenu(void); +CIMGUI_API bool igMenuItem_Bool(const char* label,const char* shortcut,bool selected,bool enabled); +CIMGUI_API bool igMenuItem_BoolPtr(const char* label,const char* shortcut,bool* p_selected,bool enabled); +CIMGUI_API void igBeginTooltip(void); +CIMGUI_API void igEndTooltip(void); +CIMGUI_API void igSetTooltip(const char* fmt,...); +CIMGUI_API void igSetTooltipV(const char* fmt,va_list args); +CIMGUI_API bool igBeginPopup(const char* str_id,ImGuiWindowFlags flags); +CIMGUI_API bool igBeginPopupModal(const char* name,bool* p_open,ImGuiWindowFlags flags); +CIMGUI_API void igEndPopup(void); +CIMGUI_API void igOpenPopup_Str(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igOpenPopup_ID(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igOpenPopupOnItemClick(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igCloseCurrentPopup(void); +CIMGUI_API bool igBeginPopupContextItem(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igBeginPopupContextWindow(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igBeginPopupContextVoid(const char* str_id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igIsPopupOpen_Str(const char* str_id,ImGuiPopupFlags flags); +CIMGUI_API bool igBeginTable(const char* str_id,int column,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width); +CIMGUI_API void igEndTable(void); +CIMGUI_API void igTableNextRow(ImGuiTableRowFlags row_flags,float min_row_height); +CIMGUI_API bool igTableNextColumn(void); +CIMGUI_API bool igTableSetColumnIndex(int column_n); +CIMGUI_API void igTableSetupColumn(const char* label,ImGuiTableColumnFlags flags,float init_width_or_weight,ImGuiID user_id); +CIMGUI_API void igTableSetupScrollFreeze(int cols,int rows); +CIMGUI_API void igTableHeadersRow(void); +CIMGUI_API void igTableHeader(const char* label); +CIMGUI_API ImGuiTableSortSpecs* igTableGetSortSpecs(void); +CIMGUI_API int igTableGetColumnCount(void); +CIMGUI_API int igTableGetColumnIndex(void); +CIMGUI_API int igTableGetRowIndex(void); +CIMGUI_API const char* igTableGetColumnName_Int(int column_n); +CIMGUI_API ImGuiTableColumnFlags igTableGetColumnFlags(int column_n); +CIMGUI_API void igTableSetColumnEnabled(int column_n,bool v); +CIMGUI_API void igTableSetBgColor(ImGuiTableBgTarget target,ImU32 color,int column_n); +CIMGUI_API void igColumns(int count,const char* id,bool border); +CIMGUI_API void igNextColumn(void); +CIMGUI_API int igGetColumnIndex(void); +CIMGUI_API float igGetColumnWidth(int column_index); +CIMGUI_API void igSetColumnWidth(int column_index,float width); +CIMGUI_API float igGetColumnOffset(int column_index); +CIMGUI_API void igSetColumnOffset(int column_index,float offset_x); +CIMGUI_API int igGetColumnsCount(void); +CIMGUI_API bool igBeginTabBar(const char* str_id,ImGuiTabBarFlags flags); +CIMGUI_API void igEndTabBar(void); +CIMGUI_API bool igBeginTabItem(const char* label,bool* p_open,ImGuiTabItemFlags flags); +CIMGUI_API void igEndTabItem(void); +CIMGUI_API bool igTabItemButton(const char* label,ImGuiTabItemFlags flags); +CIMGUI_API void igSetTabItemClosed(const char* tab_or_docked_window_label); +CIMGUI_API void igLogToTTY(int auto_open_depth); +CIMGUI_API void igLogToFile(int auto_open_depth,const char* filename); +CIMGUI_API void igLogToClipboard(int auto_open_depth); +CIMGUI_API void igLogFinish(void); +CIMGUI_API void igLogButtons(void); +CIMGUI_API void igLogTextV(const char* fmt,va_list args); +CIMGUI_API bool igBeginDragDropSource(ImGuiDragDropFlags flags); +CIMGUI_API bool igSetDragDropPayload(const char* type,const void* data,size_t sz,ImGuiCond cond); +CIMGUI_API void igEndDragDropSource(void); +CIMGUI_API bool igBeginDragDropTarget(void); +CIMGUI_API const ImGuiPayload* igAcceptDragDropPayload(const char* type,ImGuiDragDropFlags flags); +CIMGUI_API void igEndDragDropTarget(void); +CIMGUI_API const ImGuiPayload* igGetDragDropPayload(void); +CIMGUI_API void igBeginDisabled(bool disabled); +CIMGUI_API void igEndDisabled(void); +CIMGUI_API void igPushClipRect(const ImVec2 clip_rect_min,const ImVec2 clip_rect_max,bool intersect_with_current_clip_rect); +CIMGUI_API void igPopClipRect(void); +CIMGUI_API void igSetItemDefaultFocus(void); +CIMGUI_API void igSetKeyboardFocusHere(int offset); +CIMGUI_API bool igIsItemHovered(ImGuiHoveredFlags flags); +CIMGUI_API bool igIsItemActive(void); +CIMGUI_API bool igIsItemFocused(void); +CIMGUI_API bool igIsItemClicked(ImGuiMouseButton mouse_button); +CIMGUI_API bool igIsItemVisible(void); +CIMGUI_API bool igIsItemEdited(void); +CIMGUI_API bool igIsItemActivated(void); +CIMGUI_API bool igIsItemDeactivated(void); +CIMGUI_API bool igIsItemDeactivatedAfterEdit(void); +CIMGUI_API bool igIsItemToggledOpen(void); +CIMGUI_API bool igIsAnyItemHovered(void); +CIMGUI_API bool igIsAnyItemActive(void); +CIMGUI_API bool igIsAnyItemFocused(void); +CIMGUI_API void igGetItemRectMin(ImVec2 *pOut); +CIMGUI_API void igGetItemRectMax(ImVec2 *pOut); +CIMGUI_API void igGetItemRectSize(ImVec2 *pOut); +CIMGUI_API void igSetItemAllowOverlap(void); +CIMGUI_API ImGuiViewport* igGetMainViewport(void); +CIMGUI_API bool igIsRectVisible_Nil(const ImVec2 size); +CIMGUI_API bool igIsRectVisible_Vec2(const ImVec2 rect_min,const ImVec2 rect_max); +CIMGUI_API double igGetTime(void); +CIMGUI_API int igGetFrameCount(void); +CIMGUI_API ImDrawList* igGetBackgroundDrawList_Nil(void); +CIMGUI_API ImDrawList* igGetForegroundDrawList_Nil(void); +CIMGUI_API ImDrawListSharedData* igGetDrawListSharedData(void); +CIMGUI_API const char* igGetStyleColorName(ImGuiCol idx); +CIMGUI_API void igSetStateStorage(ImGuiStorage* storage); +CIMGUI_API ImGuiStorage* igGetStateStorage(void); +CIMGUI_API bool igBeginChildFrame(ImGuiID id,const ImVec2 size,ImGuiWindowFlags flags); +CIMGUI_API void igEndChildFrame(void); +CIMGUI_API void igCalcTextSize(ImVec2 *pOut,const char* text,const char* text_end,bool hide_text_after_double_hash,float wrap_width); +CIMGUI_API void igColorConvertU32ToFloat4(ImVec4 *pOut,ImU32 in); +CIMGUI_API ImU32 igColorConvertFloat4ToU32(const ImVec4 in); +CIMGUI_API void igColorConvertRGBtoHSV(float r,float g,float b,float* out_h,float* out_s,float* out_v); +CIMGUI_API void igColorConvertHSVtoRGB(float h,float s,float v,float* out_r,float* out_g,float* out_b); +CIMGUI_API bool igIsKeyDown(ImGuiKey key); +CIMGUI_API bool igIsKeyPressed(ImGuiKey key,bool repeat); +CIMGUI_API bool igIsKeyReleased(ImGuiKey key); +CIMGUI_API int igGetKeyPressedAmount(ImGuiKey key,float repeat_delay,float rate); +CIMGUI_API const char* igGetKeyName(ImGuiKey key); +CIMGUI_API void igCaptureKeyboardFromApp(bool want_capture_keyboard_value); +CIMGUI_API bool igIsMouseDown(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseClicked(ImGuiMouseButton button,bool repeat); +CIMGUI_API bool igIsMouseReleased(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseDoubleClicked(ImGuiMouseButton button); +CIMGUI_API int igGetMouseClickedCount(ImGuiMouseButton button); +CIMGUI_API bool igIsMouseHoveringRect(const ImVec2 r_min,const ImVec2 r_max,bool clip); +CIMGUI_API bool igIsMousePosValid(const ImVec2* mouse_pos); +CIMGUI_API bool igIsAnyMouseDown(void); +CIMGUI_API void igGetMousePos(ImVec2 *pOut); +CIMGUI_API void igGetMousePosOnOpeningCurrentPopup(ImVec2 *pOut); +CIMGUI_API bool igIsMouseDragging(ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igGetMouseDragDelta(ImVec2 *pOut,ImGuiMouseButton button,float lock_threshold); +CIMGUI_API void igResetMouseDragDelta(ImGuiMouseButton button); +CIMGUI_API ImGuiMouseCursor igGetMouseCursor(void); +CIMGUI_API void igSetMouseCursor(ImGuiMouseCursor cursor_type); +CIMGUI_API void igCaptureMouseFromApp(bool want_capture_mouse_value); +CIMGUI_API const char* igGetClipboardText(void); +CIMGUI_API void igSetClipboardText(const char* text); +CIMGUI_API void igLoadIniSettingsFromDisk(const char* ini_filename); +CIMGUI_API void igLoadIniSettingsFromMemory(const char* ini_data,size_t ini_size); +CIMGUI_API void igSaveIniSettingsToDisk(const char* ini_filename); +CIMGUI_API const char* igSaveIniSettingsToMemory(size_t* out_ini_size); +CIMGUI_API bool igDebugCheckVersionAndDataLayout(const char* version_str,size_t sz_io,size_t sz_style,size_t sz_vec2,size_t sz_vec4,size_t sz_drawvert,size_t sz_drawidx); +CIMGUI_API void igSetAllocatorFunctions(ImGuiMemAllocFunc alloc_func,ImGuiMemFreeFunc free_func,void* user_data); +CIMGUI_API void igGetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func,ImGuiMemFreeFunc* p_free_func,void** p_user_data); +CIMGUI_API void* igMemAlloc(size_t size); +CIMGUI_API void igMemFree(void* ptr); +CIMGUI_API ImGuiStyle* ImGuiStyle_ImGuiStyle(void); +CIMGUI_API void ImGuiStyle_destroy(ImGuiStyle* self); +CIMGUI_API void ImGuiStyle_ScaleAllSizes(ImGuiStyle* self,float scale_factor); +CIMGUI_API void ImGuiIO_AddKeyEvent(ImGuiIO* self,ImGuiKey key,bool down); +CIMGUI_API void ImGuiIO_AddKeyAnalogEvent(ImGuiIO* self,ImGuiKey key,bool down,float v); +CIMGUI_API void ImGuiIO_AddMousePosEvent(ImGuiIO* self,float x,float y); +CIMGUI_API void ImGuiIO_AddMouseButtonEvent(ImGuiIO* self,int button,bool down); +CIMGUI_API void ImGuiIO_AddMouseWheelEvent(ImGuiIO* self,float wh_x,float wh_y); +CIMGUI_API void ImGuiIO_AddFocusEvent(ImGuiIO* self,bool focused); +CIMGUI_API void ImGuiIO_AddInputCharacter(ImGuiIO* self,unsigned int c); +CIMGUI_API void ImGuiIO_AddInputCharacterUTF16(ImGuiIO* self,ImWchar16 c); +CIMGUI_API void ImGuiIO_AddInputCharactersUTF8(ImGuiIO* self,const char* str); +CIMGUI_API void ImGuiIO_ClearInputCharacters(ImGuiIO* self); +CIMGUI_API void ImGuiIO_ClearInputKeys(ImGuiIO* self); +CIMGUI_API void ImGuiIO_SetKeyEventNativeData(ImGuiIO* self,ImGuiKey key,int native_keycode,int native_scancode,int native_legacy_index); +CIMGUI_API ImGuiIO* ImGuiIO_ImGuiIO(void); +CIMGUI_API void ImGuiIO_destroy(ImGuiIO* self); +CIMGUI_API ImGuiInputTextCallbackData* ImGuiInputTextCallbackData_ImGuiInputTextCallbackData(void); +CIMGUI_API void ImGuiInputTextCallbackData_destroy(ImGuiInputTextCallbackData* self); +CIMGUI_API void ImGuiInputTextCallbackData_DeleteChars(ImGuiInputTextCallbackData* self,int pos,int bytes_count); +CIMGUI_API void ImGuiInputTextCallbackData_InsertChars(ImGuiInputTextCallbackData* self,int pos,const char* text,const char* text_end); +CIMGUI_API void ImGuiInputTextCallbackData_SelectAll(ImGuiInputTextCallbackData* self); +CIMGUI_API void ImGuiInputTextCallbackData_ClearSelection(ImGuiInputTextCallbackData* self); +CIMGUI_API bool ImGuiInputTextCallbackData_HasSelection(ImGuiInputTextCallbackData* self); +CIMGUI_API ImGuiPayload* ImGuiPayload_ImGuiPayload(void); +CIMGUI_API void ImGuiPayload_destroy(ImGuiPayload* self); +CIMGUI_API void ImGuiPayload_Clear(ImGuiPayload* self); +CIMGUI_API bool ImGuiPayload_IsDataType(ImGuiPayload* self,const char* type); +CIMGUI_API bool ImGuiPayload_IsPreview(ImGuiPayload* self); +CIMGUI_API bool ImGuiPayload_IsDelivery(ImGuiPayload* self); +CIMGUI_API ImGuiTableColumnSortSpecs* ImGuiTableColumnSortSpecs_ImGuiTableColumnSortSpecs(void); +CIMGUI_API void ImGuiTableColumnSortSpecs_destroy(ImGuiTableColumnSortSpecs* self); +CIMGUI_API ImGuiTableSortSpecs* ImGuiTableSortSpecs_ImGuiTableSortSpecs(void); +CIMGUI_API void ImGuiTableSortSpecs_destroy(ImGuiTableSortSpecs* self); +CIMGUI_API ImGuiOnceUponAFrame* ImGuiOnceUponAFrame_ImGuiOnceUponAFrame(void); +CIMGUI_API void ImGuiOnceUponAFrame_destroy(ImGuiOnceUponAFrame* self); +CIMGUI_API ImGuiTextFilter* ImGuiTextFilter_ImGuiTextFilter(const char* default_filter); +CIMGUI_API void ImGuiTextFilter_destroy(ImGuiTextFilter* self); +CIMGUI_API bool ImGuiTextFilter_Draw(ImGuiTextFilter* self,const char* label,float width); +CIMGUI_API bool ImGuiTextFilter_PassFilter(ImGuiTextFilter* self,const char* text,const char* text_end); +CIMGUI_API void ImGuiTextFilter_Build(ImGuiTextFilter* self); +CIMGUI_API void ImGuiTextFilter_Clear(ImGuiTextFilter* self); +CIMGUI_API bool ImGuiTextFilter_IsActive(ImGuiTextFilter* self); +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Nil(void); +CIMGUI_API void ImGuiTextRange_destroy(ImGuiTextRange* self); +CIMGUI_API ImGuiTextRange* ImGuiTextRange_ImGuiTextRange_Str(const char* _b,const char* _e); +CIMGUI_API bool ImGuiTextRange_empty(ImGuiTextRange* self); +CIMGUI_API void ImGuiTextRange_split(ImGuiTextRange* self,char separator,ImVector_ImGuiTextRange* out); +CIMGUI_API ImGuiTextBuffer* ImGuiTextBuffer_ImGuiTextBuffer(void); +CIMGUI_API void ImGuiTextBuffer_destroy(ImGuiTextBuffer* self); +CIMGUI_API const char* ImGuiTextBuffer_begin(ImGuiTextBuffer* self); +CIMGUI_API const char* ImGuiTextBuffer_end(ImGuiTextBuffer* self); +CIMGUI_API int ImGuiTextBuffer_size(ImGuiTextBuffer* self); +CIMGUI_API bool ImGuiTextBuffer_empty(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_clear(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_reserve(ImGuiTextBuffer* self,int capacity); +CIMGUI_API const char* ImGuiTextBuffer_c_str(ImGuiTextBuffer* self); +CIMGUI_API void ImGuiTextBuffer_append(ImGuiTextBuffer* self,const char* str,const char* str_end); +CIMGUI_API void ImGuiTextBuffer_appendfv(ImGuiTextBuffer* self,const char* fmt,va_list args); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Int(ImGuiID _key,int _val_i); +CIMGUI_API void ImGuiStoragePair_destroy(ImGuiStoragePair* self); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Float(ImGuiID _key,float _val_f); +CIMGUI_API ImGuiStoragePair* ImGuiStoragePair_ImGuiStoragePair_Ptr(ImGuiID _key,void* _val_p); +CIMGUI_API void ImGuiStorage_Clear(ImGuiStorage* self); +CIMGUI_API int ImGuiStorage_GetInt(ImGuiStorage* self,ImGuiID key,int default_val); +CIMGUI_API void ImGuiStorage_SetInt(ImGuiStorage* self,ImGuiID key,int val); +CIMGUI_API bool ImGuiStorage_GetBool(ImGuiStorage* self,ImGuiID key,bool default_val); +CIMGUI_API void ImGuiStorage_SetBool(ImGuiStorage* self,ImGuiID key,bool val); +CIMGUI_API float ImGuiStorage_GetFloat(ImGuiStorage* self,ImGuiID key,float default_val); +CIMGUI_API void ImGuiStorage_SetFloat(ImGuiStorage* self,ImGuiID key,float val); +CIMGUI_API void* ImGuiStorage_GetVoidPtr(ImGuiStorage* self,ImGuiID key); +CIMGUI_API void ImGuiStorage_SetVoidPtr(ImGuiStorage* self,ImGuiID key,void* val); +CIMGUI_API int* ImGuiStorage_GetIntRef(ImGuiStorage* self,ImGuiID key,int default_val); +CIMGUI_API bool* ImGuiStorage_GetBoolRef(ImGuiStorage* self,ImGuiID key,bool default_val); +CIMGUI_API float* ImGuiStorage_GetFloatRef(ImGuiStorage* self,ImGuiID key,float default_val); +CIMGUI_API void** ImGuiStorage_GetVoidPtrRef(ImGuiStorage* self,ImGuiID key,void* default_val); +CIMGUI_API void ImGuiStorage_SetAllInt(ImGuiStorage* self,int val); +CIMGUI_API void ImGuiStorage_BuildSortByKey(ImGuiStorage* self); +CIMGUI_API ImGuiListClipper* ImGuiListClipper_ImGuiListClipper(void); +CIMGUI_API void ImGuiListClipper_destroy(ImGuiListClipper* self); +CIMGUI_API void ImGuiListClipper_Begin(ImGuiListClipper* self,int items_count,float items_height); +CIMGUI_API void ImGuiListClipper_End(ImGuiListClipper* self); +CIMGUI_API bool ImGuiListClipper_Step(ImGuiListClipper* self); +CIMGUI_API void ImGuiListClipper_ForceDisplayRangeByIndices(ImGuiListClipper* self,int item_min,int item_max); +CIMGUI_API ImColor* ImColor_ImColor_Nil(void); +CIMGUI_API void ImColor_destroy(ImColor* self); +CIMGUI_API ImColor* ImColor_ImColor_Int(int r,int g,int b,int a); +CIMGUI_API ImColor* ImColor_ImColor_U32(ImU32 rgba); +CIMGUI_API ImColor* ImColor_ImColor_Float(float r,float g,float b,float a); +CIMGUI_API ImColor* ImColor_ImColor_Vec4(const ImVec4 col); +CIMGUI_API void ImColor_SetHSV(ImColor* self,float h,float s,float v,float a); +CIMGUI_API void ImColor_HSV(ImColor *pOut,float h,float s,float v,float a); +CIMGUI_API ImDrawCmd* ImDrawCmd_ImDrawCmd(void); +CIMGUI_API void ImDrawCmd_destroy(ImDrawCmd* self); +CIMGUI_API ImTextureID ImDrawCmd_GetTexID(ImDrawCmd* self); +CIMGUI_API ImDrawListSplitter* ImDrawListSplitter_ImDrawListSplitter(void); +CIMGUI_API void ImDrawListSplitter_destroy(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_Clear(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_ClearFreeMemory(ImDrawListSplitter* self); +CIMGUI_API void ImDrawListSplitter_Split(ImDrawListSplitter* self,ImDrawList* draw_list,int count); +CIMGUI_API void ImDrawListSplitter_Merge(ImDrawListSplitter* self,ImDrawList* draw_list); +CIMGUI_API void ImDrawListSplitter_SetCurrentChannel(ImDrawListSplitter* self,ImDrawList* draw_list,int channel_idx); +CIMGUI_API ImDrawList* ImDrawList_ImDrawList(const ImDrawListSharedData* shared_data); +CIMGUI_API void ImDrawList_destroy(ImDrawList* self); +CIMGUI_API void ImDrawList_PushClipRect(ImDrawList* self,ImVec2 clip_rect_min,ImVec2 clip_rect_max,bool intersect_with_current_clip_rect); +CIMGUI_API void ImDrawList_PushClipRectFullScreen(ImDrawList* self); +CIMGUI_API void ImDrawList_PopClipRect(ImDrawList* self); +CIMGUI_API void ImDrawList_PushTextureID(ImDrawList* self,ImTextureID texture_id); +CIMGUI_API void ImDrawList_PopTextureID(ImDrawList* self); +CIMGUI_API void ImDrawList_GetClipRectMin(ImVec2 *pOut,ImDrawList* self); +CIMGUI_API void ImDrawList_GetClipRectMax(ImVec2 *pOut,ImDrawList* self); +CIMGUI_API void ImDrawList_AddLine(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddRect(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_AddRectFilled(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_AddRectFilledMultiColor(ImDrawList* self,const ImVec2 p_min,const ImVec2 p_max,ImU32 col_upr_left,ImU32 col_upr_right,ImU32 col_bot_right,ImU32 col_bot_left); +CIMGUI_API void ImDrawList_AddQuad(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddQuadFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col); +CIMGUI_API void ImDrawList_AddTriangle(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness); +CIMGUI_API void ImDrawList_AddTriangleFilled(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col); +CIMGUI_API void ImDrawList_AddCircle(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddCircleFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments); +CIMGUI_API void ImDrawList_AddNgon(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments,float thickness); +CIMGUI_API void ImDrawList_AddNgonFilled(ImDrawList* self,const ImVec2 center,float radius,ImU32 col,int num_segments); +CIMGUI_API void ImDrawList_AddText_Vec2(ImDrawList* self,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end); +CIMGUI_API void ImDrawList_AddText_FontPtr(ImDrawList* self,const ImFont* font,float font_size,const ImVec2 pos,ImU32 col,const char* text_begin,const char* text_end,float wrap_width,const ImVec4* cpu_fine_clip_rect); +CIMGUI_API void ImDrawList_AddPolyline(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_AddConvexPolyFilled(ImDrawList* self,const ImVec2* points,int num_points,ImU32 col); +CIMGUI_API void ImDrawList_AddBezierCubic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,ImU32 col,float thickness,int num_segments); +CIMGUI_API void ImDrawList_AddBezierQuadratic(ImDrawList* self,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,ImU32 col,float thickness,int num_segments); +CIMGUI_API void ImDrawList_AddImage(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col); +CIMGUI_API void ImDrawList_AddImageQuad(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 uv1,const ImVec2 uv2,const ImVec2 uv3,const ImVec2 uv4,ImU32 col); +CIMGUI_API void ImDrawList_AddImageRounded(ImDrawList* self,ImTextureID user_texture_id,const ImVec2 p_min,const ImVec2 p_max,const ImVec2 uv_min,const ImVec2 uv_max,ImU32 col,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_PathClear(ImDrawList* self); +CIMGUI_API void ImDrawList_PathLineTo(ImDrawList* self,const ImVec2 pos); +CIMGUI_API void ImDrawList_PathLineToMergeDuplicate(ImDrawList* self,const ImVec2 pos); +CIMGUI_API void ImDrawList_PathFillConvex(ImDrawList* self,ImU32 col); +CIMGUI_API void ImDrawList_PathStroke(ImDrawList* self,ImU32 col,ImDrawFlags flags,float thickness); +CIMGUI_API void ImDrawList_PathArcTo(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments); +CIMGUI_API void ImDrawList_PathArcToFast(ImDrawList* self,const ImVec2 center,float radius,int a_min_of_12,int a_max_of_12); +CIMGUI_API void ImDrawList_PathBezierCubicCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,int num_segments); +CIMGUI_API void ImDrawList_PathBezierQuadraticCurveTo(ImDrawList* self,const ImVec2 p2,const ImVec2 p3,int num_segments); +CIMGUI_API void ImDrawList_PathRect(ImDrawList* self,const ImVec2 rect_min,const ImVec2 rect_max,float rounding,ImDrawFlags flags); +CIMGUI_API void ImDrawList_AddCallback(ImDrawList* self,ImDrawCallback callback,void* callback_data); +CIMGUI_API void ImDrawList_AddDrawCmd(ImDrawList* self); +CIMGUI_API ImDrawList* ImDrawList_CloneOutput(ImDrawList* self); +CIMGUI_API void ImDrawList_ChannelsSplit(ImDrawList* self,int count); +CIMGUI_API void ImDrawList_ChannelsMerge(ImDrawList* self); +CIMGUI_API void ImDrawList_ChannelsSetCurrent(ImDrawList* self,int n); +CIMGUI_API void ImDrawList_PrimReserve(ImDrawList* self,int idx_count,int vtx_count); +CIMGUI_API void ImDrawList_PrimUnreserve(ImDrawList* self,int idx_count,int vtx_count); +CIMGUI_API void ImDrawList_PrimRect(ImDrawList* self,const ImVec2 a,const ImVec2 b,ImU32 col); +CIMGUI_API void ImDrawList_PrimRectUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,ImU32 col); +CIMGUI_API void ImDrawList_PrimQuadUV(ImDrawList* self,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 d,const ImVec2 uv_a,const ImVec2 uv_b,const ImVec2 uv_c,const ImVec2 uv_d,ImU32 col); +CIMGUI_API void ImDrawList_PrimWriteVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col); +CIMGUI_API void ImDrawList_PrimWriteIdx(ImDrawList* self,ImDrawIdx idx); +CIMGUI_API void ImDrawList_PrimVtx(ImDrawList* self,const ImVec2 pos,const ImVec2 uv,ImU32 col); +CIMGUI_API void ImDrawList__ResetForNewFrame(ImDrawList* self); +CIMGUI_API void ImDrawList__ClearFreeMemory(ImDrawList* self); +CIMGUI_API void ImDrawList__PopUnusedDrawCmd(ImDrawList* self); +CIMGUI_API void ImDrawList__TryMergeDrawCmds(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedClipRect(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedTextureID(ImDrawList* self); +CIMGUI_API void ImDrawList__OnChangedVtxOffset(ImDrawList* self); +CIMGUI_API int ImDrawList__CalcCircleAutoSegmentCount(ImDrawList* self,float radius); +CIMGUI_API void ImDrawList__PathArcToFastEx(ImDrawList* self,const ImVec2 center,float radius,int a_min_sample,int a_max_sample,int a_step); +CIMGUI_API void ImDrawList__PathArcToN(ImDrawList* self,const ImVec2 center,float radius,float a_min,float a_max,int num_segments); +CIMGUI_API ImDrawData* ImDrawData_ImDrawData(void); +CIMGUI_API void ImDrawData_destroy(ImDrawData* self); +CIMGUI_API void ImDrawData_Clear(ImDrawData* self); +CIMGUI_API void ImDrawData_DeIndexAllBuffers(ImDrawData* self); +CIMGUI_API void ImDrawData_ScaleClipRects(ImDrawData* self,const ImVec2 fb_scale); +CIMGUI_API ImFontConfig* ImFontConfig_ImFontConfig(void); +CIMGUI_API void ImFontConfig_destroy(ImFontConfig* self); +CIMGUI_API ImFontGlyphRangesBuilder* ImFontGlyphRangesBuilder_ImFontGlyphRangesBuilder(void); +CIMGUI_API void ImFontGlyphRangesBuilder_destroy(ImFontGlyphRangesBuilder* self); +CIMGUI_API void ImFontGlyphRangesBuilder_Clear(ImFontGlyphRangesBuilder* self); +CIMGUI_API bool ImFontGlyphRangesBuilder_GetBit(ImFontGlyphRangesBuilder* self,size_t n); +CIMGUI_API void ImFontGlyphRangesBuilder_SetBit(ImFontGlyphRangesBuilder* self,size_t n); +CIMGUI_API void ImFontGlyphRangesBuilder_AddChar(ImFontGlyphRangesBuilder* self,ImWchar c); +CIMGUI_API void ImFontGlyphRangesBuilder_AddText(ImFontGlyphRangesBuilder* self,const char* text,const char* text_end); +CIMGUI_API void ImFontGlyphRangesBuilder_AddRanges(ImFontGlyphRangesBuilder* self,const ImWchar* ranges); +CIMGUI_API void ImFontGlyphRangesBuilder_BuildRanges(ImFontGlyphRangesBuilder* self,ImVector_ImWchar* out_ranges); +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlasCustomRect_ImFontAtlasCustomRect(void); +CIMGUI_API void ImFontAtlasCustomRect_destroy(ImFontAtlasCustomRect* self); +CIMGUI_API bool ImFontAtlasCustomRect_IsPacked(ImFontAtlasCustomRect* self); +CIMGUI_API ImFontAtlas* ImFontAtlas_ImFontAtlas(void); +CIMGUI_API void ImFontAtlas_destroy(ImFontAtlas* self); +CIMGUI_API ImFont* ImFontAtlas_AddFont(ImFontAtlas* self,const ImFontConfig* font_cfg); +CIMGUI_API ImFont* ImFontAtlas_AddFontDefault(ImFontAtlas* self,const ImFontConfig* font_cfg); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromFileTTF(ImFontAtlas* self,const char* filename,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryTTF(ImFontAtlas* self,void* font_data,int font_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedTTF(ImFontAtlas* self,const void* compressed_font_data,int compressed_font_size,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API ImFont* ImFontAtlas_AddFontFromMemoryCompressedBase85TTF(ImFontAtlas* self,const char* compressed_font_data_base85,float size_pixels,const ImFontConfig* font_cfg,const ImWchar* glyph_ranges); +CIMGUI_API void ImFontAtlas_ClearInputData(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_ClearTexData(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_ClearFonts(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_Clear(ImFontAtlas* self); +CIMGUI_API bool ImFontAtlas_Build(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_GetTexDataAsAlpha8(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel); +CIMGUI_API void ImFontAtlas_GetTexDataAsRGBA32(ImFontAtlas* self,unsigned char** out_pixels,int* out_width,int* out_height,int* out_bytes_per_pixel); +CIMGUI_API bool ImFontAtlas_IsBuilt(ImFontAtlas* self); +CIMGUI_API void ImFontAtlas_SetTexID(ImFontAtlas* self,ImTextureID id); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesDefault(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesKorean(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesJapanese(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseFull(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesCyrillic(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesThai(ImFontAtlas* self); +CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesVietnamese(ImFontAtlas* self); +CIMGUI_API int ImFontAtlas_AddCustomRectRegular(ImFontAtlas* self,int width,int height); +CIMGUI_API int ImFontAtlas_AddCustomRectFontGlyph(ImFontAtlas* self,ImFont* font,ImWchar id,int width,int height,float advance_x,const ImVec2 offset); +CIMGUI_API ImFontAtlasCustomRect* ImFontAtlas_GetCustomRectByIndex(ImFontAtlas* self,int index); +CIMGUI_API void ImFontAtlas_CalcCustomRectUV(ImFontAtlas* self,const ImFontAtlasCustomRect* rect,ImVec2* out_uv_min,ImVec2* out_uv_max); +CIMGUI_API bool ImFontAtlas_GetMouseCursorTexData(ImFontAtlas* self,ImGuiMouseCursor cursor,ImVec2* out_offset,ImVec2* out_size,ImVec2 out_uv_border[2],ImVec2 out_uv_fill[2]); +CIMGUI_API ImFont* ImFont_ImFont(void); +CIMGUI_API void ImFont_destroy(ImFont* self); +CIMGUI_API const ImFontGlyph* ImFont_FindGlyph(ImFont* self,ImWchar c); +CIMGUI_API const ImFontGlyph* ImFont_FindGlyphNoFallback(ImFont* self,ImWchar c); +CIMGUI_API float ImFont_GetCharAdvance(ImFont* self,ImWchar c); +CIMGUI_API bool ImFont_IsLoaded(ImFont* self); +CIMGUI_API const char* ImFont_GetDebugName(ImFont* self); +CIMGUI_API void ImFont_CalcTextSizeA(ImVec2 *pOut,ImFont* self,float size,float max_width,float wrap_width,const char* text_begin,const char* text_end,const char** remaining); +CIMGUI_API const char* ImFont_CalcWordWrapPositionA(ImFont* self,float scale,const char* text,const char* text_end,float wrap_width); +CIMGUI_API void ImFont_RenderChar(ImFont* self,ImDrawList* draw_list,float size,ImVec2 pos,ImU32 col,ImWchar c); +CIMGUI_API void ImFont_RenderText(ImFont* self,ImDrawList* draw_list,float size,ImVec2 pos,ImU32 col,const ImVec4 clip_rect,const char* text_begin,const char* text_end,float wrap_width,bool cpu_fine_clip); +CIMGUI_API void ImFont_BuildLookupTable(ImFont* self); +CIMGUI_API void ImFont_ClearOutputData(ImFont* self); +CIMGUI_API void ImFont_GrowIndex(ImFont* self,int new_size); +CIMGUI_API void ImFont_AddGlyph(ImFont* self,const ImFontConfig* src_cfg,ImWchar c,float x0,float y0,float x1,float y1,float u0,float v0,float u1,float v1,float advance_x); +CIMGUI_API void ImFont_AddRemapChar(ImFont* self,ImWchar dst,ImWchar src,bool overwrite_dst); +CIMGUI_API void ImFont_SetGlyphVisible(ImFont* self,ImWchar c,bool visible); +CIMGUI_API bool ImFont_IsGlyphRangeUnused(ImFont* self,unsigned int c_begin,unsigned int c_last); +CIMGUI_API ImGuiViewport* ImGuiViewport_ImGuiViewport(void); +CIMGUI_API void ImGuiViewport_destroy(ImGuiViewport* self); +CIMGUI_API void ImGuiViewport_GetCenter(ImVec2 *pOut,ImGuiViewport* self); +CIMGUI_API void ImGuiViewport_GetWorkCenter(ImVec2 *pOut,ImGuiViewport* self); +CIMGUI_API ImGuiPlatformImeData* ImGuiPlatformImeData_ImGuiPlatformImeData(void); +CIMGUI_API void ImGuiPlatformImeData_destroy(ImGuiPlatformImeData* self); +CIMGUI_API int igGetKeyIndex(ImGuiKey key); +CIMGUI_API ImGuiID igImHashData(const void* data,size_t data_size,ImU32 seed); +CIMGUI_API ImGuiID igImHashStr(const char* data,size_t data_size,ImU32 seed); +CIMGUI_API void igImQsort(void* base,size_t count,size_t size_of_element,int(*compare_func)(void const*,void const*)); +CIMGUI_API ImU32 igImAlphaBlendColors(ImU32 col_a,ImU32 col_b); +CIMGUI_API bool igImIsPowerOfTwo_Int(int v); +CIMGUI_API bool igImIsPowerOfTwo_U64(ImU64 v); +CIMGUI_API int igImUpperPowerOfTwo(int v); +CIMGUI_API int igImStricmp(const char* str1,const char* str2); +CIMGUI_API int igImStrnicmp(const char* str1,const char* str2,size_t count); +CIMGUI_API void igImStrncpy(char* dst,const char* src,size_t count); +CIMGUI_API char* igImStrdup(const char* str); +CIMGUI_API char* igImStrdupcpy(char* dst,size_t* p_dst_size,const char* str); +CIMGUI_API const char* igImStrchrRange(const char* str_begin,const char* str_end,char c); +CIMGUI_API int igImStrlenW(const ImWchar* str); +CIMGUI_API const char* igImStreolRange(const char* str,const char* str_end); +CIMGUI_API const ImWchar* igImStrbolW(const ImWchar* buf_mid_line,const ImWchar* buf_begin); +CIMGUI_API const char* igImStristr(const char* haystack,const char* haystack_end,const char* needle,const char* needle_end); +CIMGUI_API void igImStrTrimBlanks(char* str); +CIMGUI_API const char* igImStrSkipBlank(const char* str); +CIMGUI_API int igImFormatString(char* buf,size_t buf_size,const char* fmt,...); +CIMGUI_API int igImFormatStringV(char* buf,size_t buf_size,const char* fmt,va_list args); +CIMGUI_API const char* igImParseFormatFindStart(const char* format); +CIMGUI_API const char* igImParseFormatFindEnd(const char* format); +CIMGUI_API const char* igImParseFormatTrimDecorations(const char* format,char* buf,size_t buf_size); +CIMGUI_API int igImParseFormatPrecision(const char* format,int default_value); +CIMGUI_API bool igImCharIsBlankA(char c); +CIMGUI_API bool igImCharIsBlankW(unsigned int c); +CIMGUI_API const char* igImTextCharToUtf8(char out_buf[5],unsigned int c); +CIMGUI_API int igImTextStrToUtf8(char* out_buf,int out_buf_size,const ImWchar* in_text,const ImWchar* in_text_end); +CIMGUI_API int igImTextCharFromUtf8(unsigned int* out_char,const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextStrFromUtf8(ImWchar* out_buf,int out_buf_size,const char* in_text,const char* in_text_end,const char** in_remaining); +CIMGUI_API int igImTextCountCharsFromUtf8(const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextCountUtf8BytesFromChar(const char* in_text,const char* in_text_end); +CIMGUI_API int igImTextCountUtf8BytesFromStr(const ImWchar* in_text,const ImWchar* in_text_end); +CIMGUI_API ImFileHandle igImFileOpen(const char* filename,const char* mode); +CIMGUI_API bool igImFileClose(ImFileHandle file); +CIMGUI_API ImU64 igImFileGetSize(ImFileHandle file); +CIMGUI_API ImU64 igImFileRead(void* data,ImU64 size,ImU64 count,ImFileHandle file); +CIMGUI_API ImU64 igImFileWrite(const void* data,ImU64 size,ImU64 count,ImFileHandle file); +CIMGUI_API void* igImFileLoadToMemory(const char* filename,const char* mode,size_t* out_file_size,int padding_bytes); +CIMGUI_API float igImPow_Float(float x,float y); +CIMGUI_API double igImPow_double(double x,double y); +CIMGUI_API float igImLog_Float(float x); +CIMGUI_API double igImLog_double(double x); +CIMGUI_API int igImAbs_Int(int x); +CIMGUI_API float igImAbs_Float(float x); +CIMGUI_API double igImAbs_double(double x); +CIMGUI_API float igImSign_Float(float x); +CIMGUI_API double igImSign_double(double x); +CIMGUI_API float igImRsqrt_Float(float x); +CIMGUI_API double igImRsqrt_double(double x); +CIMGUI_API void igImMin(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API void igImMax(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API void igImClamp(ImVec2 *pOut,const ImVec2 v,const ImVec2 mn,ImVec2 mx); +CIMGUI_API void igImLerp_Vec2Float(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,float t); +CIMGUI_API void igImLerp_Vec2Vec2(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 t); +CIMGUI_API void igImLerp_Vec4(ImVec4 *pOut,const ImVec4 a,const ImVec4 b,float t); +CIMGUI_API float igImSaturate(float f); +CIMGUI_API float igImLengthSqr_Vec2(const ImVec2 lhs); +CIMGUI_API float igImLengthSqr_Vec4(const ImVec4 lhs); +CIMGUI_API float igImInvLength(const ImVec2 lhs,float fail_value); +CIMGUI_API float igImFloor_Float(float f); +CIMGUI_API float igImFloorSigned_Float(float f); +CIMGUI_API void igImFloor_Vec2(ImVec2 *pOut,const ImVec2 v); +CIMGUI_API void igImFloorSigned_Vec2(ImVec2 *pOut,const ImVec2 v); +CIMGUI_API int igImModPositive(int a,int b); +CIMGUI_API float igImDot(const ImVec2 a,const ImVec2 b); +CIMGUI_API void igImRotate(ImVec2 *pOut,const ImVec2 v,float cos_a,float sin_a); +CIMGUI_API float igImLinearSweep(float current,float target,float speed); +CIMGUI_API void igImMul(ImVec2 *pOut,const ImVec2 lhs,const ImVec2 rhs); +CIMGUI_API bool igImIsFloatAboveGuaranteedIntegerPrecision(float f); +CIMGUI_API void igImBezierCubicCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,float t); +CIMGUI_API void igImBezierCubicClosestPoint(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,int num_segments); +CIMGUI_API void igImBezierCubicClosestPointCasteljau(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,const ImVec2 p4,const ImVec2 p,float tess_tol); +CIMGUI_API void igImBezierQuadraticCalc(ImVec2 *pOut,const ImVec2 p1,const ImVec2 p2,const ImVec2 p3,float t); +CIMGUI_API void igImLineClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 p); +CIMGUI_API bool igImTriangleContainsPoint(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p); +CIMGUI_API void igImTriangleClosestPoint(ImVec2 *pOut,const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p); +CIMGUI_API void igImTriangleBarycentricCoords(const ImVec2 a,const ImVec2 b,const ImVec2 c,const ImVec2 p,float* out_u,float* out_v,float* out_w); +CIMGUI_API float igImTriangleArea(const ImVec2 a,const ImVec2 b,const ImVec2 c); +CIMGUI_API ImGuiDir igImGetDirQuadrantFromDelta(float dx,float dy); +CIMGUI_API ImVec1* ImVec1_ImVec1_Nil(void); +CIMGUI_API void ImVec1_destroy(ImVec1* self); +CIMGUI_API ImVec1* ImVec1_ImVec1_Float(float _x); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Nil(void); +CIMGUI_API void ImVec2ih_destroy(ImVec2ih* self); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_short(short _x,short _y); +CIMGUI_API ImVec2ih* ImVec2ih_ImVec2ih_Vec2(const ImVec2 rhs); +CIMGUI_API ImRect* ImRect_ImRect_Nil(void); +CIMGUI_API void ImRect_destroy(ImRect* self); +CIMGUI_API ImRect* ImRect_ImRect_Vec2(const ImVec2 min,const ImVec2 max); +CIMGUI_API ImRect* ImRect_ImRect_Vec4(const ImVec4 v); +CIMGUI_API ImRect* ImRect_ImRect_Float(float x1,float y1,float x2,float y2); +CIMGUI_API void ImRect_GetCenter(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetSize(ImVec2 *pOut,ImRect* self); +CIMGUI_API float ImRect_GetWidth(ImRect* self); +CIMGUI_API float ImRect_GetHeight(ImRect* self); +CIMGUI_API float ImRect_GetArea(ImRect* self); +CIMGUI_API void ImRect_GetTL(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetTR(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetBL(ImVec2 *pOut,ImRect* self); +CIMGUI_API void ImRect_GetBR(ImVec2 *pOut,ImRect* self); +CIMGUI_API bool ImRect_Contains_Vec2(ImRect* self,const ImVec2 p); +CIMGUI_API bool ImRect_Contains_Rect(ImRect* self,const ImRect r); +CIMGUI_API bool ImRect_Overlaps(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Add_Vec2(ImRect* self,const ImVec2 p); +CIMGUI_API void ImRect_Add_Rect(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Expand_Float(ImRect* self,const float amount); +CIMGUI_API void ImRect_Expand_Vec2(ImRect* self,const ImVec2 amount); +CIMGUI_API void ImRect_Translate(ImRect* self,const ImVec2 d); +CIMGUI_API void ImRect_TranslateX(ImRect* self,float dx); +CIMGUI_API void ImRect_TranslateY(ImRect* self,float dy); +CIMGUI_API void ImRect_ClipWith(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_ClipWithFull(ImRect* self,const ImRect r); +CIMGUI_API void ImRect_Floor(ImRect* self); +CIMGUI_API bool ImRect_IsInverted(ImRect* self); +CIMGUI_API void ImRect_ToVec4(ImVec4 *pOut,ImRect* self); +CIMGUI_API bool igImBitArrayTestBit(const ImU32* arr,int n); +CIMGUI_API void igImBitArrayClearBit(ImU32* arr,int n); +CIMGUI_API void igImBitArraySetBit(ImU32* arr,int n); +CIMGUI_API void igImBitArraySetBitRange(ImU32* arr,int n,int n2); +CIMGUI_API void ImBitVector_Create(ImBitVector* self,int sz); +CIMGUI_API void ImBitVector_Clear(ImBitVector* self); +CIMGUI_API bool ImBitVector_TestBit(ImBitVector* self,int n); +CIMGUI_API void ImBitVector_SetBit(ImBitVector* self,int n); +CIMGUI_API void ImBitVector_ClearBit(ImBitVector* self,int n); +CIMGUI_API ImDrawListSharedData* ImDrawListSharedData_ImDrawListSharedData(void); +CIMGUI_API void ImDrawListSharedData_destroy(ImDrawListSharedData* self); +CIMGUI_API void ImDrawListSharedData_SetCircleTessellationMaxError(ImDrawListSharedData* self,float max_error); +CIMGUI_API void ImDrawDataBuilder_Clear(ImDrawDataBuilder* self); +CIMGUI_API void ImDrawDataBuilder_ClearFreeMemory(ImDrawDataBuilder* self); +CIMGUI_API int ImDrawDataBuilder_GetDrawListCount(ImDrawDataBuilder* self); +CIMGUI_API void ImDrawDataBuilder_FlattenIntoSingleLayer(ImDrawDataBuilder* self); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Int(ImGuiStyleVar idx,int v); +CIMGUI_API void ImGuiStyleMod_destroy(ImGuiStyleMod* self); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Float(ImGuiStyleVar idx,float v); +CIMGUI_API ImGuiStyleMod* ImGuiStyleMod_ImGuiStyleMod_Vec2(ImGuiStyleVar idx,ImVec2 v); +CIMGUI_API ImGuiComboPreviewData* ImGuiComboPreviewData_ImGuiComboPreviewData(void); +CIMGUI_API void ImGuiComboPreviewData_destroy(ImGuiComboPreviewData* self); +CIMGUI_API ImGuiMenuColumns* ImGuiMenuColumns_ImGuiMenuColumns(void); +CIMGUI_API void ImGuiMenuColumns_destroy(ImGuiMenuColumns* self); +CIMGUI_API void ImGuiMenuColumns_Update(ImGuiMenuColumns* self,float spacing,bool window_reappearing); +CIMGUI_API float ImGuiMenuColumns_DeclColumns(ImGuiMenuColumns* self,float w_icon,float w_label,float w_shortcut,float w_mark); +CIMGUI_API void ImGuiMenuColumns_CalcNextTotalWidth(ImGuiMenuColumns* self,bool update_offsets); +CIMGUI_API ImGuiInputTextState* ImGuiInputTextState_ImGuiInputTextState(void); +CIMGUI_API void ImGuiInputTextState_destroy(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearText(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearFreeMemory(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetUndoAvailCount(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetRedoAvailCount(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_OnKeyPressed(ImGuiInputTextState* self,int key); +CIMGUI_API void ImGuiInputTextState_CursorAnimReset(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_CursorClamp(ImGuiInputTextState* self); +CIMGUI_API bool ImGuiInputTextState_HasSelection(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_ClearSelection(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetCursorPos(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetSelectionStart(ImGuiInputTextState* self); +CIMGUI_API int ImGuiInputTextState_GetSelectionEnd(ImGuiInputTextState* self); +CIMGUI_API void ImGuiInputTextState_SelectAll(ImGuiInputTextState* self); +CIMGUI_API ImGuiPopupData* ImGuiPopupData_ImGuiPopupData(void); +CIMGUI_API void ImGuiPopupData_destroy(ImGuiPopupData* self); +CIMGUI_API ImGuiNextWindowData* ImGuiNextWindowData_ImGuiNextWindowData(void); +CIMGUI_API void ImGuiNextWindowData_destroy(ImGuiNextWindowData* self); +CIMGUI_API void ImGuiNextWindowData_ClearFlags(ImGuiNextWindowData* self); +CIMGUI_API ImGuiNextItemData* ImGuiNextItemData_ImGuiNextItemData(void); +CIMGUI_API void ImGuiNextItemData_destroy(ImGuiNextItemData* self); +CIMGUI_API void ImGuiNextItemData_ClearFlags(ImGuiNextItemData* self); +CIMGUI_API ImGuiLastItemData* ImGuiLastItemData_ImGuiLastItemData(void); +CIMGUI_API void ImGuiLastItemData_destroy(ImGuiLastItemData* self); +CIMGUI_API ImGuiStackSizes* ImGuiStackSizes_ImGuiStackSizes(void); +CIMGUI_API void ImGuiStackSizes_destroy(ImGuiStackSizes* self); +CIMGUI_API void ImGuiStackSizes_SetToCurrentState(ImGuiStackSizes* self); +CIMGUI_API void ImGuiStackSizes_CompareWithCurrentState(ImGuiStackSizes* self); +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Ptr(void* ptr); +CIMGUI_API void ImGuiPtrOrIndex_destroy(ImGuiPtrOrIndex* self); +CIMGUI_API ImGuiPtrOrIndex* ImGuiPtrOrIndex_ImGuiPtrOrIndex_Int(int index); +CIMGUI_API ImGuiInputEvent* ImGuiInputEvent_ImGuiInputEvent(void); +CIMGUI_API void ImGuiInputEvent_destroy(ImGuiInputEvent* self); +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromIndices(int min,int max); +CIMGUI_API ImGuiListClipperRange ImGuiListClipperRange_FromPositions(float y1,float y2,int off_min,int off_max); +CIMGUI_API ImGuiListClipperData* ImGuiListClipperData_ImGuiListClipperData(void); +CIMGUI_API void ImGuiListClipperData_destroy(ImGuiListClipperData* self); +CIMGUI_API void ImGuiListClipperData_Reset(ImGuiListClipperData* self,ImGuiListClipper* clipper); +CIMGUI_API ImGuiNavItemData* ImGuiNavItemData_ImGuiNavItemData(void); +CIMGUI_API void ImGuiNavItemData_destroy(ImGuiNavItemData* self); +CIMGUI_API void ImGuiNavItemData_Clear(ImGuiNavItemData* self); +CIMGUI_API ImGuiOldColumnData* ImGuiOldColumnData_ImGuiOldColumnData(void); +CIMGUI_API void ImGuiOldColumnData_destroy(ImGuiOldColumnData* self); +CIMGUI_API ImGuiOldColumns* ImGuiOldColumns_ImGuiOldColumns(void); +CIMGUI_API void ImGuiOldColumns_destroy(ImGuiOldColumns* self); +CIMGUI_API ImGuiViewportP* ImGuiViewportP_ImGuiViewportP(void); +CIMGUI_API void ImGuiViewportP_destroy(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_CalcWorkRectPos(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 off_min); +CIMGUI_API void ImGuiViewportP_CalcWorkRectSize(ImVec2 *pOut,ImGuiViewportP* self,const ImVec2 off_min,const ImVec2 off_max); +CIMGUI_API void ImGuiViewportP_UpdateWorkRect(ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetMainRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetWorkRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API void ImGuiViewportP_GetBuildWorkRect(ImRect *pOut,ImGuiViewportP* self); +CIMGUI_API ImGuiWindowSettings* ImGuiWindowSettings_ImGuiWindowSettings(void); +CIMGUI_API void ImGuiWindowSettings_destroy(ImGuiWindowSettings* self); +CIMGUI_API char* ImGuiWindowSettings_GetName(ImGuiWindowSettings* self); +CIMGUI_API ImGuiSettingsHandler* ImGuiSettingsHandler_ImGuiSettingsHandler(void); +CIMGUI_API void ImGuiSettingsHandler_destroy(ImGuiSettingsHandler* self); +CIMGUI_API ImGuiMetricsConfig* ImGuiMetricsConfig_ImGuiMetricsConfig(void); +CIMGUI_API void ImGuiMetricsConfig_destroy(ImGuiMetricsConfig* self); +CIMGUI_API ImGuiStackLevelInfo* ImGuiStackLevelInfo_ImGuiStackLevelInfo(void); +CIMGUI_API void ImGuiStackLevelInfo_destroy(ImGuiStackLevelInfo* self); +CIMGUI_API ImGuiStackTool* ImGuiStackTool_ImGuiStackTool(void); +CIMGUI_API void ImGuiStackTool_destroy(ImGuiStackTool* self); +CIMGUI_API ImGuiContextHook* ImGuiContextHook_ImGuiContextHook(void); +CIMGUI_API void ImGuiContextHook_destroy(ImGuiContextHook* self); +CIMGUI_API ImGuiContext* ImGuiContext_ImGuiContext(ImFontAtlas* shared_font_atlas); +CIMGUI_API void ImGuiContext_destroy(ImGuiContext* self); +CIMGUI_API ImGuiWindow* ImGuiWindow_ImGuiWindow(ImGuiContext* context,const char* name); +CIMGUI_API void ImGuiWindow_destroy(ImGuiWindow* self); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Str(ImGuiWindow* self,const char* str,const char* str_end); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Ptr(ImGuiWindow* self,const void* ptr); +CIMGUI_API ImGuiID ImGuiWindow_GetID_Int(ImGuiWindow* self,int n); +CIMGUI_API ImGuiID ImGuiWindow_GetIDNoKeepAlive_Str(ImGuiWindow* self,const char* str,const char* str_end); +CIMGUI_API ImGuiID ImGuiWindow_GetIDNoKeepAlive_Ptr(ImGuiWindow* self,const void* ptr); +CIMGUI_API ImGuiID ImGuiWindow_GetIDNoKeepAlive_Int(ImGuiWindow* self,int n); +CIMGUI_API ImGuiID ImGuiWindow_GetIDFromRectangle(ImGuiWindow* self,const ImRect r_abs); +CIMGUI_API void ImGuiWindow_Rect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API float ImGuiWindow_CalcFontSize(ImGuiWindow* self); +CIMGUI_API float ImGuiWindow_TitleBarHeight(ImGuiWindow* self); +CIMGUI_API void ImGuiWindow_TitleBarRect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API float ImGuiWindow_MenuBarHeight(ImGuiWindow* self); +CIMGUI_API void ImGuiWindow_MenuBarRect(ImRect *pOut,ImGuiWindow* self); +CIMGUI_API ImGuiTabItem* ImGuiTabItem_ImGuiTabItem(void); +CIMGUI_API void ImGuiTabItem_destroy(ImGuiTabItem* self); +CIMGUI_API ImGuiTabBar* ImGuiTabBar_ImGuiTabBar(void); +CIMGUI_API void ImGuiTabBar_destroy(ImGuiTabBar* self); +CIMGUI_API int ImGuiTabBar_GetTabOrder(ImGuiTabBar* self,const ImGuiTabItem* tab); +CIMGUI_API const char* ImGuiTabBar_GetTabName(ImGuiTabBar* self,const ImGuiTabItem* tab); +CIMGUI_API ImGuiTableColumn* ImGuiTableColumn_ImGuiTableColumn(void); +CIMGUI_API void ImGuiTableColumn_destroy(ImGuiTableColumn* self); +CIMGUI_API ImGuiTable* ImGuiTable_ImGuiTable(void); +CIMGUI_API void ImGuiTable_destroy(ImGuiTable* self); +CIMGUI_API ImGuiTableTempData* ImGuiTableTempData_ImGuiTableTempData(void); +CIMGUI_API void ImGuiTableTempData_destroy(ImGuiTableTempData* self); +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableColumnSettings_ImGuiTableColumnSettings(void); +CIMGUI_API void ImGuiTableColumnSettings_destroy(ImGuiTableColumnSettings* self); +CIMGUI_API ImGuiTableSettings* ImGuiTableSettings_ImGuiTableSettings(void); +CIMGUI_API void ImGuiTableSettings_destroy(ImGuiTableSettings* self); +CIMGUI_API ImGuiTableColumnSettings* ImGuiTableSettings_GetColumnSettings(ImGuiTableSettings* self); +CIMGUI_API ImGuiWindow* igGetCurrentWindowRead(void); +CIMGUI_API ImGuiWindow* igGetCurrentWindow(void); +CIMGUI_API ImGuiWindow* igFindWindowByID(ImGuiID id); +CIMGUI_API ImGuiWindow* igFindWindowByName(const char* name); +CIMGUI_API void igUpdateWindowParentAndRootLinks(ImGuiWindow* window,ImGuiWindowFlags flags,ImGuiWindow* parent_window); +CIMGUI_API void igCalcWindowNextAutoFitSize(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API bool igIsWindowChildOf(ImGuiWindow* window,ImGuiWindow* potential_parent,bool popup_hierarchy); +CIMGUI_API bool igIsWindowWithinBeginStackOf(ImGuiWindow* window,ImGuiWindow* potential_parent); +CIMGUI_API bool igIsWindowAbove(ImGuiWindow* potential_above,ImGuiWindow* potential_below); +CIMGUI_API bool igIsWindowNavFocusable(ImGuiWindow* window); +CIMGUI_API void igSetWindowPos_WindowPtr(ImGuiWindow* window,const ImVec2 pos,ImGuiCond cond); +CIMGUI_API void igSetWindowSize_WindowPtr(ImGuiWindow* window,const ImVec2 size,ImGuiCond cond); +CIMGUI_API void igSetWindowCollapsed_WindowPtr(ImGuiWindow* window,bool collapsed,ImGuiCond cond); +CIMGUI_API void igSetWindowHitTestHole(ImGuiWindow* window,const ImVec2 pos,const ImVec2 size); +CIMGUI_API void igWindowRectAbsToRel(ImRect *pOut,ImGuiWindow* window,const ImRect r); +CIMGUI_API void igWindowRectRelToAbs(ImRect *pOut,ImGuiWindow* window,const ImRect r); +CIMGUI_API void igFocusWindow(ImGuiWindow* window); +CIMGUI_API void igFocusTopMostWindowUnderOne(ImGuiWindow* under_this_window,ImGuiWindow* ignore_window); +CIMGUI_API void igBringWindowToFocusFront(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayFront(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayBack(ImGuiWindow* window); +CIMGUI_API void igBringWindowToDisplayBehind(ImGuiWindow* window,ImGuiWindow* above_window); +CIMGUI_API int igFindWindowDisplayIndex(ImGuiWindow* window); +CIMGUI_API ImGuiWindow* igFindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); +CIMGUI_API void igSetCurrentFont(ImFont* font); +CIMGUI_API ImFont* igGetDefaultFont(void); +CIMGUI_API ImDrawList* igGetForegroundDrawList_WindowPtr(ImGuiWindow* window); +CIMGUI_API ImDrawList* igGetBackgroundDrawList_ViewportPtr(ImGuiViewport* viewport); +CIMGUI_API ImDrawList* igGetForegroundDrawList_ViewportPtr(ImGuiViewport* viewport); +CIMGUI_API void igInitialize(ImGuiContext* context); +CIMGUI_API void igShutdown(ImGuiContext* context); +CIMGUI_API void igUpdateInputEvents(bool trickle_fast_inputs); +CIMGUI_API void igUpdateHoveredWindowAndCaptureFlags(void); +CIMGUI_API void igStartMouseMovingWindow(ImGuiWindow* window); +CIMGUI_API void igUpdateMouseMovingWindowNewFrame(void); +CIMGUI_API void igUpdateMouseMovingWindowEndFrame(void); +CIMGUI_API ImGuiID igAddContextHook(ImGuiContext* context,const ImGuiContextHook* hook); +CIMGUI_API void igRemoveContextHook(ImGuiContext* context,ImGuiID hook_to_remove); +CIMGUI_API void igCallContextHooks(ImGuiContext* context,ImGuiContextHookType type); +CIMGUI_API void igMarkIniSettingsDirty_Nil(void); +CIMGUI_API void igMarkIniSettingsDirty_WindowPtr(ImGuiWindow* window); +CIMGUI_API void igClearIniSettings(void); +CIMGUI_API ImGuiWindowSettings* igCreateNewWindowSettings(const char* name); +CIMGUI_API ImGuiWindowSettings* igFindWindowSettings(ImGuiID id); +CIMGUI_API ImGuiWindowSettings* igFindOrCreateWindowSettings(const char* name); +CIMGUI_API ImGuiSettingsHandler* igFindSettingsHandler(const char* type_name); +CIMGUI_API void igSetNextWindowScroll(const ImVec2 scroll); +CIMGUI_API void igSetScrollX_WindowPtr(ImGuiWindow* window,float scroll_x); +CIMGUI_API void igSetScrollY_WindowPtr(ImGuiWindow* window,float scroll_y); +CIMGUI_API void igSetScrollFromPosX_WindowPtr(ImGuiWindow* window,float local_x,float center_x_ratio); +CIMGUI_API void igSetScrollFromPosY_WindowPtr(ImGuiWindow* window,float local_y,float center_y_ratio); +CIMGUI_API void igScrollToItem(ImGuiScrollFlags flags); +CIMGUI_API void igScrollToRect(ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags); +CIMGUI_API void igScrollToRectEx(ImVec2 *pOut,ImGuiWindow* window,const ImRect rect,ImGuiScrollFlags flags); +CIMGUI_API void igScrollToBringRectIntoView(ImGuiWindow* window,const ImRect rect); +CIMGUI_API ImGuiID igGetItemID(void); +CIMGUI_API ImGuiItemStatusFlags igGetItemStatusFlags(void); +CIMGUI_API ImGuiItemFlags igGetItemFlags(void); +CIMGUI_API ImGuiID igGetActiveID(void); +CIMGUI_API ImGuiID igGetFocusID(void); +CIMGUI_API void igSetActiveID(ImGuiID id,ImGuiWindow* window); +CIMGUI_API void igSetFocusID(ImGuiID id,ImGuiWindow* window); +CIMGUI_API void igClearActiveID(void); +CIMGUI_API ImGuiID igGetHoveredID(void); +CIMGUI_API void igSetHoveredID(ImGuiID id); +CIMGUI_API void igKeepAliveID(ImGuiID id); +CIMGUI_API void igMarkItemEdited(ImGuiID id); +CIMGUI_API void igPushOverrideID(ImGuiID id); +CIMGUI_API ImGuiID igGetIDWithSeed(const char* str_id_begin,const char* str_id_end,ImGuiID seed); +CIMGUI_API void igItemSize_Vec2(const ImVec2 size,float text_baseline_y); +CIMGUI_API void igItemSize_Rect(const ImRect bb,float text_baseline_y); +CIMGUI_API bool igItemAdd(const ImRect bb,ImGuiID id,const ImRect* nav_bb,ImGuiItemFlags extra_flags); +CIMGUI_API bool igItemHoverable(const ImRect bb,ImGuiID id); +CIMGUI_API bool igIsClippedEx(const ImRect bb,ImGuiID id); +CIMGUI_API void igSetLastItemData(ImGuiID item_id,ImGuiItemFlags in_flags,ImGuiItemStatusFlags status_flags,const ImRect item_rect); +CIMGUI_API void igCalcItemSize(ImVec2 *pOut,ImVec2 size,float default_w,float default_h); +CIMGUI_API float igCalcWrapWidthForPos(const ImVec2 pos,float wrap_pos_x); +CIMGUI_API void igPushMultiItemsWidths(int components,float width_full); +CIMGUI_API bool igIsItemToggledSelection(void); +CIMGUI_API void igGetContentRegionMaxAbs(ImVec2 *pOut); +CIMGUI_API void igShrinkWidths(ImGuiShrinkWidthItem* items,int count,float width_excess); +CIMGUI_API void igPushItemFlag(ImGuiItemFlags option,bool enabled); +CIMGUI_API void igPopItemFlag(void); +CIMGUI_API void igLogBegin(ImGuiLogType type,int auto_open_depth); +CIMGUI_API void igLogToBuffer(int auto_open_depth); +CIMGUI_API void igLogRenderedText(const ImVec2* ref_pos,const char* text,const char* text_end); +CIMGUI_API void igLogSetNextTextDecoration(const char* prefix,const char* suffix); +CIMGUI_API bool igBeginChildEx(const char* name,ImGuiID id,const ImVec2 size_arg,bool border,ImGuiWindowFlags flags); +CIMGUI_API void igOpenPopupEx(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API void igClosePopupToLevel(int remaining,bool restore_focus_to_window_under_popup); +CIMGUI_API void igClosePopupsOverWindow(ImGuiWindow* ref_window,bool restore_focus_to_window_under_popup); +CIMGUI_API void igClosePopupsExceptModals(void); +CIMGUI_API bool igIsPopupOpen_ID(ImGuiID id,ImGuiPopupFlags popup_flags); +CIMGUI_API bool igBeginPopupEx(ImGuiID id,ImGuiWindowFlags extra_flags); +CIMGUI_API void igBeginTooltipEx(ImGuiTooltipFlags tooltip_flags,ImGuiWindowFlags extra_window_flags); +CIMGUI_API void igGetPopupAllowedExtentRect(ImRect *pOut,ImGuiWindow* window); +CIMGUI_API ImGuiWindow* igGetTopMostPopupModal(void); +CIMGUI_API ImGuiWindow* igGetTopMostAndVisiblePopupModal(void); +CIMGUI_API void igFindBestWindowPosForPopup(ImVec2 *pOut,ImGuiWindow* window); +CIMGUI_API void igFindBestWindowPosForPopupEx(ImVec2 *pOut,const ImVec2 ref_pos,const ImVec2 size,ImGuiDir* last_dir,const ImRect r_outer,const ImRect r_avoid,ImGuiPopupPositionPolicy policy); +CIMGUI_API bool igBeginViewportSideBar(const char* name,ImGuiViewport* viewport,ImGuiDir dir,float size,ImGuiWindowFlags window_flags); +CIMGUI_API bool igBeginMenuEx(const char* label,const char* icon,bool enabled); +CIMGUI_API bool igMenuItemEx(const char* label,const char* icon,const char* shortcut,bool selected,bool enabled); +CIMGUI_API bool igBeginComboPopup(ImGuiID popup_id,const ImRect bb,ImGuiComboFlags flags); +CIMGUI_API bool igBeginComboPreview(void); +CIMGUI_API void igEndComboPreview(void); +CIMGUI_API void igNavInitWindow(ImGuiWindow* window,bool force_reinit); +CIMGUI_API void igNavInitRequestApplyResult(void); +CIMGUI_API bool igNavMoveRequestButNoResultYet(void); +CIMGUI_API void igNavMoveRequestSubmit(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags); +CIMGUI_API void igNavMoveRequestForward(ImGuiDir move_dir,ImGuiDir clip_dir,ImGuiNavMoveFlags move_flags,ImGuiScrollFlags scroll_flags); +CIMGUI_API void igNavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); +CIMGUI_API void igNavMoveRequestCancel(void); +CIMGUI_API void igNavMoveRequestApplyResult(void); +CIMGUI_API void igNavMoveRequestTryWrapping(ImGuiWindow* window,ImGuiNavMoveFlags move_flags); +CIMGUI_API const char* igGetNavInputName(ImGuiNavInput n); +CIMGUI_API float igGetNavInputAmount(ImGuiNavInput n,ImGuiInputReadMode mode); +CIMGUI_API void igGetNavInputAmount2d(ImVec2 *pOut,ImGuiNavDirSourceFlags dir_sources,ImGuiInputReadMode mode,float slow_factor,float fast_factor); +CIMGUI_API int igCalcTypematicRepeatAmount(float t0,float t1,float repeat_delay,float repeat_rate); +CIMGUI_API void igActivateItem(ImGuiID id); +CIMGUI_API void igSetNavID(ImGuiID id,ImGuiNavLayer nav_layer,ImGuiID focus_scope_id,const ImRect rect_rel); +CIMGUI_API void igPushFocusScope(ImGuiID id); +CIMGUI_API void igPopFocusScope(void); +CIMGUI_API ImGuiID igGetFocusedFocusScope(void); +CIMGUI_API ImGuiID igGetFocusScope(void); +CIMGUI_API bool igIsNamedKey(ImGuiKey key); +CIMGUI_API bool igIsLegacyKey(ImGuiKey key); +CIMGUI_API bool igIsGamepadKey(ImGuiKey key); +CIMGUI_API ImGuiKeyData* igGetKeyData(ImGuiKey key); +CIMGUI_API void igSetItemUsingMouseWheel(void); +CIMGUI_API void igSetActiveIdUsingNavAndKeys(void); +CIMGUI_API bool igIsActiveIdUsingNavDir(ImGuiDir dir); +CIMGUI_API bool igIsActiveIdUsingNavInput(ImGuiNavInput input); +CIMGUI_API bool igIsActiveIdUsingKey(ImGuiKey key); +CIMGUI_API void igSetActiveIdUsingKey(ImGuiKey key); +CIMGUI_API bool igIsMouseDragPastThreshold(ImGuiMouseButton button,float lock_threshold); +CIMGUI_API bool igIsNavInputDown(ImGuiNavInput n); +CIMGUI_API bool igIsNavInputTest(ImGuiNavInput n,ImGuiInputReadMode rm); +CIMGUI_API ImGuiKeyModFlags igGetMergedKeyModFlags(void); +//CIMGUI_API bool igIsKeyPressedMap(ImGuiKey key,bool repeat); +CIMGUI_API bool igBeginDragDropTargetCustom(const ImRect bb,ImGuiID id); +CIMGUI_API void igClearDragDrop(void); +CIMGUI_API bool igIsDragDropPayloadBeingAccepted(void); +CIMGUI_API void igSetWindowClipRectBeforeSetChannel(ImGuiWindow* window,const ImRect clip_rect); +CIMGUI_API void igBeginColumns(const char* str_id,int count,ImGuiOldColumnFlags flags); +CIMGUI_API void igEndColumns(void); +CIMGUI_API void igPushColumnClipRect(int column_index); +CIMGUI_API void igPushColumnsBackground(void); +CIMGUI_API void igPopColumnsBackground(void); +CIMGUI_API ImGuiID igGetColumnsID(const char* str_id,int count); +CIMGUI_API ImGuiOldColumns* igFindOrCreateColumns(ImGuiWindow* window,ImGuiID id); +CIMGUI_API float igGetColumnOffsetFromNorm(const ImGuiOldColumns* columns,float offset_norm); +CIMGUI_API float igGetColumnNormFromOffset(const ImGuiOldColumns* columns,float offset); +CIMGUI_API void igTableOpenContextMenu(int column_n); +CIMGUI_API void igTableSetColumnWidth(int column_n,float width); +CIMGUI_API void igTableSetColumnSortDirection(int column_n,ImGuiSortDirection sort_direction,bool append_to_sort_specs); +CIMGUI_API int igTableGetHoveredColumn(void); +CIMGUI_API float igTableGetHeaderRowHeight(void); +CIMGUI_API void igTablePushBackgroundChannel(void); +CIMGUI_API void igTablePopBackgroundChannel(void); +CIMGUI_API ImGuiTable* igGetCurrentTable(void); +CIMGUI_API ImGuiTable* igTableFindByID(ImGuiID id); +CIMGUI_API bool igBeginTableEx(const char* name,ImGuiID id,int columns_count,ImGuiTableFlags flags,const ImVec2 outer_size,float inner_width); +CIMGUI_API void igTableBeginInitMemory(ImGuiTable* table,int columns_count); +CIMGUI_API void igTableBeginApplyRequests(ImGuiTable* table); +CIMGUI_API void igTableSetupDrawChannels(ImGuiTable* table); +CIMGUI_API void igTableUpdateLayout(ImGuiTable* table); +CIMGUI_API void igTableUpdateBorders(ImGuiTable* table); +CIMGUI_API void igTableUpdateColumnsWeightFromWidth(ImGuiTable* table); +CIMGUI_API void igTableDrawBorders(ImGuiTable* table); +CIMGUI_API void igTableDrawContextMenu(ImGuiTable* table); +CIMGUI_API void igTableMergeDrawChannels(ImGuiTable* table); +CIMGUI_API void igTableSortSpecsSanitize(ImGuiTable* table); +CIMGUI_API void igTableSortSpecsBuild(ImGuiTable* table); +CIMGUI_API ImGuiSortDirection igTableGetColumnNextSortDirection(ImGuiTableColumn* column); +CIMGUI_API void igTableFixColumnSortDirection(ImGuiTable* table,ImGuiTableColumn* column); +CIMGUI_API float igTableGetColumnWidthAuto(ImGuiTable* table,ImGuiTableColumn* column); +CIMGUI_API void igTableBeginRow(ImGuiTable* table); +CIMGUI_API void igTableEndRow(ImGuiTable* table); +CIMGUI_API void igTableBeginCell(ImGuiTable* table,int column_n); +CIMGUI_API void igTableEndCell(ImGuiTable* table); +CIMGUI_API void igTableGetCellBgRect(ImRect *pOut,const ImGuiTable* table,int column_n); +CIMGUI_API const char* igTableGetColumnName_TablePtr(const ImGuiTable* table,int column_n); +CIMGUI_API ImGuiID igTableGetColumnResizeID(const ImGuiTable* table,int column_n,int instance_no); +CIMGUI_API float igTableGetMaxColumnWidth(const ImGuiTable* table,int column_n); +CIMGUI_API void igTableSetColumnWidthAutoSingle(ImGuiTable* table,int column_n); +CIMGUI_API void igTableSetColumnWidthAutoAll(ImGuiTable* table); +CIMGUI_API void igTableRemove(ImGuiTable* table); +CIMGUI_API void igTableGcCompactTransientBuffers_TablePtr(ImGuiTable* table); +CIMGUI_API void igTableGcCompactTransientBuffers_TableTempDataPtr(ImGuiTableTempData* table); +CIMGUI_API void igTableGcCompactSettings(void); +CIMGUI_API void igTableLoadSettings(ImGuiTable* table); +CIMGUI_API void igTableSaveSettings(ImGuiTable* table); +CIMGUI_API void igTableResetSettings(ImGuiTable* table); +CIMGUI_API ImGuiTableSettings* igTableGetBoundSettings(ImGuiTable* table); +CIMGUI_API void igTableSettingsInstallHandler(ImGuiContext* context); +CIMGUI_API ImGuiTableSettings* igTableSettingsCreate(ImGuiID id,int columns_count); +CIMGUI_API ImGuiTableSettings* igTableSettingsFindByID(ImGuiID id); +CIMGUI_API bool igBeginTabBarEx(ImGuiTabBar* tab_bar,const ImRect bb,ImGuiTabBarFlags flags); +CIMGUI_API ImGuiTabItem* igTabBarFindTabByID(ImGuiTabBar* tab_bar,ImGuiID tab_id); +CIMGUI_API void igTabBarRemoveTab(ImGuiTabBar* tab_bar,ImGuiID tab_id); +CIMGUI_API void igTabBarCloseTab(ImGuiTabBar* tab_bar,ImGuiTabItem* tab); +CIMGUI_API void igTabBarQueueReorder(ImGuiTabBar* tab_bar,const ImGuiTabItem* tab,int offset); +CIMGUI_API void igTabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar,const ImGuiTabItem* tab,ImVec2 mouse_pos); +CIMGUI_API bool igTabBarProcessReorder(ImGuiTabBar* tab_bar); +CIMGUI_API bool igTabItemEx(ImGuiTabBar* tab_bar,const char* label,bool* p_open,ImGuiTabItemFlags flags); +CIMGUI_API void igTabItemCalcSize(ImVec2 *pOut,const char* label,bool has_close_button); +CIMGUI_API void igTabItemBackground(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImU32 col); +CIMGUI_API void igTabItemLabelAndCloseButton(ImDrawList* draw_list,const ImRect bb,ImGuiTabItemFlags flags,ImVec2 frame_padding,const char* label,ImGuiID tab_id,ImGuiID close_button_id,bool is_contents_visible,bool* out_just_closed,bool* out_text_clipped); +CIMGUI_API void igRenderText(ImVec2 pos,const char* text,const char* text_end,bool hide_text_after_hash); +CIMGUI_API void igRenderTextWrapped(ImVec2 pos,const char* text,const char* text_end,float wrap_width); +CIMGUI_API void igRenderTextClipped(const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect); +CIMGUI_API void igRenderTextClippedEx(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,const char* text,const char* text_end,const ImVec2* text_size_if_known,const ImVec2 align,const ImRect* clip_rect); +CIMGUI_API void igRenderTextEllipsis(ImDrawList* draw_list,const ImVec2 pos_min,const ImVec2 pos_max,float clip_max_x,float ellipsis_max_x,const char* text,const char* text_end,const ImVec2* text_size_if_known); +CIMGUI_API void igRenderFrame(ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,bool border,float rounding); +CIMGUI_API void igRenderFrameBorder(ImVec2 p_min,ImVec2 p_max,float rounding); +CIMGUI_API void igRenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list,ImVec2 p_min,ImVec2 p_max,ImU32 fill_col,float grid_step,ImVec2 grid_off,float rounding,ImDrawFlags flags); +CIMGUI_API void igRenderNavHighlight(const ImRect bb,ImGuiID id,ImGuiNavHighlightFlags flags); +CIMGUI_API const char* igFindRenderedTextEnd(const char* text,const char* text_end); +CIMGUI_API void igRenderArrow(ImDrawList* draw_list,ImVec2 pos,ImU32 col,ImGuiDir dir,float scale); +CIMGUI_API void igRenderBullet(ImDrawList* draw_list,ImVec2 pos,ImU32 col); +CIMGUI_API void igRenderCheckMark(ImDrawList* draw_list,ImVec2 pos,ImU32 col,float sz); +CIMGUI_API void igRenderMouseCursor(ImDrawList* draw_list,ImVec2 pos,float scale,ImGuiMouseCursor mouse_cursor,ImU32 col_fill,ImU32 col_border,ImU32 col_shadow); +CIMGUI_API void igRenderArrowPointingAt(ImDrawList* draw_list,ImVec2 pos,ImVec2 half_sz,ImGuiDir direction,ImU32 col); +CIMGUI_API void igRenderRectFilledRangeH(ImDrawList* draw_list,const ImRect rect,ImU32 col,float x_start_norm,float x_end_norm,float rounding); +CIMGUI_API void igRenderRectFilledWithHole(ImDrawList* draw_list,ImRect outer,ImRect inner,ImU32 col,float rounding); +CIMGUI_API void igTextEx(const char* text,const char* text_end,ImGuiTextFlags flags); +CIMGUI_API bool igButtonEx(const char* label,const ImVec2 size_arg,ImGuiButtonFlags flags); +CIMGUI_API bool igCloseButton(ImGuiID id,const ImVec2 pos); +CIMGUI_API bool igCollapseButton(ImGuiID id,const ImVec2 pos); +CIMGUI_API bool igArrowButtonEx(const char* str_id,ImGuiDir dir,ImVec2 size_arg,ImGuiButtonFlags flags); +CIMGUI_API void igScrollbar(ImGuiAxis axis); +CIMGUI_API bool igScrollbarEx(const ImRect bb,ImGuiID id,ImGuiAxis axis,ImS64* p_scroll_v,ImS64 avail_v,ImS64 contents_v,ImDrawFlags flags); +CIMGUI_API bool igImageButtonEx(ImGuiID id,ImTextureID texture_id,const ImVec2 size,const ImVec2 uv0,const ImVec2 uv1,const ImVec2 padding,const ImVec4 bg_col,const ImVec4 tint_col); +CIMGUI_API void igGetWindowScrollbarRect(ImRect *pOut,ImGuiWindow* window,ImGuiAxis axis); +CIMGUI_API ImGuiID igGetWindowScrollbarID(ImGuiWindow* window,ImGuiAxis axis); +CIMGUI_API ImGuiID igGetWindowResizeCornerID(ImGuiWindow* window,int n); +CIMGUI_API ImGuiID igGetWindowResizeBorderID(ImGuiWindow* window,ImGuiDir dir); +CIMGUI_API void igSeparatorEx(ImGuiSeparatorFlags flags); +CIMGUI_API bool igCheckboxFlags_S64Ptr(const char* label,ImS64* flags,ImS64 flags_value); +CIMGUI_API bool igCheckboxFlags_U64Ptr(const char* label,ImU64* flags,ImU64 flags_value); +CIMGUI_API bool igButtonBehavior(const ImRect bb,ImGuiID id,bool* out_hovered,bool* out_held,ImGuiButtonFlags flags); +CIMGUI_API bool igDragBehavior(ImGuiID id,ImGuiDataType data_type,void* p_v,float v_speed,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags); +CIMGUI_API bool igSliderBehavior(const ImRect bb,ImGuiID id,ImGuiDataType data_type,void* p_v,const void* p_min,const void* p_max,const char* format,ImGuiSliderFlags flags,ImRect* out_grab_bb); +CIMGUI_API bool igSplitterBehavior(const ImRect bb,ImGuiID id,ImGuiAxis axis,float* size1,float* size2,float min_size1,float min_size2,float hover_extend,float hover_visibility_delay); +CIMGUI_API bool igTreeNodeBehavior(ImGuiID id,ImGuiTreeNodeFlags flags,const char* label,const char* label_end); +CIMGUI_API bool igTreeNodeBehaviorIsOpen(ImGuiID id,ImGuiTreeNodeFlags flags); +CIMGUI_API void igTreePushOverrideID(ImGuiID id); +CIMGUI_API const ImGuiDataTypeInfo* igDataTypeGetInfo(ImGuiDataType data_type); +CIMGUI_API int igDataTypeFormatString(char* buf,int buf_size,ImGuiDataType data_type,const void* p_data,const char* format); +CIMGUI_API void igDataTypeApplyOp(ImGuiDataType data_type,int op,void* output,const void* arg_1,const void* arg_2); +CIMGUI_API bool igDataTypeApplyFromText(const char* buf,ImGuiDataType data_type,void* p_data,const char* format); +CIMGUI_API int igDataTypeCompare(ImGuiDataType data_type,const void* arg_1,const void* arg_2); +CIMGUI_API bool igDataTypeClamp(ImGuiDataType data_type,void* p_data,const void* p_min,const void* p_max); +CIMGUI_API bool igInputTextEx(const char* label,const char* hint,char* buf,int buf_size,const ImVec2 size_arg,ImGuiInputTextFlags flags,ImGuiInputTextCallback callback,void* user_data); +CIMGUI_API bool igTempInputText(const ImRect bb,ImGuiID id,const char* label,char* buf,int buf_size,ImGuiInputTextFlags flags); +CIMGUI_API bool igTempInputScalar(const ImRect bb,ImGuiID id,const char* label,ImGuiDataType data_type,void* p_data,const char* format,const void* p_clamp_min,const void* p_clamp_max); +CIMGUI_API bool igTempInputIsActive(ImGuiID id); +CIMGUI_API ImGuiInputTextState* igGetInputTextState(ImGuiID id); +CIMGUI_API void igColorTooltip(const char* text,const float* col,ImGuiColorEditFlags flags); +CIMGUI_API void igColorEditOptionsPopup(const float* col,ImGuiColorEditFlags flags); +CIMGUI_API void igColorPickerOptionsPopup(const float* ref_col,ImGuiColorEditFlags flags); +CIMGUI_API int igPlotEx(ImGuiPlotType plot_type,const char* label,float(*values_getter)(void* data,int idx),void* data,int values_count,int values_offset,const char* overlay_text,float scale_min,float scale_max,ImVec2 frame_size); +CIMGUI_API void igShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,ImVec2 gradient_p0,ImVec2 gradient_p1,ImU32 col0,ImU32 col1); +CIMGUI_API void igShadeVertsLinearUV(ImDrawList* draw_list,int vert_start_idx,int vert_end_idx,const ImVec2 a,const ImVec2 b,const ImVec2 uv_a,const ImVec2 uv_b,bool clamp); +CIMGUI_API void igGcCompactTransientMiscBuffers(void); +CIMGUI_API void igGcCompactTransientWindowBuffers(ImGuiWindow* window); +CIMGUI_API void igGcAwakeTransientWindowBuffers(ImGuiWindow* window); +CIMGUI_API void igErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback,void* user_data); +CIMGUI_API void igErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback,void* user_data); +CIMGUI_API void igDebugDrawItemRect(ImU32 col); +CIMGUI_API void igDebugStartItemPicker(void); +CIMGUI_API void igShowFontAtlas(ImFontAtlas* atlas); +CIMGUI_API void igDebugHookIdInfo(ImGuiID id,ImGuiDataType data_type,const void* data_id,const void* data_id_end); +CIMGUI_API void igDebugNodeColumns(ImGuiOldColumns* columns); +CIMGUI_API void igDebugNodeDrawList(ImGuiWindow* window,const ImDrawList* draw_list,const char* label); +CIMGUI_API void igDebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list,const ImDrawList* draw_list,const ImDrawCmd* draw_cmd,bool show_mesh,bool show_aabb); +CIMGUI_API void igDebugNodeFont(ImFont* font); +CIMGUI_API void igDebugNodeStorage(ImGuiStorage* storage,const char* label); +CIMGUI_API void igDebugNodeTabBar(ImGuiTabBar* tab_bar,const char* label); +CIMGUI_API void igDebugNodeTable(ImGuiTable* table); +CIMGUI_API void igDebugNodeTableSettings(ImGuiTableSettings* settings); +CIMGUI_API void igDebugNodeWindow(ImGuiWindow* window,const char* label); +CIMGUI_API void igDebugNodeWindowSettings(ImGuiWindowSettings* settings); +CIMGUI_API void igDebugNodeWindowsList(ImVector_ImGuiWindowPtr* windows,const char* label); +CIMGUI_API void igDebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows,int windows_size,ImGuiWindow* parent_in_begin_stack); +CIMGUI_API void igDebugNodeViewport(ImGuiViewportP* viewport); +CIMGUI_API void igDebugRenderViewportThumbnail(ImDrawList* draw_list,ImGuiViewportP* viewport,const ImRect bb); +CIMGUI_API const ImFontBuilderIO* igImFontAtlasGetBuilderForStbTruetype(void); +CIMGUI_API void igImFontAtlasBuildInit(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildSetupFont(ImFontAtlas* atlas,ImFont* font,ImFontConfig* font_config,float ascent,float descent); +CIMGUI_API void igImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas,void* stbrp_context_opaque); +CIMGUI_API void igImFontAtlasBuildFinish(ImFontAtlas* atlas); +CIMGUI_API void igImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned char in_marker_pixel_value); +CIMGUI_API void igImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas,int x,int y,int w,int h,const char* in_str,char in_marker_char,unsigned int in_marker_pixel_value); +CIMGUI_API void igImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256],float in_multiply_factor); +CIMGUI_API void igImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256],unsigned char* pixels,int x,int y,int w,int h,int stride); + + +/////////////////////////hand written functions +//no LogTextV +CIMGUI_API void igLogText(CONST char *fmt, ...); +//no appendfV +CIMGUI_API void ImGuiTextBuffer_appendf(struct ImGuiTextBuffer *buffer, const char *fmt, ...); +//for getting FLT_MAX in bindings +CIMGUI_API float igGET_FLT_MAX(); +//for getting FLT_MIN in bindings +CIMGUI_API float igGET_FLT_MIN(); + + +CIMGUI_API ImVector_ImWchar* ImVector_ImWchar_create(); +CIMGUI_API void ImVector_ImWchar_destroy(ImVector_ImWchar* self); +CIMGUI_API void ImVector_ImWchar_Init(ImVector_ImWchar* p); +CIMGUI_API void ImVector_ImWchar_UnInit(ImVector_ImWchar* p); + + +#endif //CIMGUI_INCLUDED + + + + + +``` + +`samples/common/libs/imgui/imconfig.h`: + +```h +//----------------------------------------------------------------------------- +// COMPILE-TIME OPTIONS FOR DEAR IMGUI +// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. +// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. +//----------------------------------------------------------------------------- +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it) +// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template. +//----------------------------------------------------------------------------- +// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp +// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. +// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. +// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using. +//----------------------------------------------------------------------------- + +#pragma once + +//---- Define assertion handler. Defaults to calling assert(). +// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. +//#define IM_ASSERT(_EXPR) MyAssert(_EXPR) +//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts + +//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows +// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. +//#define IMGUI_API __declspec( dllexport ) +//#define IMGUI_API __declspec( dllimport ) + +//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. +#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions. + +//---- Disable all of Dear ImGui or don't implement standard windows. +// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp. +//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. +//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended. +//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger and other debug tools: ShowMetricsWindow() and ShowStackToolWindow() will be empty. + +//---- Don't implement some functions to reduce linkage requirements. +//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) +//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW) +//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). +//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) +//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. +//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. +//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). +//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available + +//---- Include imgui_user.h at the end of imgui.h as a convenience +//#define IMGUI_INCLUDE_IMGUI_USER_H + +//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) +//#define IMGUI_USE_BGRA_PACKED_COLOR + +//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) +//#define IMGUI_USE_WCHAR32 + +//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version +// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION + +//---- Use stb_printf's faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) +// Requires 'stb_sprintf.h' to be available in the include path. Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf. +// #define IMGUI_USE_STB_SPRINTF + +//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) +// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). +// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. +//#define IMGUI_ENABLE_FREETYPE + +//---- Use stb_truetype to build and rasterize the font atlas (default) +// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend. +//#define IMGUI_ENABLE_STB_TRUETYPE + +//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. +// This will be inlined as part of ImVec2 and ImVec4 class declarations. +/* +#define IM_VEC2_CLASS_EXTRA \ + ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \ + operator MyVec2() const { return MyVec2(x,y); } + +#define IM_VEC4_CLASS_EXTRA \ + ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \ + operator MyVec4() const { return MyVec4(x,y,z,w); } +*/ + +//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. +// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). +// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer. +// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. +//#define ImDrawIdx unsigned int + +//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//#define ImDrawCallback MyImDrawCallback + +//---- Debug Tools: Macro to break in Debugger +// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) +//#define IM_DEBUG_BREAK IM_ASSERT(0) +//#define IM_DEBUG_BREAK __debugbreak() + +//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(), +// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.) +// This adds a small runtime cost which is why it is not enabled by default. +//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX + +//---- Debug Tools: Enable slower asserts +//#define IMGUI_DEBUG_PARANOID + +//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. +/* +namespace ImGui +{ + void MyFunction(const char* name, const MyMatrix44& v); +} +*/ + +``` + +`samples/common/libs/imgui/imgui.cpp`: + +```cpp +// dear imgui, v1.87 +// (main code and documentation) + +// Help: +// - Read FAQ at http://dearimgui.org/faq +// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// Read imgui.cpp for details, links and comments. + +// Resources: +// - FAQ http://dearimgui.org/faq +// - Homepage & latest https://github.com/ocornut/imgui +// - Releases & changelog https://github.com/ocornut/imgui/releases +// - Gallery https://github.com/ocornut/imgui/issues/4451 (please post your screenshots/video there!) +// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Issues & support https://github.com/ocornut/imgui/issues + +// Getting Started? +// - For first-time users having issues compiling/linking/running or issues loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. + +// Developed by Omar Cornut and every direct or indirect contributors to the GitHub. +// See LICENSE.txt for copyright and licensing details (standard MIT License). +// This library is free but needs your support to sustain development and maintenance. +// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com". +// Individuals: you can support continued development via donations. See docs/README or web page. + +// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. +// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without +// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't +// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you +// to a better solution or official support for them. + +/* + +Index of this file: + +DOCUMENTATION + +- MISSION STATEMENT +- END-USER GUIDE +- PROGRAMMER GUIDE + - READ FIRST + - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + - HOW A SIMPLE APPLICATION MAY LOOK LIKE + - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE + - USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS +- API BREAKING CHANGES (read me when you update!) +- FREQUENTLY ASKED QUESTIONS (FAQ) + - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer) + +CODE +(search for "[SECTION]" in the code to find them) + +// [SECTION] INCLUDES +// [SECTION] FORWARD DECLARATIONS +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +// [SECTION] MISC HELPERS/UTILITIES (File functions) +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// [SECTION] ImGuiStorage +// [SECTION] ImGuiTextFilter +// [SECTION] ImGuiTextBuffer +// [SECTION] ImGuiListClipper +// [SECTION] STYLING +// [SECTION] RENDER HELPERS +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] INPUTS +// [SECTION] ERROR CHECKING +// [SECTION] LAYOUT +// [SECTION] SCROLLING +// [SECTION] TOOLTIPS +// [SECTION] POPUPS +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +// [SECTION] DRAG AND DROP +// [SECTION] LOGGING/CAPTURING +// [SECTION] SETTINGS +// [SECTION] VIEWPORTS +// [SECTION] PLATFORM DEPENDENT HELPERS +// [SECTION] METRICS/DEBUGGER WINDOW +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) + +*/ + +//----------------------------------------------------------------------------- +// DOCUMENTATION +//----------------------------------------------------------------------------- + +/* + + MISSION STATEMENT + ================= + + - Easy to use to create code-driven and data-driven tools. + - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. + - Easy to hack and improve. + - Minimize setup and maintenance. + - Minimize state storage on user side. + - Portable, minimize dependencies, run on target (consoles, phones, etc.). + - Efficient runtime and memory consumption. + + Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes: + + - Doesn't look fancy, doesn't animate. + - Limited layout features, intricate layouts are typically crafted in code. + + + END-USER GUIDE + ============== + + - Double-click on title bar to collapse window. + - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin(). + - Click and drag on lower right corner to resize window (double-click to auto fit window to its contents). + - Click and drag on any empty space to move window. + - TAB/SHIFT+TAB to cycle through keyboard editable fields. + - CTRL+Click on a slider or drag box to input value as text. + - Use mouse wheel to scroll. + - Text editor: + - Hold SHIFT or use mouse to select text. + - CTRL+Left/Right to word jump. + - CTRL+Shift+Left/Right to select words. + - CTRL+A our Double-Click to select all. + - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/ + - CTRL+Z,CTRL+Y to undo/redo. + - ESCAPE to revert text to its original value. + - Controls are automatically adjusted for OSX to match standard OSX text editing operations. + - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard. + - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://dearimgui.org/controls_sheets + + + PROGRAMMER GUIDE + ================ + + READ FIRST + ---------- + - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) + - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or + destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs. + - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. + - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. + - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. + - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. + For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI, + where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. + - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. + - This codebase is also optimized to yield decent performances with typical "Debug" builds settings. + - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). + If you get an assert, read the messages and comments around the assert. + - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace. + - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types. + See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that. + However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase. + - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!). + + + HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI + ---------------------------------------------- + - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h) + - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master". + - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file. + - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. + If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed + from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will + likely be a comment about it. Please report any issue to the GitHub page! + - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file. + - Try to keep your copy of Dear ImGui reasonably up to date. + + + GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + --------------------------------------------------------------- + - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. + - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder. + - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system. + It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL). + - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. + - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. + - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. + Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" + phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render(). + - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code. + - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. + + + HOW A SIMPLE APPLICATION MAY LOOK LIKE + -------------------------------------- + EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). + The sub-folders in examples/ contain examples applications following this structure. + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + + // Application main loop + while (true) + { + // Feed inputs to dear imgui, start new frame + ImGui_ImplDX11_NewFrame(); + ImGui_ImplWin32_NewFrame(); + ImGui::NewFrame(); + + // Any application code here + ImGui::Text("Hello, world!"); + + // Render dear imgui into screen + ImGui::Render(); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); + g_pSwapChain->Present(1, 0); + } + + // Shutdown + ImGui_ImplDX11_Shutdown(); + ImGui_ImplWin32_Shutdown(); + ImGui::DestroyContext(); + + EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE + + // Application init: create a dear imgui context, setup some options, load fonts + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. + // TODO: Fill optional fields of the io structure later. + // TODO: Load TTF/OTF fonts if you don't want to use the default font. + + // Build and load the texture atlas into a texture + // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) + int width, height; + unsigned char* pixels = NULL; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // At this point you've got the texture data and you need to upload that to your graphic system: + // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. + // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. + MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) + io.Fonts->SetTexID((void*)texture); + + // Application main loop + while (true) + { + // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. + // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends) + io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) + io.DisplaySize.x = 1920.0f; // set the current display width + io.DisplaySize.y = 1280.0f; // set the current display height here + io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position + io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states + io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states + + // Call NewFrame(), after this point you can use ImGui::* functions anytime + // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) + ImGui::NewFrame(); + + // Most of your application code here + ImGui::Text("Hello, world!"); + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! + + // Render dear imgui, swap buffers + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) + ImGui::EndFrame(); + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); + MyImGuiRenderFunction(draw_data); + SwapBuffers(); + } + + // Shutdown + ImGui::DestroyContext(); + + To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, + you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + Please read the FAQ and example applications for details about this! + + + HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE + --------------------------------------------- + The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function. + + void void MyImGuiRenderFunction(ImDrawData* draw_data) + { + // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* cmd_list = draw_data->CmdLists[n]; + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // We are using scissoring to clip some objects. All low-level graphics API should support it. + // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches + // (some elements visible outside their bounds) but you can fix that once everything else works! + // - Clipping coordinates are provided in imgui coordinates space: + // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size + // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. + // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) + MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); + + // The texture for the draw call is specified by pcmd->GetTexID(). + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. + MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); + + // Render 'pcmd->ElemCount/3' indexed triangles. + // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. + MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); + } + } + } + } + + + USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS + ------------------------------------------ + - The gamepad/keyboard navigation is fairly functional and keeps being improved. + - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PS4, Switch, XB1) without a mouse! + - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787 + - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. + - Keyboard: + - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. + - Internally: NewFrame() will automatically fill io.NavInputs[] based on backend's io.AddKeyEvent() calls. + - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), + the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from: + - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. + - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). + - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. + Please reach out if you think the game vs navigation input sharing could be improved. + - Gamepad: + - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. + - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. + For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. + Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - Internally: NewFrame() will automatically fill io.NavInputs[] based on backend's io.AddKeyEvent() + io.AddKeyAnalogEvent() calls. + - BEFORE 1.87, BACKENDS USED TO WRITE DIRECTLY TO io.NavInputs[]. This is going to be obsoleted in the future. Please call io functions instead! + - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets + - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, + with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. + - Mouse: + - PS4/PS5 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. + - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. + Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements. + When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. + When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse moving back and forth!) + (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want + to set a boolean to ignore your other external mouse positions until the external source is moved again.) + + + API BREAKING CHANGES + ==================== + + Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. + Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. + When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. + You can read releases logs https://github.com/ocornut/imgui/releases for more details. + + - 2022/01/20 (1.87) - inputs: reworded gamepad IO. + - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. + - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). + - 2022/01/17 (1.87) - inputs: reworked mouse IO. + - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() + - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() + - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent() + - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] + - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. + - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() + - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiKey_ModXXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiKey_ModXXX values.* + - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. + - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. + - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. + - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) + - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() + - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x + - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); + - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect + - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex + - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings + - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function. + - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful. + - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): + - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() + - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder + - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). + - if you are using official backends from the source tree: you have nothing to do. + - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). + - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. + - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft + - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight + - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc. + flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. + breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": + - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) + - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) + - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) + - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f. + this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok. + the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts. + legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). + - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): + - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY() + - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing. + - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. + - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. + - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed. + - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete). + - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete). + - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete). + - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags. + - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. + - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018): + - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit(). + - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg + - ImGuiInputTextCallback -> use ImGuiTextEditCallback + - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData + - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete). + - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added! + - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API. + - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures + - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018): + - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend + - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow) + - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT + - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT + - removed redirecting functions names that were marked obsolete in 1.61 (May 2018): + - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision. + - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter. + - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). + - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently). + - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. + - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory. + - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. + - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now! + - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). + replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). + worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions: + - if you omitted the 'power' parameter (likely!), you are not affected. + - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. + - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. + see https://github.com/ocornut/imgui/issues/3361 for all details. + kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used. + for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. + - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. + - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79] + - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017. + - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular(). + - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more. + - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead. + - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. + - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017): + - ShowTestWindow() -> use ShowDemoWindow() + - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) + - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) + - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) + - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() + - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg + - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding + - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap + - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS + - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API. + - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). + - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. + - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): + - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed + - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) + - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() + - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) + - ImFont::Glyph -> use ImFontGlyph + - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. + if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. + - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). + - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71. + - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. + - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). + - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). + - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. + - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). + - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). + - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! + - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). + - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). + - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. + - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. + - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. + - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). + - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. + If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. + - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) + - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. + NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. + Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. + - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). + - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). + - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). + - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature. + - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. + - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. + - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). + - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). + old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports. + when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. + - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. + - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. + - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. + If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them. + - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", + consistent with other functions. Kept redirection functions (will obsolete). + - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. + - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch). + - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. + - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. + - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. + - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. + - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. + - 2018/02/07 (1.60) - reorganized context handling to be more explicit, + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + - removed Shutdown() function, as DestroyContext() serve this purpose. + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. + - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. + - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. + - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side. + - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete). + - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags + - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. + - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. + - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete). + - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete). + - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). + - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete). + - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). + - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. + - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. + Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. + - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. + - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. + - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. + - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); + - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. + - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. + - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. + removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] + - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! + - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). + - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). + - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). + - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". + - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! + - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). + - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). + - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. + - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. + - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. + - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). + - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). + - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. + - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. + - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))' + - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse + - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. + - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. + - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild(). + - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. + - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. + - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal. + - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } + If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. + - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). + - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. + - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). + - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. + - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337). + - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) + - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). + - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. + - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you. + - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. + - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. + - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position. + GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side. + GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out! + - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize + - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project. + - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason + - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure. + you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. + - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. + this necessary change will break your rendering function! the fix should be very easy. sorry for that :( + - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. + - the signature of the io.RenderDrawListsFn handler has changed! + old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). + parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' + ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. + ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. + - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. + - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! + - 2015/07/10 (1.43) - changed SameLine() parameters from int to float. + - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). + - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. + - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence + - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry! + - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). + - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). + - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. + - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened. + - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). + - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50. + - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API + - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. + - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead. + - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50. + - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing + - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50. + - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing) + - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50. + - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once. + - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now. + - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior + - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing() + - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) + - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. + - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. + - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. + - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; + - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier); + you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. + - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID() + - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) + - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets + - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) + - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) + - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility + - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered() + - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly) + - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity) + - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale() + - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn + - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically) + - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite + - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes + + + FREQUENTLY ASKED QUESTIONS (FAQ) + ================================ + + Read all answers online: + https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url) + Read all answers locally (with a text editor or ideally a Markdown viewer): + docs/FAQ.md + Some answers are copied down here to facilitate searching in code. + + Q&A: Basics + =========== + + Q: Where is the documentation? + A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++. + - Run the examples/ and explore them. + - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. + - The demo covers most features of Dear ImGui, so you can read the code and see its output. + - See documentation and comments at the top of imgui.cpp + effectively imgui.h. + - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the + examples/ folder to explain how to integrate Dear ImGui with your own engine/application. + - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. + - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. + - Your programming IDE is your friend, find the type or function declaration to find comments + associated with it. + + Q: What is this library called? + Q: Which version should I get? + >> This library is called "Dear ImGui", please don't call it "ImGui" :) + >> See https://www.dearimgui.org/faq for details. + + Q&A: Integration + ================ + + Q: How to get started? + A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. + + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? + A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! + >> See https://www.dearimgui.org/faq for a fully detailed answer. You really want to read this. + + Q. How can I enable keyboard controls? + Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) + Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... + Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... + >> See https://www.dearimgui.org/faq + + Q&A: Usage + ---------- + + Q: About the ID Stack system.. + - Why is my widget not reacting when I click on it? + - How can I have widgets with an empty label? + - How can I have multiple widgets with the same label? + - How can I have multiple windows with the same label? + Q: How can I display an image? What is ImTextureID, how does it works? + Q: How can I use my own math types instead of ImVec2/ImVec4? + Q: How can I interact with standard C++ types (such as std::string and std::vector)? + Q: How can I display custom shapes? (using low-level ImDrawList API) + >> See https://www.dearimgui.org/faq + + Q&A: Fonts, Text + ================ + + Q: How should I handle DPI in my application? + Q: How can I load a different font than the default? + Q: How can I easily use icons in my application? + Q: How can I load multiple fonts? + Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? + >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md + + Q&A: Concerns + ============= + + Q: Who uses Dear ImGui? + Q: Can you create elaborate/serious tools with Dear ImGui? + Q: Can you reskin the look of Dear ImGui? + Q: Why using C++ (as opposed to C)? + >> See https://www.dearimgui.org/faq + + Q&A: Community + ============== + + Q: How can I help? + A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui! + We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. + This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project. + - Individuals: you can support continued development via PayPal donations. See README. + - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt + and see how you want to help and can help! + - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. + You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers. + But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions. + - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately). + +*/ + +//------------------------------------------------------------------------- +// [SECTION] INCLUDES +//------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +// System includes +#include // toupper +#include // vsnprintf, sscanf, printf +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled +#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif + +// [Windows] OS specific includes (optional) +#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_FUNCTIONS +#endif +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#ifndef NOMINMAX +#define NOMINMAX +#endif +#ifndef __MINGW32__ +#include // _wfopen, OpenClipboard +#else +#include +#endif +#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions +#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif +#endif + +// [Apple] OS specific includes +#if defined(__APPLE__) +#include +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +// Debug options +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL +#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window +#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower) + +// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. +static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in +static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear + +// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) +static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). +static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. + +//------------------------------------------------------------------------- +// [SECTION] FORWARD DECLARATIONS +//------------------------------------------------------------------------- + +static void SetCurrentWindow(ImGuiWindow* window); +static void FindHoveredWindow(); +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); + +static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); + +// Settings +static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); +static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); +static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); + +// Platform Dependents default implementation for IO functions +static const char* GetClipboardTextFn_DefaultImpl(void* user_data); +static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text); +static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data); + +namespace ImGui +{ +// Navigation +static void NavUpdate(); +static void NavUpdateWindowing(); +static void NavUpdateWindowingOverlay(); +static void NavUpdateCancelRequest(); +static void NavUpdateCreateMoveRequest(); +static void NavUpdateCreateTabbingRequest(); +static float NavUpdatePageUpPageDown(); +static inline void NavUpdateAnyRequestFlag(); +static void NavUpdateCreateWrappingRequest(); +static void NavEndFrame(); +static bool NavScoreItem(ImGuiNavItemData* result); +static void NavApplyItemToResult(ImGuiNavItemData* result); +static void NavProcessItem(); +static void NavProcessItemForTabbingRequest(ImGuiID id); +static ImVec2 NavCalcPreferredRefPos(); +static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); +static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static void NavRestoreLayer(ImGuiNavLayer layer); +static void NavRestoreHighlightAfterMove(); +static int FindWindowFocusIndex(ImGuiWindow* window); + +// Error Checking and Debug Tools +static void ErrorCheckNewFrameSanityChecks(); +static void ErrorCheckEndFrameSanityChecks(); +static void UpdateDebugToolItemPicker(); +static void UpdateDebugToolStackQueries(); + +// Misc +static void UpdateSettings(); +static void UpdateKeyboardInputs(); +static void UpdateMouseInputs(); +static void UpdateMouseWheel(); +static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); +static void RenderWindowOuterBorders(ImGuiWindow* window); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); +static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); +static void RenderDimmedBackgrounds(); +static ImGuiWindow* FindBlockingModal(ImGuiWindow* window); + +// Viewports +static void UpdateViewportsNewFrame(); + +} + +//----------------------------------------------------------------------------- +// [SECTION] CONTEXT AND MEMORY ALLOCATORS +//----------------------------------------------------------------------------- + +// DLL users: +// - Heaps and globals are not shared across DLL boundaries! +// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from. +// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL). +// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in). + +// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. +// - ImGui::CreateContext() will automatically set this pointer if it is NULL. +// Change to a different context by calling ImGui::SetCurrentContext(). +// - Important: Dear ImGui functions are not thread-safe because of this pointer. +// If you want thread-safety to allow N threads to access N different contexts: +// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h: +// struct ImGuiContext; +// extern thread_local ImGuiContext* MyImGuiTLS; +// #define GImGui MyImGuiTLS +// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace. +// - DLL users: read comments above. +#ifndef GImGui +ImGuiContext* GImGui = NULL; +#endif + +// Memory Allocator functions. Use SetAllocatorFunctions() to change them. +// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +// - DLL users: read comments above. +#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } +#else +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } +#endif +static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; +static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; +static void* GImAllocatorUserData = NULL; + +//----------------------------------------------------------------------------- +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +//----------------------------------------------------------------------------- + +ImGuiStyle::ImGuiStyle() +{ + Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. + DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + WindowPadding = ImVec2(8,8); // Padding within a window + WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. + WindowMinSize = ImVec2(32,32); // Minimum window size + WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition= ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows + ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. + PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows + PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. + FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) + FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). + FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. + ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines + ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) + CellPadding = ImVec2(4,2); // Padding within a table cell + TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar + GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize = 0.0f; // Thickness of border around tabs. + TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. + SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. + AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). + CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Default theme + ImGui::StyleColorsDark(this); +} + +// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. +// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. +void ImGuiStyle::ScaleAllSizes(float scale_factor) +{ + WindowPadding = ImFloor(WindowPadding * scale_factor); + WindowRounding = ImFloor(WindowRounding * scale_factor); + WindowMinSize = ImFloor(WindowMinSize * scale_factor); + ChildRounding = ImFloor(ChildRounding * scale_factor); + PopupRounding = ImFloor(PopupRounding * scale_factor); + FramePadding = ImFloor(FramePadding * scale_factor); + FrameRounding = ImFloor(FrameRounding * scale_factor); + ItemSpacing = ImFloor(ItemSpacing * scale_factor); + ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor); + CellPadding = ImFloor(CellPadding * scale_factor); + TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor); + IndentSpacing = ImFloor(IndentSpacing * scale_factor); + ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor); + ScrollbarSize = ImFloor(ScrollbarSize * scale_factor); + ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor); + GrabMinSize = ImFloor(GrabMinSize * scale_factor); + GrabRounding = ImFloor(GrabRounding * scale_factor); + LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor); + TabRounding = ImFloor(TabRounding * scale_factor); + TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; + DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); + DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); + MouseCursorScale = ImFloor(MouseCursorScale * scale_factor); +} + +ImGuiIO::ImGuiIO() +{ + // Most fields are initialized with zero + memset(this, 0, sizeof(*this)); + IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); + + // Settings + ConfigFlags = ImGuiConfigFlags_None; + BackendFlags = ImGuiBackendFlags_None; + DisplaySize = ImVec2(-1.0f, -1.0f); + DeltaTime = 1.0f / 60.0f; + IniSavingRate = 5.0f; + IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables). + LogFilename = "imgui_log.txt"; + MouseDoubleClickTime = 0.30f; + MouseDoubleClickMaxDist = 6.0f; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + for (int i = 0; i < ImGuiKey_COUNT; i++) + KeyMap[i] = -1; +#endif + KeyRepeatDelay = 0.275f; + KeyRepeatRate = 0.050f; + UserData = NULL; + + Fonts = NULL; + FontGlobalScale = 1.0f; + FontDefault = NULL; + FontAllowUserScaling = false; + DisplayFramebufferScale = ImVec2(1.0f, 1.0f); + + // Miscellaneous options + MouseDrawCursor = false; +#ifdef __APPLE__ + ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag +#else + ConfigMacOSXBehaviors = false; +#endif + ConfigInputTrickleEventQueue = true; + ConfigInputTextCursorBlink = true; + ConfigWindowsResizeFromEdges = true; + ConfigWindowsMoveFromTitleBarOnly = false; + ConfigMemoryCompactTimer = 60.0f; + + // Platform Functions + BackendPlatformName = BackendRendererName = NULL; + BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; + GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations + SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; + ClipboardUserData = NULL; + SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl; + + // Input (NB: we already have memset zero the entire structure!) + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); + MouseDragThreshold = 6.0f; + for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } + for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f; + BackendUsingLegacyKeyArrays = (ImS8)-1; + BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong +} + +// Pass in translated ASCII characters for text input. +// - with glfw you can get those from the callback set in glfwSetCharCallback() +// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message +// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API +void ImGuiIO::AddInputCharacter(unsigned int c) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + if (c == 0) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Char; + e.Source = ImGuiInputSource_Keyboard; + e.Text.Char = c; + g.InputEventsQueue.push_back(e); +} + +// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so +// we should save the high surrogate. +void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) +{ + if (c == 0 && InputQueueSurrogate == 0) + return; + + if ((c & 0xFC00) == 0xD800) // High surrogate, must save + { + if (InputQueueSurrogate != 0) + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + InputQueueSurrogate = c; + return; + } + + ImWchar cp = c; + if (InputQueueSurrogate != 0) + { + if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate + { + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); + } + else + { +#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF + cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar +#else + cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); +#endif + } + + InputQueueSurrogate = 0; + } + AddInputCharacter((unsigned)cp); +} + +void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) +{ + while (*utf8_chars != 0) + { + unsigned int c = 0; + utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); + if (c != 0) + AddInputCharacter(c); + } +} + +void ImGuiIO::ClearInputCharacters() +{ + InputQueueCharacters.resize(0); +} + +void ImGuiIO::ClearInputKeys() +{ +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + memset(KeysDown, 0, sizeof(KeysDown)); +#endif + for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++) + { + KeysData[n].Down = false; + KeysData[n].DownDuration = -1.0f; + KeysData[n].DownDurationPrev = -1.0f; + } + KeyCtrl = KeyShift = KeyAlt = KeySuper = false; + KeyMods = KeyModsPrev = ImGuiKeyModFlags_None; + for (int n = 0; n < IM_ARRAYSIZE(NavInputsDownDuration); n++) + NavInputsDownDuration[n] = NavInputsDownDurationPrev[n] = -1.0f; +} + +// Queue a new key down/up event. +// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) +// - bool down: Is the key down? use false to signify a key release. +// - float analog_value: 0.0f..1.0f +void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) +{ + //if (e->Down) { IMGUI_DEBUG_LOG("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } + if (key == ImGuiKey_None) + return; + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + IM_ASSERT(ImGui::IsNamedKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. + + // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data. +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + if (BackendUsingLegacyKeyArrays == -1) + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) + IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + BackendUsingLegacyKeyArrays = 0; +#endif + if (ImGui::IsGamepadKey(key)) + BackendUsingLegacyNavInputArray = false; + + // Partial filter of duplicates (not strictly needed, but makes data neater in particular for key mods and gamepad values which are most commonly spmamed) + ImGuiKeyData* key_data = ImGui::GetKeyData(key); + if (key_data->Down == down && key_data->AnalogValue == analog_value) + { + bool found = false; + for (int n = g.InputEventsQueue.Size - 1; n >= 0 && !found; n--) + if (g.InputEventsQueue[n].Type == ImGuiInputEventType_Key && g.InputEventsQueue[n].Key.Key == key) + found = true; + if (!found) + return; + } + + // Add event + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Key; + e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; + e.Key.Key = key; + e.Key.Down = down; + e.Key.AnalogValue = analog_value; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) +{ + AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f); +} + +// [Optional] Call after AddKeyEvent(). +// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices. +// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this. +void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index) +{ + if (key == ImGuiKey_None) + return; + IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 + IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey(native_legacy_index)); // >= 0 && <= 511 + IM_UNUSED(native_keycode); // Yet unused + IM_UNUSED(native_scancode); // Yet unused + + // Build native->imgui map so old user code can still call key functions with native 0..511 values. +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode; + if (ImGui::IsLegacyKey(legacy_key)) + KeyMap[legacy_key] = key; +#else + IM_UNUSED(key); + IM_UNUSED(native_legacy_index); +#endif +} + +// Queue a mouse move event +void ImGuiIO::AddMousePosEvent(float x, float y) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MousePos; + e.Source = ImGuiInputSource_Mouse; + e.MousePos.PosX = x; + e.MousePos.PosY = y; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseButton; + e.Source = ImGuiInputSource_Mouse; + e.MouseButton.Button = mouse_button; + e.MouseButton.Down = down; + g.InputEventsQueue.push_back(e); +} + +// Queue a mouse wheel event (most mouse/API will only have a Y component) +void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + if (wheel_x == 0.0f && wheel_y == 0.0f) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseWheel; + e.Source = ImGuiInputSource_Mouse; + e.MouseWheel.WheelX = wheel_x; + e.MouseWheel.WheelY = wheel_y; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddFocusEvent(bool focused) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Focus; + e.AppFocused.Focused = focused; + g.InputEventsQueue.push_back(e); +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Geometry functions) +//----------------------------------------------------------------------------- + +ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) +{ + IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau() + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + { + ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + return p_closest; +} + +// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp +static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); + float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + ImVec2 p_current(x4, y4); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); + if (dist2 < p_closest_dist2) + { + p_closest = p_line; + p_closest_dist2 = dist2; + } + p_last = p_current; + } + else if (level < 10) + { + float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; + float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; + float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; + float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; + float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; + float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol +// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically. +ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol) +{ + IM_ASSERT(tess_tol > 0.0f); + ImVec2 p_last = p1; + ImVec2 p_closest; + float p_closest_dist2 = FLT_MAX; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); + return p_closest; +} + +ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) +{ + ImVec2 ap = p - a; + ImVec2 ab_dir = b - a; + float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; + if (dot < 0.0f) + return a; + float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; + if (dot > ab_len_sqr) + return b; + return a + ab_dir * dot / ab_len_sqr; +} + +bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f; + bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f; + bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f; + return ((b1 == b2) && (b2 == b3)); +} + +void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) +{ + ImVec2 v0 = b - a; + ImVec2 v1 = c - a; + ImVec2 v2 = p - a; + const float denom = v0.x * v1.y - v1.x * v0.y; + out_v = (v2.x * v1.y - v1.x * v2.y) / denom; + out_w = (v0.x * v2.y - v2.x * v0.y) / denom; + out_u = 1.0f - out_v - out_w; +} + +ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) +{ + ImVec2 proj_ab = ImLineClosestPoint(a, b, p); + ImVec2 proj_bc = ImLineClosestPoint(b, c, p); + ImVec2 proj_ca = ImLineClosestPoint(c, a, p); + float dist2_ab = ImLengthSqr(p - proj_ab); + float dist2_bc = ImLengthSqr(p - proj_bc); + float dist2_ca = ImLengthSqr(p - proj_ca); + float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); + if (m == dist2_ab) + return proj_ab; + if (m == dist2_bc) + return proj_bc; + return proj_ca; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) +//----------------------------------------------------------------------------- + +// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. +int ImStricmp(const char* str1, const char* str2) +{ + int d; + while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } + return d; +} + +int ImStrnicmp(const char* str1, const char* str2, size_t count) +{ + int d = 0; + while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; } + return d; +} + +void ImStrncpy(char* dst, const char* src, size_t count) +{ + if (count < 1) + return; + if (count > 1) + strncpy(dst, src, count - 1); + dst[count - 1] = 0; +} + +char* ImStrdup(const char* str) +{ + size_t len = strlen(str); + void* buf = IM_ALLOC(len + 1); + return (char*)memcpy(buf, (const void*)str, len + 1); +} + +char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) +{ + size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; + size_t src_size = strlen(src) + 1; + if (dst_buf_size < src_size) + { + IM_FREE(dst); + dst = (char*)IM_ALLOC(src_size); + if (p_dst_size) + *p_dst_size = src_size; + } + return (char*)memcpy(dst, (const void*)src, src_size); +} + +const char* ImStrchrRange(const char* str, const char* str_end, char c) +{ + const char* p = (const char*)memchr(str, (int)c, str_end - str); + return p; +} + +int ImStrlenW(const ImWchar* str) +{ + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit + int n = 0; + while (*str++) n++; + return n; +} + +// Find end-of-line. Return pointer will point to either first \n, either str_end. +const char* ImStreolRange(const char* str, const char* str_end) +{ + const char* p = (const char*)memchr(str, '\n', str_end - str); + return p ? p : str_end; +} + +const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line +{ + while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') + buf_mid_line--; + return buf_mid_line; +} + +const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end) +{ + if (!needle_end) + needle_end = needle + strlen(needle); + + const char un0 = (char)toupper(*needle); + while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) + { + if (toupper(*haystack) == un0) + { + const char* b = needle + 1; + for (const char* a = haystack + 1; b < needle_end; a++, b++) + if (toupper(*a) != toupper(*b)) + break; + if (b == needle_end) + return haystack; + } + haystack++; + } + return NULL; +} + +// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible. +void ImStrTrimBlanks(char* buf) +{ + char* p = buf; + while (p[0] == ' ' || p[0] == '\t') // Leading blanks + p++; + char* p_start = p; + while (*p != 0) // Find end of string + p++; + while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks + p--; + if (p_start != buf) // Copy memory if we had leading blanks + memmove(buf, p_start, p - p_start); + buf[p - p_start] = 0; // Zero terminate +} + +const char* ImStrSkipBlank(const char* str) +{ + while (str[0] == ' ' || str[0] == '\t') + str++; + return str; +} + +// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). +// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. +// B) When buf==NULL vsnprintf() will return the output size. +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h) +// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are +// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) +#ifdef IMGUI_USE_STB_SPRINTF +#define STB_SPRINTF_IMPLEMENTATION +#include "stb_sprintf.h" +#endif + +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + va_end(args); + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} + +int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) +{ +#ifdef IMGUI_USE_STB_SPRINTF + int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); +#else + int w = vsnprintf(buf, buf_size, fmt, args); +#endif + if (buf == NULL) + return w; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; + buf[w] = 0; + return w; +} +#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + +// CRC32 needs a 1KB lookup table (not cache friendly) +// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: +// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. +static const ImU32 GCrc32LookupTable[256] = +{ + 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, + 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, + 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, + 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, + 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, + 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, + 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, + 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, + 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, + 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, + 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, + 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, + 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, + 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, + 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, + 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, +}; + +// Known size hash +// It is ok to call ImHashData on a string with known length but the ### operator won't be supported. +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed) +{ + ImU32 crc = ~seed; + const unsigned char* data = (const unsigned char*)data_p; + const ImU32* crc32_lut = GCrc32LookupTable; + while (data_size-- != 0) + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; + return ~crc; +} + +// Zero-terminated string hash, with support for ### to reset back to seed value +// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. +// Because this syntax is rarely used we are optimizing for the common case. +// - If we reach ### in the string we discard the hash so far and reset to the seed. +// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) +// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. +ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed) +{ + seed = ~seed; + ImU32 crc = seed; + const unsigned char* data = (const unsigned char*)data_p; + const ImU32* crc32_lut = GCrc32LookupTable; + if (data_size != 0) + { + while (data_size-- != 0) + { + unsigned char c = *data++; + if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#') + crc = seed; + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; + } + } + else + { + while (unsigned char c = *data++) + { + if (c == '#' && data[0] == '#' && data[1] == '#') + crc = seed; + crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; + } + } + return ~crc; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (File functions) +//----------------------------------------------------------------------------- + +// Default file functions +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +ImFileHandle ImFileOpen(const char* filename, const char* mode) +{ +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) + // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. + // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! + const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); + const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); + ImVector buf; + buf.resize(filename_wsize + mode_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize); + ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize); + return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]); +#else + return fopen(filename, mode); +#endif +} + +// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way. +bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; } +ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; } +ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); } +ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); } +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + +// Helper: Load file content into memory +// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() +// This can't really be used with "rt" because fseek size won't match read size. +void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes) +{ + IM_ASSERT(filename && mode); + if (out_file_size) + *out_file_size = 0; + + ImFileHandle f; + if ((f = ImFileOpen(filename, mode)) == NULL) + return NULL; + + size_t file_size = (size_t)ImFileGetSize(f); + if (file_size == (size_t)-1) + { + ImFileClose(f); + return NULL; + } + + void* file_data = IM_ALLOC(file_size + padding_bytes); + if (file_data == NULL) + { + ImFileClose(f); + return NULL; + } + if (ImFileRead(file_data, 1, file_size, f) != file_size) + { + ImFileClose(f); + IM_FREE(file_data); + return NULL; + } + if (padding_bytes > 0) + memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); + + ImFileClose(f); + if (out_file_size) + *out_file_size = file_size; + + return file_data; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (ImText* functions) +//----------------------------------------------------------------------------- + +// Convert UTF-8 to 32-bit character, process single character input. +// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8). +// We handle UTF-8 decoding error by skipping forward. +int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) +{ + static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 }; + static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 }; + static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 }; + static const int shiftc[] = { 0, 18, 12, 6, 0 }; + static const int shifte[] = { 0, 6, 4, 2, 0 }; + int len = lengths[*(const unsigned char*)in_text >> 3]; + int wanted = len + !len; + + if (in_text_end == NULL) + in_text_end = in_text + wanted; // Max length, nulls will be taken into account. + + // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here, + // so it is fast even with excessive branching. + unsigned char s[4]; + s[0] = in_text + 0 < in_text_end ? in_text[0] : 0; + s[1] = in_text + 1 < in_text_end ? in_text[1] : 0; + s[2] = in_text + 2 < in_text_end ? in_text[2] : 0; + s[3] = in_text + 3 < in_text_end ? in_text[3] : 0; + + // Assume a four-byte character and load four bytes. Unused bits are shifted out. + *out_char = (uint32_t)(s[0] & masks[len]) << 18; + *out_char |= (uint32_t)(s[1] & 0x3f) << 12; + *out_char |= (uint32_t)(s[2] & 0x3f) << 6; + *out_char |= (uint32_t)(s[3] & 0x3f) << 0; + *out_char >>= shiftc[len]; + + // Accumulate the various error conditions. + int e = 0; + e = (*out_char < mins[len]) << 6; // non-canonical encoding + e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? + e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range? + e |= (s[1] & 0xc0) >> 2; + e |= (s[2] & 0xc0) >> 4; + e |= (s[3] ) >> 6; + e ^= 0x2a; // top two bits of each tail byte correct? + e >>= shifte[len]; + + if (e) + { + // No bytes are consumed when *in_text == 0 || in_text == in_text_end. + // One byte is consumed in case of invalid first byte of in_text. + // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes. + // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s. + wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]); + *out_char = IM_UNICODE_CODEPOINT_INVALID; + } + + return wanted; +} + +int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) +{ + ImWchar* buf_out = buf; + ImWchar* buf_end = buf + buf_size; + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + if (c == 0) + break; + *buf_out++ = (ImWchar)c; + } + *buf_out = 0; + if (in_text_remaining) + *in_text_remaining = in_text; + return (int)(buf_out - buf); +} + +int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) +{ + int char_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c; + in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); + if (c == 0) + break; + char_count++; + } + return char_count; +} + +// Based on stb_to_utf8() from github.com/nothings/stb/ +static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c) +{ + if (c < 0x80) + { + buf[0] = (char)c; + return 1; + } + if (c < 0x800) + { + if (buf_size < 2) return 0; + buf[0] = (char)(0xc0 + (c >> 6)); + buf[1] = (char)(0x80 + (c & 0x3f)); + return 2; + } + if (c < 0x10000) + { + if (buf_size < 3) return 0; + buf[0] = (char)(0xe0 + (c >> 12)); + buf[1] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[2] = (char)(0x80 + ((c ) & 0x3f)); + return 3; + } + if (c <= 0x10FFFF) + { + if (buf_size < 4) return 0; + buf[0] = (char)(0xf0 + (c >> 18)); + buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); + buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); + buf[3] = (char)(0x80 + ((c ) & 0x3f)); + return 4; + } + // Invalid code point, the max unicode is 0x10FFFF + return 0; +} + +const char* ImTextCharToUtf8(char out_buf[5], unsigned int c) +{ + int count = ImTextCharToUtf8_inline(out_buf, 5, c); + out_buf[count] = 0; + return out_buf; +} + +// Not optimal but we very rarely use this function. +int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) +{ + unsigned int unused = 0; + return ImTextCharFromUtf8(&unused, in_text, in_text_end); +} + +static inline int ImTextCountUtf8BytesFromChar(unsigned int c) +{ + if (c < 0x80) return 1; + if (c < 0x800) return 2; + if (c < 0x10000) return 3; + if (c <= 0x10FFFF) return 4; + return 3; +} + +int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end) +{ + char* buf_p = out_buf; + const char* buf_end = out_buf + out_buf_size; + while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + *buf_p++ = (char)c; + else + buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c); + } + *buf_p = 0; + return (int)(buf_p - out_buf); +} + +int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) +{ + int bytes_count = 0; + while ((!in_text_end || in_text < in_text_end) && *in_text) + { + unsigned int c = (unsigned int)(*in_text++); + if (c < 0x80) + bytes_count++; + else + bytes_count += ImTextCountUtf8BytesFromChar(c); + } + return bytes_count; +} + +//----------------------------------------------------------------------------- +// [SECTION] MISC HELPERS/UTILITIES (Color functions) +// Note: The Convert functions are early design which are not consistent with other API. +//----------------------------------------------------------------------------- + +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b) +{ + float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; + int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); + return IM_COL32(r, g, b, 0xFF); +} + +ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) +{ + float s = 1.0f / 255.0f; + return ImVec4( + ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); +} + +ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in) +{ + ImU32 out; + out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT; + out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT; + return out; +} + +// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592 +// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv +void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v) +{ + float K = 0.f; + if (g < b) + { + ImSwap(g, b); + K = -1.f; + } + if (r < g) + { + ImSwap(r, g); + K = -2.f / 6.f - K; + } + + const float chroma = r - (g < b ? g : b); + out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f)); + out_s = chroma / (r + 1e-20f); + out_v = r; +} + +// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 +// also http://en.wikipedia.org/wiki/HSL_and_HSV +void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b) +{ + if (s == 0.0f) + { + // gray + out_r = out_g = out_b = v; + return; + } + + h = ImFmod(h, 1.0f) / (60.0f / 360.0f); + int i = (int)h; + float f = h - (float)i; + float p = v * (1.0f - s); + float q = v * (1.0f - s * f); + float t = v * (1.0f - s * (1.0f - f)); + + switch (i) + { + case 0: out_r = v; out_g = t; out_b = p; break; + case 1: out_r = q; out_g = v; out_b = p; break; + case 2: out_r = p; out_g = v; out_b = t; break; + case 3: out_r = p; out_g = q; out_b = v; break; + case 4: out_r = t; out_g = p; out_b = v; break; + case 5: default: out_r = v; out_g = p; out_b = q; break; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStorage +// Helper: Key->value storage +//----------------------------------------------------------------------------- + +// std::lower_bound but without the bullshit +static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector& data, ImGuiID key) +{ + ImGuiStorage::ImGuiStoragePair* first = data.Data; + ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size; + size_t count = (size_t)(last - first); + while (count > 0) + { + size_t count2 = count >> 1; + ImGuiStorage::ImGuiStoragePair* mid = first + count2; + if (mid->key < key) + { + first = ++mid; + count -= count2 + 1; + } + else + { + count = count2; + } + } + return first; +} + +// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. +void ImGuiStorage::BuildSortByKey() +{ + struct StaticFunc + { + static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs) + { + // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. + if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1; + if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1; + return 0; + } + }; + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID); +} + +int ImGuiStorage::GetInt(ImGuiID key, int default_val) const +{ + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return default_val; + return it->val_i; +} + +bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const +{ + return GetInt(key, default_val ? 1 : 0) != 0; +} + +float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const +{ + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return default_val; + return it->val_f; +} + +void* ImGuiStorage::GetVoidPtr(ImGuiID key) const +{ + ImGuiStoragePair* it = LowerBound(const_cast&>(Data), key); + if (it == Data.end() || it->key != key) + return NULL; + return it->val_p; +} + +// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. +int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_i; +} + +bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) +{ + return (bool*)GetIntRef(key, default_val ? 1 : 0); +} + +float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_f; +} + +void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + it = Data.insert(it, ImGuiStoragePair(key, default_val)); + return &it->val_p; +} + +// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) +void ImGuiStorage::SetInt(ImGuiID key, int val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + { + Data.insert(it, ImGuiStoragePair(key, val)); + return; + } + it->val_i = val; +} + +void ImGuiStorage::SetBool(ImGuiID key, bool val) +{ + SetInt(key, val ? 1 : 0); +} + +void ImGuiStorage::SetFloat(ImGuiID key, float val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + { + Data.insert(it, ImGuiStoragePair(key, val)); + return; + } + it->val_f = val; +} + +void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) +{ + ImGuiStoragePair* it = LowerBound(Data, key); + if (it == Data.end() || it->key != key) + { + Data.insert(it, ImGuiStoragePair(key, val)); + return; + } + it->val_p = val; +} + +void ImGuiStorage::SetAllInt(int v) +{ + for (int i = 0; i < Data.Size; i++) + Data[i].val_i = v; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextFilter +//----------------------------------------------------------------------------- + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) +{ + if (default_filter) + { + ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); + Build(); + } + else + { + InputBuf[0] = 0; + CountGrep = 0; + } +} + +bool ImGuiTextFilter::Draw(const char* label, float width) +{ + if (width != 0.0f) + ImGui::SetNextItemWidth(width); + bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf)); + if (value_changed) + Build(); + return value_changed; +} + +void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const +{ + out->resize(0); + const char* wb = b; + const char* we = wb; + while (we < e) + { + if (*we == separator) + { + out->push_back(ImGuiTextRange(wb, we)); + wb = we + 1; + } + we++; + } + if (wb != we) + out->push_back(ImGuiTextRange(wb, we)); +} + +void ImGuiTextFilter::Build() +{ + Filters.resize(0); + ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf)); + input_range.split(',', &Filters); + + CountGrep = 0; + for (int i = 0; i != Filters.Size; i++) + { + ImGuiTextRange& f = Filters[i]; + while (f.b < f.e && ImCharIsBlankA(f.b[0])) + f.b++; + while (f.e > f.b && ImCharIsBlankA(f.e[-1])) + f.e--; + if (f.empty()) + continue; + if (Filters[i].b[0] != '-') + CountGrep += 1; + } +} + +bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const +{ + if (Filters.empty()) + return true; + + if (text == NULL) + text = ""; + + for (int i = 0; i != Filters.Size; i++) + { + const ImGuiTextRange& f = Filters[i]; + if (f.empty()) + continue; + if (f.b[0] == '-') + { + // Subtract + if (ImStristr(text, text_end, f.b + 1, f.e) != NULL) + return false; + } + else + { + // Grep + if (ImStristr(text, text_end, f.b, f.e) != NULL) + return true; + } + } + + // Implicit * grep + if (CountGrep == 0) + return true; + + return false; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiTextBuffer +//----------------------------------------------------------------------------- + +// On some platform vsnprintf() takes va_list by reference and modifies it. +// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it. +#ifndef va_copy +#if defined(__GNUC__) || defined(__clang__) +#define va_copy(dest, src) __builtin_va_copy(dest, src) +#else +#define va_copy(dest, src) (dest = src) +#endif +#endif + +char ImGuiTextBuffer::EmptyString[1] = { 0 }; + +void ImGuiTextBuffer::append(const char* str, const char* str_end) +{ + int len = str_end ? (int)(str_end - str) : (int)strlen(str); + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + memcpy(&Buf[write_off - 1], str, (size_t)len); + Buf[write_off - 1 + len] = 0; +} + +void ImGuiTextBuffer::appendf(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + appendfv(fmt, args); + va_end(args); +} + +// Helper: Text buffer for logging/accumulating text +void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) +{ + va_list args_copy; + va_copy(args_copy, args); + + int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. + if (len <= 0) + { + va_end(args_copy); + return; + } + + // Add zero-terminator the first time + const int write_off = (Buf.Size != 0) ? Buf.Size : 1; + const int needed_sz = write_off + len; + if (write_off + len >= Buf.Capacity) + { + int new_capacity = Buf.Capacity * 2; + Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity); + } + + Buf.resize(needed_sz); + ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy); + va_end(args_copy); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiListClipper +// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed +// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO) +//----------------------------------------------------------------------------- + +// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell. +// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous. +static bool GetSkipItemForListClipping() +{ + ImGuiContext& g = *GImGui; + return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy helper to calculate coarse clipping of large list of evenly sized items. +// This legacy API is not ideal because it assume we will return a single contiguous rectangle. +// Prefer using ImGuiListClipper which can returns non-contiguous ranges. +void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + *out_items_display_start = 0; + *out_items_display_end = items_count; + return; + } + if (GetSkipItemForListClipping()) + { + *out_items_display_start = *out_items_display_end = 0; + return; + } + + // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect + // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly. + ImRect rect = window->ClipRect; + if (g.NavMoveScoringItems) + rect.Add(g.NavScoringNoClipRect); + if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId) + rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel + + const ImVec2 pos = window->DC.CursorPos; + int start = (int)((rect.Min.y - pos.y) / items_height); + int end = (int)((rect.Max.y - pos.y) / items_height); + + // When performing a navigation request, ensure we have one item extra in the direction we are moving to + // FIXME: Verify this works with tabbing + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) + start--; + if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) + end++; + + start = ImClamp(start, 0, items_count); + end = ImClamp(end + 1, start, items_count); + *out_items_display_start = start; + *out_items_display_end = end; +} +#endif + +static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) +{ + if (ranges.Size - offset <= 1) + return; + + // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries) + for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end) + for (int i = offset; i < sort_end + offset; ++i) + if (ranges[i].Min > ranges[i + 1].Min) + ImSwap(ranges[i], ranges[i + 1]); + + // Now fuse ranges together as much as possible. + for (int i = 1 + offset; i < ranges.Size; i++) + { + IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert); + if (ranges[i - 1].Max < ranges[i].Min) + continue; + ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min); + ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max); + ranges.erase(ranges.Data + i); + i--; + } +} + +static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height) +{ + // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. + // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. + // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek? + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float off_y = pos_y - window->DC.CursorPos.y; + window->DC.CursorPos.y = pos_y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y); + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. + window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. + if (ImGuiOldColumns* columns = window->DC.CurrentColumns) + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + if (ImGuiTable* table = g.CurrentTable) + { + if (table->IsInsideRow) + ImGui::TableEndRow(table); + table->RowPosY2 = window->DC.CursorPos.y; + const int row_increase = (int)((off_y / line_height) + 0.5f); + //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow() + table->RowBgColorCounter += row_increase; + } +} + +static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n) +{ + // StartPosY starts from ItemsFrozen hence the subtraction + // Perform the add and multiply with double to allow seeking through larger ranges + ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; + float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight); + ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight); +} + +ImGuiListClipper::ImGuiListClipper() +{ + memset(this, 0, sizeof(*this)); + ItemsCount = -1; +} + +ImGuiListClipper::~ImGuiListClipper() +{ + End(); +} + +// Use case A: Begin() called from constructor with items_height<0, then called again from Step() in StepNo 1 +// Use case B: Begin() called from constructor with items_height>0 +// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style. +void ImGuiListClipper::Begin(int items_count, float items_height) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (ImGuiTable* table = g.CurrentTable) + if (table->IsInsideRow) + ImGui::TableEndRow(table); + + StartPosY = window->DC.CursorPos.y; + ItemsHeight = items_height; + ItemsCount = items_count; + DisplayStart = -1; + DisplayEnd = 0; + + // Acquire temporary buffer + if (++g.ClipperTempDataStacked > g.ClipperTempData.Size) + g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData()); + ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->Reset(this); + data->LossynessOffset = window->DC.CursorStartPosLossyness.y; + TempData = data; +} + +void ImGuiListClipper::End() +{ + // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. + ImGuiContext& g = *GImGui; + if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) + ImGuiListClipper_SeekCursorForItem(this, ItemsCount); + ItemsCount = -1; + + // Restore temporary buffer and fix back pointers which may be invalidated when nesting + if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData) + { + IM_ASSERT(data->ListClipper == this); + data->StepNo = data->Ranges.Size; + if (--g.ClipperTempDataStacked > 0) + { + data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->ListClipper->TempData = data; + } + TempData = NULL; + } +} + +void ImGuiListClipper::ForceDisplayRangeByIndices(int item_min, int item_max) +{ + ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; + IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet. + IM_ASSERT(item_min <= item_max); + if (item_min < item_max) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_min, item_max)); +} + +bool ImGuiListClipper::Step() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; + + ImGuiTable* table = g.CurrentTable; + if (table && table->IsInsideRow) + ImGui::TableEndRow(table); + + // No items + if (ItemsCount == 0 || GetSkipItemForListClipping()) + return (void)End(), false; + + // While we are in frozen row state, keep displaying items one by one, unclipped + // FIXME: Could be stored as a table-agnostic state. + if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows) + { + DisplayStart = data->ItemsFrozen; + DisplayEnd = data->ItemsFrozen + 1; + if (DisplayStart >= ItemsCount) + return (void)End(), false; + data->ItemsFrozen++; + return true; + } + + // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) + bool calc_clipping = false; + if (data->StepNo == 0) + { + StartPosY = window->DC.CursorPos.y; + if (ItemsHeight <= 0.0f) + { + // Submit the first item (or range) so we can measure its height (generally the first range is 0..1) + data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1)); + DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); + DisplayEnd = ImMin(data->Ranges[0].Max, ItemsCount); + if (DisplayStart == DisplayEnd) + return (void)End(), false; + data->StepNo = 1; + return true; + } + calc_clipping = true; // If on the first step with known item height, calculate clipping. + } + + // Step 1: Let the clipper infer height from first range + if (ItemsHeight <= 0.0f) + { + IM_ASSERT(data->StepNo == 1); + if (table) + IM_ASSERT(table->RowPosY1 == StartPosY && table->RowPosY2 == window->DC.CursorPos.y); + + ItemsHeight = (window->DC.CursorPos.y - StartPosY) / (float)(DisplayEnd - DisplayStart); + bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); + if (affected_by_floating_point_precision) + ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. + + IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); + calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. + } + + // Step 0 or 1: Calculate the actual ranges of visible elements. + const int already_submitted = DisplayEnd; + if (calc_clipping) + { + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, ItemsCount)); + } + else + { + // Add range selected to be included for navigation + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (is_nav_request) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); + if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(ItemsCount - 1, ItemsCount)); + + // Add focused/active item + ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]); + if (g.NavId != 0 && window->NavLastIds[0] == g.NavId) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)); + + // Add visible range + const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; + const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max)); + } + + // Convert position ranges to item index ranges + // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping. + // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list, + // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted. + for (int i = 0; i < data->Ranges.Size; i++) + if (data->Ranges[i].PosToIndexConvert) + { + int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / ItemsHeight); + int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / ItemsHeight) + 0.999999f); + data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, ItemsCount - 1); + data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, ItemsCount); + data->Ranges[i].PosToIndexConvert = false; + } + ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo); + } + + // Step 0+ (if item height is given in advance) or 1+: Display the next range in line. + if (data->StepNo < data->Ranges.Size) + { + DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); + DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, ItemsCount); + if (DisplayStart > already_submitted) //-V1051 + ImGuiListClipper_SeekCursorForItem(this, DisplayStart); + data->StepNo++; + return true; + } + + // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), + // Advance the cursor to the end of the list and then returns 'false' to end the loop. + if (ItemsCount < INT_MAX) + ImGuiListClipper_SeekCursorForItem(this, ItemsCount); + ItemsCount = -1; + + return false; +} + +//----------------------------------------------------------------------------- +// [SECTION] STYLING +//----------------------------------------------------------------------------- + +ImGuiStyle& ImGui::GetStyle() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->Style; +} + +ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = style.Colors[idx]; + c.w *= style.Alpha * alpha_mul; + return ColorConvertFloat4ToU32(c); +} + +ImU32 ImGui::GetColorU32(const ImVec4& col) +{ + ImGuiStyle& style = GImGui->Style; + ImVec4 c = col; + c.w *= style.Alpha; + return ColorConvertFloat4ToU32(c); +} + +const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) +{ + ImGuiStyle& style = GImGui->Style; + return style.Colors[idx]; +} + +ImU32 ImGui::GetColorU32(ImU32 col) +{ + ImGuiStyle& style = GImGui->Style; + if (style.Alpha >= 1.0f) + return col; + ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; + a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. + return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); +} + +// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 +void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); +} + +void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) +{ + ImGuiContext& g = *GImGui; + ImGuiColorMod backup; + backup.Col = idx; + backup.BackupValue = g.Style.Colors[idx]; + g.ColorStack.push_back(backup); + g.Style.Colors[idx] = col; +} + +void ImGui::PopStyleColor(int count) +{ + ImGuiContext& g = *GImGui; + while (count > 0) + { + ImGuiColorMod& backup = g.ColorStack.back(); + g.Style.Colors[backup.Col] = backup.BackupValue; + g.ColorStack.pop_back(); + count--; + } +} + +struct ImGuiStyleVarInfo +{ + ImGuiDataType Type; + ImU32 Count; + ImU32 Offset; + void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); } +}; + +static const ImGuiStyleVarInfo GStyleVarInfo[] = +{ + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign +}; + +static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) +{ + IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); + IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); + return &GStyleVarInfo[idx]; +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) +{ + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) + { + ImGuiContext& g = *GImGui; + float* pvar = (float*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; + return; + } + IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!"); +} + +void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) +{ + const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) + { + ImGuiContext& g = *GImGui; + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; + return; + } + IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!"); +} + +void ImGui::PopStyleVar(int count) +{ + ImGuiContext& g = *GImGui; + while (count > 0) + { + // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. + ImGuiStyleMod& backup = g.StyleVarStack.back(); + const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx); + void* data = info->GetVarPtr(&g.Style); + if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } + g.StyleVarStack.pop_back(); + count--; + } +} + +const char* ImGui::GetStyleColorName(ImGuiCol idx) +{ + // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; + switch (idx) + { + case ImGuiCol_Text: return "Text"; + case ImGuiCol_TextDisabled: return "TextDisabled"; + case ImGuiCol_WindowBg: return "WindowBg"; + case ImGuiCol_ChildBg: return "ChildBg"; + case ImGuiCol_PopupBg: return "PopupBg"; + case ImGuiCol_Border: return "Border"; + case ImGuiCol_BorderShadow: return "BorderShadow"; + case ImGuiCol_FrameBg: return "FrameBg"; + case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; + case ImGuiCol_FrameBgActive: return "FrameBgActive"; + case ImGuiCol_TitleBg: return "TitleBg"; + case ImGuiCol_TitleBgActive: return "TitleBgActive"; + case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; + case ImGuiCol_MenuBarBg: return "MenuBarBg"; + case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; + case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; + case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; + case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; + case ImGuiCol_CheckMark: return "CheckMark"; + case ImGuiCol_SliderGrab: return "SliderGrab"; + case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; + case ImGuiCol_Button: return "Button"; + case ImGuiCol_ButtonHovered: return "ButtonHovered"; + case ImGuiCol_ButtonActive: return "ButtonActive"; + case ImGuiCol_Header: return "Header"; + case ImGuiCol_HeaderHovered: return "HeaderHovered"; + case ImGuiCol_HeaderActive: return "HeaderActive"; + case ImGuiCol_Separator: return "Separator"; + case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; + case ImGuiCol_SeparatorActive: return "SeparatorActive"; + case ImGuiCol_ResizeGrip: return "ResizeGrip"; + case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; + case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabHovered: return "TabHovered"; + case ImGuiCol_TabActive: return "TabActive"; + case ImGuiCol_TabUnfocused: return "TabUnfocused"; + case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive"; + case ImGuiCol_PlotLines: return "PlotLines"; + case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; + case ImGuiCol_PlotHistogram: return "PlotHistogram"; + case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TableHeaderBg: return "TableHeaderBg"; + case ImGuiCol_TableBorderStrong: return "TableBorderStrong"; + case ImGuiCol_TableBorderLight: return "TableBorderLight"; + case ImGuiCol_TableRowBg: return "TableRowBg"; + case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt"; + case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_NavHighlight: return "NavHighlight"; + case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; + case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; + case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; + } + IM_ASSERT(0); + return "Unknown"; +} + + +//----------------------------------------------------------------------------- +// [SECTION] RENDER HELPERS +// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, +// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context. +// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context. +//----------------------------------------------------------------------------- + +const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) +{ + const char* text_display_end = text; + if (!text_end) + text_end = (const char*)-1; + + while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) + text_display_end++; + return text_display_end; +} + +// Internal ImGui functions to render text +// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() +void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Hide anything after a '##' string + const char* text_display_end; + if (hide_text_after_hash) + { + text_display_end = FindRenderedTextEnd(text, text_end); + } + else + { + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + text_display_end = text_end; + } + + if (text != text_display_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_display_end); + } +} + +void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + if (!text_end) + text_end = text + strlen(text); // FIXME-OPT + + if (text != text_end) + { + window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width); + if (g.LogEnabled) + LogRenderedText(&pos, text, text_end); + } +} + +// Default clip_rect uses (pos_min,pos_max) +// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) +void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Perform CPU side clipping for single clipped element to avoid using scissor state + ImVec2 pos = pos_min; + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); + + const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; + const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; + bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); + if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min + need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); + + // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. + if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); + if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); + + // Render + if (need_clipping) + { + ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y); + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect); + } + else + { + draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL); + } +} + +void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) +{ + // Hide anything after a '##' string + const char* text_display_end = FindRenderedTextEnd(text, text_end); + const int text_len = (int)(text_display_end - text); + if (text_len == 0) + return; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_display_end); +} + + +// Another overly complex function until we reorganize everything into a nice all-in-one helper. +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) +{ + ImGuiContext& g = *GImGui; + if (text_end_full == NULL) + text_end_full = FindRenderedTextEnd(text); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); + + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); + //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. + if (text_size.x > pos_max.x - pos_min.x) + { + // Hello wo... + // | | | + // min max ellipsis_max + // <-> this is generally some padding value + + const ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; + const char* text_end_ellipsis = NULL; + + ImWchar ellipsis_char = font->EllipsisChar; + int ellipsis_char_count = 1; + if (ellipsis_char == (ImWchar)-1) + { + ellipsis_char = font->DotChar; + ellipsis_char_count = 3; + } + const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char); + + float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side + float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis + + if (ellipsis_char_count > 1) + { + // Full ellipsis size without free spacing after it. + const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize); + ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots; + ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots; + } + + // We can now claim the space between pos_max.x and ellipsis_max.x + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) + { + // Always display at least 1 character if there's no room for character + ellipsis + text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); + text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; + } + while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) + { + // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) + text_end_ellipsis--; + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte + } + + // Render text, render ellipsis + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); + float ellipsis_x = pos_min.x + text_size_clipped_x; + if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x) + for (int i = 0; i < ellipsis_char_count; i++) + { + font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char); + ellipsis_x += ellipsis_glyph_width; + } + } + else + { + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); + } + + if (g.LogEnabled) + LogRenderedText(&pos_min, text, text_end_full); +} + +// Render a rectangle shaped with optional rounding and borders +void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); + const float border_size = g.Style.FrameBorderSize; + if (border && border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } +} + +void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const float border_size = g.Style.FrameBorderSize; + if (border_size > 0.0f) + { + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + } +} + +void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags) +{ + ImGuiContext& g = *GImGui; + if (id != g.NavId) + return; + if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw)) + return; + ImGuiWindow* window = g.CurrentWindow; + if (window->DC.NavHideHighlightOneFrame) + return; + + float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; + ImRect display_rect = bb; + display_rect.ClipWith(window->ClipRect); + if (flags & ImGuiNavHighlightFlags_TypeDefault) + { + const float THICKNESS = 2.0f; + const float DISTANCE = 3.0f + THICKNESS * 0.5f; + display_rect.Expand(ImVec2(DISTANCE, DISTANCE)); + bool fully_visible = window->ClipRect.Contains(display_rect); + if (!fully_visible) + window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); + window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS); + if (!fully_visible) + window->DrawList->PopClipRect(); + } + if (flags & ImGuiNavHighlightFlags_TypeThin) + { + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +//----------------------------------------------------------------------------- + +// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods +ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst(NULL) +{ + memset(this, 0, sizeof(*this)); + Name = ImStrdup(name); + NameBufLen = (int)strlen(name) + 1; + ID = ImHashStr(name); + IDStack.push_back(ID); + MoveId = GetID("#MOVE"); + ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); + AutoFitFramesX = AutoFitFramesY = -1; + AutoPosLastDirection = ImGuiDir_None; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); + LastFrameActive = -1; + LastTimeActive = -1.0f; + FontWindowScale = 1.0f; + SettingsOffset = -1; + DrawList = &DrawListInst; + DrawList->_Data = &context->DrawListSharedData; + DrawList->_OwnerName = Name; +} + +ImGuiWindow::~ImGuiWindow() +{ + IM_ASSERT(DrawList == &DrawListInst); + IM_DELETE(Name); + ColumnsStorage.clear_destruct(); +} + +ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); + ImGui::KeepAliveID(id); + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); + return id; +} + +ImGuiID ImGuiWindow::GetID(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); + ImGui::KeepAliveID(id); + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); + return id; +} + +ImGuiID ImGuiWindow::GetID(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); + ImGui::KeepAliveID(id); + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); + return id; +} + +ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); + return id; +} + +ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); + return id; +} + +ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n) +{ + ImGuiID seed = IDStack.back(); + ImGuiID id = ImHashData(&n, sizeof(n), seed); + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); + return id; +} + +// This is only used in rare/specific situations to manufacture an ID out of nowhere. +ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) +{ + ImGuiID seed = IDStack.back(); + ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); + ImGui::KeepAliveID(id); + return id; +} + +static void SetCurrentWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow = window; + g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; + if (window) + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); +} + +void ImGui::GcCompactTransientMiscBuffers() +{ + ImGuiContext& g = *GImGui; + g.ItemFlagsStack.clear(); + g.GroupStack.clear(); + TableGcCompactSettings(); +} + +// Free up/compact internal window buffers, we can use this when a window becomes unused. +// Not freed: +// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data) +// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. +void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) +{ + window->MemoryCompacted = true; + window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; + window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; + window->IDStack.clear(); + window->DrawList->_ClearFreeMemory(); + window->DC.ChildWindows.clear(); + window->DC.ItemWidthStack.clear(); + window->DC.TextWrapPosStack.clear(); +} + +void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) +{ + // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening. + // The other buffers tends to amortize much faster. + window->MemoryCompacted = false; + window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity); + window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity); + window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0; +} + +void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + g.ActiveIdIsJustActivated = (g.ActiveId != id); + if (g.ActiveIdIsJustActivated) + { + g.ActiveIdTimer = 0.0f; + g.ActiveIdHasBeenPressedBefore = false; + g.ActiveIdHasBeenEditedBefore = false; + g.ActiveIdMouseButton = -1; + if (id != 0) + { + g.LastActiveId = id; + g.LastActiveIdTimer = 0.0f; + } + } + g.ActiveId = id; + g.ActiveIdAllowOverlap = false; + g.ActiveIdNoClearOnFocusLoss = false; + g.ActiveIdWindow = window; + g.ActiveIdHasBeenEditedThisFrame = false; + if (id) + { + g.ActiveIdIsAlive = id; + g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse; + } + + // Clear declaration of inputs claimed by the widget + // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) + g.ActiveIdUsingMouseWheel = false; + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingNavInputMask = 0x00; + g.ActiveIdUsingKeyInputMask.ClearAllBits(); +} + +void ImGui::ClearActiveID() +{ + SetActiveID(0, NULL); // g.ActiveId = 0; +} + +void ImGui::SetHoveredID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.HoveredId = id; + g.HoveredIdAllowOverlap = false; + g.HoveredIdUsingMouseWheel = false; + if (id != 0 && g.HoveredIdPreviousFrame != id) + g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; +} + +ImGuiID ImGui::GetHoveredID() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; +} + +void ImGui::KeepAliveID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.ActiveIdPreviousFrame == id) + g.ActiveIdPreviousFrameIsAlive = true; +} + +void ImGui::MarkItemEdited(ImGuiID id) +{ + // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). + // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data. + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); + IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. + //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); + g.ActiveIdHasBeenEditedThisFrame = true; + g.ActiveIdHasBeenEditedBefore = true; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; +} + +static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) +{ + // An active popup disable hovering on other windows (apart from its own children) + // FIXME-OPT: This could be cached/stored within the window. + ImGuiContext& g = *GImGui; + if (g.NavWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) + if (focused_root_window->WasActive && focused_root_window != window->RootWindow) + { + // For the purpose of those flags we differentiate "standard popup" from "modal popup" + // NB: The order of those two tests is important because Modal windows are also Popups. + if (focused_root_window->Flags & ImGuiWindowFlags_Modal) + return false; + if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return false; + } + return true; +} + +// This is roughly matching the behavior of internal-facing ItemHoverable() +// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() +// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId +bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavDisableMouseHover && !g.NavDisableHighlight) + { + if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + if (!IsItemFocused()) + return false; + } + else + { + // Test for bounding box overlap, as updated as ItemAdd() + ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags; + if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) + return false; + IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy)) == 0); // Flags not supported by this function + + // Test if we are hovering the right window (our window could be behind another window) + // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable + // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was + // the test that has been running for a long while. + if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0) + return false; + + // Test if another item is active (e.g. being dragged) + if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) + if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) + return false; + + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. + if (!IsWindowContentHoverable(window, flags)) + return false; + + // Test if the item is disabled + if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + // Special handling for calling after Begin() which represent the title bar or tab. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + if (g.LastItemData.ID == window->MoveId && window->WriteAccessed) + return false; + } + + return true; +} + +// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). +bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (g.HoveredWindow != window) + return false; + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + return false; + if (!IsMouseHoveringRect(bb.Min, bb.Max)) + return false; + if (g.NavDisableMouseHover) + return false; + if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) + { + g.HoveredIdDisabled = true; + return false; + } + + // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level + // hover test in widgets code. We could also decide to split this function is two. + if (id != 0) + SetHoveredID(id); + + // When disabled we'll return false but still set HoveredId + ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags); + if (item_flags & ImGuiItemFlags_Disabled) + { + // Release active id if turning disabled + if (g.ActiveId == id) + ClearActiveID(); + g.HoveredIdDisabled = true; + return false; + } + + if (id != 0) + { + // [DEBUG] Item Picker tool! + // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making + // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered + // items if we perform the test in ItemAdd(), but that would incur a small runtime cost. + // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd(). + if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) + GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); + if (g.DebugItemPickerBreakId == id) + IM_DEBUG_BREAK(); + } + + return true; +} + +bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!bb.Overlaps(window->ClipRect)) + if (id == 0 || (id != g.ActiveId && id != g.NavId)) + if (!g.LogEnabled) + return true; + return false; +} + +// This is also inlined in ItemAdd() +// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect! +void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) +{ + ImGuiContext& g = *GImGui; + g.LastItemData.ID = item_id; + g.LastItemData.InFlags = in_flags; + g.LastItemData.StatusFlags = item_flags; + g.LastItemData.Rect = item_rect; +} + +float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) +{ + if (wrap_pos_x < 0.0f) + return 0.0f; + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (wrap_pos_x == 0.0f) + { + // We could decide to setup a default wrapping max point for auto-resizing windows, + // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function? + //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) + // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x); + //else + wrap_pos_x = window->WorkRect.Max.x; + } + else if (wrap_pos_x > 0.0f) + { + wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space + } + + return ImMax(wrap_pos_x - pos.x, 1.0f); +} + +// IM_ALLOC() == ImGui::MemAlloc() +void* ImGui::MemAlloc(size_t size) +{ + if (ImGuiContext* ctx = GImGui) + ctx->IO.MetricsActiveAllocations++; + return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); +} + +// IM_FREE() == ImGui::MemFree() +void ImGui::MemFree(void* ptr) +{ + if (ptr) + if (ImGuiContext* ctx = GImGui) + ctx->IO.MetricsActiveAllocations--; + return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); +} + +const char* ImGui::GetClipboardText() +{ + ImGuiContext& g = *GImGui; + return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : ""; +} + +void ImGui::SetClipboardText(const char* text) +{ + ImGuiContext& g = *GImGui; + if (g.IO.SetClipboardTextFn) + g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text); +} + +const char* ImGui::GetVersion() +{ + return IMGUI_VERSION; +} + +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself +// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module +ImGuiContext* ImGui::GetCurrentContext() +{ + return GImGui; +} + +void ImGui::SetCurrentContext(ImGuiContext* ctx) +{ +#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC + IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. +#else + GImGui = ctx; +#endif +} + +void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) +{ + GImAllocatorAllocFunc = alloc_func; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; +} + +// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) +void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) +{ + *p_alloc_func = GImAllocatorAllocFunc; + *p_free_func = GImAllocatorFreeFunc; + *p_user_data = GImAllocatorUserData; +} + +ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) +{ + ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); + if (GImGui == NULL) + SetCurrentContext(ctx); + Initialize(ctx); + return ctx; +} + +void ImGui::DestroyContext(ImGuiContext* ctx) +{ + if (ctx == NULL) + ctx = GImGui; + Shutdown(ctx); + if (GImGui == ctx) + SetCurrentContext(NULL); + IM_DELETE(ctx); +} + +// No specific ordering/dependency support, will see as needed +ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_); + g.Hooks.push_back(*hook); + g.Hooks.back().HookId = ++g.HookIdNext; + return g.HookIdNext; +} + +// Deferred removal, avoiding issue with changing vector while iterating it +void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook_id != 0); + for (int n = 0; n < g.Hooks.Size; n++) + if (g.Hooks[n].HookId == hook_id) + g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_; +} + +// Call context hooks (used by e.g. test engine) +// We assume a small number of hooks so all stored in same array +void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) +{ + ImGuiContext& g = *ctx; + for (int n = 0; n < g.Hooks.Size; n++) + if (g.Hooks[n].Type == hook_type) + g.Hooks[n].Callback(&g, &g.Hooks[n]); +} + +ImGuiIO& ImGui::GetIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + return GImGui->IO; +} + +// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() +ImDrawData* ImGui::GetDrawData() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = g.Viewports[0]; + return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL; +} + +double ImGui::GetTime() +{ + return GImGui->Time; +} + +int ImGui::GetFrameCount() +{ + return GImGui->FrameCount; +} + +static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name) +{ + // Create the draw list on demand, because they are not frequently used for all viewports + ImGuiContext& g = *GImGui; + IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists)); + ImDrawList* draw_list = viewport->DrawLists[drawlist_no]; + if (draw_list == NULL) + { + draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); + draw_list->_OwnerName = drawlist_name; + viewport->DrawLists[drawlist_no] = draw_list; + } + + // Our ImDrawList system requires that there is always a command + if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount) + { + draw_list->_ResetForNewFrame(); + draw_list->PushTextureID(g.IO.Fonts->TexID); + draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); + viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount; + } + return draw_list; +} + +ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) +{ + return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background"); +} + +ImDrawList* ImGui::GetBackgroundDrawList() +{ + ImGuiContext& g = *GImGui; + return GetBackgroundDrawList(g.Viewports[0]); +} + +ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) +{ + return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); +} + +ImDrawList* ImGui::GetForegroundDrawList() +{ + ImGuiContext& g = *GImGui; + return GetForegroundDrawList(g.Viewports[0]); +} + +ImDrawListSharedData* ImGui::GetDrawListSharedData() +{ + return &GImGui->DrawListSharedData; +} + +void ImGui::StartMouseMovingWindow(ImGuiWindow* window) +{ + // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. + // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. + // This is because we want ActiveId to be set even when the window is not permitted to move. + ImGuiContext& g = *GImGui; + FocusWindow(window); + SetActiveID(window->MoveId, window); + g.NavDisableHighlight = true; + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos; + g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingNavAndKeys(); + + bool can_move_window = true; + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) + can_move_window = false; + if (can_move_window) + g.MovingWindow = window; +} + +// Handle mouse moving window +// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() +// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId. +// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, +// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. +void ImGui::UpdateMouseMovingWindowNewFrame() +{ + ImGuiContext& g = *GImGui; + if (g.MovingWindow != NULL) + { + // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). + // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. + KeepAliveID(g.ActiveId); + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow); + ImGuiWindow* moving_window = g.MovingWindow->RootWindow; + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos)) + { + ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; + if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) + { + MarkIniSettingsDirty(moving_window); + SetWindowPos(moving_window, pos, ImGuiCond_Always); + } + FocusWindow(g.MovingWindow); + } + else + { + g.MovingWindow = NULL; + ClearActiveID(); + } + } + else + { + // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. + if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) + { + KeepAliveID(g.ActiveId); + if (!g.IO.MouseDown[0]) + ClearActiveID(); + } + } +} + +// Initiate moving window when clicking on empty space or title bar. +// Handle left-click and right-click focus. +void ImGui::UpdateMouseMovingWindowEndFrame() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId != 0 || g.HoveredId != 0) + return; + + // Unless we just made a window/popup appear + if (g.NavWindow && g.NavWindow->Appearing) + return; + + // Click on empty space to focus window and start moving + // (after we're done with all our widgets) + if (g.IO.MouseClicked[0]) + { + // Handle the edge case of a popup being closed while clicking in its empty space. + // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. + ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; + const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); + + if (root_window != NULL && !is_closed_popup) + { + StartMouseMovingWindow(g.HoveredWindow); //-V595 + + // Cancel moving if clicked outside of title bar + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar)) + if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) + g.MovingWindow = NULL; + + // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already) + if (g.HoveredIdDisabled) + g.MovingWindow = NULL; + } + else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL) + { + // Clicking on void disable focus + FocusWindow(NULL); + } + } + + // With right mouse button we close popups without changing focus based on where the mouse is aimed + // Instead, focus will be restored to the window under the bottom-most closed popup. + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) + if (g.IO.MouseClicked[1]) + { + // Find the top-most window between HoveredWindow and the top-most Modal Window. + // This is where we can trim the popup stack. + ImGuiWindow* modal = GetTopMostPopupModal(); + bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal)); + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); + } +} + +static bool IsWindowActiveAndVisible(ImGuiWindow* window) +{ + return (window->Active) && (!window->Hidden); +} + +static void ImGui::UpdateKeyboardInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools + io.KeyMods = GetMergedKeyModFlags(); + + // Import legacy keys or verify they are not used +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + if (io.BackendUsingLegacyKeyArrays == 0) + { + // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written too. + for (int n = 0; n < IM_ARRAYSIZE(io.KeysDown); n++) + IM_ASSERT(io.KeysDown[n] == false && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + } + else + { + if (g.FrameCount == 0) + for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) + IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!"); + + // Build reverse KeyMap (Named -> Legacy) + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) + if (io.KeyMap[n] != -1) + { + IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n])); + io.KeyMap[io.KeyMap[n]] = n; + } + + // Import legacy keys into new ones + for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) + if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1) + { + const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n); + IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key)); + io.KeysData[key].Down = io.KeysDown[n]; + io.BackendUsingLegacyKeyArrays = 1; + } + if (io.BackendUsingLegacyKeyArrays == 1) + { + io.KeysData[ImGuiKey_ModCtrl].Down = io.KeyCtrl; + io.KeysData[ImGuiKey_ModShift].Down = io.KeyShift; + io.KeysData[ImGuiKey_ModAlt].Down = io.KeyAlt; + io.KeysData[ImGuiKey_ModSuper].Down = io.KeySuper; + } + } +#endif + + // Clear gamepad data if disabled + if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) + for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++) + { + io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false; + io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f; + } + + // Update keys + for (int i = 0; i < IM_ARRAYSIZE(io.KeysData); i++) + { + ImGuiKeyData& key_data = io.KeysData[i]; + key_data.DownDurationPrev = key_data.DownDuration; + key_data.DownDuration = key_data.Down ? (key_data.DownDuration < 0.0f ? 0.0f : key_data.DownDuration + io.DeltaTime) : -1.0f; + } +} + +static void ImGui::UpdateMouseInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (IsMousePosValid(&io.MousePos)) + io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos); + + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) + io.MouseDelta = io.MousePos - io.MousePosPrev; + else + io.MouseDelta = ImVec2(0.0f, 0.0f); + + // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. + if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) + g.NavDisableMouseHover = false; + + io.MousePosPrev = io.MousePos; + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; + io.MouseClickedCount[i] = 0; // Will be filled below + io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; + io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; + io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; + if (io.MouseClicked[i]) + { + bool is_repeated_click = false; + if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime) + { + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist) + is_repeated_click = true; + } + if (is_repeated_click) + io.MouseClickedLastCount[i]++; + else + io.MouseClickedLastCount[i] = 1; + io.MouseClickedTime[i] = g.Time; + io.MouseClickedPos[i] = io.MousePos; + io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; + io.MouseDragMaxDistanceSqr[i] = 0.0f; + } + else if (io.MouseDown[i]) + { + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + float delta_sqr_click_pos = IsMousePosValid(&io.MousePos) ? ImLengthSqr(io.MousePos - io.MouseClickedPos[i]) : 0.0f; + io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos); + } + + // We provide io.MouseDoubleClicked[] as a legacy service + io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); + + // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation + if (io.MouseClicked[i]) + g.NavDisableMouseHover = false; + } +} + +static void StartLockWheelingWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.WheelingWindow == window) + return; + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; + g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER; +} + +void ImGui::UpdateMouseWheel() +{ + ImGuiContext& g = *GImGui; + + // Reset the locked window if we move the mouse or after the timer elapses + if (g.WheelingWindow != NULL) + { + g.WheelingWindowTimer -= g.IO.DeltaTime; + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + g.WheelingWindowTimer = 0.0f; + if (g.WheelingWindowTimer <= 0.0f) + { + g.WheelingWindow = NULL; + g.WheelingWindowTimer = 0.0f; + } + } + + if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) + return; + + if ((g.ActiveId != 0 && g.ActiveIdUsingMouseWheel) || (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel)) + return; + + ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!window || window->Collapsed) + return; + + // Zoom / Scale window + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. + if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + { + StartLockWheelingWindow(window); + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + if (window == window->RootWindow) + { + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + SetWindowPos(window, window->Pos + offset, 0); + window->Size = ImFloor(window->Size * scale); + window->SizeFull = ImFloor(window->SizeFull * scale); + } + return; + } + + // Mouse wheel scrolling + // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent + if (g.IO.KeyCtrl) + return; + + // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead + // (we avoid doing it on OSX as it the OS input layer handles this already) + const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors; + const float wheel_y = swap_axis ? 0.0f : g.IO.MouseWheel; + const float wheel_x = swap_axis ? g.IO.MouseWheel : g.IO.MouseWheelH; + + // Vertical Mouse Wheel scrolling + if (wheel_y != 0.0f) + { + StartLockWheelingWindow(window); + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); + SetScrollY(window, window->Scroll.y - wheel_y * scroll_step); + } + } + + // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held + if (wheel_x != 0.0f) + { + StartLockWheelingWindow(window); + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + window = window->ParentWindow; + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); + SetScrollX(window, window->Scroll.x - wheel_x * scroll_step); + } + } +} + +// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) +void ImGui::UpdateHoveredWindowAndCaptureFlags() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); + + // Find the window hovered by mouse: + // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. + // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. + // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. + bool clear_hovered_windows = false; + FindHoveredWindow(); + + // Modal windows prevents mouse from hovering behind them. + ImGuiWindow* modal_window = GetTopMostPopupModal(); + if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) + clear_hovered_windows = true; + + // Disabled mouse? + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + clear_hovered_windows = true; + + // We track click ownership. When clicked outside of a window the click is owned by the application and + // won't report hovering nor request capture even while dragging over our windows afterward. + const bool has_open_popup = (g.OpenPopupStack.Size > 0); + const bool has_open_modal = (modal_window != NULL); + int mouse_earliest_down = -1; + bool mouse_any_down = false; + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + if (io.MouseClicked[i]) + { + io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup; + io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal; + } + mouse_any_down |= io.MouseDown[i]; + if (io.MouseDown[i]) + if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down]) + mouse_earliest_down = i; + } + const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down]; + const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down]; + + // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. + // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) + const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; + if (!mouse_avail && !mouse_dragging_extern_payload) + clear_hovered_windows = true; + + if (clear_hovered_windows) + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app) + // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag + if (g.WantCaptureMouseNextFrame != -1) + { + io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0); + } + else + { + io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup; + io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal; + } + + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) + if (g.WantCaptureKeyboardNextFrame != -1) + io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + else + io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); + if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) + io.WantCaptureKeyboard = true; + + // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible + io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; +} + +ImGuiKeyModFlags ImGui::GetMergedKeyModFlags() +{ + ImGuiContext& g = *GImGui; + ImGuiKeyModFlags key_mod_flags = ImGuiKeyModFlags_None; + if (g.IO.KeyCtrl) { key_mod_flags |= ImGuiKeyModFlags_Ctrl; } + if (g.IO.KeyShift) { key_mod_flags |= ImGuiKeyModFlags_Shift; } + if (g.IO.KeyAlt) { key_mod_flags |= ImGuiKeyModFlags_Alt; } + if (g.IO.KeySuper) { key_mod_flags |= ImGuiKeyModFlags_Super; } + return key_mod_flags; +} + +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + ImGuiContext& g = *GImGui; + + // Remove pending delete hooks before frame start. + // This deferred removal avoid issues of removal while iterating the hook vector + for (int n = g.Hooks.Size - 1; n >= 0; n--) + if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_) + g.Hooks.erase(&g.Hooks[n]); + + CallContextHooks(&g, ImGuiContextHookType_NewFramePre); + + // Check and assert for various common IO and Configuration mistakes + ErrorCheckNewFrameSanityChecks(); + + // Load settings on first frame, save settings when modified (after a delay) + UpdateSettings(); + + g.Time += g.IO.DeltaTime; + g.WithinFrameScope = true; + g.FrameCount += 1; + g.TooltipOverrideCount = 0; + g.WindowsActiveCount = 0; + g.MenusIdSubmittedThisFrame.resize(0); + + // Calculate frame-rate for the user, as a purely luxurious feature + g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; + g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); + g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; + + UpdateViewportsNewFrame(); + + // Setup current font and draw list shared data + g.IO.Fonts->Locked = true; + SetCurrentFont(GetDefaultFont()); + IM_ASSERT(g.Font->IsLoaded()); + ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (int n = 0; n < g.Viewports.Size; n++) + virtual_space.Add(g.Viewports[n]->GetMainRect()); + g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); + g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; + if (g.Style.AntiAliasedLines) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; + if (g.Style.AntiAliasedFill) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; + + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawDataP.Clear(); + } + + // Drag and drop keep the source ID alive so even if the source disappear our state is consistent + if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) + KeepAliveID(g.DragDropPayload.SourceId); + + // Update HoveredId data + if (!g.HoveredIdPreviousFrame) + g.HoveredIdTimer = 0.0f; + if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId)) + g.HoveredIdNotActiveTimer = 0.0f; + if (g.HoveredId) + g.HoveredIdTimer += g.IO.DeltaTime; + if (g.HoveredId && g.ActiveId != g.HoveredId) + g.HoveredIdNotActiveTimer += g.IO.DeltaTime; + g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredIdPreviousFrameUsingMouseWheel = g.HoveredIdUsingMouseWheel; + g.HoveredId = 0; + g.HoveredIdAllowOverlap = false; + g.HoveredIdUsingMouseWheel = false; + g.HoveredIdDisabled = false; + + // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) + if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) + ClearActiveID(); + if (g.ActiveId) + g.ActiveIdTimer += g.IO.DeltaTime; + g.LastActiveIdTimer += g.IO.DeltaTime; + g.ActiveIdPreviousFrame = g.ActiveId; + g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; + g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; + g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdPreviousFrameIsAlive = false; + g.ActiveIdIsJustActivated = false; + if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) + g.TempInputId = 0; + if (g.ActiveId == 0) + { + g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingNavInputMask = 0x00; + g.ActiveIdUsingKeyInputMask.ClearAllBits(); + } + + // Drag and drop + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropWithinSource = false; + g.DragDropWithinTarget = false; + g.DragDropHoldJustPressedId = 0; + + // Close popups on focus lost (currently wip/opt-in) + //if (g.IO.AppFocusLost) + // ClosePopupsExceptModals(); + + // Process input queue (trickle as many events as possible) + g.InputEventsTrail.resize(0); + UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); + + // Update keyboard input state + UpdateKeyboardInputs(); + + //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl)); + //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift)); + //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); + //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); + + // Update gamepad/keyboard navigation + NavUpdate(); + + // Update mouse input state + UpdateMouseInputs(); + + // Find hovered window + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) + UpdateHoveredWindowAndCaptureFlags(); + + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + UpdateMouseMovingWindowNewFrame(); + + // Background darkening/whitening + if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f)) + g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f); + else + g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); + + g.MouseCursor = ImGuiMouseCursor_Arrow; + g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; + + // Platform IME data: reset for the frame + g.PlatformImeDataPrev = g.PlatformImeData; + g.PlatformImeData.WantVisible = false; + + // Mouse wheel scrolling, scale + UpdateMouseWheel(); + + // Mark all windows as not visible and compact unused memory. + IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); + const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + window->WasActive = window->Active; + window->BeginCount = 0; + window->Active = false; + window->WriteAccessed = false; + + // Garbage collect transient buffers of recently unused windows + if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) + GcCompactTransientWindowBuffers(window); + } + + // Garbage collect transient buffers of recently unused tables + for (int i = 0; i < g.TablesLastTimeActive.Size; i++) + if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) + TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); + for (int i = 0; i < g.TablesTempData.Size; i++) + if (g.TablesTempData[i].LastTimeActive >= 0.0f && g.TablesTempData[i].LastTimeActive < memory_compact_start_time) + TableGcCompactTransientBuffers(&g.TablesTempData[i]); + if (g.GcCompactAll) + GcCompactTransientMiscBuffers(); + g.GcCompactAll = false; + + // Closing the focused window restore focus to the first active root window in descending z-order + if (g.NavWindow && !g.NavWindow->WasActive) + FocusTopMostWindowUnderOne(NULL, NULL); + + // No window should be open at the beginning of the frame. + // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. + g.CurrentWindowStack.resize(0); + g.BeginPopupStack.resize(0); + g.ItemFlagsStack.resize(0); + g.ItemFlagsStack.push_back(ImGuiItemFlags_None); + g.GroupStack.resize(0); + + // [DEBUG] Update debug features + UpdateDebugToolItemPicker(); + UpdateDebugToolStackQueries(); + + // Create implicit/fallback window - which we will only render it if the user has added something to it. + // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. + // This fallback is particularly important as it avoid ImGui:: calls from crashing. + g.WithinFrameScopeWithImplicitWindow = true; + SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver); + Begin("Debug##Default"); + IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); + + CallContextHooks(&g, ImGuiContextHookType_NewFramePost); +} + +void ImGui::Initialize(ImGuiContext* context) +{ + ImGuiContext& g = *context; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + + // Add .ini handle for ImGuiWindow type + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); + } + + // Add .ini handle for ImGuiTable type + TableSettingsInstallHandler(context); + + // Create default viewport + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + g.Viewports.push_back(viewport); + +#ifdef IMGUI_HAS_DOCK +#endif + + g.Initialized = true; +} + +// This function is merely here to free heap allocations. +void ImGui::Shutdown(ImGuiContext* context) +{ + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) + ImGuiContext& g = *context; + if (g.IO.Fonts && g.FontAtlasOwnedByContext) + { + g.IO.Fonts->Locked = false; + IM_DELETE(g.IO.Fonts); + } + g.IO.Fonts = NULL; + + // Cleanup of other data are conditional on actually having initialized Dear ImGui. + if (!g.Initialized) + return; + + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) + if (g.SettingsLoaded && g.IO.IniFilename != NULL) + { + ImGuiContext* backup_context = GImGui; + SetCurrentContext(&g); + SaveIniSettingsToDisk(g.IO.IniFilename); + SetCurrentContext(backup_context); + } + + CallContextHooks(&g, ImGuiContextHookType_Shutdown); + + // Clear everything else + g.Windows.clear_delete(); + g.WindowsFocusOrder.clear(); + g.WindowsTempSortBuffer.clear(); + g.CurrentWindow = NULL; + g.CurrentWindowStack.clear(); + g.WindowsById.Clear(); + g.NavWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; + g.MovingWindow = NULL; + g.ColorStack.clear(); + g.StyleVarStack.clear(); + g.FontStack.clear(); + g.OpenPopupStack.clear(); + g.BeginPopupStack.clear(); + + g.Viewports.clear_delete(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + + g.ClipperTempData.clear_destruct(); + + g.Tables.Clear(); + g.TablesTempData.clear_destruct(); + g.DrawChannelsTempMergeBuffer.clear(); + + g.ClipboardHandlerData.clear(); + g.MenusIdSubmittedThisFrame.clear(); + g.InputTextState.ClearFreeMemory(); + + g.SettingsWindows.clear(); + g.SettingsHandlers.clear(); + + if (g.LogFile) + { +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + if (g.LogFile != stdout) +#endif + ImFileClose(g.LogFile); + g.LogFile = NULL; + } + g.LogBuffer.clear(); + + g.Initialized = false; +} + +// FIXME: Add a more explicit sort order in the window structure. +static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) +{ + const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; + const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; + if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) + return d; + if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) + return d; + return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); +} + +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) +{ + out_sorted_windows->push_back(window); + if (window->Active) + { + int count = window->DC.ChildWindows.Size; + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + for (int i = 0; i < count; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (child->Active) + AddWindowToSortBuffer(out_sorted_windows, child); + } + } +} + +static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list) +{ + if (draw_list->CmdBuffer.Size == 0) + return; + if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL) + return; + + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. + IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); + IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); + if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + + // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) + // If this assert triggers because you are drawing lots of stuff manually: + // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. + // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents. + // - If you want large meshes with more than 64K vertices, you can either: + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example backends already support this from 1.71. Pre-1.71 backends won't. + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. + // 2 and 4 bytes indices are generally supported by most graphics API. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. + if (sizeof(ImDrawIdx) == 2) + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + + out_list->push_back(draw_list); +} + +static void AddWindowToDrawData(ImGuiWindow* window, int layer) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = g.Viewports[0]; + g.IO.MetricsRenderWindows++; + AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList); + for (int i = 0; i < window->DC.ChildWindows.Size; i++) + { + ImGuiWindow* child = window->DC.ChildWindows[i]; + if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active + AddWindowToDrawData(child, layer); + } +} + +static inline int GetWindowDisplayLayer(ImGuiWindow* window) +{ + return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; +} + +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static inline void AddRootWindowToDrawData(ImGuiWindow* window) +{ + AddWindowToDrawData(window, GetWindowDisplayLayer(window)); +} + +void ImDrawDataBuilder::FlattenIntoSingleLayer() +{ + int n = Layers[0].Size; + int size = n; + for (int i = 1; i < IM_ARRAYSIZE(Layers); i++) + size += Layers[i].Size; + Layers[0].resize(size); + for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++) + { + ImVector& layer = Layers[layer_n]; + if (layer.empty()) + continue; + memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*)); + n += layer.Size; + layer.resize(0); + } +} + +static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector* draw_lists) +{ + ImGuiIO& io = ImGui::GetIO(); + ImDrawData* draw_data = &viewport->DrawDataP; + draw_data->Valid = true; + draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL; + draw_data->CmdListsCount = draw_lists->Size; + draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; + draw_data->DisplayPos = viewport->Pos; + draw_data->DisplaySize = viewport->Size; + draw_data->FramebufferScale = io.DisplayFramebufferScale; + for (int n = 0; n < draw_lists->Size; n++) + { + ImDrawList* draw_list = draw_lists->Data[n]; + draw_list->_PopUnusedDrawCmd(); + draw_data->TotalVtxCount += draw_list->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_list->IdxBuffer.Size; + } +} + +// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. +// - When using this function it is sane to ensure that float are perfectly rounded to integer values, +// so that e.g. (int)(max.x-min.x) in user's render produce correct result. +// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect(): +// some frequently called functions which to modify both channels and clipping simultaneously tend to use the +// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds. +void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +void ImGui::PopClipRect() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DrawList->PopClipRect(); + window->ClipRect = window->DrawList->_ClipRectStack.back(); +} + +static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + ImGuiViewportP* viewport = (ImGuiViewportP*)GetMainViewport(); + ImRect viewport_rect = viewport->GetMainRect(); + + // Draw behind window by moving the draw command at the FRONT of the draw list + { + // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows, + // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing. + // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order. + ImDrawList* draw_list = window->RootWindow->DrawList; + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged + draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); + ImDrawCmd cmd = draw_list->CmdBuffer.back(); + IM_ASSERT(cmd.ElemCount == 6); + draw_list->CmdBuffer.pop_back(); + draw_list->CmdBuffer.push_front(cmd); + draw_list->PopClipRect(); + draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. + } +} + +ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* bottom_most_visible_window = parent_window; + for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + if (!IsWindowWithinBeginStackOf(window, parent_window)) + break; + if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window)) + bottom_most_visible_window = window; + } + return bottom_most_visible_window; +} + +static void ImGui::RenderDimmedBackgrounds() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal(); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + return; + const bool dim_bg_for_modal = (modal_window != NULL); + const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active); + if (!dim_bg_for_modal && !dim_bg_for_window_list) + return; + + if (dim_bg_for_modal) + { + // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. + ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); + RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio)); + } + else if (dim_bg_for_window_list) + { + // Draw dimming behind CTRL+Tab target window + RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + + // Draw border around CTRL+Tab target window + ImGuiWindow* window = g.NavWindowingTargetAnim; + ImGuiViewport* viewport = GetMainViewport(); + float distance = g.FontSize; + ImRect bb = window->Rect(); + bb.Expand(distance); + if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y) + bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward + if (window->DrawList->CmdBuffer.Size == 0) + window->DrawList->AddDrawCmd(); + window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size); + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); + window->DrawList->PopClipRect(); + } +} + +// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. +void ImGui::EndFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + // Don't process EndFrame() multiple times. + if (g.FrameCountEnded == g.FrameCount) + return; + IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePre); + + ErrorCheckEndFrameSanityChecks(); + + // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + if (g.IO.SetPlatformImeDataFn && memcmp(&g.PlatformImeData, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) + g.IO.SetPlatformImeDataFn(GetMainViewport(), &g.PlatformImeData); + + // Hide implicit/fallback "Debug" window if it hasn't been used + g.WithinFrameScopeWithImplicitWindow = false; + if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) + g.CurrentWindow->Active = false; + End(); + + // Update navigation: CTRL+Tab, wrap-around requests + NavEndFrame(); + + // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) + if (g.DragDropActive) + { + bool is_delivered = g.DragDropPayload.Delivery; + bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton)); + if (is_delivered || is_elapsed) + ClearDragDrop(); + } + + // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing. + if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + g.DragDropWithinSource = true; + SetTooltip("..."); + g.DragDropWithinSource = false; + } + + // End frame + g.WithinFrameScope = false; + g.FrameCountEnded = g.FrameCount; + + // Initiate moving window + handle left-click and right-click focus + UpdateMouseMovingWindowEndFrame(); + + // Sort the window list so that all child windows are after their parent + // We cannot do that on FocusWindow() because children may not exist yet + g.WindowsTempSortBuffer.resize(0); + g.WindowsTempSortBuffer.reserve(g.Windows.Size); + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it + continue; + AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window); + } + + // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. + IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size); + g.Windows.swap(g.WindowsTempSortBuffer); + g.IO.MetricsActiveWindows = g.WindowsActiveCount; + + // Unlock font atlas + g.IO.Fonts->Locked = false; + + // Clear Input data for next frame + g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; + g.IO.InputQueueCharacters.resize(0); + g.IO.KeyModsPrev = g.IO.KeyMods; // doing it here is better than in NewFrame() as we'll tolerate backend writing to KeyMods. If we want to firmly disallow it we should detect it. + memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); + + CallContextHooks(&g, ImGuiContextHookType_EndFramePost); +} + +// Prepare the data for rendering so you can call GetDrawData() +// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all: +// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) +void ImGui::Render() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + + if (g.FrameCountEnded != g.FrameCount) + EndFrame(); + const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount); + g.FrameCountRendered = g.FrameCount; + g.IO.MetricsRenderWindows = 0; + + CallContextHooks(&g, ImGuiContextHookType_RenderPre); + + // Add background ImDrawList (for each active viewport) + for (int n = 0; n != g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawDataBuilder.Clear(); + if (viewport->DrawLists[0] != NULL) + AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); + } + + // Draw modal/window whitening backgrounds + if (first_render_of_frame) + RenderDimmedBackgrounds(); + + // Add ImDrawList to render + ImGuiWindow* windows_to_render_top_most[2]; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; + windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); + for (int n = 0; n != g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) + AddRootWindowToDrawData(window); + } + for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window + AddRootWindowToDrawData(windows_to_render_top_most[n]); + + // Setup ImDrawData structures for end-user + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawDataBuilder.FlattenIntoSingleLayer(); + + // Draw software mouse cursor if requested by io.MouseDrawCursor flag + if (g.IO.MouseDrawCursor && first_render_of_frame) + RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + + // Add foreground ImDrawList (for each active viewport) + if (viewport->DrawLists[1] != NULL) + AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); + + SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]); + ImDrawData* draw_data = &viewport->DrawDataP; + g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; + g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; + } + + CallContextHooks(&g, ImGuiContextHookType_RenderPost); +} + +// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. +// CalcTextSize("") should return ImVec2(0.0f, g.FontSize) +ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) +{ + ImGuiContext& g = *GImGui; + + const char* text_display_end; + if (hide_text_after_double_hash) + text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string + else + text_display_end = text_end; + + ImFont* font = g.Font; + const float font_size = g.FontSize; + if (text == text_display_end) + return ImVec2(0.0f, font_size); + ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); + + // Round + // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out. + // FIXME: Investigate using ceilf or e.g. + // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c + // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html + text_size.x = IM_FLOOR(text_size.x + 0.99999f); + + return text_size; +} + +// Find window given position, search front-to-back +// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically +// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is +// called, aka before the next Begin(). Moving window isn't affected. +static void FindHoveredWindow() +{ + ImGuiContext& g = *GImGui; + + ImGuiWindow* hovered_window = NULL; + ImGuiWindow* hovered_window_ignoring_moving_window = NULL; + if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) + hovered_window = g.MovingWindow; + + ImVec2 padding_regular = g.Style.TouchExtraPadding; + ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (!window->Active || window->Hidden) + continue; + if (window->Flags & ImGuiWindowFlags_NoMouseInputs) + continue; + + // Using the clipped AABB, a child window will typically be clipped by its parent (not always) + ImRect bb(window->OuterRectClipped); + if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) + bb.Expand(padding_regular); + else + bb.Expand(padding_for_resize); + if (!bb.Contains(g.IO.MousePos)) + continue; + + // Support for one rectangular hole in any given window + // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512) + if (window->HitTestHoleSize.x != 0) + { + ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y); + ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y); + if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos)) + continue; + } + + if (hovered_window == NULL) + hovered_window = window; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow)) + hovered_window_ignoring_moving_window = window; + if (hovered_window && hovered_window_ignoring_moving_window) + break; + } + + g.HoveredWindow = hovered_window; + g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; +} + +bool ImGui::IsItemActive() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + return g.ActiveId == g.LastItemData.ID; + return false; +} + +bool ImGui::IsItemActivated() +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId) + if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID) + return true; + return false; +} + +bool ImGui::IsItemDeactivated() +{ + ImGuiContext& g = *GImGui; + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated) + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; + return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID); +} + +bool ImGui::IsItemDeactivatedAfterEdit() +{ + ImGuiContext& g = *GImGui; + return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); +} + +// == GetItemID() == GetFocusID() +bool ImGui::IsItemFocused() +{ + ImGuiContext& g = *GImGui; + if (g.NavId != g.LastItemData.ID || g.NavId == 0) + return false; + return true; +} + +// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! +// Most widgets have specific reactions based on mouse-up/down state, mouse position etc. +bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) +{ + return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); +} + +bool ImGui::IsItemToggledOpen() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; +} + +bool ImGui::IsItemToggledSelection() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; +} + +bool ImGui::IsAnyItemHovered() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; +} + +bool ImGui::IsAnyItemActive() +{ + ImGuiContext& g = *GImGui; + return g.ActiveId != 0; +} + +bool ImGui::IsAnyItemFocused() +{ + ImGuiContext& g = *GImGui; + return g.NavId != 0 && !g.NavDisableHighlight; +} + +bool ImGui::IsItemVisible() +{ + ImGuiContext& g = *GImGui; + return g.CurrentWindow->ClipRect.Overlaps(g.LastItemData.Rect); +} + +bool ImGui::IsItemEdited() +{ + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0; +} + +// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. +// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework. +void ImGui::SetItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (g.HoveredId == id) + g.HoveredIdAllowOverlap = true; + if (g.ActiveId == id) + g.ActiveIdAllowOverlap = true; +} + +void ImGui::SetItemUsingMouseWheel() +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (g.HoveredId == id) + g.HoveredIdUsingMouseWheel = true; + if (g.ActiveId == id) + g.ActiveIdUsingMouseWheel = true; +} + +void ImGui::SetActiveIdUsingNavAndKeys() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ActiveId != 0); + g.ActiveIdUsingNavDirMask = ~(ImU32)0; + g.ActiveIdUsingNavInputMask = ~(ImU32)0; + g.ActiveIdUsingKeyInputMask.SetAllBits(); + NavMoveRequestCancel(); +} + +ImVec2 ImGui::GetItemRectMin() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Min; +} + +ImVec2 ImGui::GetItemRectMax() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Max; +} + +ImVec2 ImGui::GetItemRectSize() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.GetSize(); +} + +bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + + flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow; + flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + + // Size + const ImVec2 content_avail = GetContentRegionAvail(); + ImVec2 size = ImFloor(size_arg); + const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); + if (size.x <= 0.0f) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + if (size.y <= 0.0f) + size.y = ImMax(content_avail.y + size.y, 4.0f); + SetNextWindowSize(size); + + // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. + if (name) + ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%s_%08X", parent_window->Name, name, id); + else + ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%08X", parent_window->Name, id); + + const float backup_border_size = g.Style.ChildBorderSize; + if (!border) + g.Style.ChildBorderSize = 0.0f; + bool ret = Begin(g.TempBuffer, NULL, flags); + g.Style.ChildBorderSize = backup_border_size; + + ImGuiWindow* child_window = g.CurrentWindow; + child_window->ChildId = id; + child_window->AutoFitChildAxises = (ImS8)auto_fit_axises; + + // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. + // While this is not really documented/defined, it seems that the expected thing to do. + if (child_window->BeginCount == 1) + parent_window->DC.CursorPos = child_window->Pos; + + // Process navigation-in immediately so NavInit can run on first frame + if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll)) + { + FocusWindow(child_window); + NavInitWindow(child_window, false); + SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item + g.ActiveIdSource = ImGuiInputSource_Nav; + } + return ret; +} + +bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags); +} + +bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) +{ + IM_ASSERT(id != 0); + return BeginChildEx(NULL, id, size_arg, border, extra_flags); +} + +void ImGui::EndChild() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + IM_ASSERT(g.WithinEndChild == false); + IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls + + g.WithinEndChild = true; + if (window->BeginCount > 1) + { + End(); + } + else + { + ImVec2 sz = window->Size; + if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f + sz.x = ImMax(4.0f, sz.x); + if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y)) + sz.y = ImMax(4.0f, sz.y); + End(); + + ImGuiWindow* parent_window = g.CurrentWindow; + ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); + ItemSize(sz); + if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) + { + ItemAdd(bb, window->ChildId); + RenderNavHighlight(bb, window->ChildId); + + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) + if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow) + RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); + } + else + { + // Not navigable into + ItemAdd(bb, 0); + } + if (g.HoveredWindow == window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } + g.WithinEndChild = false; + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +// Helper to create a child window / scrolling region that looks like a normal widget frame. +bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); + bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags); + PopStyleVar(3); + PopStyleColor(); + return ret; +} + +void ImGui::EndChildFrame() +{ + EndChild(); +} + +static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) +{ + window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); + window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); + window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); +} + +ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id); +} + +ImGuiWindow* ImGui::FindWindowByName(const char* name) +{ + ImGuiID id = ImHashStr(name); + return FindWindowByID(id); +} + +static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) +{ + window->Pos = ImFloor(ImVec2(settings->Pos.x, settings->Pos.y)); + if (settings->Size.x > 0 && settings->Size.y > 0) + window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y)); + window->Collapsed = settings->Collapsed; +} + +static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags) +{ + ImGuiContext& g = *GImGui; + + const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0; + const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; + if ((just_created || child_flag_changed) && !new_is_explicit_child) + { + IM_ASSERT(!g.WindowsFocusOrder.contains(window)); + g.WindowsFocusOrder.push_back(window); + window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); + } + else if (!just_created && child_flag_changed && new_is_explicit_child) + { + IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); + for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) + g.WindowsFocusOrder[n]->FocusOrder--; + g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); + window->FocusOrder = -1; + } + window->IsExplicitChild = new_is_explicit_child; +} + +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); + + // Create window the first time + ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); + window->Flags = flags; + g.WindowsById.SetVoidPtr(window->ID, window); + + // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + window->Pos = main_viewport->Pos + ImVec2(60, 60); + + // User can disable loading and saving of settings. Tooltip and child windows also don't store settings. + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID)) + { + // Retrieve settings from .ini file + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); + ApplyWindowSettings(window, settings); + } + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values + + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) + { + window->AutoFitFramesX = window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } + else + { + if (window->Size.x <= 0.0f) + window->AutoFitFramesX = 2; + if (window->Size.y <= 0.0f) + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); + } + + if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) + g.Windows.push_front(window); // Quite slow but rare and only once + else + g.Windows.push_back(window); + UpdateWindowInFocusOrderList(window, true, window->Flags); + + return window; +} + +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) +{ + ImGuiContext& g = *GImGui; + ImVec2 new_size = size_desired; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + // Using -1,-1 on either X/Y axis to preserve the current size. + ImRect cr = g.NextWindowData.SizeConstraintRect; + new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; + new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; + if (g.NextWindowData.SizeCallback) + { + ImGuiSizeCallbackData data; + data.UserData = g.NextWindowData.SizeCallbackUserData; + data.Pos = window->Pos; + data.CurrentSize = window->SizeFull; + data.DesiredSize = new_size; + g.NextWindowData.SizeCallback(&data); + new_size = data.DesiredSize; + } + new_size.x = IM_FLOOR(new_size.x); + new_size.y = IM_FLOOR(new_size.y); + } + + // Minimum size + if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) + { + ImGuiWindow* window_for_height = window; + const float decoration_up_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight(); + new_size = ImMax(new_size, g.Style.WindowMinSize); + new_size.y = ImMax(new_size.y, decoration_up_height + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows + } + return new_size; +} + +static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal) +{ + bool preserve_old_content_sizes = false; + if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + preserve_old_content_sizes = true; + else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + preserve_old_content_sizes = true; + if (preserve_old_content_sizes) + { + *content_size_current = window->ContentSize; + *content_size_ideal = window->ContentSizeIdeal; + return; + } + + content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); + content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); +} + +static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + ImVec2(0.0f, decoration_up_height); + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Tooltip always resize + return size_desired; + } + else + { + // Maximum window size is determined by the viewport size or monitor size + const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; + const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; + ImVec2 size_min = style.WindowMinSize; + if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); + + // FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows? + ImVec2 avail_size = ImGui::GetMainViewport()->Size; + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f)); + + // When the window cannot fit all contents (either because of constraints, either because screen is too small), + // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. + ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - 0.0f < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_up_height < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + if (will_have_scrollbar_x) + size_auto_fit.y += style.ScrollbarSize; + if (will_have_scrollbar_y) + size_auto_fit.x += style.ScrollbarSize; + return size_auto_fit; + } +} + +ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) +{ + ImVec2 size_contents_current; + ImVec2 size_contents_ideal; + CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal); + ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); + return size_final; +} + +static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window) +{ + if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + return ImGuiCol_PopupBg; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + return ImGuiCol_ChildBg; + return ImGuiCol_WindowBg; +} + +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) +{ + ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left + ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right + ImVec2 size_expected = pos_max - pos_min; + ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); + *out_pos = pos_min; + if (corner_norm.x == 0.0f) + out_pos->x -= (size_constrained.x - size_expected.x); + if (corner_norm.y == 0.0f) + out_pos->y -= (size_constrained.y - size_expected.y); + *out_size = size_constrained; +} + +// Data for resizing from corner +struct ImGuiResizeGripDef +{ + ImVec2 CornerPosN; + ImVec2 InnerDir; + int AngleMin12, AngleMax12; +}; +static const ImGuiResizeGripDef resize_grip_def[4] = +{ + { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right + { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left + { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused) +}; + +// Data for resizing from borders +struct ImGuiResizeBorderDef +{ + ImVec2 InnerDir; + ImVec2 SegmentN1, SegmentN2; + float OuterAngle; +}; +static const ImGuiResizeBorderDef resize_border_def[4] = +{ + { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left + { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right + { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up + { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down +}; + +static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) +{ + ImRect rect = window->Rect(); + if (thickness == 0.0f) + rect.Max -= ImVec2(1, 1); + if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } + if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } + IM_ASSERT(0); + return ImRect(); +} + +// 0..3: corners (Lower-right, Lower-left, Unused, Unused) +ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) +{ + IM_ASSERT(n >= 0 && n < 4); + ImGuiID id = window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Borders (Left, Right, Up, Down) +ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) +{ + IM_ASSERT(dir >= 0 && dir < 4); + int n = (int)dir + 4; + ImGuiID id = window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Handle resize for: Resize Grips, Borders, Gamepad +// Return true when using auto-fit (double click on resize grip) +static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return false; + if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. + return false; + + bool ret_auto_fit = false; + const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; + const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f); + const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; + + ImVec2 pos_target(FLT_MAX, FLT_MAX); + ImVec2 size_target(FLT_MAX, FLT_MAX); + + // Resize grips and borders are on layer 1 + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Manual resize grips + PushID("#RESIZE"); + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN); + + // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window + bool hovered, held; + ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size); + if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); + if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); + ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() + ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered || held) + g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; + + if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0) + { + // Manual auto-fit when double-clicking + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); + ret_auto_fit = true; + ClearActiveID(); + } + else if (held) + { + // Resize from any of the four corners + // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position + ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX); + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip + corner_target = ImClamp(corner_target, clamp_min, clamp_max); + CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target); + } + + // Only lower-left grip is visible before hovering/activating + if (resize_grip_n == 0 || held || hovered) + resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); + } + for (int border_n = 0; border_n < resize_border_count; border_n++) + { + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + + bool hovered, held; + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() + ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) + { + g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; + if (held) + *border_held = border_n; + } + if (held) + { + ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max(border_n == ImGuiDir_Left ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? visibility_rect.Max.y : +FLT_MAX); + ImVec2 border_target = window->Pos; + border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; + border_target = ImClamp(border_target, clamp_min, clamp_max); + CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); + } + } + PopID(); + + // Restore nav layer + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + + // Navigation resize (keyboard/gamepad) + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) + { + ImVec2 nav_resize_delta; + if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) + nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiInputReadMode_Down); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down); + if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) + { + const float NAV_RESIZE_SPEED = 600.0f; + nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); + nav_resize_delta = ImMax(nav_resize_delta, visibility_rect.Min - window->Pos - window->Size); + g.NavWindowingToggleLayer = false; + g.NavDisableMouseHover = true; + resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); + } + } + + // Apply back modified position/size to window + if (size_target.x != FLT_MAX) + { + window->SizeFull = size_target; + MarkIniSettingsDirty(window); + } + if (pos_target.x != FLT_MAX) + { + window->Pos = ImFloor(pos_target); + MarkIniSettingsDirty(window); + } + + window->Size = window->SizeFull; + return ret_auto_fit; +} + +static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility_rect) +{ + ImGuiContext& g = *GImGui; + ImVec2 size_for_clamping = window->Size; + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + size_for_clamping.y = window->TitleBarHeight(); + window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); +} + +static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + float rounding = window->WindowRounding; + float border_size = window->WindowBorderSize; + if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); + + int border_held = window->ResizeBorderHeld; + if (border_held != -1) + { + const ImGuiResizeBorderDef& def = resize_border_def[border_held]; + ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual + } + if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + { + float y = window->Pos.y + window->TitleBarHeight() - 1; + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize); + } +} + +// Draw background and borders +// Draw and handle scrollbars +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + // Ensure that ScrollBar doesn't read last frame's SkipItems + IM_ASSERT(window->BeginCount == 0); + window->SkipItems = false; + + // Draw window + handle manual resize + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + if (window->Collapsed) + { + // Title bar only + float backup_border_size = style.FrameBorderSize; + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); + g.Style.FrameBorderSize = backup_border_size; + } + else + { + // Window background + if (!(flags & ImGuiWindowFlags_NoBackground)) + { + ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window)); + bool override_alpha = false; + float alpha = 1.0f; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) + { + alpha = g.NextWindowData.BgAlphaVal; + override_alpha = true; + } + if (override_alpha) + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); + window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); + } + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar)) + { + ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); + } + + // Menu bar + if (flags & ImGuiWindowFlags_MenuBar) + { + ImRect menu_bar_rect = window->MenuBarRect(); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); + if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) + window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Scrollbars + if (window->ScrollbarX) + Scrollbar(ImGuiAxis_X); + if (window->ScrollbarY) + Scrollbar(ImGuiAxis_Y); + + // Render resize grips (after their input handling so we don't have a frame of latency) + if (!(flags & ImGuiWindowFlags_NoResize)) + { + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); + window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); + } + } + + // Borders + RenderWindowOuterBorders(window); + } +} + +// Render title text, collapse button, close button +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImGuiWindowFlags flags = window->Flags; + + const bool has_close_button = (p_open != NULL); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); + + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref? + const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + + // Layout buttons + // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; + float button_sz = g.FontSize; + ImVec2 close_button_pos; + ImVec2 collapse_button_pos; + if (has_close_button) + { + pad_r += button_sz; + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) + { + pad_r += button_sz; + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + } + if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) + { + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y); + pad_l += button_sz; + } + + // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) + if (has_collapse_button) + if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos)) + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function + + // Close button + if (has_close_button) + if (CloseButton(window->GetID("#CLOSE"), close_button_pos)) + *p_open = false; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + g.CurrentItemFlags = item_flags_backup; + + // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) + // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. + const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f; + const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + + // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, + // while uncentered title text will still reach edges correctly. + if (pad_l > style.FramePadding.x) + pad_l += g.Style.ItemInnerSpacing.x; + if (pad_r > style.FramePadding.x) + pad_r += g.Style.ItemInnerSpacing.x; + if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) + { + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); + } + + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y); + if (flags & ImGuiWindowFlags_UnsavedDocument) + { + ImVec2 marker_pos; + marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x); + marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; + if (marker_pos.x > layout_r.Min.x) + { + RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text)); + clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f)); + } + } + //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); +} + +void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) +{ + window->ParentWindow = parent_window; + window->RootWindow = window->RootWindowPopupTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; + if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) + window->RootWindow = parent_window->RootWindow; + if (parent_window && (flags & ImGuiWindowFlags_Popup)) + window->RootWindowPopupTree = parent_window->RootWindowPopupTree; + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) + window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; + while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) + { + IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL); + window->RootWindowForNav = window->RootWindowForNav->ParentWindow; + } +} + +// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) +// should be positioned behind that modal window, unless the window was created inside the modal begin-stack. +// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. +// - Window // FindBlockingModal() returns Modal1 +// - Window // .. returns Modal1 +// - Modal1 // .. returns Modal2 +// - Window // .. returns Modal2 +// - Window // .. returns Modal2 +// - Modal2 // .. returns Modal2 +static ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= 0) + return NULL; + + // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. + for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) + { + ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window; + if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) + continue; + if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. + continue; + if (IsWindowWithinBeginStackOf(window, popup_window)) // Window is rendered over last modal, no render order change needed. + break; + for (ImGuiWindow* parent = popup_window->ParentWindowInBeginStack->RootWindow; parent != NULL; parent = parent->ParentWindowInBeginStack->RootWindow) + if (IsWindowWithinBeginStackOf(window, parent)) + return popup_window; // Place window above its begin stack parent. + } + return NULL; +} + +// Push a new Dear ImGui window to add widgets to. +// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. +// - Begin/End can be called multiple times during the frame with the same window name to append content. +// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). +// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. +// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. +// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. +bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required + IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet + + // Find or create + ImGuiWindow* window = FindWindowByName(name); + const bool window_just_created = (window == NULL); + if (window_just_created) + window = CreateNewWindow(name, flags); + else + UpdateWindowInFocusOrderList(window, window_just_created, flags); + + // Automatically disable manual moving/resizing when NoInputs is set + if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) + flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; + + if (flags & ImGuiWindowFlags_NavFlattened) + IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow); + + const int current_frame = g.FrameCount; + const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); + window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); + + // Update the Appearing flag + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed + window_just_activated_by_user |= (window != popup_ref.Window); + } + window->Appearing = window_just_activated_by_user; + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + + // Update Flags, LastFrameActive, BeginOrderXXX fields + if (first_begin_of_the_frame) + { + window->Flags = (ImGuiWindowFlags)flags; + window->LastFrameActive = current_frame; + window->LastTimeActive = (float)g.Time; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); + } + else + { + flags = window->Flags; + } + + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; + IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); + + // We allow window memory to be compacted so recreate the base stack when needed. + if (window->IDStack.Size == 0) + window->IDStack.push_back(window->ID); + + // Add to stack + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindow = window; + ImGuiWindowStackData window_stack_data; + window_stack_data.Window = window; + window_stack_data.ParentLastItemDataBackup = g.LastItemData; + window_stack_data.StackSizesOnBegin.SetToCurrentState(); + g.CurrentWindowStack.push_back(window_stack_data); + g.CurrentWindow = NULL; + if (flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuCount++; + + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + popup_ref.Window = window; + g.BeginPopupStack.push_back(popup_ref); + window->PopupId = popup_ref.PopupId; + } + + // Update ->RootWindow and others pointers (before any possible call to FocusWindow) + if (first_begin_of_the_frame) + { + UpdateWindowParentAndRootLinks(window, flags, parent_window); + window->ParentWindowInBeginStack = parent_window_in_stack; + } + + // Process SetNextWindow***() calls + // (FIXME: Consider splitting the HasXXX flags into X/Y components + bool window_pos_set_by_api = false; + bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) + { + window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; + if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) + { + // May be processed on the next frame if this is our first frame and we are measuring size + // FIXME: Look into removing the branch so everything can go through this same code path for consistency. + window->SetWindowPosVal = g.NextWindowData.PosVal; + window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + } + else + { + SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) + { + window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); + window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); + SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) + { + if (g.NextWindowData.ScrollVal.x >= 0.0f) + { + window->ScrollTarget.x = g.NextWindowData.ScrollVal.x; + window->ScrollTargetCenterRatio.x = 0.0f; + } + if (g.NextWindowData.ScrollVal.y >= 0.0f) + { + window->ScrollTarget.y = g.NextWindowData.ScrollVal.y; + window->ScrollTargetCenterRatio.y = 0.0f; + } + } + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize) + window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal; + else if (first_begin_of_the_frame) + window->ContentSizeExplicit = ImVec2(0.0f, 0.0f); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed) + SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus) + FocusWindow(window); + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + + // When reusing window again multiple times a frame, just append content (don't need to setup again) + if (first_begin_of_the_frame) + { + // Initialize + const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + window->Active = true; + window->HasCloseButton = (p_open != NULL); + window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); + window->IDStack.resize(1); + window->DrawList->_ResetForNewFrame(); + window->DC.CurrentTableIdx = -1; + + // Restore buffer capacity when woken from a compacted state, to avoid + if (window->MemoryCompacted) + GcAwakeTransientWindowBuffers(window); + + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). + // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. + bool window_title_visible_elsewhere = false; + if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + window_title_visible_elsewhere = true; + if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) + { + size_t buf_len = (size_t)window->NameBufLen; + window->Name = ImStrdupcpy(window->Name, &buf_len, name); + window->NameBufLen = (int)buf_len; + } + + // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS + + // Update contents size from last frame for auto-fitting (or use explicit size) + CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); + if (window->HiddenFramesCanSkipItems > 0) + window->HiddenFramesCanSkipItems--; + if (window->HiddenFramesCannotSkipItems > 0) + window->HiddenFramesCannotSkipItems--; + if (window->HiddenFramesForRenderOnly > 0) + window->HiddenFramesForRenderOnly--; + + // Hide new windows for one frame until they calculate their size + if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) + window->HiddenFramesCannotSkipItems = 1; + + // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. + if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) + { + window->HiddenFramesCannotSkipItems = 1; + if (flags & ImGuiWindowFlags_AlwaysAutoResize) + { + if (!window_size_x_set_by_api) + window->Size.x = window->SizeFull.x = 0.f; + if (!window_size_y_set_by_api) + window->Size.y = window->SizeFull.y = 0.f; + window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f); + } + } + + // SELECT VIEWPORT + // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style) + SetCurrentWindow(window); + + // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) + + if (flags & ImGuiWindowFlags_ChildWindow) + window->WindowBorderSize = style.ChildBorderSize; + else + window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + window->WindowPadding = style.WindowPadding; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) + window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); + + // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + + // Collapse window by double-clicking on title bar + // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing + if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse)) + { + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. + ImRect title_bar_rect = window->TitleBarRect(); + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2) + window->WantCollapseToggle = true; + if (window->WantCollapseToggle) + { + window->Collapsed = !window->Collapsed; + MarkIniSettingsDirty(window); + } + } + else + { + window->Collapsed = false; + } + window->WantCollapseToggle = false; + + // SIZE + + // Calculate auto-fit size, handle automatic resize + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) + { + // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. + if (!window_size_x_set_by_api) + { + window->SizeFull.x = size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api) + { + window->SizeFull.y = size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + } + else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + { + // Auto-fit may only grow window during the first few frames + // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. + if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) + { + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + use_current_size_for_scrollbar_x = true; + } + if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) + { + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + use_current_size_for_scrollbar_y = true; + } + if (!window->Collapsed) + MarkIniSettingsDirty(window); + } + + // Apply minimum/maximum window size constraints and final size + window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); + window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; + + // Decoration size + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + + // POSITION + + // Popup latch its initial position, will position itself when it appears next frame + if (window_just_activated_by_user) + { + window->AutoPosLastDirection = ImGuiDir_None; + if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos() + window->Pos = g.BeginPopupStack.back().OpenPopupPos; + } + + // Position child window + if (flags & ImGuiWindowFlags_ChildWindow) + { + IM_ASSERT(parent_window && parent_window->Active); + window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size; + parent_window->DC.ChildWindows.push_back(window); + if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = parent_window->DC.CursorPos; + } + + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); + if (window_pos_with_pivot) + SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) + else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) + window->Pos = FindBestWindowPosForPopup(window); + else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = FindBestWindowPosForPopup(window); + + // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) + // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + ImRect viewport_rect(viewport->GetMainRect()); + ImRect viewport_work_rect(viewport->GetWorkRect()); + ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); + ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding); + + // Clamp position/size so window stays visible within its viewport or monitor + // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f) + ClampWindowRect(window, visibility_rect); + window->Pos = ImFloor(window->Pos); + + // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) + // Large values tend to lead to variety of artifacts and are not recommended. + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + + // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. + //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f); + + // Apply window focus (new and reactivated windows are moved to front) + bool want_focus = false; + if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) + { + if (flags & ImGuiWindowFlags_Popup) + want_focus = true; + else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0) + want_focus = true; + + ImGuiWindow* modal = GetTopMostPopupModal(); + if (modal != NULL && !IsWindowWithinBeginStackOf(window, modal)) + { + // Avoid focusing a window that is created outside of active modal. This will prevent active modal from being closed. + // Since window is not focused it would reappear at the same display position like the last time it was visible. + // In case of completely new windows it would go to the top (over current modal), but input to such window would still be blocked by modal. + // Position window behind a modal that is not a begin-parent of this window. + want_focus = false; + if (window == window->RootWindow) + { + ImGuiWindow* blocking_modal = FindBlockingModal(window); + IM_ASSERT(blocking_modal != NULL); + BringWindowToDisplayBehind(window, blocking_modal); + } + } + } + + // [Test Engine] Register whole window in the item system +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (g.TestEngineHookItems) + { + IM_ASSERT(window->IDStack.Size == 1); + window->IDStack.Size = 0; + IMGUI_TEST_ENGINE_ITEM_ADD(window->Rect(), window->ID); + IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); + window->IDStack.Size = 1; + } +#endif + + // Handle manual resize: Resize Grips, Borders, Gamepad + int border_held = -1; + ImU32 resize_grip_col[4] = {}; + const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + if (!window->Collapsed) + if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) + use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; + window->ResizeBorderHeld = (signed char)border_held; + + // SCROLLBAR VISIBILITY + + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). + if (!window->Collapsed) + { + // When reading the current size we need to read it after size constraints have been applied. + // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + if (window->ScrollbarX && !window->ScrollbarY) + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + } + + // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) + // Update various regions. Variables they depends on should be set above in this function. + // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. + + // Outer rectangle + // Not affected by window border size. Used by: + // - FindHoveredWindow() (w/ extra padding when border resize is enabled) + // - Begin() initial clipping rect for drawing window background and borders. + // - Begin() clipping whole child + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); + const ImRect title_bar_rect = window->TitleBarRect(); + window->OuterRectClipped = outer_rect; + window->OuterRectClipped.ClipWith(host_rect); + + // Inner rectangle + // Not affected by window border size. Used by: + // - InnerClipRect + // - ScrollToRectEx() + // - NavUpdatePageUpPageDown() + // - Scrollbar() + window->InnerRect.Min.x = window->Pos.x; + window->InnerRect.Min.y = window->Pos.y + decoration_up_height; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y; + + // Inner clipping rectangle. + // Will extend a little bit outside the normal work region. + // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. + // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: + // - Begin() initial clip rect + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); + window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); + window->InnerClipRect.ClipWithFull(host_rect); + + // Default item width. Make it proportional to window size if window manually resizes + if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) + window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f); + else + window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f); + + // SCROLLING + + // Lock down maximum scrolling + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + + // Apply scrolling + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); + window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + + // DRAWING + + // Setup draw list and outer clipping rectangle + IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); + window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); + PushClipRect(host_rect.Min, host_rect.Max, false); + + // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) + { + bool render_decorations_in_parent = false; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + { + // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) + // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs + ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL; + bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false; + bool parent_is_empty = parent_window->DrawList->VtxBuffer.Size > 0; + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_is_empty && !previous_child_overlapping) + render_decorations_in_parent = true; + } + if (render_decorations_in_parent) + window->DrawList = parent_window->DrawList; + + // Handle title bar, scrollbar, resize grips and resize borders + const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; + const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size); + + if (render_decorations_in_parent) + window->DrawList = &window->DrawListInst; + } + + // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) + + // Work rectangle. + // Affected by window padding and border size. Used by: + // - Columns() for right-most edge + // - TreeNode(), CollapsingHeader() for right-most edge + // - BeginTabBar() for right-most edge + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; + window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + window->ParentWorkRect = window->WorkRect; + + // [LEGACY] Content Region + // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Used by: + // - Mouse wheel scrolling + many other things + window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; + window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; + window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + + // Setup drawing context + // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) + window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; + window->DC.GroupOffset.x = 0.0f; + window->DC.ColumnsOffset.x = 0.0f; + + // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount. + // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64. + double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DC.ColumnsOffset.x; + double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + decoration_up_height; + window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y); + window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y)); + window->DC.CursorPos = window->DC.CursorStartPos; + window->DC.CursorPosPrevLine = window->DC.CursorPos; + window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.IdealMaxPos = window->DC.CursorStartPos; + window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; + window->DC.NavLayersActiveMaskNext = 0x00; + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); + + window->DC.MenuBarAppending = false; + window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); + window->DC.TreeDepth = 0; + window->DC.TreeJumpToParentOnPopMask = 0x00; + window->DC.ChildWindows.resize(0); + window->DC.StateStorage = &window->StateStorage; + window->DC.CurrentColumns = NULL; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; + + window->DC.ItemWidth = window->ItemWidthDefault; + window->DC.TextWrapPos = -1.0f; // disabled + window->DC.ItemWidthStack.resize(0); + window->DC.TextWrapPosStack.resize(0); + + if (window->AutoFitFramesX > 0) + window->AutoFitFramesX--; + if (window->AutoFitFramesY > 0) + window->AutoFitFramesY--; + + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) + if (want_focus) + { + FocusWindow(window); + NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls + } + + // Title bar + if (!(flags & ImGuiWindowFlags_NoTitleBar)) + RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); + + // Clear hit test shape every frame + window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; + + // Pressing CTRL+C while holding on a window copy its content to the clipboard + // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. + // Maybe we can support CTRL+C on every element? + /* + //if (g.NavWindow == window && g.ActiveId == 0) + if (g.ActiveId == window->MoveId) + if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) + LogToClipboard(); + */ + + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). + // This is useful to allow creating context menus on title bar only, etc. + SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect); + + // [Test Engine] Register title bar / tab + if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) + IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.Rect, g.LastItemData.ID); + } + else + { + // Append + SetCurrentWindow(window); + } + + // Pull/inherit current state + window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : window->GetID("#FOCUSSCOPE"); // Inherit from parent only // -V595 + + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); + + // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) + window->WriteAccessed = false; + window->BeginCount++; + g.NextWindowData.ClearFlags(); + + // Update visibility + if (first_begin_of_the_frame) + { + if (flags & ImGuiWindowFlags_ChildWindow) + { + // Child window can be out of sight and have "negative" clip windows. + // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0); + if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow?? + { + const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (!g.LogEnabled && !nav_request) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + window->HiddenFramesCanSkipItems = 1; + } + + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) + window->HiddenFramesCanSkipItems = 1; + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + window->HiddenFramesCannotSkipItems = 1; + } + + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) + if (style.Alpha <= 0.0f) + window->HiddenFramesCanSkipItems = 1; + + // Update the Hidden flag + bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0); + + // Disable inputs for requested number of frames + if (window->DisableInputsFrames > 0) + { + window->DisableInputsFrames--; + window->Flags |= ImGuiWindowFlags_NoInputs; + } + + // Update the SkipItems flag, used to early out of all items functions (no layout required) + bool skip_items = false; + if (window->Collapsed || !window->Active || hidden_regular) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) + skip_items = true; + window->SkipItems = skip_items; + } + + return !window->SkipItems; +} + +void ImGui::End() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Error checking: verify that user hasn't called End() too many times! + if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow) + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!"); + return; + } + IM_ASSERT(g.CurrentWindowStack.Size > 0); + + // Error checking: verify that user doesn't directly call End() on a child window. + if (window->Flags & ImGuiWindowFlags_ChildWindow) + IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!"); + + // Close anything that is open + if (window->DC.CurrentColumns) + EndColumns(); + PopClipRect(); // Inner window clip rectangle + + // Stop logging + if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging + LogFinish(); + + // Pop from window stack + g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuCount--; + if (window->Flags & ImGuiWindowFlags_Popup) + g.BeginPopupStack.pop_back(); + g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithCurrentState(); + g.CurrentWindowStack.pop_back(); + SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); +} + +void ImGui::BringWindowToFocusFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == window->RootWindow); + + const int cur_order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); + if (g.WindowsFocusOrder.back() == window) + return; + + const int new_order = g.WindowsFocusOrder.Size - 1; + for (int n = cur_order; n < new_order; n++) + { + g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; + g.WindowsFocusOrder[n]->FocusOrder--; + IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); + } + g.WindowsFocusOrder[new_order] = window; + window->FocusOrder = (short)new_order; +} + +void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* current_front_window = g.Windows.back(); + if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better) + return; + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window + if (g.Windows[i] == window) + { + memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); + g.Windows[g.Windows.Size - 1] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.Windows[0] == window) + return; + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i] == window) + { + memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*)); + g.Windows[0] = window; + break; + } +} + +void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window) +{ + IM_ASSERT(window != NULL && behind_window != NULL); + ImGuiContext& g = *GImGui; + window = window->RootWindow; + behind_window = behind_window->RootWindow; + int pos_wnd = FindWindowDisplayIndex(window); + int pos_beh = FindWindowDisplayIndex(behind_window); + if (pos_wnd < pos_beh) + { + size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes); + g.Windows[pos_beh - 1] = window; + } + else + { + size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes); + g.Windows[pos_beh] = window; + } +} + +int ImGui::FindWindowDisplayIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return g.Windows.index_from_ptr(g.Windows.find(window)); +} + +// Moving window to front of display and set focus (which happens to be back of our sorted list) +void ImGui::FocusWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + if (g.NavWindow != window) + { + g.NavWindow = window; + if (window && g.NavDisableMouseHover) + g.NavMousePosDirty = true; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavFocusScopeId = 0; + g.NavIdIsAlive = false; + g.NavLayer = ImGuiNavLayer_Main; + g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); + //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); + } + + // Close popups if any + ClosePopupsOverWindow(window, false); + + // Move the root window to the top of the pile + IM_ASSERT(window == NULL || window->RootWindow != NULL); + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop + ImGuiWindow* display_front_window = window ? window->RootWindow : NULL; + + // Steal active widgets. Some of the cases it triggers includes: + // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. + // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) + if (!g.ActiveIdNoClearOnFocusLoss) + ClearActiveID(); + + // Passing NULL allow to disable keyboard focus + if (!window) + return; + + // Bring to front + BringWindowToFocusFront(focus_front_window); + if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayFront(display_front_window); +} + +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) +{ + ImGuiContext& g = *GImGui; + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + // Aim at root window behind us, if we are in a child window that's our own root (see #4640) + int offset = -1; + while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) + { + under_this_window = under_this_window->ParentWindow; + offset = 0; + } + start_idx = FindWindowFocusIndex(under_this_window) + offset; + } + for (int i = start_idx; i >= 0; i--) + { + // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. + ImGuiWindow* window = g.WindowsFocusOrder[i]; + IM_ASSERT(window == window->RootWindow); + if (window != ignore_window && window->WasActive) + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window); + FocusWindow(focus_window); + return; + } + } + FocusWindow(NULL); +} + +// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. +void ImGui::SetCurrentFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? + IM_ASSERT(font->Scale > 0.0f); + g.Font = font; + g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); + g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; + + ImFontAtlas* atlas = g.Font->ContainerAtlas; + g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; + g.DrawListSharedData.TexUvLines = atlas->TexUvLines; + g.DrawListSharedData.Font = g.Font; + g.DrawListSharedData.FontSize = g.FontSize; +} + +void ImGui::PushFont(ImFont* font) +{ + ImGuiContext& g = *GImGui; + if (!font) + font = GetDefaultFont(); + SetCurrentFont(font); + g.FontStack.push_back(font); + g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PopFont() +{ + ImGuiContext& g = *GImGui; + g.CurrentWindow->DrawList->PopTextureID(); + g.FontStack.pop_back(); + SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back()); +} + +void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiItemFlags item_flags = g.CurrentItemFlags; + IM_ASSERT(item_flags == g.ItemFlagsStack.back()); + if (enabled) + item_flags |= option; + else + item_flags &= ~option; + g.CurrentItemFlags = item_flags; + g.ItemFlagsStack.push_back(item_flags); +} + +void ImGui::PopItemFlag() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack. + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); +} + +// BeginDisabled()/EndDisabled() +// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) +// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently. +// - Feedback welcome at https://github.com/ocornut/imgui/issues/211 +// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. +// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag() +void ImGui::BeginDisabled(bool disabled) +{ + ImGuiContext& g = *GImGui; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (!was_disabled && disabled) + { + g.DisabledAlphaBackup = g.Style.Alpha; + g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha); + } + if (was_disabled || disabled) + g.CurrentItemFlags |= ImGuiItemFlags_Disabled; + g.ItemFlagsStack.push_back(g.CurrentItemFlags); + g.DisabledStackSize++; +} + +void ImGui::EndDisabled() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DisabledStackSize > 0); + g.DisabledStackSize--; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + //PopItemFlag(); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0) + g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); +} + +// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. +void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus) +{ + PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus); +} + +void ImGui::PopAllowKeyboardFocus() +{ + PopItemFlag(); +} + +void ImGui::PushButtonRepeat(bool repeat) +{ + PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); +} + +void ImGui::PopButtonRepeat() +{ + PopItemFlag(); +} + +void ImGui::PushTextWrapPos(float wrap_pos_x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos); + window->DC.TextWrapPos = wrap_pos_x; +} + +void ImGui::PopTextWrapPos() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); + window->DC.TextWrapPosStack.pop_back(); +} + +static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy) +{ + ImGuiWindow* last_window = NULL; + while (last_window != window) + { + last_window = window; + window = window->RootWindow; + if (popup_hierarchy) + window = window->RootWindowPopupTree; + } + return window; +} + +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy) +{ + ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy); + if (window_root == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + if (window == window_root) // end of chain + return false; + window = window->ParentWindow; + } + return false; +} + +bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +{ + if (window->RootWindow == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + window = window->ParentWindowInBeginStack; + } + return false; +} + +bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below) +{ + ImGuiContext& g = *GImGui; + + // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array + const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below); + if (display_layer_delta != 0) + return display_layer_delta > 0; + + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* candidate_window = g.Windows[i]; + if (candidate_window == potential_above) + return true; + if (candidate_window == potential_below) + return false; + } + return false; +} + +bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) +{ + IM_ASSERT((flags & (ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled)) == 0); // Flags not supported by this function + ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.HoveredWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if (ref_window == NULL) + return false; + + if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) + { + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy); + + bool result; + if (flags & ImGuiHoveredFlags_ChildWindows) + result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy); + else + result = (ref_window == cur_window); + if (!result) + return false; + } + + if (!IsWindowContentHoverable(ref_window, flags)) + return false; + if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId) + return false; + return true; +} + +bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.NavWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + + if (ref_window == NULL) + return false; + if (flags & ImGuiFocusedFlags_AnyWindow) + return true; + + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy); + + if (flags & ImGuiHoveredFlags_ChildWindows) + return IsWindowChildOf(ref_window, cur_window, popup_hierarchy); + else + return (ref_window == cur_window); +} + +// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) +// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically. +// If you want a window to never be focused, you may use the e.g. NoInputs flag. +bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) +{ + return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); +} + +float ImGui::GetWindowWidth() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.x; +} + +float ImGui::GetWindowHeight() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Size.y; +} + +ImVec2 ImGui::GetWindowPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + return window->Pos; +} + +void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowPosAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); + + // Set + const ImVec2 old_pos = window->Pos; + window->Pos = ImFloor(pos); + ImVec2 offset = window->Pos - old_pos; + window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. + window->DC.IdealMaxPos += offset; + window->DC.CursorStartPos += offset; +} + +void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + SetWindowPos(window, pos, cond); +} + +void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowPos(window, pos, cond); +} + +ImVec2 ImGui::GetWindowSize() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Size; +} + +void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) + return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Set + if (size.x > 0.0f) + { + window->AutoFitFramesX = 0; + window->SizeFull.x = IM_FLOOR(size.x); + } + else + { + window->AutoFitFramesX = 2; + window->AutoFitOnlyGrows = false; + } + if (size.y > 0.0f) + { + window->AutoFitFramesY = 0; + window->SizeFull.y = IM_FLOOR(size.y); + } + else + { + window->AutoFitFramesY = 2; + window->AutoFitOnlyGrows = false; + } +} + +void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) +{ + SetWindowSize(GImGui->CurrentWindow, size, cond); +} + +void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowSize(window, size, cond); +} + +void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) +{ + // Test condition (NB: bit 0 is always true) and clear flags for next time + if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) + return; + window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + + // Set + window->Collapsed = collapsed; +} + +void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) +{ + IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters + window->HitTestHoleSize = ImVec2ih(size); + window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); +} + +void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); +} + +bool ImGui::IsWindowCollapsed() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Collapsed; +} + +bool ImGui::IsWindowAppearing() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->Appearing; +} + +void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) +{ + if (ImGuiWindow* window = FindWindowByName(name)) + SetWindowCollapsed(window, collapsed, cond); +} + +void ImGui::SetWindowFocus() +{ + FocusWindow(GImGui->CurrentWindow); +} + +void ImGui::SetWindowFocus(const char* name) +{ + if (name) + { + if (ImGuiWindow* window = FindWindowByName(name)) + FocusWindow(window); + } + else + { + FocusWindow(NULL); + } +} + +void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; + g.NextWindowData.PosVal = pos; + g.NextWindowData.PosPivotVal = pivot; + g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; + g.NextWindowData.SizeVal = size; + g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); + g.NextWindowData.SizeCallback = custom_callback; + g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; +} + +// Content size = inner scrollable rectangle, padded with WindowPadding. +// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. +void ImGui::SetNextWindowContentSize(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; + g.NextWindowData.ContentSizeVal = ImFloor(size); +} + +void ImGui::SetNextWindowScroll(const ImVec2& scroll) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll; + g.NextWindowData.ScrollVal = scroll; +} + +void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; + g.NextWindowData.CollapsedVal = collapsed; + g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; +} + +void ImGui::SetNextWindowFocus() +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus; +} + +void ImGui::SetNextWindowBgAlpha(float alpha) +{ + ImGuiContext& g = *GImGui; + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha; + g.NextWindowData.BgAlphaVal = alpha; +} + +ImDrawList* ImGui::GetWindowDrawList() +{ + ImGuiWindow* window = GetCurrentWindow(); + return window->DrawList; +} + +ImFont* ImGui::GetFont() +{ + return GImGui->Font; +} + +float ImGui::GetFontSize() +{ + return GImGui->FontSize; +} + +ImVec2 ImGui::GetFontTexUvWhitePixel() +{ + return GImGui->DrawListSharedData.TexUvWhitePixel; +} + +void ImGui::SetWindowFontScale(float scale) +{ + IM_ASSERT(scale > 0.0f); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->FontWindowScale = scale; + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); +} + +void ImGui::ActivateItem(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; + g.NavNextActivateFlags = ImGuiActivateFlags_None; +} + +void ImGui::PushFocusScope(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + g.FocusScopeStack.push_back(window->DC.NavFocusScopeIdCurrent); + window->DC.NavFocusScopeIdCurrent = id; +} + +void ImGui::PopFocusScope() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ? + window->DC.NavFocusScopeIdCurrent = g.FocusScopeStack.back(); + g.FocusScopeStack.pop_back(); +} + +void ImGui::SetKeyboardFocusHere(int offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(offset >= -1); // -1 is allowed but not below + g.NavWindow = window; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + if (offset == -1) + { + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); + } + else + { + g.NavTabbingDir = 1; + g.NavTabbingCounter = offset + 1; + } +} + +void ImGui::SetItemDefaultFocus() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!window->Appearing) + return; + if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent) + return; + + g.NavInitRequest = false; + g.NavInitResultId = g.LastItemData.ID; + g.NavInitResultRectRel = WindowRectAbsToRel(window, g.LastItemData.Rect); + NavUpdateAnyRequestFlag(); + + // Scroll could be done in NavInitRequestApplyResult() via a opt-in flag (we however don't want regular init requests to scroll) + if (!IsItemVisible()) + ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None); +} + +void ImGui::SetStateStorage(ImGuiStorage* tree) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + window->DC.StateStorage = tree ? tree : &window->StateStorage; +} + +ImGuiStorage* ImGui::GetStateStorage() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->DC.StateStorage; +} + +void ImGui::PushID(const char* str_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetIDNoKeepAlive(str_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetIDNoKeepAlive(str_id_begin, str_id_end); + window->IDStack.push_back(id); +} + +void ImGui::PushID(const void* ptr_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetIDNoKeepAlive(ptr_id); + window->IDStack.push_back(id); +} + +void ImGui::PushID(int int_id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiID id = window->GetIDNoKeepAlive(int_id); + window->IDStack.push_back(id); +} + +// Push a given id value ignoring the ID stack as a seed. +void ImGui::PushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); + window->IDStack.push_back(id); +} + +// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call +// (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level. +// for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more) +ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) +{ + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); + KeepAliveID(id); + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); + return id; +} + +void ImGui::PopID() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window? + window->IDStack.pop_back(); +} + +ImGuiID ImGui::GetID(const char* str_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id); +} + +ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(str_id_begin, str_id_end); +} + +ImGuiID ImGui::GetID(const void* ptr_id) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(ptr_id); +} + +bool ImGui::IsRectVisible(const ImVec2& size) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size)); +} + +bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); +} + + +//----------------------------------------------------------------------------- +// [SECTION] INPUTS +//----------------------------------------------------------------------------- + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Expand for touch input + const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); + if (!rect_for_touch.Contains(g.IO.MousePos)) + return false; + return true; +} + +ImGuiKeyData* ImGui::GetKeyData(ImGuiKey key) +{ + ImGuiContext& g = *GImGui; + int index; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END); + if (IsLegacyKey(key)) + index = (g.IO.KeyMap[key] != -1) ? g.IO.KeyMap[key] : key; // Remap native->imgui or imgui->native + else + index = key; +#else + IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); + index = key - ImGuiKey_NamedKey_BEGIN; +#endif + return &g.IO.KeysData[index]; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO +int ImGui::GetKeyIndex(ImGuiKey key) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(IsNamedKey(key)); + const ImGuiKeyData* key_data = GetKeyData(key); + return (int)(key_data - g.IO.KeysData); +} +#endif + +// Those names a provided for debugging purpose and are not meant to be saved persistently not compared. +static const char* const GKeyNames[] = +{ + "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", + "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", + "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", + "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", + "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", + "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", + "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", + "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", + "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", + "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", + "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", + "GamepadStart", "GamepadBack", "GamepadFaceUp", "GamepadFaceDown", "GamepadFaceLeft", "GamepadFaceRight", + "GamepadDpadUp", "GamepadDpadDown", "GamepadDpadLeft", "GamepadDpadRight", + "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", + "GamepadLStickUp", "GamepadLStickDown", "GamepadLStickLeft", "GamepadLStickRight", + "GamepadRStickUp", "GamepadRStickDown", "GamepadRStickLeft", "GamepadRStickRight", + "ModCtrl", "ModShift", "ModAlt", "ModSuper" +}; +IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames)); + +const char* ImGui::GetKeyName(ImGuiKey key) +{ +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT((IsNamedKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); +#else + if (IsLegacyKey(key)) + { + ImGuiIO& io = GetIO(); + if (io.KeyMap[key] == -1) + return "N/A"; + IM_ASSERT(IsNamedKey((ImGuiKey)io.KeyMap[key])); + key = (ImGuiKey)io.KeyMap[key]; + } +#endif + if (key == ImGuiKey_None) + return "None"; + if (!IsNamedKey(key)) + return "Unknown"; + + return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; +} + +// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. +// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) +bool ImGui::IsKeyDown(ImGuiKey key) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + return key_data->Down; +} + +// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) +// t1 = current time (e.g.: g.Time) +// An event is triggered at: +// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N +int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) +{ + if (t1 == 0.0f) + return 1; + if (t0 >= t1) + return 0; + if (repeat_rate <= 0.0f) + return (t0 < repeat_delay) && (t1 >= repeat_delay); + const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); + const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); + const int count = count_t1 - count_t0; + return count; +} + +int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate) +{ + ImGuiContext& g = *GImGui; + const ImGuiKeyData* key_data = GetKeyData(key); + const float t = key_data->DownDuration; + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); +} + +bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) +{ + ImGuiContext& g = *GImGui; + const ImGuiKeyData* key_data = GetKeyData(key); + const float t = key_data->DownDuration; + if (t == 0.0f) + return true; + if (repeat && t > g.IO.KeyRepeatDelay) + return GetKeyPressedAmount(key, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + return false; +} + +bool ImGui::IsKeyReleased(ImGuiKey key) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + return key_data->DownDurationPrev >= 0.0f && !key_data->Down; +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button]; +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + const float t = g.IO.MouseDownDuration[button]; + if (t == 0.0f) + return true; + + if (repeat && t > g.IO.KeyRepeatDelay) + { + // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold. + int amount = CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.50f); + if (amount > 0) + return true; + } + return false; +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button]; +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2; +} + +int ImGui::GetMouseClickedCount(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button]; +} + +// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. +// [Internal] This doesn't test if the button is pressed +bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + +bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + return IsMouseDragPastThreshold(button, lock_threshold); +} + +ImVec2 ImGui::GetMousePos() +{ + ImGuiContext& g = *GImGui; + return g.IO.MousePos; +} + +// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() +{ + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; + return g.IO.MousePos; +} + +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) +{ + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; +} + +// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. +// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. +ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); +} + +void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; +} + +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + ImGuiContext& g = *GImGui; + return g.MouseCursor; +} + +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) +{ + ImGuiContext& g = *GImGui; + g.MouseCursor = cursor_type; +} + +void ImGui::CaptureKeyboardFromApp(bool capture) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureKeyboardNextFrame = capture ? 1 : 0; +} + +void ImGui::CaptureMouseFromApp(bool capture) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureMouseNextFrame = capture ? 1 : 0; +} + +static const char* GetInputSourceName(ImGuiInputSource source) +{ + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" }; + IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); + return input_source_names[source]; +} + + +// Process input queue +// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) +// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87) +void ImGui::UpdateInputEvents(bool trickle_fast_inputs) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputed = false; + int mouse_button_changed = 0x00; + ImBitArray key_changed_mask; + + int event_n = 0; + for (; event_n < g.InputEventsQueue.Size; event_n++) + { + const ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; + if (e->Type == ImGuiInputEventType_MousePos) + { + ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); + if (IsMousePosValid(&event_pos)) + event_pos = ImVec2(ImFloorSigned(event_pos.x), ImFloorSigned(event_pos.y)); // Apply same flooring as UpdateMouseInputs() + if (io.MousePos.x != event_pos.x || io.MousePos.y != event_pos.y) + { + // Trickling Rule: Stop processing queued events if we already handled a mouse button change + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputed)) + break; + io.MousePos = event_pos; + mouse_moved = true; + } + } + else if (e->Type == ImGuiInputEventType_MouseButton) + { + const ImGuiMouseButton button = e->MouseButton.Button; + IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); + if (io.MouseDown[button] != e->MouseButton.Down) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) + break; + io.MouseDown[button] = e->MouseButton.Down; + mouse_button_changed |= (1 << button); + } + } + else if (e->Type == ImGuiInputEventType_MouseWheel) + { + if (e->MouseWheel.WheelX != 0.0f || e->MouseWheel.WheelY != 0.0f) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the event + if (trickle_fast_inputs && (mouse_wheeled || mouse_button_changed != 0)) + break; + io.MouseWheelH += e->MouseWheel.WheelX; + io.MouseWheel += e->MouseWheel.WheelY; + mouse_wheeled = true; + } + } + else if (e->Type == ImGuiInputEventType_Key) + { + ImGuiKey key = e->Key.Key; + IM_ASSERT(key != ImGuiKey_None); + const int keydata_index = (key - ImGuiKey_KeysData_OFFSET); + ImGuiKeyData* keydata = &io.KeysData[keydata_index]; + if (keydata->Down != e->Key.Down || keydata->AnalogValue != e->Key.AnalogValue) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + if (trickle_fast_inputs && keydata->Down != e->Key.Down && (key_changed_mask.TestBit(keydata_index) || text_inputed || mouse_button_changed != 0)) + break; + keydata->Down = e->Key.Down; + keydata->AnalogValue = e->Key.AnalogValue; + key_changed = true; + key_changed_mask.SetBit(keydata_index); + + if (key == ImGuiKey_ModCtrl || key == ImGuiKey_ModShift || key == ImGuiKey_ModAlt || key == ImGuiKey_ModSuper) + { + if (key == ImGuiKey_ModCtrl) { io.KeyCtrl = keydata->Down; } + if (key == ImGuiKey_ModShift) { io.KeyShift = keydata->Down; } + if (key == ImGuiKey_ModAlt) { io.KeyAlt = keydata->Down; } + if (key == ImGuiKey_ModSuper) { io.KeySuper = keydata->Down; } + io.KeyMods = GetMergedKeyModFlags(); + } + } + } + else if (e->Type == ImGuiInputEventType_Char) + { + // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with + if (trickle_fast_inputs && (key_changed || mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + break; + unsigned int c = e->Text.Char; + io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); + text_inputed = true; + } + else if (e->Type == ImGuiInputEventType_Focus) + { + // We intentionally overwrite this and process lower, in order to give a chance + // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame. + io.AppFocusLost = !e->AppFocused.Focused; + } + else + { + IM_ASSERT(0 && "Unknown event!"); + } + } + + // Record trail (for domain-specific applications wanting to access a precise trail) + //if (event_n != 0) IMGUI_DEBUG_LOG("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n); + for (int n = 0; n < event_n; n++) + g.InputEventsTrail.push_back(g.InputEventsQueue[n]); + + // Remaining events will be processed on the next frame + if (event_n == g.InputEventsQueue.Size) + g.InputEventsQueue.resize(0); + else + g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n); + + // Clear buttons state when focus is lost + // (this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle) + if (g.IO.AppFocusLost) + { + g.IO.ClearInputKeys(); + g.IO.AppFocusLost = false; + } +} + + +//----------------------------------------------------------------------------- +// [SECTION] ERROR CHECKING +//----------------------------------------------------------------------------- + +// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. +// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit +// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code +// may see different structures than what imgui.cpp sees, which is problematic. +// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) +{ + bool error = false; + if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); } + if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } + if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } + if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } + return !error; +} + +static void ImGui::ErrorCheckNewFrameSanityChecks() +{ + ImGuiContext& g = *GImGui; + + // Check user IM_ASSERT macro + // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined! + // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. + // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) + // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong! + // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct! + if (true) IM_ASSERT(1); else IM_ASSERT(0); + + // Check user data + // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) + IM_ASSERT(g.Initialized); + IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); + IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); + IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations + IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); + IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++) + IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)"); + + // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP) + if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1) + IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); +#endif + + // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. + if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) + g.IO.ConfigWindowsResizeFromEdges = false; +} + +static void ImGui::ErrorCheckEndFrameSanityChecks() +{ + ImGuiContext& g = *GImGui; + + // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() + // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). + // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will + // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. + // We silently accommodate for this case by ignoring/ the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), + // while still correctly asserting on mid-frame key press events. + const ImGuiKeyModFlags key_mod_flags = GetMergedKeyModFlags(); + IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_UNUSED(key_mod_flags); + + // Recover from errors + //ErrorCheckEndFrameRecover(); + + // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you + // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). + if (g.CurrentWindowStack.Size != 1) + { + if (g.CurrentWindowStack.Size > 1) + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); + while (g.CurrentWindowStack.Size > 1) + End(); + } + else + { + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); + } + } + + IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!"); +} + +// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls. +// Must be called during or before EndFrame(). +// This is generally flawed as we are not necessarily End/Popping things in the right order. +// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. +// FIXME: Can't recover from interleaved BeginTabBar/Begin +void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data) +{ + // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" + ImGuiContext& g = *GImGui; + while (g.CurrentWindowStack.Size > 0) //-V1044 + { + ErrorCheckEndWindowRecover(log_callback, user_data); + ImGuiWindow* window = g.CurrentWindow; + if (g.CurrentWindowStack.Size == 1) + { + IM_ASSERT(window->IsFallbackWindow); + break; + } + IM_ASSERT(window == g.CurrentWindow); + if (window->Flags & ImGuiWindowFlags_ChildWindow) + { + if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name); + EndChild(); + } + else + { + if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name); + End(); + } + } +} + +// Must be called before End()/EndChild() +void ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data) +{ + ImGuiContext& g = *GImGui; + while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow)) + { + if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name); + EndTable(); + } + + ImGuiWindow* window = g.CurrentWindow; + ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin; + IM_ASSERT(window != NULL); + while (g.CurrentTabBar != NULL) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name); + EndTabBar(); + } + while (window->DC.TreeDepth > 0) + { + if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name); + TreePop(); + } + while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name); + EndGroup(); + } + while (window->IDStack.Size > 1) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name); + PopID(); + } + while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name); + EndDisabled(); + } + while (g.ColorStack.Size > stack_sizes->SizeOfColorStack) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col)); + PopStyleColor(); + } + while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name); + PopItemFlag(); + } + while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name); + PopStyleVar(); + } + while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name); + PopFocusScope(); + } +} + +// Save current stack sizes for later compare +void ImGuiStackSizes::SetToCurrentState() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + SizeOfIDStack = (short)window->IDStack.Size; + SizeOfColorStack = (short)g.ColorStack.Size; + SizeOfStyleVarStack = (short)g.StyleVarStack.Size; + SizeOfFontStack = (short)g.FontStack.Size; + SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; + SizeOfGroupStack = (short)g.GroupStack.Size; + SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; + SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; + SizeOfDisabledStack = (short)g.DisabledStackSize; +} + +// Compare to detect usage errors +void ImGuiStackSizes::CompareWithCurrentState() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_UNUSED(window); + + // Window stacks + // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) + IM_ASSERT(SizeOfIDStack == window->IDStack.Size && "PushID/PopID or TreeNode/TreePop Mismatch!"); + + // Global stacks + // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. + IM_ASSERT(SizeOfGroupStack == g.GroupStack.Size && "BeginGroup/EndGroup Mismatch!"); + IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!"); + IM_ASSERT(SizeOfDisabledStack == g.DisabledStackSize && "BeginDisabled/EndDisabled Mismatch!"); + IM_ASSERT(SizeOfItemFlagsStack >= g.ItemFlagsStack.Size && "PushItemFlag/PopItemFlag Mismatch!"); + IM_ASSERT(SizeOfColorStack >= g.ColorStack.Size && "PushStyleColor/PopStyleColor Mismatch!"); + IM_ASSERT(SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!"); + IM_ASSERT(SizeOfFontStack >= g.FontStack.Size && "PushFont/PopFont Mismatch!"); + IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!"); +} + + +//----------------------------------------------------------------------------- +// [SECTION] LAYOUT +//----------------------------------------------------------------------------- +// - ItemSize() +// - ItemAdd() +// - SameLine() +// - GetCursorScreenPos() +// - SetCursorScreenPos() +// - GetCursorPos(), GetCursorPosX(), GetCursorPosY() +// - SetCursorPos(), SetCursorPosX(), SetCursorPosY() +// - GetCursorStartPos() +// - Indent() +// - Unindent() +// - SetNextItemWidth() +// - PushItemWidth() +// - PushMultiItemsWidths() +// - PopItemWidth() +// - CalcItemWidth() +// - CalcItemSize() +// - GetTextLineHeight() +// - GetTextLineHeightWithSpacing() +// - GetFrameHeight() +// - GetFrameHeightWithSpacing() +// - GetContentRegionMax() +// - GetContentRegionMaxAbs() [Internal] +// - GetContentRegionAvail(), +// - GetWindowContentRegionMin(), GetWindowContentRegionMax() +// - BeginGroup() +// - EndGroup() +// Also see in imgui_widgets: tab bars, columns. +//----------------------------------------------------------------------------- + +// Advance cursor given item size for layout. +// Register minimum needed size so it can extend the bounding box used for auto-fit calculation. +// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. +void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // We increase the height in this function to accommodate for baseline offset. + // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, + // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. + const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; + const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y); + + // Always align ourselves on pixel boundaries + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + + window->DC.PrevLineSize.y = line_height; + window->DC.CurrLineSize.y = 0.0f; + window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); + window->DC.CurrLineTextBaseOffset = 0.0f; + + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); +} + +void ImGui::ItemSize(const ImRect& bb, float text_baseline_y) +{ + ItemSize(bb.GetSize(), text_baseline_y); +} + +// Declare item bounding box for clipping and interaction. +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Set item data + // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) + g.LastItemData.ID = id; + g.LastItemData.Rect = bb; + g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; + g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags; + g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; + + // Directional navigation processing + if (id != 0) + { + // Runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. + window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) + NavProcessItem(); + + // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". + // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". + // READ THE FAQ: https://dearimgui.org/faq + IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); + + // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() +#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX + if (id == g.DebugItemPickerBreakId) + { + IM_DEBUG_BREAK(); + g.DebugItemPickerBreakId = 0; + } +#endif + } + g.NextItemData.Flags = ImGuiNextItemDataFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id); +#endif + + // Clipping test + const bool is_clipped = IsClippedEx(bb, id); + if (is_clipped) + return false; + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (IsMouseHoveringRect(bb.Min, bb.Max)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; + return true; +} + +// Gets back to previous line and continue with horizontal layout +// offset_from_start_x == 0 : follow right after previous item +// offset_from_start_x != 0 : align to specified x position (relative to window/group left) +// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0 +// spacing_w >= 0 : enforce spacing amount +void ImGui::SameLine(float offset_from_start_x, float spacing_w) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + if (offset_from_start_x != 0.0f) + { + if (spacing_w < 0.0f) spacing_w = 0.0f; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + else + { + if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x; + window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; + window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; + } + window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; +} + +ImVec2 ImGui::GetCursorScreenPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos; +} + +void ImGui::SetCursorScreenPos(const ImVec2& pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = pos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +} + +// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. +// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. +ImVec2 ImGui::GetCursorPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos - window->Pos + window->Scroll; +} + +float ImGui::GetCursorPosX() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x; +} + +float ImGui::GetCursorPosY() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y; +} + +void ImGui::SetCursorPos(const ImVec2& local_pos) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = window->Pos - window->Scroll + local_pos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +} + +void ImGui::SetCursorPosX(float x) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; + window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); +} + +void ImGui::SetCursorPosY(float y) +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); +} + +ImVec2 ImGui::GetCursorStartPos() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CursorStartPos - window->Pos; +} + +void ImGui::Indent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +void ImGui::Unindent(float indent_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; + window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; +} + +// Affect large frame+labels widgets only. +void ImGui::SetNextItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth; + g.NextItemData.Width = item_width; +} + +// FIXME: Remove the == 0.0f behavior? +void ImGui::PushItemWidth(float item_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PushMultiItemsWidths(int components, float w_full) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiStyle& style = g.Style; + const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); + const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + window->DC.ItemWidthStack.push_back(w_item_last); + for (int i = 0; i < components - 2; i++) + window->DC.ItemWidthStack.push_back(w_item_one); + window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one; + g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; +} + +void ImGui::PopItemWidth() +{ + ImGuiWindow* window = GetCurrentWindow(); + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + window->DC.ItemWidthStack.pop_back(); +} + +// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). +// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() +float ImGui::CalcItemWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float w; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) + w = g.NextItemData.Width; + else + w = window->DC.ItemWidth; + if (w < 0.0f) + { + float region_max_x = GetContentRegionMaxAbs().x; + w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); + } + w = IM_FLOOR(w); + return w; +} + +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). +// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. +// Note that only CalcItemWidth() is publicly exposed. +// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) +{ + ImGuiWindow* window = GImGui->CurrentWindow; + + ImVec2 region_max; + if (size.x < 0.0f || size.y < 0.0f) + region_max = GetContentRegionMaxAbs(); + + if (size.x == 0.0f) + size.x = default_w; + else if (size.x < 0.0f) + size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x); + + if (size.y == 0.0f) + size.y = default_h; + else if (size.y < 0.0f) + size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y); + + return size; +} + +float ImGui::GetTextLineHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize; +} + +float ImGui::GetTextLineHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.ItemSpacing.y; +} + +float ImGui::GetFrameHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f; +} + +float ImGui::GetFrameHeightWithSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; +} + +// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience! + +// FIXME: This is in window space (not screen space!). +ImVec2 ImGui::GetContentRegionMax() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = window->ContentRegionRect.Max - window->Pos; + if (window->DC.CurrentColumns || g.CurrentTable) + mx.x = window->WorkRect.Max.x - window->Pos.x; + return mx; +} + +// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. +ImVec2 ImGui::GetContentRegionMaxAbs() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 mx = window->ContentRegionRect.Max; + if (window->DC.CurrentColumns || g.CurrentTable) + mx.x = window->WorkRect.Max.x; + return mx; +} + +ImVec2 ImGui::GetContentRegionAvail() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return GetContentRegionMaxAbs() - window->DC.CursorPos; +} + +// In window space (not screen space!) +ImVec2 ImGui::GetWindowContentRegionMin() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Min - window->Pos; +} + +ImVec2 ImGui::GetWindowContentRegionMax() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ContentRegionRect.Max - window->Pos; +} + +// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) +// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. +// FIXME-OPT: Could we safely early out on ->SkipItems? +void ImGui::BeginGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.GroupStack.resize(g.GroupStack.Size + 1); + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.WindowID = window->ID; + group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; + group_data.BackupIndent = window->DC.Indent; + group_data.BackupGroupOffset = window->DC.GroupOffset; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; + group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; + group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; + group_data.EmitItem = true; + + window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; + window->DC.Indent = window->DC.GroupOffset; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return +} + +void ImGui::EndGroup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls + + ImGuiGroupData& group_data = g.GroupStack.back(); + IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window? + + ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); + + window->DC.CursorPos = group_data.BackupCursorPos; + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); + window->DC.Indent = group_data.BackupIndent; + window->DC.GroupOffset = group_data.BackupGroupOffset; + window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; + if (g.LogEnabled) + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return + + if (!group_data.EmitItem) + { + g.GroupStack.pop_back(); + return; + } + + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. + ItemSize(group_bb.GetSize()); + ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop); + + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. + // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true); + if (group_contains_curr_active_id) + g.LastItemData.ID = g.ActiveId; + else if (group_contains_prev_active_id) + g.LastItemData.ID = g.ActiveIdPreviousFrame; + g.LastItemData.Rect = group_bb; + + // Forward Hovered flag + const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0; + if (group_contains_curr_hovered_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + + // Forward Edited flag + if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; + + // Forward Deactivated flag + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; + + g.GroupStack.pop_back(); + //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] +} + + +//----------------------------------------------------------------------------- +// [SECTION] SCROLLING +//----------------------------------------------------------------------------- + +// Helper to snap on edges when aiming at an item very close to the edge, +// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling. +// When we refactor the scrolling API this may be configurable with a flag? +// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default. +static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio) +{ + if (target <= snap_min + snap_threshold) + return ImLerp(snap_min, target, center_ratio); + if (target >= snap_max - snap_threshold) + return ImLerp(target, snap_max, center_ratio); + return target; +} + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) +{ + ImVec2 scroll = window->Scroll; + if (window->ScrollTarget.x < FLT_MAX) + { + float decoration_total_width = window->ScrollbarSizes.x; + float center_x_ratio = window->ScrollTargetCenterRatio.x; + float scroll_target_x = window->ScrollTarget.x; + if (window->ScrollTargetEdgeSnapDist.x > 0.0f) + { + float snap_x_min = 0.0f; + float snap_x_max = window->ScrollMax.x + window->SizeFull.x - decoration_total_width; + scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio); + } + scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - decoration_total_width); + } + if (window->ScrollTarget.y < FLT_MAX) + { + float decoration_total_height = window->TitleBarHeight() + window->MenuBarHeight() + window->ScrollbarSizes.y; + float center_y_ratio = window->ScrollTargetCenterRatio.y; + float scroll_target_y = window->ScrollTarget.y; + if (window->ScrollTargetEdgeSnapDist.y > 0.0f) + { + float snap_y_min = 0.0f; + float snap_y_max = window->ScrollMax.y + window->SizeFull.y - decoration_total_height; + scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio); + } + scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - decoration_total_height); + } + scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f)); + scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f)); + if (!window->Collapsed && !window->SkipItems) + { + scroll.x = ImMin(scroll.x, window->ScrollMax.x); + scroll.y = ImMin(scroll.y, window->ScrollMax.y); + } + return scroll; +} + +void ImGui::ScrollToItem(ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ScrollToRectEx(window, g.LastItemData.NavRect, flags); +} + +void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ScrollToRectEx(window, item_rect, flags); +} + +// Scroll to keep newly navigated item fully into view +ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] + + // Check that only one behavior is selected per axis + IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_)); + IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_)); + + // Defaults + ImGuiScrollFlags in_flags = flags; + if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX) + flags |= ImGuiScrollFlags_KeepVisibleEdgeX; + if ((flags & ImGuiScrollFlags_MaskY_) == 0) + flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY; + + const bool fully_visible_x = item_rect.Min.x >= window_rect.Min.x && item_rect.Max.x <= window_rect.Max.x; + const bool fully_visible_y = item_rect.Min.y >= window_rect.Min.y && item_rect.Max.y <= window_rect.Max.y; + const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= window_rect.GetWidth(); + const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= window_rect.GetHeight(); + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) + { + if (item_rect.Min.x < window_rect.Min.x || !can_be_fully_visible_x) + SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f); + else if (item_rect.Max.x >= window_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) + { + float target_x = can_be_fully_visible_x ? ImFloor((item_rect.Min.x + item_rect.Max.x - window->InnerRect.GetWidth()) * 0.5f) : item_rect.Min.x; + SetScrollFromPosX(window, target_x - window->Pos.x, 0.0f); + } + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y) + { + if (item_rect.Min.y < window_rect.Min.y || !can_be_fully_visible_y) + SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f); + else if (item_rect.Max.y >= window_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) + { + float target_y = can_be_fully_visible_y ? ImFloor((item_rect.Min.y + item_rect.Max.y - window->InnerRect.GetHeight()) * 0.5f) : item_rect.Min.y; + SetScrollFromPosY(window, target_y - window->Pos.y, 0.0f); + } + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ImVec2 delta_scroll = next_scroll - window->Scroll; + + // Also scroll parent window to keep us into view if necessary + if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow)) + { + // FIXME-SCROLL: May be an option? + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX; + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY; + delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags); + } + + return delta_scroll; +} + +float ImGui::GetScrollX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.x; +} + +float ImGui::GetScrollY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->Scroll.y; +} + +float ImGui::GetScrollMaxX() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.x; +} + +float ImGui::GetScrollMaxY() +{ + ImGuiWindow* window = GImGui->CurrentWindow; + return window->ScrollMax.y; +} + +void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x) +{ + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y) +{ + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollX(float scroll_x) +{ + ImGuiContext& g = *GImGui; + SetScrollX(g.CurrentWindow, scroll_x); +} + +void ImGui::SetScrollY(float scroll_y) +{ + ImGuiContext& g = *GImGui; + SetScrollY(g.CurrentWindow, scroll_y); +} + +// Note that a local position will vary depending on initial scroll value, +// This is a little bit confusing so bear with us: +// - local_pos = (absolution_pos - window->Pos) +// - So local_x/local_y are 0.0f for a position at the upper-left corner of a window, +// and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area. +// - They mostly exists because of legacy API. +// Following the rules above, when trying to work with scrolling code, consider that: +// - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect! +// - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense +// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size +void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) +{ + IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); + window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.x = center_x_ratio; + window->ScrollTargetEdgeSnapDist.x = 0.0f; +} + +void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) +{ + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect; + local_y -= decoration_up_height; + window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.y = center_y_ratio; + window->ScrollTargetEdgeSnapDist.y = 0.0f; +} + +void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio); +} + +void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio); +} + +// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. +void ImGui::SetScrollHereX(float center_x_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x); + float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio); + SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x); +} + +// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. +void ImGui::SetScrollHereY(float center_y_ratio) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y); + float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); + SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y); +} + +//----------------------------------------------------------------------------- +// [SECTION] TOOLTIPS +//----------------------------------------------------------------------------- + +void ImGui::BeginTooltip() +{ + BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +void ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) +{ + ImGuiContext& g = *GImGui; + + if (g.DragDropWithinSource || g.DragDropWithinTarget) + { + // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor) + // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor. + // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do. + //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; + ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale); + SetNextWindowPos(tooltip_pos); + SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( + tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip; + } + + char window_name[16]; + ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); + if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip) + if (ImGuiWindow* window = FindWindowByName(window_name)) + if (window->Active) + { + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + window->Hidden = true; + window->HiddenFramesCanSkipItems = 1; // FIXME: This may not be necessary? + ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); + } + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize; + Begin(window_name, NULL, flags | extra_window_flags); +} + +void ImGui::EndTooltip() +{ + IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls + End(); +} + +void ImGui::SetTooltipV(const char* fmt, va_list args) +{ + BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None); + TextV(fmt, args); + EndTooltip(); +} + +void ImGui::SetTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + SetTooltipV(fmt, args); + va_end(args); +} + +//----------------------------------------------------------------------------- +// [SECTION] POPUPS +//----------------------------------------------------------------------------- + +// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel +bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + if (popup_flags & ImGuiPopupFlags_AnyPopupId) + { + // Return true if any popup is open at the current BeginPopup() level of the popup stack + // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level. + IM_ASSERT(id == 0); + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + return g.OpenPopupStack.Size > 0; + else + return g.OpenPopupStack.Size > g.BeginPopupStack.Size; + } + else + { + if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) + { + // Return true if the popup is open anywhere in the popup stack + for (int n = 0; n < g.OpenPopupStack.Size; n++) + if (g.OpenPopupStack[n].PopupId == id) + return true; + return false; + } + else + { + // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query) + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; + } + } +} + +bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id); + if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0) + IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally + return IsPopupOpen(id, popup_flags); +} + +ImGuiWindow* ImGui::GetTopMostPopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if (popup->Flags & ImGuiWindowFlags_Modal) + return popup; + return NULL; +} + +ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup)) + return popup; + return NULL; +} + +void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + OpenPopupEx(g.CurrentWindow->GetID(str_id), popup_flags); +} + +void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + OpenPopupEx(id, popup_flags); +} + +// Mark popup as open (toggle toward open state). +// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. +// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). +// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) +void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; + const int current_stack_size = g.BeginPopupStack.Size; + + if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) + if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId)) + return; + + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + popup_ref.PopupId = id; + popup_ref.Window = NULL; + popup_ref.SourceWindow = g.NavWindow; + popup_ref.OpenFrameCount = g.FrameCount; + popup_ref.OpenParentId = parent_window->IDStack.back(); + popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); + popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; + + IMGUI_DEBUG_LOG_POPUP("OpenPopupEx(0x%08X)\n", id); + if (g.OpenPopupStack.Size < current_stack_size + 1) + { + g.OpenPopupStack.push_back(popup_ref); + } + else + { + // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui + // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing + // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. + if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) + { + g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; + } + else + { + // Close child popups if any, then flag popup for open/reopen + ClosePopupToLevel(current_stack_size, false); + g.OpenPopupStack.push_back(popup_ref); + } + + // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). + // This is equivalent to what ClosePopupToLevel() does. + //if (g.OpenPopupStack[current_stack_size].PopupId == id) + // FocusWindow(parent_window); + } +} + +// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. +// This function closes any popups that are over 'ref_window'. +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size == 0) + return; + + // Don't close our own child popup windows. + int popup_count_to_keep = 0; + if (ref_window) + { + // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow) + for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++) + { + ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep]; + if (!popup.Window) + continue; + IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); + if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + + // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) + // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3: + // Window -> Popup1 -> Popup2 -> Popup3 + // - Each popups may contain child windows, which is why we compare ->RootWindow! + // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child + bool ref_window_is_descendent_of_popup = false; + for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) + if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) + if (IsWindowWithinBeginStackOf(ref_window, popup_window)) + { + ref_window_is_descendent_of_popup = true; + break; + } + if (!ref_window_is_descendent_of_popup) + break; + } + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + { + IMGUI_DEBUG_LOG_POPUP("ClosePopupsOverWindow(\"%s\") -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); + ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); + } +} + +void ImGui::ClosePopupsExceptModals() +{ + ImGuiContext& g = *GImGui; + + int popup_count_to_keep; + for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--) + { + ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window; + if (!window || window->Flags & ImGuiWindowFlags_Modal) + break; + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + ClosePopupToLevel(popup_count_to_keep, true); +} + +void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) +{ + ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_POPUP("ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup); + IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); + + // Trim open popup stack + ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow; + ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; + g.OpenPopupStack.resize(remaining); + + if (restore_focus_to_window_under_popup) + { + if (focus_window && !focus_window->WasActive && popup_window) + { + // Fallback + FocusTopMostWindowUnderOne(popup_window, NULL); + } + else + { + if (g.NavLayer == ImGuiNavLayer_Main && focus_window) + focus_window = NavRestoreLastChildNavWindow(focus_window); + FocusWindow(focus_window); + } + } +} + +// Close the popup we have begin-ed into. +void ImGui::CloseCurrentPopup() +{ + ImGuiContext& g = *GImGui; + int popup_idx = g.BeginPopupStack.Size - 1; + if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) + return; + + // Closing a menu closes its top-most parent popup (unless a modal) + while (popup_idx > 0) + { + ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; + ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; + bool close_parent = false; + if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) + if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar)) + close_parent = true; + if (!close_parent) + break; + popup_idx--; + } + IMGUI_DEBUG_LOG_POPUP("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + ClosePopupToLevel(popup_idx, true); + + // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. + // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window. + // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic. + if (ImGuiWindow* window = g.NavWindow) + window->DC.NavHideHighlightOneFrame = true; +} + +// Attention! BeginPopup() adds default flags which BeginPopupEx()! +bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + char name[20]; + if (flags & ImGuiWindowFlags_ChildMenu) + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth + else + ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame + + flags |= ImGuiWindowFlags_Popup; + bool is_open = Begin(name, NULL, flags); + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + EndPopup(); + + return is_open; +} + +bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; + ImGuiID id = g.CurrentWindow->GetID(str_id); + return BeginPopupEx(id, flags); +} + +// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here. +bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = window->GetID(name); + if (!IsPopupOpen(id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + return false; + } + + // Center modal windows by default for increased visibility + // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) + // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + { + const ImGuiViewport* viewport = GetMainViewport(); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); + } + + flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse; + const bool is_open = Begin(name, p_open, flags); + if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + { + EndPopup(); + if (is_open) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + return false; + } + return is_open; +} + +void ImGui::EndPopup() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls + IM_ASSERT(g.BeginPopupStack.Size > 0); + + // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) + if (g.NavWindow == window) + NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); + + // Child-popups don't need to be laid out + IM_ASSERT(g.WithinEndChild == false); + if (window->Flags & ImGuiWindowFlags_ChildWindow) + g.WithinEndChild = true; + End(); + g.WithinEndChild = false; +} + +// Helper to open a popup if mouse button is released over the item +// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup() +void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + { + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + OpenPopupEx(id, popup_flags); + } +} + +// This is a helper to handle the simplest case of associating one named popup to one given widget. +// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id. +// - To create a popup with a specific identifier, pass it in str_id. +// - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call. +// - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id. +// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// This is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight); +// return BeginPopup(id); +// Which is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) +// OpenPopup(id); +// return BeginPopup(id); +// The main difference being that this is tweaked to avoid computing the ID twice. +bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "window_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!str_id) + str_id = "void_context"; + ImGuiID id = window->GetID(str_id); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) + if (GetTopMostPopupModal() == NULL) + OpenPopupEx(id, popup_flags); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); +} + +// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) +// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. +// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor +// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport. +// this allows us to have tooltips/popups displayed out of the parent viewport.) +ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) +{ + ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + + // Combo Box policy (we want a connecting edge) + if (policy == ImGuiPopupPositionPolicy_ComboBox) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + ImVec2 pos; + if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) + if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right + if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left + if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left + if (!r_outer.Contains(ImRect(pos, pos + size))) + continue; + *last_dir = dir; + return pos; + } + } + + // Tooltip and Default popup policy + // (Always first try the direction we used on the last frame, if any) + if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) + { + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + + const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); + + // If there not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) + if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right)) + continue; + if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down)) + continue; + + ImVec2 pos; + pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; + pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; + + // Clamp top-left corner of popup + pos.x = ImMax(pos.x, r_outer.Min.x); + pos.y = ImMax(pos.y, r_outer.Min.y); + + *last_dir = dir; + return pos; + } + } + + // Fallback when not enough room: + *last_dir = ImGuiDir_None; + + // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + if (policy == ImGuiPopupPositionPolicy_Tooltip) + return ref_pos + ImVec2(2, 2); + + // Otherwise try to keep within display + ImVec2 pos = ref_pos; + pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); + pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); + return pos; +} + +// Note that this is used for popups, which can overlap the non work-area of individual viewports. +ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(window); + ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect(); + ImVec2 padding = g.Style.DisplaySafeAreaPadding; + r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); + return r_screen; +} + +ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + + ImRect r_outer = GetPopupAllowedExtentRect(window); + if (window->Flags & ImGuiWindowFlags_ChildMenu) + { + // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. + // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. + IM_ASSERT(g.CurrentWindow == window); + ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window; + float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). + ImRect r_avoid; + if (parent_window->DC.MenuBarAppending) + r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field + else + r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); + } + if (window->Flags & ImGuiWindowFlags_Popup) + { + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here + } + if (window->Flags & ImGuiWindowFlags_Tooltip) + { + // Position tooltip (always follows mouse) + float sc = g.Style.MouseCursorScale; + ImVec2 ref_pos = NavCalcPreferredRefPos(); + ImRect r_avoid; + if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); + else + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); + } + IM_ASSERT(0); + return window->Pos; +} + +//----------------------------------------------------------------------------- +// [SECTION] KEYBOARD/GAMEPAD NAVIGATION +//----------------------------------------------------------------------------- + +// FIXME-NAV: The existence of SetNavID vs SetFocusID properly needs to be clarified/reworked. +// In our terminology those should be interchangeable. Those two functions are merely a legacy artifact, so at minimum naming should be clarified. +void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); + g.NavId = id; + g.NavLayer = nav_layer; + g.NavFocusScopeId = focus_scope_id; + g.NavWindow->NavLastIds[nav_layer] = id; + g.NavWindow->NavRectRel[nav_layer] = rect_rel; +} + +void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid. + // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) + const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; + if (g.NavWindow != window) + g.NavInitRequest = false; + g.NavWindow = window; + g.NavId = id; + g.NavLayer = nav_layer; + g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; + window->NavLastIds[nav_layer] = id; + if (g.LastItemData.ID == id) + window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); + + if (g.ActiveIdSource == ImGuiInputSource_Nav) + g.NavDisableMouseHover = true; + else + g.NavDisableHighlight = true; +} + +ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) +{ + if (ImFabs(dx) > ImFabs(dy)) + return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; + return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; +} + +static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1) +{ + if (a1 < b0) + return a1 - b0; + if (b1 < a0) + return a0 - b1; + return 0.0f; +} + +static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect) +{ + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + { + r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y); + r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y); + } + else // FIXME: PageUp/PageDown are leaving move_dir == None + { + r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x); + r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x); + } +} + +// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool ImGui::NavScoreItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavLayer != window->DC.NavLayerCurrent) + return false; + + // FIXME: Those are not good variables names + ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle + const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringDebugCount++; + + // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring + if (window->ParentWindow == g.NavWindow) + { + IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); + if (!window->ClipRect.Overlaps(cand)) + return false; + cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window + } + + // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items) + // For example, this ensure that items in one column are not reached when moving vertically from items in another column. + NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect); + + // Compute distance between boxes + // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. + float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); + float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items + if (dby != 0.0f && dbx != 0.0f) + dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + float dist_box = ImFabs(dbx) + ImFabs(dby); + + // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) + float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); + float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); + float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) + + // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance + ImGuiDir quadrant; + float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; + if (dbx != 0.0f || dby != 0.0f) + { + // For non-overlapping boxes, use distance between boxes + dax = dbx; + day = dby; + dist_axial = dist_box; + quadrant = ImGetDirQuadrantFromDelta(dbx, dby); + } + else if (dcx != 0.0f || dcy != 0.0f) + { + // For overlapping boxes with different centers, use distance between centers + dax = dcx; + day = dcy; + dist_axial = dist_center; + quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); + } + else + { + // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) + quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; + } + +#if IMGUI_DEBUG_NAV_SCORING + char buf[128]; + if (IsMouseHoveringRect(cand.Min, cand.Max)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); + draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150)); + draw_list->AddText(cand.Max, ~0U, buf); + } + else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. + { + if (quadrant == g.NavMoveDir) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); + draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf); + } + } +#endif + + // Is it in the quadrant we're interesting in moving to? + bool new_best = false; + const ImGuiDir move_dir = g.NavMoveDir; + if (quadrant == move_dir) + { + // Does it beat the current best candidate? + if (dist_box < result->DistBox) + { + result->DistBox = dist_box; + result->DistCenter = dist_center; + return true; + } + if (dist_box == result->DistBox) + { + // Try using distance between center points to break ties + if (dist_center < result->DistCenter) + { + result->DistCenter = dist_center; + new_best = true; + } + else if (dist_center == result->DistCenter) + { + // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items + // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), + // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. + if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + new_best = true; + } + } + } + + // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches + // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) + // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. + // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. + // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? + if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match + if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f)) + { + result->DistAxial = dist_axial; + new_best = true; + } + + return new_best; +} + +static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + result->Window = window; + result->ID = g.LastItemData.ID; + result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; + result->InFlags = g.LastItemData.InFlags; + result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); +} + +// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) +// This is called after LastItemData is set. +static void ImGui::NavProcessItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = g.LastItemData.ID; + const ImRect nav_bb = g.LastItemData.NavRect; + const ImGuiItemFlags item_flags = g.LastItemData.InFlags; + + // Process Init Request + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent) + { + // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback + const bool candidate_for_nav_default_focus = (item_flags & (ImGuiItemFlags_NoNavDefaultFocus | ImGuiItemFlags_Disabled)) == 0; + if (candidate_for_nav_default_focus || g.NavInitResultId == 0) + { + g.NavInitResultId = id; + g.NavInitResultRectRel = WindowRectAbsToRel(window, nav_bb); + } + if (candidate_for_nav_default_focus) + { + g.NavInitRequest = false; // Found a match, clear request + NavUpdateAnyRequestFlag(); + } + } + + // Process Move Request (scoring for navigation) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) + if (g.NavMoveScoringItems) + { + const bool is_tab_stop = (item_flags & ImGuiItemFlags_Inputable) && (item_flags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; + const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0; + if (is_tabbing) + { + if (is_tab_stop || (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi)) + NavProcessItemForTabbingRequest(id); + } + else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) + { + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + if (!is_tabbing) + { + if (NavScoreItem(result)) + NavApplyItemToResult(result); + + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); + } + } + } + + // Update window-relative bounding box of navigated item + if (g.NavId == id) + { + g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. + g.NavLayer = window->DC.NavLayerCurrent; + g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; + g.NavIdIsAlive = true; + window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position) + } +} + +// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest(). +// Note that SetKeyboardFocusHere() API calls are considered tabbing requests! +// - Case 1: no nav/active id: set result to first eligible item, stop storing. +// - Case 2: tab forward: on ref id set counter, on counter elapse store result +// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request +// - Case 4: tab backward: store all results, on ref id pick prev, stop storing +// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested +void ImGui::NavProcessItemForTabbingRequest(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + + // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows) + ImGuiNavItemData* result = &g.NavMoveResultLocal; + if (g.NavTabbingDir == +1) + { + // Tab Forward or SetKeyboardFocusHere() with >= 0 + if (g.NavTabbingResultFirst.ID == 0) + NavApplyItemToResult(&g.NavTabbingResultFirst); + if (--g.NavTabbingCounter == 0) + NavMoveRequestResolveWithLastItem(result); + else if (g.NavId == id) + g.NavTabbingCounter = 1; + } + else if (g.NavTabbingDir == -1) + { + // Tab Backward + if (g.NavId == id) + { + if (result->ID) + { + g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); + } + } + else + { + NavApplyItemToResult(result); + } + } + else if (g.NavTabbingDir == 0) + { + // Tab Init + if (g.NavTabbingResultFirst.ID == 0) + NavMoveRequestResolveWithLastItem(&g.NavTabbingResultFirst); + } +} + +bool ImGui::NavMoveRequestButNoResultYet() +{ + ImGuiContext& g = *GImGui; + return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; +} + +// FIXME: ScoringRect is not set +void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + + if (move_flags & ImGuiNavMoveFlags_Tabbing) + move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId; + + g.NavMoveSubmitted = g.NavMoveScoringItems = true; + g.NavMoveDir = move_dir; + g.NavMoveDirForDebug = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags; + g.NavMoveScrollFlags = scroll_flags; + g.NavMoveForwardToNextFrame = false; + g.NavMoveKeyMods = g.IO.KeyMods; + g.NavTabbingCounter = 0; + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisible.Clear(); + g.NavMoveResultOther.Clear(); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; // Ensure request doesn't need more processing + NavApplyItemToResult(result); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestCancel() +{ + ImGuiContext& g = *GImGui; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +// Forward will reuse the move request again on the next frame (generally with modifications done to it) +void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavMoveForwardToNextFrame == false); + NavMoveRequestCancel(); + g.NavMoveForwardToNextFrame = true; + g.NavMoveDir = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded; + g.NavMoveScrollFlags = scroll_flags; +} + +// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire +// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. +void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(wrap_flags != 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY + // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it, NavEndFrame() will do the same test + if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main) + g.NavMoveFlags |= wrap_flags; +} + +// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). +// This way we could find the last focused window among our children. It would be much less confusing this way? +static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) +{ + ImGuiWindow* parent = nav_window; + while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent = parent->ParentWindow; + if (parent && parent != nav_window) + parent->NavLastChildNavWindow = nav_window; +} + +// Restore the last focused child. +// Call when we are expected to land on the Main Layer (0) after FocusWindow() +static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) +{ + if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) + return window->NavLastChildNavWindow; + return window; +} + +void ImGui::NavRestoreLayer(ImGuiNavLayer layer) +{ + ImGuiContext& g = *GImGui; + if (layer == ImGuiNavLayer_Main) + g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); + ImGuiWindow* window = g.NavWindow; + if (window->NavLastIds[layer] != 0) + { + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + } + else + { + g.NavLayer = layer; + NavInitWindow(window, true); + } +} + +void ImGui::NavRestoreHighlightAfterMove() +{ + ImGuiContext& g = *GImGui; + g.NavDisableHighlight = false; + g.NavDisableMouseHover = g.NavMousePosDirty = true; +} + +static inline void ImGui::NavUpdateAnyRequestFlag() +{ + ImGuiContext& g = *GImGui; + g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + if (g.NavAnyRequest) + IM_ASSERT(g.NavWindow != NULL); +} + +// This needs to be called before we submit any widget (aka in or before Begin) +void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == g.NavWindow); + + if (window->Flags & ImGuiWindowFlags_NoNavInputs) + { + g.NavId = g.NavFocusScopeId = 0; + return; + } + + bool init_for_nav = false; + if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); + if (init_for_nav) + { + SetNavID(0, g.NavLayer, 0, ImRect()); + g.NavInitRequest = true; + g.NavInitRequestFromMove = false; + g.NavInitResultId = 0; + g.NavInitResultRectRel = ImRect(); + NavUpdateAnyRequestFlag(); + } + else + { + g.NavId = window->NavLastIds[0]; + g.NavFocusScopeId = 0; + } +} + +static ImVec2 ImGui::NavCalcPreferredRefPos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window) + { + // Mouse (we need a fallback in case the mouse becomes invalid after being used) + // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. + // In theory we could move that +1.0f offset in OpenPopupEx() + ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos; + return ImVec2(p.x + 1.0f, p.y); + } + else + { + // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item + // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) + ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); + if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) + { + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + rect_rel.Translate(window->Scroll - next_scroll); + } + ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); + ImGuiViewport* viewport = GetMainViewport(); + return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. + } +} + +const char* ImGui::GetNavInputName(ImGuiNavInput n) +{ + static const char* names[] = + { + "Activate", "Cancel", "Input", "Menu", "DpadLeft", "DpadRight", "DpadUp", "DpadDown", "LStickLeft", "LStickRight", "LStickUp", "LStickDown", + "FocusPrev", "FocusNext", "TweakSlow", "TweakFast", "KeyLeft", "KeyRight", "KeyUp", "KeyDown" + }; + IM_ASSERT(IM_ARRAYSIZE(names) == ImGuiNavInput_COUNT); + IM_ASSERT(n >= 0 && n < ImGuiNavInput_COUNT); + return names[n]; +} + +float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) +{ + ImGuiContext& g = *GImGui; + if (mode == ImGuiInputReadMode_Down) + return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user) + + const float t = g.IO.NavInputsDownDuration[n]; + if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input. + return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f); + if (t < 0.0f) + return 0.0f; + if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. + return (t == 0.0f) ? 1.0f : 0.0f; + if (mode == ImGuiInputReadMode_Repeat) + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f); + if (mode == ImGuiInputReadMode_RepeatSlow) + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f); + if (mode == ImGuiInputReadMode_RepeatFast) + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f); + return 0.0f; +} + +ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor) +{ + ImVec2 delta(0.0f, 0.0f); + if (dir_sources & ImGuiNavDirSourceFlags_RawKeyboard) + delta += ImVec2((float)IsKeyDown(ImGuiKey_RightArrow) - (float)IsKeyDown(ImGuiKey_LeftArrow), (float)IsKeyDown(ImGuiKey_DownArrow) - (float)IsKeyDown(ImGuiKey_UpArrow)); + if (dir_sources & ImGuiNavDirSourceFlags_Keyboard) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode)); + if (dir_sources & ImGuiNavDirSourceFlags_PadDPad) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode)); + if (dir_sources & ImGuiNavDirSourceFlags_PadLStick) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode)); + if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow)) + delta *= slow_factor; + if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast)) + delta *= fast_factor; + return delta; +} + +static void ImGui::NavUpdate() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + io.WantSetMousePos = false; + //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG("NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); + + // Update Gamepad->Nav inputs mapping + // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard) + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + if (nav_gamepad_active && g.IO.BackendUsingLegacyNavInputArray == false) + { + for (int n = 0; n < ImGuiNavInput_COUNT; n++) + IM_ASSERT(io.NavInputs[n] == 0.0f && "Backend needs to either only use io.AddKeyEvent()/io.AddKeyAnalogEvent(), either only fill legacy io.NavInputs[]. Not both!"); + #define NAV_MAP_KEY(_KEY, _NAV_INPUT, _ACTIVATE_NAV) do { io.NavInputs[_NAV_INPUT] = io.KeysData[_KEY - ImGuiKey_KeysData_OFFSET].AnalogValue; if (_ACTIVATE_NAV && io.NavInputs[_NAV_INPUT] > 0.0f) { g.NavInputSource = ImGuiInputSource_Gamepad; } } while (0) + NAV_MAP_KEY(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate, true); + NAV_MAP_KEY(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel, true); + NAV_MAP_KEY(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu, true); + NAV_MAP_KEY(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input, true); + NAV_MAP_KEY(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft, true); + NAV_MAP_KEY(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight, true); + NAV_MAP_KEY(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp, true); + NAV_MAP_KEY(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown, true); + NAV_MAP_KEY(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, false); + NAV_MAP_KEY(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, false); + NAV_MAP_KEY(ImGuiKey_GamepadL1, ImGuiNavInput_TweakSlow, false); + NAV_MAP_KEY(ImGuiKey_GamepadR1, ImGuiNavInput_TweakFast, false); + NAV_MAP_KEY(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft, false); + NAV_MAP_KEY(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight, false); + NAV_MAP_KEY(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp, false); + NAV_MAP_KEY(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown, false); + #undef NAV_MAP_KEY + } + + // Update Keyboard->Nav inputs mapping + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (nav_keyboard_active) + { + #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(_KEY)) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0) + NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); + NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); + NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); + NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ ); + NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); + NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); + NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); + if (io.KeyCtrl) + io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; + if (io.KeyShift) + io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; + #undef NAV_MAP_KEY + } + memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration)); + for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) + io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f; + + // Process navigation init request (select first/default focus) + if (g.NavInitResultId != 0) + NavInitRequestApplyResult(); + g.NavInitRequest = false; + g.NavInitRequestFromMove = false; + g.NavInitResultId = 0; + g.NavJustMovedToId = 0; + + // Process navigation move request + if (g.NavMoveSubmitted) + NavMoveRequestApplyResult(); + g.NavTabbingCounter = 0; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; + + // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling) + bool set_mouse_pos = false; + if (g.NavMousePosDirty && g.NavIdIsAlive) + if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) + set_mouse_pos = true; + g.NavMousePosDirty = false; + IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu); + + // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0 + if (g.NavWindow) + NavSaveLastChildNavWindowIntoParent(g.NavWindow); + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) + g.NavWindow->NavLastChildNavWindow = NULL; + + // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.) + NavUpdateWindowing(); + + // Set output flags for user application + io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); + + // Process NavCancel input (to close a popup, get back to parent, clear focus) + NavUpdateCancelRequest(); + + // Process manual activation request + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavActivateInputId = 0; + g.NavActivateFlags = ImGuiActivateFlags_None; + if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); + bool input_down = IsNavInputDown(ImGuiNavInput_Input); + bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); + bool input_pressed = input_down && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed); + if (g.ActiveId == 0 && activate_pressed) + { + g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferTweak; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed) + { + g.NavActivateInputId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) + g.NavActivateDownId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) + g.NavActivatePressedId = g.NavId; + } + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavDisableHighlight = true; + if (g.NavActivateId != 0) + IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + + // Process programmatic activation request + // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) + if (g.NavNextActivateId != 0) + { + if (g.NavNextActivateFlags & ImGuiActivateFlags_PreferInput) + g.NavActivateInputId = g.NavNextActivateId; + else + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId; + g.NavActivateFlags = g.NavNextActivateFlags; + } + g.NavNextActivateId = 0; + + // Process move requests + NavUpdateCreateMoveRequest(); + if (g.NavMoveDir == ImGuiDir_None) + NavUpdateCreateTabbingRequest(); + NavUpdateAnyRequestFlag(); + g.NavIdIsAlive = false; + + // Scrolling + if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) + { + // *Fallback* manual-scroll with Nav directional keys when window has no navigable item + ImGuiWindow* window = g.NavWindow; + const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + const ImGuiDir move_dir = g.NavMoveDir; + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && move_dir != ImGuiDir_None) + { + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) + SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + } + + // *Normal* Manual scroll with NavScrollXXX keys + // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. + ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f); + if (scroll_dir.x != 0.0f && window->ScrollbarX) + SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); + if (scroll_dir.y != 0.0f) + SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); + } + + // Always prioritize mouse highlight if navigation is disabled + if (!nav_keyboard_active && !nav_gamepad_active) + { + g.NavDisableHighlight = true; + g.NavDisableMouseHover = set_mouse_pos = false; + } + + // Update mouse position if requested + // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) + if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + { + io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos(); + io.WantSetMousePos = true; + //IMGUI_DEBUG_LOG("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); + } + + // [DEBUG] + g.NavScoringDebugCount = 0; +#if IMGUI_DEBUG_NAV_RECTS + if (g.NavWindow) + { + ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow); + if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255,200,0,255)); } } // [DEBUG] + if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + } +#endif +} + +void ImGui::NavInitRequestApplyResult() +{ + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + ImGuiContext& g = *GImGui; + if (!g.NavWindow) + return; + + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); + SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); + g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result + if (g.NavInitRequestFromMove) + NavRestoreHighlightAfterMove(); +} + +void ImGui::NavUpdateCreateMoveRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiWindow* window = g.NavWindow; + + if (g.NavMoveForwardToNextFrame && window != NULL) + { + // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) + // (preserve most state, which were already set by the NavMoveRequestForward() function) + IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); + IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded); + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); + } + else + { + // Initiate directional inputs request + g.NavMoveDir = ImGuiDir_None; + g.NavMoveFlags = ImGuiNavMoveFlags_None; + g.NavMoveScrollFlags = ImGuiScrollFlags_None; + if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) + { + const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat; + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsNavInputTest(ImGuiNavInput_DpadUp, read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_, read_mode))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsNavInputTest(ImGuiNavInput_DpadDown, read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_, read_mode))) { g.NavMoveDir = ImGuiDir_Down; } + } + g.NavMoveClipDir = g.NavMoveDir; + g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + } + + // Update PageUp/PageDown/Home/End scroll + // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + float scoring_rect_offset_y = 0.0f; + if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) + scoring_rect_offset_y = NavUpdatePageUpPageDown(); + if (scoring_rect_offset_y != 0.0f) + { + g.NavScoringNoClipRect = window->InnerRect; + g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); + } + + // [DEBUG] Always send a request +#if IMGUI_DEBUG_NAV_SCORING + if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) + g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); + if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None) + { + g.NavMoveDir = g.NavMoveDirForDebug; + g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; + } +#endif + + // Submit + g.NavMoveForwardToNextFrame = false; + if (g.NavMoveDir != ImGuiDir_None) + NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); + + // Moving with no reference triggers a init request (will be used as a fallback if the direction fails to find a match) + if (g.NavMoveSubmitted && g.NavId == 0) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer); + g.NavInitRequest = g.NavInitRequestFromMove = true; + g.NavInitResultId = 0; + g.NavDisableHighlight = false; + } + + // When using gamepad, we project the reference nav bounding box into window visible area. + // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative + // (can't focus a visible object like we can with the mouse). + if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded)) + { + bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0; + bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0; + ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1))); + if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n"); + float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f); + float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item + inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX; + inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX; + inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX; + inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX; + window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel); + g.NavId = g.NavFocusScopeId = 0; + } + } + + // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) + ImRect scoring_rect; + if (window != NULL) + { + ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); + scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); + scoring_rect.TranslateY(scoring_rect_offset_y); + scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x); + scoring_rect.Max.x = scoring_rect.Min.x; + IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). + //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] + //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] + } + g.NavScoringRect = scoring_rect; + g.NavScoringNoClipRect.Add(scoring_rect); +} + +void ImGui::NavUpdateCreateTabbingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + IM_ASSERT(g.NavMoveDir == ImGuiDir_None); + if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) + return; + + const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, true) && !IsActiveIdUsingKey(ImGuiKey_Tab) && !g.IO.KeyCtrl && !g.IO.KeyAlt; + if (!tab_pressed) + return; + + // Initiate tabbing request + // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) + // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests. + // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. + //// FIXME: We use (g.ActiveId == 0) but (g.NavDisableHighlight == false) might be righter once we can tab through anything + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; + NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + g.NavTabbingResultFirst.Clear(); + g.NavTabbingCounter = -1; +} + +// Apply result from previous frame navigation directional move request. Always called from NavUpdate() +void ImGui::NavMoveRequestApplyResult() +{ + ImGuiContext& g = *GImGui; +#if IMGUI_DEBUG_NAV_SCORING + if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times + return; +#endif + + // Select which result to use + ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL; + + // Tabbing forward wrap + if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) + if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID) + result = &g.NavTabbingResultFirst; + + // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + if (result == NULL) + { + if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) + g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight; + if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) + NavRestoreHighlightAfterMove(); + return; + } + + // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. + if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId) + result = &g.NavMoveResultLocalVisible; + + // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. + if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) + if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) + result = &g.NavMoveResultOther; + IM_ASSERT(g.NavWindow && result->Window); + + // Scroll to keep newly navigated item fully into view. + if (g.NavLayer == ImGuiNavLayer_Main) + { + if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY) + { + // FIXME: Should remove this + float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; + SetScrollY(result->Window, scroll_target); + } + else + { + ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel); + ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); + } + } + + g.NavWindow = result->Window; + if (g.ActiveId != result->ID) + ClearActiveID(); + if (g.NavId != result->ID) + { + // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = g.NavMoveKeyMods; + } + + // Focus + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + + // Tabbing: Activates Inputable or Focus non-Inputable + if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable)) + { + g.NavNextActivateId = result->ID; + g.NavNextActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState; + g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight; + } + + // Activate + if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate) + { + g.NavNextActivateId = result->ID; + g.NavNextActivateFlags = ImGuiActivateFlags_None; + } + + // Enable nav highlight + if ((g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) + NavRestoreHighlightAfterMove(); +} + +// Process NavCancel input (to close a popup, get back to parent, clear focus) +// FIXME: In order to support e.g. Escape to clear a selection we'll need: +// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it. +// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept +static void ImGui::NavUpdateCancelRequest() +{ + ImGuiContext& g = *GImGui; + if (!IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) + return; + + IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n"); + if (g.ActiveId != 0) + { + if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) + ClearActiveID(); + } + else if (g.NavLayer != ImGuiNavLayer_Main) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + NavRestoreHighlightAfterMove(); + } + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) + { + // Exit child window + ImGuiWindow* child_window = g.NavWindow; + ImGuiWindow* parent_window = g.NavWindow->ParentWindow; + IM_ASSERT(child_window->ChildId != 0); + ImRect child_rect = child_window->Rect(); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect)); + NavRestoreHighlightAfterMove(); + } + else if (g.OpenPopupStack.Size > 0) + { + // Close open popup/menu + if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); + } + else + { + // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + g.NavId = g.NavFocusScopeId = 0; + } +} + +// Handle PageUp/PageDown/Home/End keys +// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request +// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference +// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid? +static float ImGui::NavUpdatePageUpPageDown() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) + return 0.0f; + + const bool page_up_held = IsKeyDown(ImGuiKey_PageUp) && !IsActiveIdUsingKey(ImGuiKey_PageUp); + const bool page_down_held = IsKeyDown(ImGuiKey_PageDown) && !IsActiveIdUsingKey(ImGuiKey_PageDown); + const bool home_pressed = IsKeyPressed(ImGuiKey_Home) && !IsActiveIdUsingKey(ImGuiKey_Home); + const bool end_pressed = IsKeyPressed(ImGuiKey_End) && !IsActiveIdUsingKey(ImGuiKey_End); + if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out + return 0.0f; + + if (g.NavLayer != ImGuiNavLayer_Main) + NavRestoreLayer(ImGuiNavLayer_Main); + + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll) + { + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(ImGuiKey_PageUp, true)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(ImGuiKey_PageDown, true)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); + } + else + { + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(ImGuiKey_PageUp, true)) + { + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; + } + else if (IsKeyPressed(ImGuiKey_PageDown, true)) + { + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; + } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + return nav_scoring_rect_offset_y; + } + return 0.0f; +} + +static void ImGui::NavEndFrame() +{ + ImGuiContext& g = *GImGui; + + // Show CTRL+TAB list window + if (g.NavWindowingTarget != NULL) + NavUpdateWindowingOverlay(); + + // Perform wrap-around in menus + // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly. + // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. + const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY; + if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + NavUpdateCreateWrappingRequest(); +} + +static void ImGui::NavUpdateCreateWrappingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + + bool do_forward = false; + ImRect bb_rel = window->NavRectRel[g.NavLayer]; + ImGuiDir clip_dir = g.NavMoveDir; + const ImGuiNavMoveFlags move_flags = g.NavMoveFlags; + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row + clip_dir = ImGuiDir_Up; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row + clip_dir = ImGuiDir_Down; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column + clip_dir = ImGuiDir_Left; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column + clip_dir = ImGuiDir_Right; + } + do_forward = true; + } + if (!do_forward) + return; + window->NavRectRel[g.NavLayer] = bb_rel; + NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); +} + +static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_UNUSED(g); + int order = window->FocusOrder; + IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) + IM_ASSERT(g.WindowsFocusOrder[order] == window); + return order; +} + +static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) + if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i])) + return g.WindowsFocusOrder[i]; + return NULL; +} + +static void NavUpdateWindowingHighlightWindow(int focus_change_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget); + if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) + return; + + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); + ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); + if (!window_target) + window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); + if (window_target) // Don't reset windowing target if there's a single window in the list + g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingToggleLayer = false; +} + +// Windowing management mode +// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer) +// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer) +static void ImGui::NavUpdateWindowing() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + ImGuiWindow* apply_focus_window = NULL; + bool apply_toggle_layer = false; + + ImGuiWindow* modal_window = GetTopMostPopupModal(); + bool allow_windowing = (modal_window == NULL); + if (!allow_windowing) + g.NavWindowingTarget = NULL; + + // Fade out + if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) + { + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + g.NavWindowingTargetAnim = NULL; + } + + // Start CTRL+Tab or Square+L/R window selection + const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); + const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab); + if (start_windowing_with_gamepad || start_windowing_with_keyboard) + if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) + { + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; + g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; + g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; + } + + // Gamepad update + g.NavWindowingTimer += io.DeltaTime; + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) + { + // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); + + // Select window to focus + const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); + if (focus_change_dir != 0) + { + NavUpdateWindowingHighlightWindow(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } + + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) + if (!IsNavInputDown(ImGuiNavInput_Menu)) + { + g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. + if (g.NavWindowingToggleLayer && g.NavWindow) + apply_toggle_layer = true; + else if (!g.NavWindowingToggleLayer) + apply_focus_window = g.NavWindowingTarget; + g.NavWindowingTarget = NULL; + } + } + + // Keyboard: Focus + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f + if (IsKeyPressed(ImGuiKey_Tab, true)) + NavUpdateWindowingHighlightWindow(io.KeyShift ? +1 : -1); + if (!io.KeyCtrl) + apply_focus_window = g.NavWindowingTarget; + } + + // Keyboard: Press and Release ALT to toggle menu layer + // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer. + // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (nav_keyboard_active && io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0) + { + g.NavWindowingToggleLayer = true; + g.NavInputSource = ImGuiInputSource_Keyboard; + } + if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) + // We cancel toggling nav layer when other modifiers are pressed. (See #4439) + if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) + g.NavWindowingToggleLayer = false; + + // Apply layer toggle on release + // Important: we don't assume that Alt was previously held in order to handle loss of focus when backend calls io.AddFocusEvent(false) + // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. + if (!(io.KeyMods & ImGuiKeyModFlags_Alt) && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) && g.NavWindowingToggleLayer) + if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) + if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) + apply_toggle_layer = true; + if (!io.KeyAlt) + g.NavWindowingToggleLayer = false; + } + + // Move window + if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) + { + ImVec2 move_delta; + if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift) + move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiInputReadMode_Down); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); + if (move_delta.x != 0.0f || move_delta.y != 0.0f) + { + const float NAV_MOVE_SPEED = 800.0f; + const float move_speed = ImFloor(NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well + ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow; + SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always); + MarkIniSettingsDirty(moving_window); + g.NavDisableMouseHover = true; + } + } + + // Apply final focus + if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) + { + ClearActiveID(); + NavRestoreHighlightAfterMove(); + apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); + ClosePopupsOverWindow(apply_focus_window, false); + FocusWindow(apply_focus_window); + if (apply_focus_window->NavLastIds[0] == 0) + NavInitWindow(apply_focus_window, false); + + // If the window has ONLY a menu layer (no main layer), select it directly + // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, + // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // the target window as already been previewed once. + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, + // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* + // won't be valid. + if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) + g.NavLayer = ImGuiNavLayer_Menu; + } + if (apply_focus_window) + g.NavWindowingTarget = NULL; + + // Apply menu/layer toggle + if (apply_toggle_layer && g.NavWindow) + { + ClearActiveID(); + + // Move to parent menu if necessary + ImGuiWindow* new_nav_window = g.NavWindow; + while (new_nav_window->ParentWindow + && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 + && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + new_nav_window = new_nav_window->ParentWindow; + if (new_nav_window != g.NavWindow) + { + ImGuiWindow* old_nav_window = g.NavWindow; + FocusWindow(new_nav_window); + new_nav_window->NavLastChildNavWindow = old_nav_window; + } + + // Toggle layer + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + if (new_nav_layer != g.NavLayer) + { + // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?) + if (new_nav_layer == ImGuiNavLayer_Menu) + g.NavWindow->NavLastIds[new_nav_layer] = 0; + NavRestoreLayer(new_nav_layer); + NavRestoreHighlightAfterMove(); + } + } +} + +// Window has already passed the IsWindowNavFocusable() +static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) +{ + if (window->Flags & ImGuiWindowFlags_Popup) + return "(Popup)"; + if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) + return "(Main menu bar)"; + return "(Untitled)"; +} + +// Overlay displayed when using CTRL+TAB. Called by EndFrame(). +void ImGui::NavUpdateWindowingOverlay() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget != NULL); + + if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY) + return; + + if (g.NavWindowingListWindow == NULL) + g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); + const ImGuiViewport* viewport = GetMainViewport(); + SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); + Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); + for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) + { + ImGuiWindow* window = g.WindowsFocusOrder[n]; + IM_ASSERT(window != NULL); // Fix static analyzers + if (!IsWindowNavFocusable(window)) + continue; + const char* label = window->Name; + if (label == FindRenderedTextEnd(label)) + label = GetFallbackWindowNameForWindowingList(window); + Selectable(label, g.NavWindowingTarget == window); + } + End(); + PopStyleVar(); +} + + +//----------------------------------------------------------------------------- +// [SECTION] DRAG AND DROP +//----------------------------------------------------------------------------- + +void ImGui::ClearDragDrop() +{ + ImGuiContext& g = *GImGui; + g.DragDropActive = false; + g.DragDropPayload.Clear(); + g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; + + g.DragDropPayloadBufHeap.clear(); + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); +} + +// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +// If the item has an identifier: +// - This assume/require the item to be activated (typically via ButtonBehavior). +// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button. +// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag. +// If the item has no identifier: +// - Currently always assume left mouse button. +bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button, + // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic). + ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; + + bool source_drag_active = false; + ImGuiID source_id = 0; + ImGuiID source_parent_id = 0; + if (!(flags & ImGuiDragDropFlags_SourceExtern)) + { + source_id = g.LastItemData.ID; + if (source_id != 0) + { + // Common path: items with ID + if (g.ActiveId != source_id) + return false; + if (g.ActiveIdMouseButton != -1) + mouse_button = g.ActiveIdMouseButton; + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + g.ActiveIdAllowOverlap = false; + } + else + { + // Uncommon path: items without ID + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag. + if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) + { + IM_ASSERT(0); + return false; + } + + // Magic fallback to handle items with no assigned ID, e.g. Text(), Image() + // We build a throwaway ID based on current ID stack + relative AABB of items in window. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. + // Rely on keeping other window->LastItemXXX fields intact. + source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); + bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id); + if (is_hovered && g.IO.MouseClicked[mouse_button]) + { + SetActiveID(source_id, window); + FocusWindow(window); + } + if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. + g.ActiveIdAllowOverlap = is_hovered; + } + if (g.ActiveId != source_id) + return false; + source_parent_id = window->IDStack.back(); + source_drag_active = IsMouseDragging(mouse_button); + + // Disable navigation and key inputs while dragging + cancel existing request if any + SetActiveIdUsingNavAndKeys(); + } + else + { + window = NULL; + source_id = ImHashStr("#SourceExtern"); + source_drag_active = true; + } + + if (source_drag_active) + { + if (!g.DragDropActive) + { + IM_ASSERT(source_id != 0); + ClearDragDrop(); + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; + payload.SourceParentId = source_parent_id; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; + if (payload.SourceId == g.ActiveId) + g.ActiveIdNoClearOnFocusLoss = true; + } + g.DragDropSourceFrameCount = g.FrameCount; + g.DragDropWithinSource = true; + + if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. + BeginTooltip(); + if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) + { + ImGuiWindow* tooltip_window = g.CurrentWindow; + tooltip_window->Hidden = tooltip_window->SkipItems = true; + tooltip_window->HiddenFramesCanSkipItems = 1; + } + } + + if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) + g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + + return true; + } + return false; +} + +void ImGui::EndDragDropSource() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?"); + + if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + EndTooltip(); + + // Discard the drag if have not called SetDragDropPayload() + if (g.DragDropPayload.DataFrameCount == -1) + ClearDragDrop(); + g.DragDropWithinSource = false; +} + +// Use 'cond' to choose to submit payload on drag start or every frame +bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + if (cond == 0) + cond = ImGuiCond_Always; + + IM_ASSERT(type != NULL); + IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); + IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); + IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + + if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) + { + // Copy payload + ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); + g.DragDropPayloadBufHeap.resize(0); + if (data_size > sizeof(g.DragDropPayloadBufLocal)) + { + // Store in heap + g.DragDropPayloadBufHeap.resize((int)data_size); + payload.Data = g.DragDropPayloadBufHeap.Data; + memcpy(payload.Data, data, data_size); + } + else if (data_size > 0) + { + // Store locally + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + payload.Data = g.DragDropPayloadBufLocal; + memcpy(payload.Data, data, data_size); + } + else + { + payload.Data = NULL; + } + payload.DataSize = (int)data_size; + } + payload.DataFrameCount = g.FrameCount; + + // Return whether the payload has been accepted + return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); +} + +bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow) + return false; + IM_ASSERT(id != 0); + if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) + return false; + if (window->SkipItems) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false); + g.DragDropTargetRect = bb; + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +// We don't use BeginDragDropTargetCustom() and duplicate its code because: +// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. +// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) +bool ImGui::BeginDragDropTarget() +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow || window->SkipItems) + return false; + + const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; + ImGuiID id = g.LastItemData.ID; + if (id == 0) + id = window->GetIDFromRectangle(display_rect); + if (g.DragDropPayload.SourceId == id) + return false; + + IM_ASSERT(g.DragDropWithinTarget == false); + g.DragDropTargetRect = display_rect; + g.DragDropTargetId = id; + g.DragDropWithinTarget = true; + return true; +} + +bool ImGui::IsDragDropPayloadBeingAccepted() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive && g.DragDropAcceptIdPrev != 0; +} + +const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiPayload& payload = g.DragDropPayload; + IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? + IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? + if (type != NULL && !payload.IsDataType(type)) + return NULL; + + // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. + // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! + const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); + ImRect r = g.DragDropTargetRect; + float r_surface = r.GetWidth() * r.GetHeight(); + if (r_surface <= g.DragDropAcceptIdCurrRectSurface) + { + g.DragDropAcceptFlags = flags; + g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptIdCurrRectSurface = r_surface; + } + + // Render default drop visuals + // FIXME-DRAGDROP: Settle on a proper default visuals for drop target. + payload.Preview = was_accepted_previously; + flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame) + if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) + window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); + + g.DragDropAcceptFrameCount = g.FrameCount; + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) + return NULL; + + return &payload; +} + +const ImGuiPayload* ImGui::GetDragDropPayload() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive ? &g.DragDropPayload : NULL; +} + +// We don't really use/need this now, but added it for the sake of consistency and because we might need it later. +void ImGui::EndDragDropTarget() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + IM_ASSERT(g.DragDropWithinTarget); + g.DragDropWithinTarget = false; +} + +//----------------------------------------------------------------------------- +// [SECTION] LOGGING/CAPTURING +//----------------------------------------------------------------------------- +// All text output from the interface can be captured into tty/file/clipboard. +// By default, tree nodes are automatically opened during logging. +//----------------------------------------------------------------------------- + +// Pass text data straight to log (without being displayed) +static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args) +{ + if (g.LogFile) + { + g.LogBuffer.Buf.resize(0); + g.LogBuffer.appendfv(fmt, args); + ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile); + } + else + { + g.LogBuffer.appendfv(fmt, args); + } +} + +void ImGui::LogText(const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + LogTextV(g, fmt, args); + va_end(args); +} + +void ImGui::LogTextV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogTextV(g, fmt, args); +} + +// Internal version that takes a position to decide on newline placement and pad items according to their depth. +// We split text into individual lines to add current tree level padding +// FIXME: This code is a little complicated perhaps, considering simplifying the whole system. +void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const char* prefix = g.LogNextPrefix; + const char* suffix = g.LogNextSuffix; + g.LogNextPrefix = g.LogNextSuffix = NULL; + + if (!text_end) + text_end = FindRenderedTextEnd(text, text_end); + + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1); + if (ref_pos) + g.LogLinePosY = ref_pos->y; + if (log_new_line) + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + + if (prefix) + LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here. + + // Re-adjust padding if we have popped out of our starting depth + if (g.LogDepthRef > window->DC.TreeDepth) + g.LogDepthRef = window->DC.TreeDepth; + const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + + const char* text_remaining = text; + for (;;) + { + // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry. + // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. + const char* line_start = text_remaining; + const char* line_end = ImStreolRange(line_start, text_end); + const bool is_last_line = (line_end == text_end); + if (line_start != line_end || !is_last_line) + { + const int line_length = (int)(line_end - line_start); + const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1; + LogText("%*s%.*s", indentation, "", line_length, line_start); + g.LogLineFirstItem = false; + if (*line_end == '\n') + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } + } + if (is_last_line) + break; + text_remaining = line_end + 1; + } + + if (suffix) + LogRenderedText(ref_pos, suffix, suffix + strlen(suffix)); +} + +// Start logging/capturing text output +void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(g.LogEnabled == false); + IM_ASSERT(g.LogFile == NULL); + IM_ASSERT(g.LogBuffer.empty()); + g.LogEnabled = true; + g.LogType = type; + g.LogNextPrefix = g.LogNextSuffix = NULL; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + g.LogLinePosY = FLT_MAX; + g.LogLineFirstItem = true; +} + +// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText) +void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix) +{ + ImGuiContext& g = *GImGui; + g.LogNextPrefix = prefix; + g.LogNextSuffix = suffix; +} + +void ImGui::LogToTTY(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + IM_UNUSED(auto_open_depth); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + LogBegin(ImGuiLogType_TTY, auto_open_depth); + g.LogFile = stdout; +#endif +} + +// Start logging/capturing text output to given file +void ImGui::LogToFile(int auto_open_depth, const char* filename) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + + // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still + // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE. + // By opening the file in binary mode "ab" we have consistent output everywhere. + if (!filename) + filename = g.IO.LogFilename; + if (!filename || !filename[0]) + return; + ImFileHandle f = ImFileOpen(filename, "ab"); + if (!f) + { + IM_ASSERT(0); + return; + } + + LogBegin(ImGuiLogType_File, auto_open_depth); + g.LogFile = f; +} + +// Start logging/capturing text output to clipboard +void ImGui::LogToClipboard(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_Clipboard, auto_open_depth); +} + +void ImGui::LogToBuffer(int auto_open_depth) +{ + ImGuiContext& g = *GImGui; + if (g.LogEnabled) + return; + LogBegin(ImGuiLogType_Buffer, auto_open_depth); +} + +void ImGui::LogFinish() +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogText(IM_NEWLINE); + switch (g.LogType) + { + case ImGuiLogType_TTY: +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + fflush(g.LogFile); +#endif + break; + case ImGuiLogType_File: + ImFileClose(g.LogFile); + break; + case ImGuiLogType_Buffer: + break; + case ImGuiLogType_Clipboard: + if (!g.LogBuffer.empty()) + SetClipboardText(g.LogBuffer.begin()); + break; + case ImGuiLogType_None: + IM_ASSERT(0); + break; + } + + g.LogEnabled = false; + g.LogType = ImGuiLogType_None; + g.LogFile = NULL; + g.LogBuffer.clear(); +} + +// Helper to display logging buttons +// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) +void ImGui::LogButtons() +{ + ImGuiContext& g = *GImGui; + + PushID("LogButtons"); +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + const bool log_to_tty = Button("Log To TTY"); SameLine(); +#else + const bool log_to_tty = false; +#endif + const bool log_to_file = Button("Log To File"); SameLine(); + const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); + PushAllowKeyboardFocus(false); + SetNextItemWidth(80.0f); + SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); + PopAllowKeyboardFocus(); + PopID(); + + // Start logging at the end of the function so that the buttons don't appear in the log + if (log_to_tty) + LogToTTY(); + if (log_to_file) + LogToFile(); + if (log_to_clipboard) + LogToClipboard(); +} + + +//----------------------------------------------------------------------------- +// [SECTION] SETTINGS +//----------------------------------------------------------------------------- +// - UpdateSettings() [Internal] +// - MarkIniSettingsDirty() [Internal] +// - CreateNewWindowSettings() [Internal] +// - FindWindowSettings() [Internal] +// - FindOrCreateWindowSettings() [Internal] +// - FindSettingsHandler() [Internal] +// - ClearIniSettings() [Internal] +// - LoadIniSettingsFromDisk() +// - LoadIniSettingsFromMemory() +// - SaveIniSettingsToDisk() +// - SaveIniSettingsToMemory() +// - WindowSettingsHandler_***() [Internal] +//----------------------------------------------------------------------------- + +// Called by NewFrame() +void ImGui::UpdateSettings() +{ + // Load settings on first frame (if not explicitly loaded manually before) + ImGuiContext& g = *GImGui; + if (!g.SettingsLoaded) + { + IM_ASSERT(g.SettingsWindows.empty()); + if (g.IO.IniFilename) + LoadIniSettingsFromDisk(g.IO.IniFilename); + g.SettingsLoaded = true; + } + + // Save settings (with a delay after the last modification, so we don't spam disk too much) + if (g.SettingsDirtyTimer > 0.0f) + { + g.SettingsDirtyTimer -= g.IO.DeltaTime; + if (g.SettingsDirtyTimer <= 0.0f) + { + if (g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + else + g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. + g.SettingsDirtyTimer = 0.0f; + } + } +} + +void ImGui::MarkIniSettingsDirty() +{ + ImGuiContext& g = *GImGui; + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings)) + if (g.SettingsDirtyTimer <= 0.0f) + g.SettingsDirtyTimer = g.IO.IniSavingRate; +} + +ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) +{ + ImGuiContext& g = *GImGui; + +#if !IMGUI_DEBUG_INI_SETTINGS + // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier. + if (const char* p = strstr(name, "###")) + name = p; +#endif + const size_t name_len = strlen(name); + + // Allocate chunk + const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; + ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); + IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); + settings->ID = ImHashStr(name, name_len); + memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator + + return settings; +} + +ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->ID == id) + return settings; + return NULL; +} + +ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name) +{ + if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name))) + return settings; + return CreateNewWindowSettings(name); +} + +ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + const ImGuiID type_hash = ImHashStr(type_name); + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].TypeHash == type_hash) + return &g.SettingsHandlers[handler_n]; + return NULL; +} + +void ImGui::ClearIniSettings() +{ + ImGuiContext& g = *GImGui; + g.SettingsIniData.clear(); + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].ClearAllFn) + g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]); +} + +void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) +{ + size_t file_data_size = 0; + char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); + if (!file_data) + return; + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + IM_FREE(file_data); +} + +// Zero-tolerance, no error reporting, cheap .ini parsing +void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Initialized); + //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()"); + //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); + + // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). + // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. + if (ini_size == 0) + ini_size = strlen(ini_data); + g.SettingsIniData.Buf.resize((int)ini_size + 1); + char* const buf = g.SettingsIniData.Buf.Data; + char* const buf_end = buf + ini_size; + memcpy(buf, ini_data, ini_size); + buf_end[0] = 0; + + // Call pre-read handlers + // Some types will clear their data (e.g. dock information) some types will allow merge/override (window) + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].ReadInitFn) + g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]); + + void* entry_data = NULL; + ImGuiSettingsHandler* entry_handler = NULL; + + char* line_end = NULL; + for (char* line = buf; line < buf_end; line = line_end + 1) + { + // Skip new lines markers, then find end of the line + while (*line == '\n' || *line == '\r') + line++; + line_end = line; + while (line_end < buf_end && *line_end != '\n' && *line_end != '\r') + line_end++; + line_end[0] = 0; + if (line[0] == ';') + continue; + if (line[0] == '[' && line_end > line && line_end[-1] == ']') + { + // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. + line_end[-1] = 0; + const char* name_end = line_end - 1; + const char* type_start = line + 1; + char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']'); + const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; + if (!type_end || !name_start) + continue; + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' + entry_handler = FindSettingsHandler(type_start); + entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; + } + else if (entry_handler != NULL && entry_data != NULL) + { + // Let type handler parse the line + entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); + } + } + g.SettingsLoaded = true; + + // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary) + memcpy(buf, ini_data, ini_size); + + // Call post-read handlers + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + if (g.SettingsHandlers[handler_n].ApplyAllFn) + g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]); +} + +void ImGui::SaveIniSettingsToDisk(const char* ini_filename) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + if (!ini_filename) + return; + + size_t ini_data_size = 0; + const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); + ImFileHandle f = ImFileOpen(ini_filename, "wt"); + if (!f) + return; + ImFileWrite(ini_data, sizeof(char), ini_data_size, f); + ImFileClose(f); +} + +// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer +const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) +{ + ImGuiContext& g = *GImGui; + g.SettingsDirtyTimer = 0.0f; + g.SettingsIniData.Buf.resize(0); + g.SettingsIniData.Buf.push_back(0); + for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) + { + ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n]; + handler->WriteAllFn(&g, handler, &g.SettingsIniData); + } + if (out_size) + *out_size = (size_t)g.SettingsIniData.size(); + return g.SettingsIniData.c_str(); +} + +static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Windows.Size; i++) + g.Windows[i]->SettingsOffset = -1; + g.SettingsWindows.clear(); +} + +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiWindowSettings* settings = ImGui::FindOrCreateWindowSettings(name); + ImGuiID id = settings->ID; + *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry + settings->ID = id; + settings->WantApply = true; + return (void*)settings; +} + +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; + int x, y; + int i; + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } +} + +// Apply to existing windows (if any) +static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->WantApply) + { + if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID)) + ApplyWindowSettings(window, settings); + settings->WantApply = false; + } +} + +static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + // Gather data from windows that were active during this session + // (if a window wasn't opened in this session we preserve its settings) + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_NoSavedSettings) + continue; + + ImGuiWindowSettings* settings = (window->SettingsOffset != -1) ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) : ImGui::FindWindowSettings(window->ID); + if (!settings) + { + settings = ImGui::CreateNewWindowSettings(window->Name); + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + } + IM_ASSERT(settings->ID == window->ID); + settings->Pos = ImVec2ih(window->Pos); + settings->Size = ImVec2ih(window->SizeFull); + + settings->Collapsed = window->Collapsed; + } + + // Write to text buffer + buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + { + const char* settings_name = settings->GetName(); + buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + buf->appendf("Collapsed=%d\n", settings->Collapsed); + buf->append("\n"); + } +} + + +//----------------------------------------------------------------------------- +// [SECTION] VIEWPORTS, PLATFORM WINDOWS +//----------------------------------------------------------------------------- +// - GetMainViewport() +// - UpdateViewportsNewFrame() [Internal] +// (this section is more complete in the 'docking' branch) +//----------------------------------------------------------------------------- + +ImGuiViewport* ImGui::GetMainViewport() +{ + ImGuiContext& g = *GImGui; + return g.Viewports[0]; +} + +// Update viewports and monitor infos +static void ImGui::UpdateViewportsNewFrame() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.Viewports.Size == 1); + + // Update main viewport with current platform position. + // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. + ImGuiViewportP* main_viewport = g.Viewports[0]; + main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp; + main_viewport->Pos = ImVec2(0.0f, 0.0f); + main_viewport->Size = g.IO.DisplaySize; + + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + + // Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again. + viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin; + viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax; + viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f); + viewport->UpdateWorkRect(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DOCKING +//----------------------------------------------------------------------------- + +// (this section is filled in the 'docking' branch) + + +//----------------------------------------------------------------------------- +// [SECTION] PLATFORM DEPENDENT HELPERS +//----------------------------------------------------------------------------- + +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) + +#ifdef _MSC_VER +#pragma comment(lib, "user32") +#pragma comment(lib, "kernel32") +#endif + +// Win32 clipboard implementation +// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + ImGuiContext& g = *GImGui; + g.ClipboardHandlerData.clear(); + if (!::OpenClipboard(NULL)) + return NULL; + HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return NULL; + } + if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle)) + { + int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL); + g.ClipboardHandlerData.resize(buf_len); + ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL); + } + ::GlobalUnlock(wbuf_handle); + ::CloseClipboard(); + return g.ClipboardHandlerData.Data; +} + +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + if (!::OpenClipboard(NULL)) + return; + const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0); + HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); + if (wbuf_handle == NULL) + { + ::CloseClipboard(); + return; + } + WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle); + ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length); + ::GlobalUnlock(wbuf_handle); + ::EmptyClipboard(); + if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL) + ::GlobalFree(wbuf_handle); + ::CloseClipboard(); +} + +#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) + +#include // Use old API to avoid need for separate .mm file +static PasteboardRef main_clipboard = 0; + +// OSX clipboard implementation +// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardClear(main_clipboard); + CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text)); + if (cf_data) + { + PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0); + CFRelease(cf_data); + } +} + +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + if (!main_clipboard) + PasteboardCreate(kPasteboardClipboard, &main_clipboard); + PasteboardSynchronize(main_clipboard); + + ItemCount item_count = 0; + PasteboardGetItemCount(main_clipboard, &item_count); + for (ItemCount i = 0; i < item_count; i++) + { + PasteboardItemID item_id = 0; + PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id); + CFArrayRef flavor_type_array = 0; + PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array); + for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) + { + CFDataRef cf_data; + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) + { + ImGuiContext& g = *GImGui; + g.ClipboardHandlerData.clear(); + int length = (int)CFDataGetLength(cf_data); + g.ClipboardHandlerData.resize(length + 1); + CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data); + g.ClipboardHandlerData[length] = 0; + CFRelease(cf_data); + return g.ClipboardHandlerData.Data; + } + } + } + return NULL; +} + +#else + +// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. +static const char* GetClipboardTextFn_DefaultImpl(void*) +{ + ImGuiContext& g = *GImGui; + return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); +} + +static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +{ + ImGuiContext& g = *GImGui; + g.ClipboardHandlerData.clear(); + const char* text_end = text + strlen(text); + g.ClipboardHandlerData.resize((int)(text_end - text) + 1); + memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text)); + g.ClipboardHandlerData[(int)(text_end - text)] = 0; +} + +#endif + +// Win32 API IME support (for Asian languages, etc.) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) + +#include +#ifdef _MSC_VER +#pragma comment(lib, "imm32") +#endif + +static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data) +{ + // Notify OS Input Method Editor of text input position + HWND hwnd = (HWND)viewport->PlatformHandleRaw; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (hwnd == 0) + hwnd = (HWND)ImGui::GetIO().ImeWindowHandle; +#endif + if (hwnd == 0) + return; + + ::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0); + + if (HIMC himc = ::ImmGetContext(hwnd)) + { + COMPOSITIONFORM composition_form = {}; + composition_form.ptCurrentPos.x = (LONG)data->InputPos.x; + composition_form.ptCurrentPos.y = (LONG)data->InputPos.y; + composition_form.dwStyle = CFS_FORCE_POSITION; + ::ImmSetCompositionWindow(himc, &composition_form); + CANDIDATEFORM candidate_form = {}; + candidate_form.dwStyle = CFS_CANDIDATEPOS; + candidate_form.ptCurrentPos.x = (LONG)data->InputPos.x; + candidate_form.ptCurrentPos.y = (LONG)data->InputPos.y; + ::ImmSetCandidateWindow(himc, &candidate_form); + ::ImmReleaseContext(hwnd, himc); + } +} + +#else + +static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {} + +#endif + +//----------------------------------------------------------------------------- +// [SECTION] METRICS/DEBUGGER WINDOW +//----------------------------------------------------------------------------- +// - RenderViewportThumbnail() [Internal] +// - RenderViewportsThumbnails() [Internal] +// - MetricsHelpMarker() [Internal] +// - ShowMetricsWindow() +// - DebugNodeColumns() [Internal] +// - DebugNodeDrawList() [Internal] +// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] +// - DebugNodeStorage() [Internal] +// - DebugNodeTabBar() [Internal] +// - DebugNodeViewport() [Internal] +// - DebugNodeWindow() [Internal] +// - DebugNodeWindowSettings() [Internal] +// - DebugNodeWindowsList() [Internal] +// - DebugNodeWindowsListByBeginStackParent() [Internal] +//----------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_METRICS_WINDOW + +void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImVec2 scale = bb.GetSize() / viewport->Size; + ImVec2 off = bb.Min - viewport->Pos * scale; + float alpha_mul = 1.0f; + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); + for (int i = 0; i != g.Windows.Size; i++) + { + ImGuiWindow* thumb_window = g.Windows[i]; + if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) + continue; + + ImRect thumb_r = thumb_window->Rect(); + ImRect title_r = thumb_window->TitleBarRect(); + thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale)); + title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height + thumb_r.ClipWithFull(bb); + title_r.ClipWithFull(bb); + const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); + window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul)); + window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); + window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); + } + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); +} + +static void RenderViewportsThumbnails() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports. + float SCALE = 1.0f / 8.0f; + ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + for (int n = 0; n < g.Viewports.Size; n++) + bb_full.Add(g.Viewports[n]->GetMainRect()); + ImVec2 p = window->DC.CursorPos; + ImVec2 off = p - bb_full.Min * SCALE; + for (int n = 0; n < g.Viewports.Size; n++) + { + ImGuiViewportP* viewport = g.Viewports[n]; + ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); + ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); + } + ImGui::Dummy(bb_full.GetSize() * SCALE); +} + +// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. +static void MetricsHelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +#ifndef IMGUI_DISABLE_DEMO_WINDOWS +namespace ImGui { void ShowFontAtlas(ImFontAtlas* atlas); } +#endif + +void ImGui::ShowMetricsWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + if (cfg->ShowStackTool) + ShowStackToolWindow(&cfg->ShowStackTool); + + if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // Basic info + Text("Dear ImGui %s", GetVersion()); + Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); + Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations); + //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } + + Separator(); + + // Debugging enums + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" }; + enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type + const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" }; + if (cfg->ShowWindowsRectsType < 0) + cfg->ShowWindowsRectsType = WRT_WorkRect; + if (cfg->ShowTablesRectsType < 0) + cfg->ShowTablesRectsType = TRT_WorkRect; + + struct Funcs + { + static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n) + { + if (rect_type == TRT_OuterRect) { return table->OuterRect; } + else if (rect_type == TRT_InnerRect) { return table->InnerRect; } + else if (rect_type == TRT_WorkRect) { return table->WorkRect; } + else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; } + else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; } + else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; } + else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table->LastOuterHeight); } + else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } + else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } + else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } // Note: y1/y2 not always accurate + else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } + else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } + else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table->LastFirstRowHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } + IM_ASSERT(0); + return ImRect(); + } + + static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) + { + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == WRT_InnerRect) { return window->InnerRect; } + else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == WRT_WorkRect) { return window->WorkRect; } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); } + else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } + IM_ASSERT(0); + return ImRect(); + } + }; + + // Tools + if (TreeNode("Tools")) + { + // Stack Tool is your best friend! + Checkbox("Show stack tool", &cfg->ShowStackTool); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code."); + + Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); + Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count); + if (cfg->ShowWindowsRects && g.NavWindow != NULL) + { + BulletText("'%s':", g.NavWindow->Name); + Indent(); + for (int rect_n = 0; rect_n < WRT_Count; rect_n++) + { + ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); + Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); + } + Unindent(); + } + + Checkbox("Show tables rectangles", &cfg->ShowTablesRects); + SameLine(); + SetNextItemWidth(GetFontSize() * 12); + cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); + if (cfg->ShowTablesRects && g.NavWindow != NULL) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) + continue; + + BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + Indent(); + char buf[128]; + for (int rect_n = 0; rect_n < TRT_Count; rect_n++) + { + if (rect_n >= TRT_ColumnsRect) + { + if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect) + continue; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, rect_n, column_n); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, rect_n, -1); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); + Selectable(buf); + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + } + } + Unindent(); + } + } + + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + if (Button("Item Picker..")) + DebugStartItemPicker(); + SameLine(); + MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + + TreePop(); + } + + // Windows + if (TreeNode("Windows", "Windows (%d)", g.Windows.Size)) + { + //SetNextItemOpen(true, ImGuiCond_Once); + DebugNodeWindowsList(&g.Windows, "By display order"); + DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)"); + if (TreeNode("By submission order (begin stack)")) + { + // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship! + ImVector& temp_buffer = g.WindowsTempSortBuffer; + temp_buffer.resize(0); + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i]->LastFrameActive + 1 >= g.FrameCount) + temp_buffer.push_back(g.Windows[i]); + struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } }; + ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder); + DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL); + TreePop(); + } + + TreePop(); + } + + // DrawLists + int drawlist_count = 0; + for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) + drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount(); + if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) + { + Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); + Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); + for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) + { + ImGuiViewportP* viewport = g.Viewports[viewport_i]; + for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) + for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) + DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); + } + TreePop(); + } + + // Viewports + if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) + { + Indent(GetTreeNodeToLabelSpacing()); + RenderViewportsThumbnails(); + Unindent(GetTreeNodeToLabelSpacing()); + for (int i = 0; i < g.Viewports.Size; i++) + DebugNodeViewport(g.Viewports[i]); + TreePop(); + } + + // Details for Popups + if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) + { + for (int i = 0; i < g.OpenPopupStack.Size; i++) + { + ImGuiWindow* window = g.OpenPopupStack[i].Window; + BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : ""); + } + TreePop(); + } + + // Details for TabBars + if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount())) + { + for (int n = 0; n < g.TabBars.GetMapSize(); n++) + if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n)) + { + PushID(tab_bar); + DebugNodeTabBar(tab_bar, "TabBar"); + PopID(); + } + TreePop(); + } + + // Details for Tables + if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount())) + { + for (int n = 0; n < g.Tables.GetMapSize(); n++) + if (ImGuiTable* table = g.Tables.TryGetMapData(n)) + DebugNodeTable(table); + TreePop(); + } + + // Details for Fonts +#ifndef IMGUI_DISABLE_DEMO_WINDOWS + ImFontAtlas* atlas = g.IO.Fonts; + if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) + { + ShowFontAtlas(atlas); + TreePop(); + } +#endif + + // Details for Docking +#ifdef IMGUI_HAS_DOCK + if (TreeNode("Docking")) + { + TreePop(); + } +#endif // #ifdef IMGUI_HAS_DOCK + + // Settings + if (TreeNode("Settings")) + { + if (SmallButton("Clear")) + ClearIniSettings(); + SameLine(); + if (SmallButton("Save to memory")) + SaveIniSettingsToMemory(); + SameLine(); + if (SmallButton("Save to disk")) + SaveIniSettingsToDisk(g.IO.IniFilename); + SameLine(); + if (g.IO.IniFilename) + Text("\"%s\"", g.IO.IniFilename); + else + TextUnformatted(""); + Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); + if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) + { + for (int n = 0; n < g.SettingsHandlers.Size; n++) + BulletText("%s", g.SettingsHandlers[n].TypeName); + TreePop(); + } + if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) + { + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + DebugNodeWindowSettings(settings); + TreePop(); + } + + if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) + { + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + DebugNodeTableSettings(settings); + TreePop(); + } + +#ifdef IMGUI_HAS_DOCK +#endif // #ifdef IMGUI_HAS_DOCK + + if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) + { + InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly); + TreePop(); + } + TreePop(); + } + + // Misc Details + if (TreeNode("Internal state")) + { + Text("WINDOWING"); + Indent(); + Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); + Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : "NULL"); + Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + Unindent(); + + Text("ITEMS"); + Indent(); + Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource)); + Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); + + int active_id_using_key_input_count = 0; + for (int n = 0; n < ImGuiKey_NamedKey_COUNT; n++) + active_id_using_key_input_count += g.ActiveIdUsingKeyInputMask[n] ? 1 : 0; + Text("ActiveIdUsing: Wheel: %d, NavDirMask: %X, NavInputMask: %X, KeyInputMask: %d key(s)", g.ActiveIdUsingMouseWheel, g.ActiveIdUsingNavDirMask, g.ActiveIdUsingNavInputMask, active_id_using_key_input_count); + Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame + Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + Unindent(); + + Text("NAV,FOCUS"); + Indent(); + Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); + Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); + Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); + Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); + Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId); + Text("NavActivateFlags: %04X", g.NavActivateFlags); + Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); + Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); + Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); + Unindent(); + + TreePop(); + } + + // Overlay: Display windows Rectangles and Begin Order + if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder) + { + for (int n = 0; n < g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + if (!window->WasActive) + continue; + ImDrawList* draw_list = GetForegroundDrawList(window); + if (cfg->ShowWindowsRects) + { + ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow)) + { + char buf[32]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); + float font_size = GetFontSize(); + draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); + draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); + } + } + } + + // Overlay: Display Tables Rectangles + if (cfg->ShowTablesRects) + { + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) + { + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1) + continue; + ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow); + if (cfg->ShowTablesRectsType >= TRT_ColumnsRect) + { + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n); + ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255); + float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f; + draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness); + } + } + else + { + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1); + draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255)); + } + } + } + +#ifdef IMGUI_HAS_DOCK + // Overlay: Display Docking info + if (show_docking_nodes && g.IO.KeyCtrl) + { + } +#endif // #ifdef IMGUI_HAS_DOCK + + End(); +} + +// [DEBUG] List fonts in a font atlas and display its texture +void ImGui::ShowFontAtlas(ImFontAtlas* atlas) +{ + for (int i = 0; i < atlas->Fonts.Size; i++) + { + ImFont* font = atlas->Fonts[i]; + PushID(font); + DebugNodeFont(font); + PopID(); + } + if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + { + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); + Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); + TreePop(); + } +} + +// [DEBUG] Display contents of Columns +void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) +{ + if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) + return; + BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); + for (int column_n = 0; column_n < columns->Columns.Size; column_n++) + BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm)); + TreePop(); +} + +// [DEBUG] Display contents of ImDrawList +void ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + int cmd_count = draw_list->CmdBuffer.Size; + if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL) + cmd_count--; + bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count); + if (draw_list == GetWindowDrawList()) + { + SameLine(); + TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + if (node_open) + TreePop(); + return; + } + + ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list + if (window && IsItemHovered() && fg_draw_list) + fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!node_open) + return; + + if (window && !window->WasActive) + TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!"); + + for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++) + { + if (pcmd->UserCallback) + { + BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData); + continue; + } + + char buf[300]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId, + pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); + if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes); + if (!pcmd_node_open) + continue; + + // Calculate approximate coverage area (touched pixel count) + // This will be in pixels squared as long there's no post-scaling happening to the renderer output. + const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset; + float total_area = 0.0f; + for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; ) + { + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos; + total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]); + } + + // Display vertex information summary. Hover to get all triangles drawn in wire-frame + ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); + Selectable(buf); + if (IsItemHovered() && fg_draw_list) + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false); + + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. + ImGuiListClipper clipper; + clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. + while (clipper.Step()) + for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) + { + char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf); + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_i++) + { + const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; + triangle[n] = v.pos; + buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", + (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + } + + Selectable(buf, false); + if (fg_draw_list && IsItemHovered()) + { + ImDrawListFlags backup_flags = fg_draw_list->Flags; + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); + fg_draw_list->Flags = backup_flags; + } + } + TreePop(); + } + TreePop(); +} + +// [DEBUG] Display mesh/aabb of a ImDrawCmd +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb) +{ + IM_ASSERT(show_mesh || show_aabb); + + // Draw wire-frame version of all triangles + ImRect clip_rect = draw_cmd->ClipRect; + ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); + ImDrawListFlags backup_flags = out_draw_list->Flags; + out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; ) + { + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list + ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset; + + ImVec2 triangle[3]; + for (int n = 0; n < 3; n++, idx_n++) + vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos)); + if (show_mesh) + out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles + } + // Draw bounding boxes + if (show_aabb) + { + out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU + out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + } + out_draw_list->Flags = backup_flags; +} + +// [DEBUG] Display details for a single font, called by ShowStyleEditor(). +void ImGui::DebugNodeFont(ImFont* font) +{ + bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", + font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); + SameLine(); + if (SmallButton("Set as default")) + GetIO().FontDefault = font; + if (!opened) + return; + + // Display preview text + PushFont(font); + Text("The quick brown fox jumps over the lazy dog"); + PopFont(); + + // Display details + SetNextItemWidth(GetFontSize() * 8); + DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); + SameLine(); MetricsHelpMarker( + "Note than the default embedded font is NOT meant to be scaled.\n\n" + "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " + "You may oversample them to get some flexibility with scaling. " + "You can also render at multiple sizes and select which one to use at runtime.\n\n" + "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); + Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); + char c_str[5]; + Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar); + Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); + const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); + Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); + for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) + if (font->ConfigData) + if (const ImFontConfig* cfg = &font->ConfigData[config_i]) + BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", + config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); + + // Display all glyphs of the fonts in separate pages of 256 characters + if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + { + ImDrawList* draw_list = GetWindowDrawList(); + const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); + const float cell_size = font->FontSize * 1; + const float cell_spacing = GetStyle().ItemSpacing.y; + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT + // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) + { + base += 4096 - 256; + continue; + } + + int count = 0; + for (unsigned int n = 0; n < 256; n++) + if (font->FindGlyphNoFallback((ImWchar)(base + n))) + count++; + if (count <= 0) + continue; + if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + continue; + + // Draw a 16x16 grid of glyphs + ImVec2 base_pos = GetCursorScreenPos(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (glyph) + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (glyph && IsMouseHoveringRect(cell_p1, cell_p2)) + { + BeginTooltip(); + Text("Codepoint: U+%04X", base + n); + Separator(); + Text("Visible: %d", glyph->Visible); + Text("AdvanceX: %.1f", glyph->AdvanceX); + Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); + EndTooltip(); + } + } + Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + TreePop(); + } + TreePop(); + } + TreePop(); +} + +// [DEBUG] Display contents of ImGuiStorage +void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) +{ + if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) + return; + for (int n = 0; n < storage->Data.Size; n++) + { + const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n]; + BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. + } + TreePop(); +} + +// [DEBUG] Display contents of ImGuiTabBar +void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) +{ + // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. + char buf[256]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2); + p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); + p += ImFormatString(p, buf_end - p, " { "); + for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + p += ImFormatString(p, buf_end - p, "%s'%s'", + tab_n > 0 ? ", " : "", (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???"); + } + p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(label, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (is_active && IsItemHovered()) + { + ImDrawList* draw_list = GetForegroundDrawList(); + draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + } + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + PushID(tab); + if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); + if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); + Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f", + tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???", tab->Offset, tab->Width, tab->ContentWidth); + PopID(); + } + TreePop(); + } +} + +void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) +{ + SetNextItemOpen(true, ImGuiCond_Once); + if (TreeNode("viewport0", "Viewport #%d", 0)) + { + ImGuiWindowFlags flags = viewport->Flags; + BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f", + viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, + viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y); + BulletText("Flags: 0x%04X =%s%s%s", viewport->Flags, + (flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", + (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", + (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : ""); + for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) + for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) + DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); + TreePop(); + } +} + +void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) +{ + if (window == NULL) + { + BulletText("%s: NULL", label); + return; + } + + ImGuiContext& g = *GImGui; + const bool is_active = window->WasActive; + ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered() && is_active) + GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + if (!open) + return; + + if (window->MemoryCompacted) + TextDisabled("Note: some memory buffers have been compacted/freed."); + + ImGuiWindowFlags flags = window->Flags; + DebugNodeDrawList(window, window->DrawList, "DrawList"); + BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y); + BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", + (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); + BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); + BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + { + ImRect r = window->NavRectRel[layer]; + if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y) + { + BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); + continue; + } + BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); + if (IsItemHovered()) + GetForegroundDrawList(window)->AddRect(r.Min + window->Pos, r.Max + window->Pos, IM_COL32(255, 255, 0, 255)); + } + BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } + if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } + if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) + { + for (int n = 0; n < window->ColumnsStorage.Size; n++) + DebugNodeColumns(&window->ColumnsStorage[n]); + TreePop(); + } + DebugNodeStorage(&window->StateStorage, "Storage"); + TreePop(); +} + +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings) +{ + Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", + settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); +} + +void ImGui::DebugNodeWindowsList(ImVector* windows, const char* label) +{ + if (!TreeNode(label, "%s (%d)", label, windows->Size)) + return; + for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back + { + PushID((*windows)[i]); + DebugNodeWindow((*windows)[i], "Window"); + PopID(); + } + TreePop(); +} + +// FIXME-OPT: This is technically suboptimal, but it is simpler this way. +void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack) +{ + for (int i = 0; i < windows_size; i++) + { + ImGuiWindow* window = windows[i]; + if (window->ParentWindowInBeginStack != parent_in_begin_stack) + continue; + char buf[20]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext); + //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name); + DebugNodeWindow(window, buf); + Indent(); + DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window); + Unindent(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) +//----------------------------------------------------------------------------- + +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakId = 0; + if (!g.DebugItemPickerActive) + return; + + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + SetMouseCursor(ImGuiMouseCursor_Hand); + if (IsKeyPressed(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + if (IsMouseClicked(0) && hovered_id) + { + g.DebugItemPickerBreakId = hovered_id; + g.DebugItemPickerActive = false; + } + SetNextWindowBgAlpha(0.60f); + BeginTooltip(); + Text("HoveredId: 0x%08X", hovered_id); + Text("Press ESC to abort picking."); + TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); + EndTooltip(); +} + +// [DEBUG] Stack Tool: update queries. Called by NewFrame() +void ImGui::UpdateDebugToolStackQueries() +{ + ImGuiContext& g = *GImGui; + ImGuiStackTool* tool = &g.DebugStackTool; + + // Clear hook when stack tool is not visible + g.DebugHookIdInfo = 0; + if (g.FrameCount != tool->LastActiveFrame + 1) + return; + + // Update queries. The steps are: -1: query Stack, >= 0: query each stack item + // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time + const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; + if (tool->QueryId != query_id) + { + tool->QueryId = query_id; + tool->StackLevel = -1; + tool->Results.resize(0); + } + if (query_id == 0) + return; + + // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) + int stack_level = tool->StackLevel; + if (stack_level >= 0 && stack_level < tool->Results.Size) + if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2) + tool->StackLevel++; + + // Update hook + stack_level = tool->StackLevel; + if (stack_level == -1) + g.DebugHookIdInfo = query_id; + if (stack_level >= 0 && stack_level < tool->Results.Size) + { + g.DebugHookIdInfo = tool->Results[stack_level].ID; + tool->Results[stack_level].QueryFrameCount++; + } +} + +// [DEBUG] Stack tool: hooks called by GetID() family functions +void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStackTool* tool = &g.DebugStackTool; + + // Step 0: stack query + // This assume that the ID was computed with the current ID stack, which tends to be the case for our widget. + if (tool->StackLevel == -1) + { + tool->StackLevel++; + tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); + for (int n = 0; n < window->IDStack.Size + 1; n++) + tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; + return; + } + + // Step 1+: query for individual level + IM_ASSERT(tool->StackLevel >= 0); + if (tool->StackLevel != window->IDStack.Size) + return; + ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; + IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); + + int data_len; + switch (data_type) + { + case ImGuiDataType_S32: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); + break; + case ImGuiDataType_String: + data_len = data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id); + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "\"%.*s\"", data_len, (const char*)data_id); + break; + case ImGuiDataType_Pointer: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); + break; + case ImGuiDataType_ID: + if (info->Desc[0] == 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); + break; + default: + IM_ASSERT(0); + } + info->QuerySuccess = true; +} + +// Stack Tool: Display UI +void ImGui::ShowStackToolWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // Display hovered/active status + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + const ImGuiID active_id = g.ActiveId; +#ifdef IMGUI_ENABLE_TEST_ENGINE + Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : ""); +#else + Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id); +#endif + SameLine(); + MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); + + // Display decorated stack + ImGuiStackTool* tool = &g.DebugStackTool; + tool->LastActiveFrame = g.FrameCount; + if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) + { + const float id_width = CalcTextSize("0xDDDDDDDD").x; + TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); + TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); + TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); + TableHeadersRow(); + for (int n = 0; n < tool->Results.Size; n++) + { + ImGuiStackLevelInfo* info = &tool->Results[n]; + TableNextColumn(); + Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); + + TableNextColumn(); + ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? FindWindowByID(info->ID) : NULL; + if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) + Text("\"%s\" [window]", window->Name); + else if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) + TextUnformatted(info->Desc); + else if (tool->StackLevel >= tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. + { +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (const char* label = ImGuiTestEngine_FindItemDebugLabel(&g, info->ID)) // Source: ImGuiTestEngine's ItemInfo() + Text("??? \"%s\"", label); + else +#endif + TextUnformatted("???"); + } + + TableNextColumn(); + Text("0x%08X", info->ID); + if (n == tool->Results.Size - 1) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); + } + EndTable(); + } + End(); +} + +#else + +void ImGui::ShowMetricsWindow(bool*) {} +void ImGui::ShowFontAtlas(ImFontAtlas*) {} +void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} +void ImGui::DebugNodeDrawList(ImGuiWindow*, const ImDrawList*, const char*) {} +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} +void ImGui::DebugNodeFont(ImFont*) {} +void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} +void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} +void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} +void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} +void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} +void ImGui::DebugNodeViewport(ImGuiViewportP*) {} + +void ImGui::ShowStackToolWindow(bool*) {} +void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} +void ImGui::UpdateDebugToolItemPicker() {} +void ImGui::UpdateDebugToolStackQueries() {} + +#endif // #ifndef IMGUI_DISABLE_METRICS_WINDOW + +//----------------------------------------------------------------------------- + +// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. +// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github. +#ifdef IMGUI_INCLUDE_IMGUI_USER_INL +#include "imgui_user.inl" +#endif + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE + +``` + +`samples/common/libs/imgui/imgui.h`: + +```h +// dear imgui, v1.87 +// (headers) + +// Help: +// - Read FAQ at http://dearimgui.org/faq +// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// Read imgui.cpp for details, links and comments. + +// Resources: +// - FAQ http://dearimgui.org/faq +// - Homepage & latest https://github.com/ocornut/imgui +// - Releases & changelog https://github.com/ocornut/imgui/releases +// - Gallery https://github.com/ocornut/imgui/issues/4451 (please post your screenshots/video there!) +// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) +// - Glossary https://github.com/ocornut/imgui/wiki/Glossary +// - Issues & support https://github.com/ocornut/imgui/issues + +// Getting Started? +// - For first-time users having issues compiling/linking/running or issues loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. + +/* + +Index of this file: +// [SECTION] Header mess +// [SECTION] Forward declarations and basic types +// [SECTION] Dear ImGui end-user API functions +// [SECTION] Flags & Enumerations +// [SECTION] Helpers: Memory allocations macros, ImVector<> +// [SECTION] ImGuiStyle +// [SECTION] ImGuiIO +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) +// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) +// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) +// [SECTION] Platform Dependent Interfaces (ImGuiPlatformImeData) +// [SECTION] Obsolete functions and types + +*/ + +#pragma once + +// Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system') +#ifdef IMGUI_USER_CONFIG +#include IMGUI_USER_CONFIG +#endif +#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H) +#include "imconfig.h" +#endif + +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +// Includes +#include // FLT_MIN, FLT_MAX +#include // va_list, va_start, va_end +#include // ptrdiff_t, NULL +#include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp + +// Version +// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) +#define IMGUI_VERSION "1.87" +#define IMGUI_VERSION_NUM 18700 +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) +#define IMGUI_HAS_TABLE + +// Define attributes of all API symbols declarations (e.g. for DLL under Windows) +// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h) +// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API) +#ifndef IMGUI_API +#define IMGUI_API +#endif +#ifndef IMGUI_IMPL_API +#define IMGUI_IMPL_API IMGUI_API +#endif + +// Helper Macros +#ifndef IM_ASSERT +#include +#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h +#endif +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! +#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. +#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 + +// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. +#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) +#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) +#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) +#else +#define IM_FMTARGS(FMT) +#define IM_FMTLIST(FMT) +#endif + +// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) +#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID) +#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) +#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) +#else +#define IM_MSVC_RUNTIME_CHECKS_OFF +#define IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#endif +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#endif +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations and basic types +//----------------------------------------------------------------------------- + +// Forward declarations +struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() +struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) +struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. +struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) +struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. +struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +struct ImFont; // Runtime data for a single font within a parent ImFontAtlas +struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader +struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). +struct ImFontConfig; // Configuration data when adding a font or merging fonts +struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) +struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data +struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) +struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) +struct ImGuiIO; // Main configuration and I/O between your application and ImGui +struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. +struct ImGuiListClipper; // Helper to manually clip large list of items +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame +struct ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function. +struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) +struct ImGuiStorage; // Helper for key->value storage +struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table +struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") +struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor + +// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling +typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions +typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type +typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction +typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier +typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation +typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier +typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending) +typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling +typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() +typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions +typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance +typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build +typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. +typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags +typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() +typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() +typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() +typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super) +typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() +typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() +typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable() +typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn() +typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() + +// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] +// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. +// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. +#ifndef ImTextureID +typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) +#endif + +// ImDrawIdx: vertex index. [Compile-time configurable type] +// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). +// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. +#ifndef ImDrawIdx +typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) +#endif + +// Scalar data types +typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string) +typedef signed char ImS8; // 8-bit signed integer +typedef unsigned char ImU8; // 8-bit unsigned integer +typedef signed short ImS16; // 16-bit signed integer +typedef unsigned short ImU16; // 16-bit unsigned integer +typedef signed int ImS32; // 32-bit signed integer == int +typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) +typedef signed long long ImS64; // 64-bit signed integer +typedef unsigned long long ImU64; // 64-bit unsigned integer + +// Character types +// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) +typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. +typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. +#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] +typedef ImWchar32 ImWchar; +#else +typedef ImWchar16 ImWchar; +#endif + +// Callback and functions types +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() + +// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] +// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec2 +{ + float x, y; + ImVec2() { x = y = 0.0f; } + ImVec2(float _x, float _y) { x = _x; y = _y; } + float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. + float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. +#ifdef IM_VEC2_CLASS_EXTRA + IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. +#endif +}; + +// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type] +struct ImVec4 +{ + float x, y, z, w; + ImVec4() { x = y = z = w = 0.0f; } + ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } +#ifdef IM_VEC4_CLASS_EXTRA + IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. +#endif +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] Dear ImGui end-user API functions +// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Context creation and access + // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. + IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); + IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context + IMGUI_API ImGuiContext* GetCurrentContext(); + IMGUI_API void SetCurrentContext(ImGuiContext* ctx); + + // Main + IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame! + IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. + + // Demo, Debug, Information + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. + IMGUI_API void ShowStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) + IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. + IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. + IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls). + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp) + + // Styles + IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) + IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font + IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style + + // Windows + // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. + // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, + // which clicking will set the boolean to false when clicked. + // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. + // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). + // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! + // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, + // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function + // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + // - Note that the bottom of window stack always contains a window called "Debug". + IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); + IMGUI_API void End(); + + // Child Windows + // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. + // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). + // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. + // Always call a matching EndChild() for each BeginChild() call, regardless of its return value. + // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, + // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function + // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); + IMGUI_API void EndChild(); + + // Windows Utilities + // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. + IMGUI_API bool IsWindowAppearing(); + IMGUI_API bool IsWindowCollapsed(); + IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. + IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! + IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) + IMGUI_API ImVec2 GetWindowSize(); // get current window size + IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) + IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) + + // Window manipulation + // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. + IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). + IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. + IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. + IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. + + // Content region + // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful. + // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion) + IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() + IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates + IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates + IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates + + // Windows Scrolling + IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y + IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + + // Parameters stacks (shared) + IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font + IMGUI_API void PopFont(); + IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); + IMGUI_API void PopStyleColor(int count = 1); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame(). + IMGUI_API void PopStyleVar(int count = 1); + IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets + IMGUI_API void PopAllowKeyboardFocus(); + IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. + IMGUI_API void PopButtonRepeat(); + + // Parameters stacks (current window) + IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). + IMGUI_API void PopItemWidth(); + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side) + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API void PopTextWrapPos(); + + // Style read access + // - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are) + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. + + // Cursor / Layout + // - By "cursor" we mean the current output position. + // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. + // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: + // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() + // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. + IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. + IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. + IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context. + IMGUI_API void Spacing(); // add vertical spacing. + IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. + IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void BeginGroup(); // lock horizontal starting position + IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) + IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position) + IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc. + IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList:: + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system. + IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) + IMGUI_API void SetCursorPosY(float local_y); // + IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode. + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates + IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) + IMGUI_API float GetTextLineHeight(); // ~ FontSize + IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) + IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 + IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) + + // ID stack/scopes + // Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui. + // - Those questions are answered and impacted by understanding of the ID stack system: + // - "Q: Why is my widget not reacting when I click on it?" + // - "Q: How can I have widgets with an empty label?" + // - "Q: How can I have multiple widgets with the same label?" + // - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely + // want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. + // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, + // whereas "str_id" denote a string that is only used as an ID and not normally displayed. + IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). + IMGUI_API void PopID(); // pop from the ID stack. + IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself + IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); + IMGUI_API ImGuiID GetID(const void* ptr_id); + + // Widgets: Text + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text + IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). + IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets + IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() + IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Widgets: Main + // - Most widgets return true when the value has been changed or when pressed/selected + // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. + IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button + IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) + IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape + IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0)); + IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding + IMGUI_API bool Checkbox(const char* label, bool* v); + IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value); + IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); + IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } + IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer + IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); + IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + + // Widgets: Combo Box + // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. + IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); + IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! + IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" + IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1); + + // Widgets: Drag Sliders + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', + // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. + // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. + // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. + // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Regular Sliders + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. + IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Input with Keyboard + // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. + // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. + IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + + // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) + // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. + // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x + IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. + IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. + + // Widgets: Trees + // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. + IMGUI_API bool TreeNode(const char* label); + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " + IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); + IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); + IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. + IMGUI_API void TreePush(const void* ptr_id = NULL); // " + IMGUI_API void TreePop(); // ~ Unindent()+PopId() + IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode + IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). + IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. + IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + + // Widgets: Selectables + // - A selectable highlights when hovered, and can display another color when selected. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. + IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height + IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. + + // Widgets: List Boxes + // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes. + // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items. + // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. + // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth + // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items + IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region + IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! + IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); + + // Widgets: Data Plotting + // - Consider using ImPlot (https://github.com/epezent/implot) which is much better! + IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + + // Widgets: Value() Helpers. + // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) + IMGUI_API void Value(const char* prefix, bool b); + IMGUI_API void Value(const char* prefix, int v); + IMGUI_API void Value(const char* prefix, unsigned int v); + IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); + + // Widgets: Menus + // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. + // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. + // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. + // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. + IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). + IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! + IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. + IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL + + // Tooltips + // - Tooltip are windows following the mouse. They do not take focus away. + IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). + IMGUI_API void EndTooltip(); + IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). + IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Popups, Modals + // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. + // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. + // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). + // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. + // This is sometimes leading to confusing mistakes. May rework this in the future. + + // Popups: begin/end functions + // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window. + // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar. + IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. + IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. + IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + + // Popups: open/close functions + // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. + // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). + // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). + // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. + // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter + IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). + IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks + IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. + + // Popups: open+begin combined functions helpers + // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. + // - They are convenient to easily create context menus, hence the name. + // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. + // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). + + // Popups: query functions + // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. + IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. + + // Tables + // - Full-featured replacement for old Columns API. + // - See Demo->Tables for demo code. + // - See top of imgui_tables.cpp for general commentary. + // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. + // The typical call flow is: + // - 1. Call BeginTable(). + // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. + // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. + // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. + // - 5. Populate contents: + // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. + // - If you are using tables as a sort of grid, where every columns is holding the same type of contents, + // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). + // TableNextColumn() will automatically wrap-around into the next row if needed. + // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! + // - Summary of possible call flow: + // -------------------------------------------------------------------------------------------------------- + // TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK + // TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK + // TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! + // TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! + // -------------------------------------------------------------------------------------------------------- + // - 5. Call EndTable() + IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); + IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! + IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. + IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. + IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. + + // Tables: Headers & Columns declaration + // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. + // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. + // Headers are required to perform: reordering, sorting, and opening the context menu. + // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. + // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in + // some advanced use cases (e.g. adding custom widgets in header row). + // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); + IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu + IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + + // Tables: Sorting + // - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. + // - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed + // since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may + // wastefully sort your data every frame! + // - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). + IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). + + // Tables: Miscellaneous functions + // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. + IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) + IMGUI_API int TableGetColumnIndex(); // return current column index. + IMGUI_API int TableGetRowIndex(); // return current row index. + IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. + IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. + IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) + IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. + + // Legacy Columns API (prefer using Tables!) + // - You can also use SameLine(pos_x) to mimic simplified columns. + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); + IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished + IMGUI_API int GetColumnIndex(); // get current column index + IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column + IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column + IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f + IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column + IMGUI_API int GetColumnsCount(); + + // Tab Bars, Tabs + IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar + IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. + IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. + IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + + // Logging/Capture + // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. + IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) + IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file + IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard + IMGUI_API void LogFinish(); // stop logging (close file, etc.) + IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard + IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Drag and Drop + // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). + // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). + // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) + // - An item can be both drag source and drop target. + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted. + IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! + IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() + IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. + IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! + IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type. + + // Disabling [BETA API] + // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) + // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) + // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. + IMGUI_API void BeginDisabled(bool disabled = true); + IMGUI_API void EndDisabled(); + + // Clipping + // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); + IMGUI_API void PopClipRect(); + + // Focus, Activation + // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item" + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. + IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. + + // Item/Widgets Utilities and Query Functions + // - Most of the functions are referring to the previous Item that has been submitted. + // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. + IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. + IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) + IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. + IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) + IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. + IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). + IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing. + IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). + IMGUI_API bool IsAnyItemHovered(); // is any item hovered? + IMGUI_API bool IsAnyItemActive(); // is any item active? + IMGUI_API bool IsAnyItemFocused(); // is any item focused? + IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) + IMGUI_API ImVec2 GetItemRectSize(); // get size of last item + IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area. + + // Viewports + // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. + // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. + // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. + IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. + + // Miscellaneous Utilities + IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. + IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. + IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. + IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. + IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). + IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) + IMGUI_API ImGuiStorage* GetStateStorage(); + IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame + IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window) + + // Text Utilities + IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); + + // Color Utilities + IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); + IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); + IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); + IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); + + // Inputs Utilities: Keyboard + // Without IMGUI_DISABLE_OBSOLETE_KEYIO: (legacy support) + // - For 'ImGuiKey key' you can still use your legacy native/user indices according to how your backend/engine stored them in io.KeysDown[]. + // With IMGUI_DISABLE_OBSOLETE_KEYIO: (this is the way forward) + // - Any use of 'ImGuiKey' will assert when key < 512 will be passed, previously reserved as native/user keys indices + // - GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined) + IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. + IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? + IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate + IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. + IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call. + + // Inputs Utilities: Mouse + // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. + // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. + // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') + IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1. + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available + IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. + IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) + IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) + IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) + IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type + IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call. + + // Clipboard Utilities + // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. + IMGUI_API const char* GetClipboardText(); + IMGUI_API void SetClipboardText(const char* text); + + // Settings/.Ini Utilities + // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). + // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. + // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables). + IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). + IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. + IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). + IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. + + // Debug Utilities + // - This is used by the IMGUI_CHECKVERSION() macro. + IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. + + // Memory Allocators + // - Those functions are not reliant on the current context. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. + IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); + IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); + IMGUI_API void* MemAlloc(size_t size); + IMGUI_API void MemFree(void* ptr); + +} // namespace ImGui + +//----------------------------------------------------------------------------- +// [SECTION] Flags & Enumerations +//----------------------------------------------------------------------------- + +// Flags for ImGui::Begin() +enum ImGuiWindowFlags_ +{ + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar + ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip + ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window + ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. + ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node). + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame + ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). + ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file + ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. + ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) + ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) + ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window + ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) + ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + + // [Internal] + ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows. + ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() + ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() + ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() + ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() + ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu() + //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // [Obsolete] --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) +}; + +// Flags for ImGui::InputText() +enum ImGuiInputTextFlags_ +{ + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef + ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z + ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs + ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function. + ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. + ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter). + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode + ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode + ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). + ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) + ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + ImGuiInputTextFlags_CallbackEdit = 1 << 19 // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) + + // Obsolete names (will be removed soon) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior +#endif +}; + +// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() +enum ImGuiTreeNodeFlags_ +{ + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected + ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) + ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open. + ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). + ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow + ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default. + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog +}; + +// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. +// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat +// small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. +// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. +// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. +// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter +// and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag. +// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). +enum ImGuiPopupFlags_ +{ + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left) + ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right) + ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack + ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space + ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. + ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel +}; + +// Flags for ImGui::Selectable() +enum ImGuiSelectableFlags_ +{ + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too + ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text + ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one +}; + +// Flags for ImGui::BeginCombo() +enum ImGuiComboFlags_ +{ + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default + ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() + ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) + ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible + ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible + ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button + ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest +}; + +// Flags for ImGui::BeginTabBar() +enum ImGuiTabBarFlags_ +{ + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) + ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown +}; + +// Flags for ImGui::BeginTabItem() +enum ImGuiTabItemFlags_ +{ + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() + ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab + ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab + ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button) + ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons) +}; + +// Flags for ImGui::BeginTable() +// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. +// Read comments/demos carefully + experiment with live demos to get acquainted with them. +// - The DEFAULT sizing policies are: +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. +// - When ScrollX is off: +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. +// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. +// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). +// - When ScrollX is on: +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed +// - Columns sizing policy allowed: Fixed/Auto mostly. +// - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. +// - Read on documentation at the top of imgui_tables.cpp for details. +enum ImGuiTableFlags_ +{ + // Features + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. + ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers) + ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. + ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. + ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. + ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow(). + // Decorations + ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) + ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. + ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. + ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. + ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. + ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style + // Sizing Policy (read above for defaults) + ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. + ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. + ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. + ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). + // Sizing Extra Options + ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. + ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. + ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. + // Clipping + ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). + // Padding + ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers. + ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outer-most padding. + ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). + // Scrolling + ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX. + ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. + // Sorting + ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). + ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). + + // [Internal] Combinations and masks + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame + + // Obsolete names (will be removed soon) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //, ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2020/12 + //, ImGuiTableFlags_SizingPolicyFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2021/01 +#endif +}; + +// Flags for ImGui::TableSetupColumn() +enum ImGuiTableColumnFlags_ +{ + // Input configuration flags + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) + ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. + ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. + ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). + ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). + ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. + ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. + ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. + ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). + ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu. + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. + ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). + ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. + + // Output status flags, read-only via TableGetColumnFlags() + ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. + ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. + ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs + ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse + + // [Internal] Combinations and masks + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30 // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) + + // Obsolete names (will be removed soon) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //ImGuiTableColumnFlags_WidthAuto = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoResize, // Column will not stretch and keep resizing based on submitted contents. +#endif +}; + +// Flags for ImGui::TableNextRow() +enum ImGuiTableRowFlags_ +{ + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted differently for auto column width) +}; + +// Enum for ImGui::TableSetBgColor() +// Background colors are rendering in 3 layers: +// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. +// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. +// - Layer 2: draw with CellBg color if set. +// The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +enum ImGuiTableBgTarget_ +{ + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) + ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) + ImGuiTableBgTarget_CellBg = 3 // Set cell background color (top-most color) +}; + +// Flags for ImGui::IsWindowFocused() +enum ImGuiFocusedFlags_ +{ + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused + ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy) + ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + //ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows +}; + +// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() +// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! +// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. +enum ImGuiHoveredFlags_ +{ + ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. + ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered + ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) + ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + //ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window + //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. + ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 8, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 9, // IsItemHovered() only: Return true even if the item is disabled + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows +}; + +// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() +enum ImGuiDragDropFlags_ +{ + ImGuiDragDropFlags_None = 0, + // BeginDragDropSource() flags + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior. + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item. + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) + // AcceptDragDropPayload() flags + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. + ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery. +}; + +// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. +#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. + +// A primary data type +enum ImGuiDataType_ +{ + ImGuiDataType_S8, // signed char / char (with sensible compilers) + ImGuiDataType_U8, // unsigned char + ImGuiDataType_S16, // short + ImGuiDataType_U16, // unsigned short + ImGuiDataType_S32, // int + ImGuiDataType_U32, // unsigned int + ImGuiDataType_S64, // long long / __int64 + ImGuiDataType_U64, // unsigned long long / unsigned __int64 + ImGuiDataType_Float, // float + ImGuiDataType_Double, // double + ImGuiDataType_COUNT +}; + +// A cardinal direction +enum ImGuiDir_ +{ + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT +}; + +// A sorting direction +enum ImGuiSortDirection_ +{ + ImGuiSortDirection_None = 0, + ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. + ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. +}; + +enum ImGuiKey_ +{ + // Keyboard + ImGuiKey_None = 0, + ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN + ImGuiKey_LeftArrow, + ImGuiKey_RightArrow, + ImGuiKey_UpArrow, + ImGuiKey_DownArrow, + ImGuiKey_PageUp, + ImGuiKey_PageDown, + ImGuiKey_Home, + ImGuiKey_End, + ImGuiKey_Insert, + ImGuiKey_Delete, + ImGuiKey_Backspace, + ImGuiKey_Space, + ImGuiKey_Enter, + ImGuiKey_Escape, + ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, + ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, + ImGuiKey_Menu, + ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, + ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J, + ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T, + ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, + ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, + ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, + ImGuiKey_Apostrophe, // ' + ImGuiKey_Comma, // , + ImGuiKey_Minus, // - + ImGuiKey_Period, // . + ImGuiKey_Slash, // / + ImGuiKey_Semicolon, // ; + ImGuiKey_Equal, // = + ImGuiKey_LeftBracket, // [ + ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash) + ImGuiKey_RightBracket, // ] + ImGuiKey_GraveAccent, // ` + ImGuiKey_CapsLock, + ImGuiKey_ScrollLock, + ImGuiKey_NumLock, + ImGuiKey_PrintScreen, + ImGuiKey_Pause, + ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4, + ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9, + ImGuiKey_KeypadDecimal, + ImGuiKey_KeypadDivide, + ImGuiKey_KeypadMultiply, + ImGuiKey_KeypadSubtract, + ImGuiKey_KeypadAdd, + ImGuiKey_KeypadEnter, + ImGuiKey_KeypadEqual, + + // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION action + ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) // -- + ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) // -- + ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // -> ImGuiNavInput_Input + ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // -> ImGuiNavInput_Activate + ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // -> ImGuiNavInput_Menu + ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // -> ImGuiNavInput_Cancel + ImGuiKey_GamepadDpadUp, // D-pad Up // -> ImGuiNavInput_DpadUp + ImGuiKey_GamepadDpadDown, // D-pad Down // -> ImGuiNavInput_DpadDown + ImGuiKey_GamepadDpadLeft, // D-pad Left // -> ImGuiNavInput_DpadLeft + ImGuiKey_GamepadDpadRight, // D-pad Right // -> ImGuiNavInput_DpadRight + ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // -> ImGuiNavInput_FocusPrev + ImGuiNavInput_TweakSlow + ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // -> ImGuiNavInput_FocusNext + ImGuiNavInput_TweakFast + ImGuiKey_GamepadL2, // L Trigger (Xbox) ZL (Switch) L2 (PS) [Analog] + ImGuiKey_GamepadR2, // R Trigger (Xbox) ZR (Switch) R2 (PS) [Analog] + ImGuiKey_GamepadL3, // L Thumbstick (Xbox) L3 (Switch) L3 (PS) + ImGuiKey_GamepadR3, // R Thumbstick (Xbox) R3 (Switch) R3 (PS) + ImGuiKey_GamepadLStickUp, // [Analog] // -> ImGuiNavInput_LStickUp + ImGuiKey_GamepadLStickDown, // [Analog] // -> ImGuiNavInput_LStickDown + ImGuiKey_GamepadLStickLeft, // [Analog] // -> ImGuiNavInput_LStickLeft + ImGuiKey_GamepadLStickRight, // [Analog] // -> ImGuiNavInput_LStickRight + ImGuiKey_GamepadRStickUp, // [Analog] + ImGuiKey_GamepadRStickDown, // [Analog] + ImGuiKey_GamepadRStickLeft, // [Analog] + ImGuiKey_GamepadRStickRight, // [Analog] + + // Keyboard Modifiers + // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing + // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc. + // - Code polling every keys (e.g. an interface to detect a key press for input mapping) might want to ignore those + // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiKey_ModCtrl). + // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. + // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and + // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... + ImGuiKey_ModCtrl, + ImGuiKey_ModShift, + ImGuiKey_ModAlt, + ImGuiKey_ModSuper, + + ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value + + // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + a io.KeyMap[] array. + // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE) + ImGuiKey_NamedKey_BEGIN = 512, + ImGuiKey_NamedKey_END = ImGuiKey_COUNT, + ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys + ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN // First key stored in KeysData[0] +#else + ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys + ImGuiKey_KeysData_OFFSET = 0 // First key stored in KeysData[0] +#endif + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter // Renamed in 1.87 +#endif +}; + +// Helper "flags" version of key-mods to store and compare multiple key-mods easily. Sometimes used for storage (e.g. io.KeyMods) but otherwise not much used in public API. +enum ImGuiKeyModFlags_ +{ + ImGuiKeyModFlags_None = 0, + ImGuiKeyModFlags_Ctrl = 1 << 0, + ImGuiKeyModFlags_Shift = 1 << 1, + ImGuiKeyModFlags_Alt = 1 << 2, + ImGuiKeyModFlags_Super = 1 << 3 // Cmd/Super/Windows key +}; + +// Gamepad/Keyboard navigation +// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.AddKeyEvent() calls. +// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). +// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets. +enum ImGuiNavInput_ +{ + // Gamepad Mapping + ImGuiNavInput_Activate, // Activate / Open / Toggle / Tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard) + ImGuiNavInput_Cancel, // Cancel / Close / Exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard) + ImGuiNavInput_Input, // Text input / On-Screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard) + ImGuiNavInput_Menu, // Tap: Toggle menu / Hold: Focus, Move, Resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard) + ImGuiNavInput_DpadLeft, // Move / Tweak / Resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard) + ImGuiNavInput_DpadRight, // + ImGuiNavInput_DpadUp, // + ImGuiNavInput_DpadDown, // + ImGuiNavInput_LStickLeft, // Scroll / Move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down + ImGuiNavInput_LStickRight, // + ImGuiNavInput_LStickUp, // + ImGuiNavInput_LStickDown, // + ImGuiNavInput_FocusPrev, // Focus Next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) + ImGuiNavInput_FocusNext, // Focus Prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) + ImGuiNavInput_TweakSlow, // Slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) + ImGuiNavInput_TweakFast, // Faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) + + // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. + // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from keyboard keys instead of io.NavInputs[]. + ImGuiNavInput_KeyLeft_, // Move left // = Arrow keys + ImGuiNavInput_KeyRight_, // Move right + ImGuiNavInput_KeyUp_, // Move up + ImGuiNavInput_KeyDown_, // Move down + ImGuiNavInput_COUNT +}; + +// Configuration flags stored in io.ConfigFlags. Set by user/application. +enum ImGuiConfigFlags_ +{ + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.AddKeyEvent() calls + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth. + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend. + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. + + // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui) + ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. + ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. +}; + +// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. +enum ImGuiBackendFlags_ +{ + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. +}; + +// Enumeration for PushStyleColor() / PopStyleColor() +enum ImGuiCol_ +{ + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, // Background of normal windows + ImGuiCol_ChildBg, // Background of child windows + ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, + ImGuiCol_TitleBgActive, + ImGuiCol_TitleBgCollapsed, + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_Tab, + ImGuiCol_TabHovered, + ImGuiCol_TabActive, + ImGuiCol_TabUnfocused, + ImGuiCol_TabUnfocusedActive, + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TableHeaderBg, // Table header background + ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here) + ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) + ImGuiCol_TableRowBg, // Table row background (even rows) + ImGuiCol_TableRowBgAlt, // Table row background (odd rows) + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, + ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item + ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB + ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active + ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active + ImGuiCol_COUNT +}; + +// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. +// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. +// During initialization or between frames, feel free to just poke into ImGuiStyle directly. +// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. +// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +enum ImGuiStyleVar_ +{ + // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) + ImGuiStyleVar_Alpha, // float Alpha + ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha + ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding + ImGuiStyleVar_WindowRounding, // float WindowRounding + ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize + ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize + ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign + ImGuiStyleVar_ChildRounding, // float ChildRounding + ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize + ImGuiStyleVar_PopupRounding, // float PopupRounding + ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize + ImGuiStyleVar_FramePadding, // ImVec2 FramePadding + ImGuiStyleVar_FrameRounding, // float FrameRounding + ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize + ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing + ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing + ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_CellPadding, // ImVec2 CellPadding + ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize + ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding + ImGuiStyleVar_GrabMinSize, // float GrabMinSize + ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_TabRounding, // float TabRounding + ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign + ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign + ImGuiStyleVar_COUNT +}; + +// Flags for InvisibleButton() [extended in imgui_internal.h] +enum ImGuiButtonFlags_ +{ + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default) + ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button + + // [Internal] + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, + ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft +}; + +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +enum ImGuiColorEditFlags_ +{ + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). + ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on color square. + ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs) + ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square). + ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. + ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). + ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. + ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) + + // User Options (right-click on widget to change some of them). + ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. + ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. + ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). + ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. + ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " + ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " + ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. + ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. + ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. + ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. + + // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to + // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. + ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + + // [Internal] Masks + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV + + // Obsolete names (will be removed) + // ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] +}; + +// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +enum ImGuiSliderFlags_ +{ + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. + ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits) + ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget + ImGuiSliderFlags_InvalidMask_ = 0x7000000F // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79] +#endif +}; + +// Identify a mouse button. +// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. +enum ImGuiMouseButton_ +{ + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 +}; + +// Enumeration for GetMouseCursor() +// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +enum ImGuiMouseCursor_ +{ + ImGuiMouseCursor_None = -1, + ImGuiMouseCursor_Arrow = 0, + ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. + ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) + ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border + ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column + ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window + ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window + ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. + ImGuiMouseCursor_COUNT +}; + +// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions +// Represent a condition. +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. +enum ImGuiCond_ +{ + ImGuiCond_None = 0, // No condition (always set the variable), same as _Always + ImGuiCond_Always = 1 << 0, // No condition (always set the variable) + ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) + ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) + ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers: Memory allocations macros, ImVector<> +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- + +struct ImNewWrapper {}; +inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() +#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) +#define IM_FREE(_PTR) ImGui::MemFree(_PTR) +#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR) +#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } + +//----------------------------------------------------------------------------- +// ImVector<> +// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). +//----------------------------------------------------------------------------- +// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. +// - We use std-like naming convention here, which is a little unusual for this codebase. +// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. +//----------------------------------------------------------------------------- + +IM_MSVC_RUNTIME_CHECKS_OFF +template +struct ImVector +{ + int Size; + int Capacity; + T* Data; + + // Provide standard typedefs but we don't use them ourselves. + typedef T value_type; + typedef value_type* iterator; + typedef const value_type* const_iterator; + + // Constructors, destructor + inline ImVector() { Size = Capacity = 0; Data = NULL; } + inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything + inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit. + inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit. + + inline bool empty() const { return Size == 0; } + inline int size() const { return Size; } + inline int size_in_bytes() const { return Size * (int)sizeof(T); } + inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); } + inline int capacity() const { return Capacity; } + inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return Data + Size; } + inline const T* end() const { return Data + Size; } + inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } + inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } + inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } + + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } + inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + + // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. + inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } + inline void pop_back() { IM_ASSERT(Size > 0); Size--; } + inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } + inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last > it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } + inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } + inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStyle +//----------------------------------------------------------------------------- +// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, +// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +//----------------------------------------------------------------------------- + +struct ImGuiStyle +{ + float Alpha; // Global alpha applies to everything in Dear ImGui. + float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + ImVec2 WindowPadding; // Padding within a window. + float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). + ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. + float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). + float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. + ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + ImVec2 CellPadding; // Padding within a table cell + ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + float ScrollbarRounding; // Radius of grab corners for scrollbar. + float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. + float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + float TabBorderSize; // Thickness of border around tabs. + float TabMinWidthForCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! + float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + ImVec4 Colors[ImGuiCol_COUNT]; + + IMGUI_API ImGuiStyle(); + IMGUI_API void ScaleAllSizes(float scale_factor); +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiIO +//----------------------------------------------------------------------------- +// Communicate most settings and inputs/outputs to Dear ImGui using this structure. +// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. +//----------------------------------------------------------------------------- + +// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. +// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and not io.KeysData[key]->DownDuration. +struct ImGuiKeyData +{ + bool Down; // True for if key is down + float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) + float DownDurationPrev; // Last frame duration the key has been down + float AnalogValue; // 0.0f..1.0f for gamepad values +}; + +struct ImGuiIO +{ + //------------------------------------------------------------------ + // Configuration (fill once) // Default value + //------------------------------------------------------------------ + + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. + ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. + ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size) + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. + float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. + const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. + float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + void* UserData; // = NULL // Store your own data for retrieval by callbacks. + + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + float FontGlobalScale; // = 1.0f // Global scale all fonts + bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. + ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. + + // Miscellaneous options + bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. + bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. + + //------------------------------------------------------------------ + // Platform Functions + // (the imgui_impl_xxxx backend files are setting those up for you) + //------------------------------------------------------------------ + + // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff. + const char* BackendPlatformName; // = NULL + const char* BackendRendererName; // = NULL + void* BackendPlatformUserData; // = NULL // User data for platform backend + void* BackendRendererUserData; // = NULL // User data for renderer backend + void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend + + // Optional: Access OS clipboard + // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + void* ImeWindowHandle; // = NULL // [Obsolete] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. +#else + void* _UnusedPadding; // Unused field to keep data structure the same size. +#endif + + //------------------------------------------------------------------ + // Input - Call before calling NewFrame() + //------------------------------------------------------------------ + + // Input Functions + IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) + IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend. + IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered) + IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change + IMGUI_API void AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update + IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window) + IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from an UTF-16 character, it can be a surrogate + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from an UTF-8 string + + IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually + IMGUI_API void ClearInputKeys(); // [Internal] Release all keys + IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. + + //------------------------------------------------------------------ + // Output - Updated by NewFrame() or EndFrame()/Render() + // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is + // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) + //------------------------------------------------------------------ + + bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows + int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. + // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. + bool KeysDown[512]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). +#endif + + //------------------------------------------------------------------ + // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! + //------------------------------------------------------------------ + + // Main Input State + // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead) + // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. + float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends. + bool KeyCtrl; // Keyboard modifier down: Control + bool KeyShift; // Keyboard modifier down: Shift + bool KeyAlt; // Keyboard modifier down: Alt + bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows + float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). + + // Other state maintained from data above + IO function calls + ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame() + ImGuiKeyModFlags KeyModsPrev; // Key mods flags (from previous frame) + ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this. + bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) + ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down + ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. + bool MouseReleased[5]; // Mouse button went from Down to !Down + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwnedUnlessPopupClose[5]; //Track if button was clicked inside a dear imgui window. + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) + float NavInputsDownDuration[ImGuiNavInput_COUNT]; + float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; + float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + bool AppFocusLost; + ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[] + bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + + IMGUI_API ImGuiIO(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Misc data structures +//----------------------------------------------------------------------------- + +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +struct ImGuiInputTextCallbackData +{ + ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only + ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only + void* UserData; // What user passed to InputText() // Read-only + + // Arguments for the different callback events + // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. + // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. + ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + int CursorPos; // // Read-write // [Completion,History,Always] + int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) + int SelectionEnd; // // Read-write // [Completion,History,Always] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + IMGUI_API ImGuiInputTextCallbackData(); + IMGUI_API void DeleteChars(int pos, int bytes_count); + IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); + void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; } + void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; } + bool HasSelection() const { return SelectionStart != SelectionEnd; } +}; + +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. +struct ImGuiSizeCallbackData +{ + void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints() + ImVec2 Pos; // Read-only. Window position, for reference. + ImVec2 CurrentSize; // Read-only. Current window size. + ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. +}; + +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +struct ImGuiPayload +{ + // Members + void* Data; // Data (copied and owned by dear imgui) + int DataSize; // Data size + + // [Internal] + ImGuiID SourceId; // Source item id + ImGuiID SourceParentId; // Source parent id (if available) + int DataFrameCount; // Data timestamp + char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max) + bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. + + ImGuiPayload() { Clear(); } + void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } + bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } + bool IsPreview() const { return Preview; } + bool IsDelivery() const { return Delivery; } +}; + +// Sorting specification for one column of a table (sizeof == 12 bytes) +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) + ImS16 ColumnIndex; // Index of the column + ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function) + + ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +// Obtained by calling TableGetSortSpecs(). +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. + int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. + + ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) +//----------------------------------------------------------------------------- + +// Helper: Unicode defines +#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value). +#ifdef IMGUI_USE_WCHAR32 +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build. +#else +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. +#endif + +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); +struct ImGuiOnceUponAFrame +{ + ImGuiOnceUponAFrame() { RefFrame = -1; } + mutable int RefFrame; + operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } +}; + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +struct ImGuiTextFilter +{ + IMGUI_API ImGuiTextFilter(const char* default_filter = ""); + IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build + IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; + IMGUI_API void Build(); + void Clear() { InputBuf[0] = 0; Build(); } + bool IsActive() const { return !Filters.empty(); } + + // [Internal] + struct ImGuiTextRange + { + const char* b; + const char* e; + + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; + }; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; +}; + +// Helper: Growable text buffer for logging/accumulating text +// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') +struct ImGuiTextBuffer +{ + ImVector Buf; + IMGUI_API static char EmptyString[1]; + + ImGuiTextBuffer() { } + inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + int size() const { return Buf.Size ? Buf.Size - 1 : 0; } + bool empty() const { return Buf.Size <= 1; } + void clear() { Buf.clear(); } + void reserve(int capacity) { Buf.reserve(capacity); } + const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } + IMGUI_API void append(const char* str, const char* str_end = NULL); + IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); + IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); +}; + +// Helper: Key->Value storage +// Typically you don't have to worry about this since a storage is held within each Window. +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) +// You can use it as custom user storage for temporary values. Declare your own storage if, for example: +// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). +// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) +// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. +struct ImGuiStorage +{ + // [Internal] + struct ImGuiStoragePair + { + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; + ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } + ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } + ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } + }; + + ImVector Data; + + // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) + // - Set***() functions find pair, insertion on demand if missing. + // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. + void Clear() { Data.clear(); } + IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; + IMGUI_API void SetInt(ImGuiID key, int val); + IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; + IMGUI_API void SetBool(ImGuiID key, bool val); + IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; + IMGUI_API void SetFloat(ImGuiID key, float val); + IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL + IMGUI_API void SetVoidPtr(ImGuiID key, void* val); + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); + IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); + IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); + IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); + + // Use on your own storage if you know only integer are being stored (open/close all tree nodes) + IMGUI_API void SetAllInt(int val); + + // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + IMGUI_API void BuildSortByKey(); +}; + +// Helper: Manually clip large list of items. +// If you have lots evenly spaced items and you have a random access to the list, you can perform coarse +// clipping based on visibility to only submit items that are in view. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally +// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily +// scale using lists with tens of thousands of items without a problem) +// Usage: +// ImGuiListClipper clipper; +// clipper.Begin(1000); // We have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// Generally what happens is: +// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. +// - User code submit that one element. +// - Clipper can measure the height of the first element +// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. +// - User code submit visible elements. +// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. +struct ImGuiListClipper +{ + int DisplayStart; // First item to display, updated by each call to Step() + int DisplayEnd; // End of items to display (exclusive) + int ItemsCount; // [Internal] Number of items + float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it + float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + void* TempData; // [Internal] Internal data + + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step) + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + IMGUI_API ImGuiListClipper(); + IMGUI_API ~ImGuiListClipper(); + IMGUI_API void Begin(int items_count, float items_height = -1.0f); + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + + // Call ForceDisplayRangeByIndices() before first call to Step() if you need a range of items to be displayed regardless of visibility. + IMGUI_API void ForceDisplayRangeByIndices(int item_min, int item_max); // item_max is exclusive e.g. use (42, 42+1) to make item 42 always visible BUT due to alignment/padding of certain items it is likely that an extra item may be included on either end of the display range. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] +#endif +}; + +// Helpers macros to generate 32-bit encoded colors +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IM_COL32_R_SHIFT 16 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 0 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#else +#define IM_COL32_R_SHIFT 0 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 16 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 +#endif +#define IM_COL32(R,G,B,A) (((ImU32)(A)<> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; } + ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; } + ImColor(const ImVec4& col) { Value = col; } + inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } + inline operator ImVec4() const { return Value; } + + // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. + inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } + static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. +//----------------------------------------------------------------------------- + +// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking. +#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX +#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63) +#endif + +// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] +// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, +// you can poke into the draw list for that! Draw callback may be useful for example to: +// A) Change your GPU render state, +// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. +// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly. +#ifndef ImDrawCallback +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); +#endif + +// Special Draw callback value to request renderer backend to reset the graphics/render state. +// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address. +// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored. +// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) + +// Typically, 1 command = 1 GPU draw call (unless command is a callback) +// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Backends made for <1.71. will typically ignore the VtxOffset fields. +// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). +struct ImDrawCmd +{ + ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. + unsigned int IdxOffset; // 4 // Start offset in index buffer. + unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + void* UserCallbackData; // 4-8 // The draw callback code can access this. + + ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed + + // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) + inline ImTextureID GetTexID() const { return TextureId; } +}; + +// Vertex layout +#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; +}; +#else +// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h +// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up. +// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. +IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; +#endif + +// [Internal] For use by ImDrawList +struct ImDrawCmdHeader +{ + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; +}; + +// [Internal] For use by ImDrawListSplitter +struct ImDrawChannel +{ + ImVector _CmdBuffer; + ImVector _IdxBuffer; +}; + + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. +struct ImDrawListSplitter +{ + int _Current; // Current channel number (0) + int _Count; // Number of active channels (1+) + ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) + + inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); } + inline ~ImDrawListSplitter() { ClearFreeMemory(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_list); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); +}; + +// Flags for ImDrawList functions +// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused) +enum ImDrawFlags_ +{ + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason) + ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01. + ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02. + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04. + ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08. + ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag! + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone +}; + +// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// It is however possible to temporarily alter flags between calls to ImDrawList:: functions. +enum ImDrawListFlags_ +{ + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering. + ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). + ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. +}; + +// Draw command list +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. +// You can interleave normal ImGui:: calls and adding primitives to the current draw list. +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. +struct ImDrawList +{ + // This is what you have to render + ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those + ImVector VtxBuffer; // Vertex buffer. + ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. + + // [Internal, used while building lists] + unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. + const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + const char* _OwnerName; // Pointer to owner window's name for debugging + ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImVector _ClipRectStack; // [Internal] + ImVector _TextureIdStack; // [Internal] + ImVector _Path; // [Internal] current path building + ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). + ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content + + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) + ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } + + ~ImDrawList() { _ClearFreeMemory(); } + IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) + IMGUI_API void PushClipRectFullScreen(); + IMGUI_API void PopClipRect(); + IMGUI_API void PushTextureID(ImTextureID texture_id); + IMGUI_API void PopTextureID(); + inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } + inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } + + // Primitives + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. + // In future versions we will use textures to provide cheaper and higher-quality circles. + // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides. + IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); + IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); + IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); + IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); + IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. + IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) + + // Image primitives + // - Read FAQ to understand what ImTextureID is. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); + + // Stateful path API, add points then finish with PathFillConvex() or PathStroke() + inline void PathClear() { _Path.Size = 0; } + inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } + inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } + inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. + inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); + + // Advanced + IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. + IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible + IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) + // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place! + // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them. + // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + + // Advanced: Primitives allocations + // - We render triangles (three vertices) + // - All primitives needs to be reserved via PrimReserve() beforehand. + IMGUI_API void PrimReserve(int idx_count, int vtx_count); + IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); + IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) + IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); + IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); + inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } + inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } + inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) +#endif + + // [Internal helpers] + IMGUI_API void _ResetForNewFrame(); + IMGUI_API void _ClearFreeMemory(); + IMGUI_API void _PopUnusedDrawCmd(); + IMGUI_API void _TryMergeDrawCmds(); + IMGUI_API void _OnChangedClipRect(); + IMGUI_API void _OnChangedTextureID(); + IMGUI_API void _OnChangedVtxOffset(); + IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; + IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); + IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); +}; + +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) +struct ImDrawData +{ + bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. + int CmdListsCount; // Number of ImDrawList* to render + int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size + int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size + ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. + ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + + // Functions + ImDrawData() { Clear(); } + void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext! + IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. +}; + +//----------------------------------------------------------------------------- +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) +//----------------------------------------------------------------------------- + +struct ImFontConfig +{ + void* FontData; // // TTF/OTF data + int FontDataSize; // // TTF/OTF data size + bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). + int FontNo; // 0 // Index of font within TTF/OTF file + float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). + int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. + bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. + ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. + ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. + const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. + float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font + float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. + ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + + // [Internal] + char Name[40]; // Name (strictly to ease debugging) + ImFont* DstFont; + + IMGUI_API ImFontConfig(); +}; + +// Hold rendering data for one glyph. +// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) +struct ImFontGlyph +{ + unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) + unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. + unsigned int Codepoint : 30; // 0x0000..0x10FFFF + float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) + float X0, Y0, X1, Y1; // Glyph corners + float U0, V0, U1, V1; // Texture coordinates +}; + +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +struct ImFontGlyphRangesBuilder +{ + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges +}; + +// See ImFontAtlas::AddCustomRectXXX functions. +struct ImFontAtlasCustomRect +{ + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned short X, Y; // Output // Packed position in Atlas + unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000) + float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset + ImFont* Font; // Input // For custom font glyphs only: target font + ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +}; + +// Flags for ImFontAtlas build +enum ImFontAtlasFlags_ +{ + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two + ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) + ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). +}; + +// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: +// - One or more fonts. +// - Custom graphics data needed to render the shapes needed by Dear ImGui. +// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). +// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. +// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. +// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. +// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. +// Common pitfalls: +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the +// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. +// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. +// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, +// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. +// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future! +struct ImFontAtlas +{ + IMGUI_API ImFontAtlas(); + IMGUI_API ~ImFontAtlas(); + IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); + IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); + IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); + IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. + IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. + IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. + IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. + IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). + IMGUI_API void Clear(); // Clear all input and output. + + // Build atlas, retrieve pixel data. + // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // The pitch is always = Width * BytesPerPixels (1 or 4) + // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. + IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. + IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel + IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel + bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't built texture but effectively we should check TexID != 0 except that would be backend dependent... + void SetTexID(ImTextureID id) { TexID = id; } + + //------------------------------------------- + // Glyph Ranges + //------------------------------------------- + + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. + IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin + IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters + IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese + IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters + IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters + + //------------------------------------------- + // [BETA] Custom Rectangles/Glyphs API + //------------------------------------------- + + // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. + // - After calling Build(), you can query the rectangle position and render your pixels. + // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format. + // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // - Read docs/FONTS.md for more details about using colorful icons. + // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. + IMGUI_API int AddCustomRectRegular(int width, int height); + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); + ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } + + // [Internal] + IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; + IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + + //------------------------------------------- + // Members + //------------------------------------------- + + ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) + ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. + int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. + int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0. + bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. + + // [Internal] + // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. + bool TexReady; // Set when texture was built matching current font input + bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format. + unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight + unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 + int TexWidth; // Texture width calculated during Build(). + int TexHeight; // Texture height calculated during Build(). + ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) + ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel + ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. + ImVector ConfigData; // Configuration data + ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines + + // [Internal] Font builder + const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). + unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. + + // [Internal] Packing data + int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors + int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines + + // [Obsolete] + //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ +}; + +// Font runtime data and rendering +// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). +struct ImFont +{ + // Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX + float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) + + // Members: Hot ~28/40 bytes (for CalcTextSize + render loop) + ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // // All glyphs. + const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) + + // Members: Cold ~32/40 bytes + ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into + const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData + short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. + ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found. + ImWchar EllipsisChar; // 2 // out // = '...' // Character used for ellipsis rendering. + ImWchar DotChar; // 2 // out // = '.' // Character used for ellipsis rendering (if a single '...' character isn't found) + bool DirtyLookupTables; // 1 // out // + float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] + int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + + // Methods + IMGUI_API ImFont(); + IMGUI_API ~ImFont(); + IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const; + IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const; + float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } + bool IsLoaded() const { return ContainerAtlas != NULL; } + const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } + + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 + IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const; + IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; + + // [Internal] Don't use! + IMGUI_API void BuildLookupTable(); + IMGUI_API void ClearOutputData(); + IMGUI_API void GrowIndex(int new_size); + IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); + IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. + IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); + IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Viewports +//----------------------------------------------------------------------------- + +// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. +enum ImGuiViewportFlags_ +{ + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) + ImGuiViewportFlags_OwnedByApp = 1 << 2 // Platform Window: is created/managed by the application (rather than a dear imgui backend) +}; + +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +// - About Main Area vs Work Area: +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). +// - Windows are generally trying to stay within the Work Area of their host viewport. +struct ImGuiViewport +{ + ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ + ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) + ImVec2 Size; // Main Area: Size of the viewport. + ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) + ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + + // Platform/Backend Dependent Data + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms) + + ImGuiViewport() { memset(this, 0, sizeof(*this)); } + + // Helpers + ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } + ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Platform Dependent Interfaces +//----------------------------------------------------------------------------- + +// (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function. +struct ImGuiPlatformImeData +{ + bool WantVisible; // A widget wants the IME to be visible + ImVec2 InputPos; // Position of the input cursor + float InputLineHeight; // Line height + + ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Obsolete functions and types +// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. +//----------------------------------------------------------------------------- + +namespace ImGui +{ +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + IMGUI_API int GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key] +#else + static inline int GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey."); return key; } +#endif +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +namespace ImGui +{ + // OBSOLETED in 1.86 (from November 2021) + IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper. + // OBSOLETED in 1.85 (from August 2021) + static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } + // OBSOLETED in 1.81 (from February 2021) + IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items + static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } + static inline void ListBoxFooter() { EndListBox(); } + // OBSOLETED in 1.79 (from August 2020) + static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + // OBSOLETED in 1.78 (from June 2020) + // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags. + // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power); + static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power); + static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } + static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } + static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } + static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } + // OBSOLETED in 1.77 (from June 2020) + static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } + + // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) + //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019) + //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019) + //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019) + //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019) + //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018) + //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) + //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018) + //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) + //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) +} + +// OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() +typedef ImDrawFlags ImDrawCornerFlags; +enum ImDrawCornerFlags_ +{ + ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit + ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). + ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. + ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. + ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. + ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 + ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, + ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, + ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, + ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight +}; + +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) +#ifdef IMGUI_INCLUDE_IMGUI_USER_H +#include "imgui_user.h" +#endif + +#endif // #ifndef IMGUI_DISABLE + +``` + +`samples/common/libs/imgui/imgui_demo.cpp`: + +```cpp +// dear imgui, v1.87 +// (demo code) + +// Help: +// - Read FAQ at http://dearimgui.org/faq +// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// Read imgui.cpp for more details, documentation and comments. +// Get the latest version at https://github.com/ocornut/imgui + +// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase: +// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other +// coders will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available +// debug menu of your game/app! Removing this file from your project is hindering access to documentation for everyone +// in your team, likely leading you to poorer usage of the library. +// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). +// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be +// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. +// In another situation, whenever you have Dear ImGui available you probably want this to be available for reference. +// Thank you, +// -Your beloved friend, imgui_demo.cpp (which you won't delete) + +// Message to beginner C/C++ programmers about the meaning of the 'static' keyword: +// In this demo code, we frequently use 'static' variables inside functions. A static variable persists across calls, +// so it is essentially like a global variable but declared inside the scope of the function. We do this as a way to +// gather code and data in the same place, to make the demo source code faster to read, faster to write, and smaller +// in size. It also happens to be a convenient way of storing simple UI related information as long as your function +// doesn't need to be reentrant or used in multiple threads. This might be a pattern you will want to use in your code, +// but most of the real data you would be editing is likely going to be stored outside your functions. + +// The Demo code in this file is designed to be easy to copy-and-paste into your application! +// Because of this: +// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace. +// - We try to declare static variables in the local scope, as close as possible to the code using them. +// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API. +// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided +// by imgui_internal.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional +// and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h. +// Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. + +// Navigating this file: +// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. + +/* + +Index of this file: + +// [SECTION] Forward Declarations, Helpers +// [SECTION] Demo Window / ShowDemoWindow() +// - sub section: ShowDemoWindowWidgets() +// - sub section: ShowDemoWindowLayout() +// - sub section: ShowDemoWindowPopups() +// - sub section: ShowDemoWindowTables() +// - sub section: ShowDemoWindowMisc() +// [SECTION] About Window / ShowAboutWindow() +// [SECTION] Style Editor / ShowStyleEditor() +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +// System includes +#include // toupper +#include // INT_MIN, INT_MAX +#include // sqrtf, powf, cosf, sinf, floorf, ceilf +#include // vsnprintf, sscanf, printf +#include // NULL, malloc, free, atoi +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code) +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type +#pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure) +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. +#endif + +// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!) +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" +#else +#define IM_NEWLINE "\n" +#endif + +// Helpers +#if defined(_MSC_VER) && !defined(snprintf) +#define snprintf _snprintf +#endif +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif + +// Format specifiers, printing 64-bit hasn't been decently standardized... +// In a real application you should be using PRId64 and PRIu64 from (non-windows) and on Windows define them yourself. +#ifdef _MSC_VER +#define IM_PRId64 "I64d" +#define IM_PRIu64 "I64u" +#else +#define IM_PRId64 "lld" +#define IM_PRIu64 "llu" +#endif + +// Helpers macros +// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste, +// but making an exception here as those are largely simplifying code... +// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo. +#define IM_MIN(A, B) (((A) < (B)) ? (A) : (B)) +#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) +#define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V)) + +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifndef IMGUI_CDECL +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward Declarations, Helpers +//----------------------------------------------------------------------------- + +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) + +// Forward Declarations +static void ShowExampleAppDocuments(bool* p_open); +static void ShowExampleAppMainMenuBar(); +static void ShowExampleAppConsole(bool* p_open); +static void ShowExampleAppLog(bool* p_open); +static void ShowExampleAppLayout(bool* p_open); +static void ShowExampleAppPropertyEditor(bool* p_open); +static void ShowExampleAppLongText(bool* p_open); +static void ShowExampleAppAutoResize(bool* p_open); +static void ShowExampleAppConstrainedResize(bool* p_open); +static void ShowExampleAppSimpleOverlay(bool* p_open); +static void ShowExampleAppFullscreen(bool* p_open); +static void ShowExampleAppWindowTitles(bool* p_open); +static void ShowExampleAppCustomRendering(bool* p_open); +static void ShowExampleMenuFile(); + +// Helper to display a little (?) mark which shows a tooltip when hovered. +// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md) +static void HelpMarker(const char* desc) +{ + ImGui::TextDisabled("(?)"); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); + ImGui::TextUnformatted(desc); + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +// Helper to wire demo markers located in code to a interactive browser +typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data); +extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback; +extern void* GImGuiDemoMarkerCallbackUserData; +ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL; +void* GImGuiDemoMarkerCallbackUserData = NULL; +#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) + +// Helper to display basic user controls. +void ImGui::ShowUserGuide() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::BulletText("Double-click on title bar to collapse window."); + ImGui::BulletText( + "Click and drag on lower corner to resize window\n" + "(double-click to auto fit window to its contents)."); + ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); + ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); + ImGui::BulletText("CTRL+Tab to select a window."); + if (io.FontAllowUserScaling) + ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); + ImGui::BulletText("While inputing text:\n"); + ImGui::Indent(); + ImGui::BulletText("CTRL+Left/Right to word jump."); + ImGui::BulletText("CTRL+A or double-click to select all."); + ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); + ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); + ImGui::BulletText("ESCAPE to revert."); + ImGui::Unindent(); + ImGui::BulletText("With keyboard navigation enabled:"); + ImGui::Indent(); + ImGui::BulletText("Arrow keys to navigate."); + ImGui::BulletText("Space to activate a widget."); + ImGui::BulletText("Return to input text into a widget."); + ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window."); + ImGui::BulletText("Alt to jump to the menu layer of a window."); + ImGui::Unindent(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Demo Window / ShowDemoWindow() +//----------------------------------------------------------------------------- +// - ShowDemoWindowWidgets() +// - ShowDemoWindowLayout() +// - ShowDemoWindowPopups() +// - ShowDemoWindowTables() +// - ShowDemoWindowColumns() +// - ShowDemoWindowMisc() +//----------------------------------------------------------------------------- + +// We split the contents of the big ShowDemoWindow() function into smaller functions +// (because the link time of very large functions grow non-linearly) +static void ShowDemoWindowWidgets(); +static void ShowDemoWindowLayout(); +static void ShowDemoWindowPopups(); +static void ShowDemoWindowTables(); +static void ShowDemoWindowColumns(); +static void ShowDemoWindowMisc(); + +// Demonstrate most Dear ImGui features (this is big function!) +// You may execute this function to experiment with the UI and understand what it does. +// You may then search for keywords in the code when you are interested by a specific feature. +void ImGui::ShowDemoWindow(bool* p_open) +{ + // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup + // Most ImGui functions would normally just crash if the context is missing. + IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!"); + + // Examples Apps (accessible from the "Examples" menu) + static bool show_app_main_menu_bar = false; + static bool show_app_documents = false; + + static bool show_app_console = false; + static bool show_app_log = false; + static bool show_app_layout = false; + static bool show_app_property_editor = false; + static bool show_app_long_text = false; + static bool show_app_auto_resize = false; + static bool show_app_constrained_resize = false; + static bool show_app_simple_overlay = false; + static bool show_app_fullscreen = false; + static bool show_app_window_titles = false; + static bool show_app_custom_rendering = false; + + if (show_app_main_menu_bar) ShowExampleAppMainMenuBar(); + if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); + + if (show_app_console) ShowExampleAppConsole(&show_app_console); + if (show_app_log) ShowExampleAppLog(&show_app_log); + if (show_app_layout) ShowExampleAppLayout(&show_app_layout); + if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor); + if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text); + if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize); + if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize); + if (show_app_simple_overlay) ShowExampleAppSimpleOverlay(&show_app_simple_overlay); + if (show_app_fullscreen) ShowExampleAppFullscreen(&show_app_fullscreen); + if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); + if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); + + // Dear ImGui Apps (accessible from the "Tools" menu) + static bool show_app_metrics = false; + static bool show_app_stack_tool = false; + static bool show_app_style_editor = false; + static bool show_app_about = false; + + if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); } + if (show_app_stack_tool) { ImGui::ShowStackToolWindow(&show_app_stack_tool); } + if (show_app_about) { ImGui::ShowAboutWindow(&show_app_about); } + if (show_app_style_editor) + { + ImGui::Begin("Dear ImGui Style Editor", &show_app_style_editor); + ImGui::ShowStyleEditor(); + ImGui::End(); + } + + // Demonstrate the various window flags. Typically you would just use the default! + static bool no_titlebar = false; + static bool no_scrollbar = false; + static bool no_menu = false; + static bool no_move = false; + static bool no_resize = false; + static bool no_collapse = false; + static bool no_close = false; + static bool no_nav = false; + static bool no_background = false; + static bool no_bring_to_front = false; + static bool unsaved_document = false; + + ImGuiWindowFlags window_flags = 0; + if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; + if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar; + if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar; + if (no_move) window_flags |= ImGuiWindowFlags_NoMove; + if (no_resize) window_flags |= ImGuiWindowFlags_NoResize; + if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; + if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; + if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; + if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; + if (unsaved_document) window_flags |= ImGuiWindowFlags_UnsavedDocument; + if (no_close) p_open = NULL; // Don't pass our bool* to Begin + + // We specify a default position/size in case there's no data in the .ini file. + // We only do it to make the demo applications a little more welcoming, but typically this isn't required. + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); + + // Main body of the Demo window starts here. + if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags)) + { + // Early out if the window is collapsed, as an optimization. + ImGui::End(); + return; + } + + // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. + + // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) + //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); + + // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); + + // Menu Bar + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + IMGUI_DEMO_MARKER("Menu/File"); + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Examples")) + { + IMGUI_DEMO_MARKER("Menu/Examples"); + ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar); + ImGui::MenuItem("Console", NULL, &show_app_console); + ImGui::MenuItem("Log", NULL, &show_app_log); + ImGui::MenuItem("Simple layout", NULL, &show_app_layout); + ImGui::MenuItem("Property editor", NULL, &show_app_property_editor); + ImGui::MenuItem("Long text display", NULL, &show_app_long_text); + ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize); + ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize); + ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay); + ImGui::MenuItem("Fullscreen window", NULL, &show_app_fullscreen); + ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles); + ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering); + ImGui::MenuItem("Documents", NULL, &show_app_documents); + ImGui::EndMenu(); + } + //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! + if (ImGui::BeginMenu("Tools")) + { + IMGUI_DEMO_MARKER("Menu/Tools"); +#ifndef IMGUI_DISABLE_METRICS_WINDOW + ImGui::MenuItem("Metrics/Debugger", NULL, &show_app_metrics); + ImGui::MenuItem("Stack Tool", NULL, &show_app_stack_tool); +#endif + ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor); + ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION); + ImGui::Spacing(); + + IMGUI_DEMO_MARKER("Help"); + if (ImGui::CollapsingHeader("Help")) + { + ImGui::Text("ABOUT THIS DEMO:"); + ImGui::BulletText("Sections below are demonstrating many aspects of the library."); + ImGui::BulletText("The \"Examples\" menu above leads to more demo contents."); + ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" + "and Metrics/Debugger (general purpose Dear ImGui debugging tool)."); + ImGui::Separator(); + + ImGui::Text("PROGRAMMER GUIDE:"); + ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!"); + ImGui::BulletText("See comments in imgui.cpp."); + ImGui::BulletText("See example applications in the examples/ folder."); + ImGui::BulletText("Read the FAQ at http://www.dearimgui.org/faq/"); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls."); + ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls."); + ImGui::Separator(); + + ImGui::Text("USER GUIDE:"); + ImGui::ShowUserGuide(); + } + + IMGUI_DEMO_MARKER("Configuration"); + if (ImGui::CollapsingHeader("Configuration")) + { + ImGuiIO& io = ImGui::GetIO(); + + if (ImGui::TreeNode("Configuration##2")) + { + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); + ImGui::SameLine(); HelpMarker("Enable keyboard controls."); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); + ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", &io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos); + ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos."); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) + { + // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: + if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f) + { + ImGui::SameLine(); + ImGui::Text("<>"); + } + if (ImGui::IsKeyPressed(ImGuiKey_Space)) + io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; + } + ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); + ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility."); + ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue); + ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates."); + ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); + ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)."); + ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText); + ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving)."); + ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); + ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback."); + ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); + ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); + ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + ImGui::Text("Also see Style->Rendering for rendering options."); + ImGui::TreePop(); + ImGui::Separator(); + } + + IMGUI_DEMO_MARKER("Configuration/Backend Flags"); + if (ImGui::TreeNode("Backend Flags")) + { + HelpMarker( + "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" + "Here we expose them as read-only fields to avoid breaking interactions with your backend."); + + // Make a local copy to avoid modifying actual backend flags. + // FIXME: We don't use BeginDisabled() to keep label bright, maybe we need a BeginReadonly() equivalent.. + ImGuiBackendFlags backend_flags = io.BackendFlags; + ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &backend_flags, ImGuiBackendFlags_HasGamepad); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &backend_flags, ImGuiBackendFlags_HasMouseCursors); + ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &backend_flags, ImGuiBackendFlags_HasSetMousePos); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &backend_flags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::TreePop(); + ImGui::Separator(); + } + + IMGUI_DEMO_MARKER("Configuration/Style"); + if (ImGui::TreeNode("Style")) + { + HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); + ImGui::ShowStyleEditor(); + ImGui::TreePop(); + ImGui::Separator(); + } + + IMGUI_DEMO_MARKER("Configuration/Capture, Logging"); + if (ImGui::TreeNode("Capture/Logging")) + { + HelpMarker( + "The logging API redirects all text output so you can easily capture the content of " + "a window or a block. Tree nodes can be automatically expanded.\n" + "Try opening any of the contents below in this window and then click one of the \"Log To\" button."); + ImGui::LogButtons(); + + HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output."); + if (ImGui::Button("Copy \"Hello, world!\" to clipboard")) + { + ImGui::LogToClipboard(); + ImGui::LogText("Hello, world!"); + ImGui::LogFinish(); + } + ImGui::TreePop(); + } + } + + IMGUI_DEMO_MARKER("Window options"); + if (ImGui::CollapsingHeader("Window options")) + { + if (ImGui::BeginTable("split", 3)) + { + ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar); + ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar); + ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu); + ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move); + ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize); + ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse); + ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close); + ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav); + ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background); + ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front); + ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document); + ImGui::EndTable(); + } + } + + // All demo contents + ShowDemoWindowWidgets(); + ShowDemoWindowLayout(); + ShowDemoWindowPopups(); + ShowDemoWindowTables(); + ShowDemoWindowMisc(); + + // End of ShowDemoWindow() + ImGui::PopItemWidth(); + ImGui::End(); +} + +static void ShowDemoWindowWidgets() +{ + IMGUI_DEMO_MARKER("Widgets"); + if (!ImGui::CollapsingHeader("Widgets")) + return; + + static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom + if (disable_all) + ImGui::BeginDisabled(); + + IMGUI_DEMO_MARKER("Widgets/Basic"); + if (ImGui::TreeNode("Basic")) + { + IMGUI_DEMO_MARKER("Widgets/Basic/Button"); + static int clicked = 0; + if (ImGui::Button("Button")) + clicked++; + if (clicked & 1) + { + ImGui::SameLine(); + ImGui::Text("Thanks for clicking me!"); + } + + IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox"); + static bool check = true; + ImGui::Checkbox("checkbox", &check); + + IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton"); + static int e = 0; + ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); + ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); + ImGui::RadioButton("radio c", &e, 2); + + // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)"); + for (int i = 0; i < 7; i++) + { + if (i > 0) + ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f)); + ImGui::Button("Click"); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + + // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements + // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!) + // See 'Demo->Layout->Text Baseline Alignment' for details. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Hold to repeat:"); + ImGui::SameLine(); + + // Arrow buttons with Repeater + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)"); + static int counter = 0; + float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::PushButtonRepeat(true); + if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } + ImGui::SameLine(0.0f, spacing); + if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } + ImGui::PopButtonRepeat(); + ImGui::SameLine(); + ImGui::Text("%d", counter); + + IMGUI_DEMO_MARKER("Widgets/Basic/Tooltips"); + ImGui::Text("Hover over me"); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("I am a tooltip"); + + ImGui::SameLine(); + ImGui::Text("- or me"); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + ImGui::Text("I am a fancy tooltip"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); + ImGui::EndTooltip(); + } + + ImGui::Separator(); + ImGui::LabelText("label", "Value"); + + { + // Using the _simplified_ one-liner Combo() api here + // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api. + IMGUI_DEMO_MARKER("Widgets/Basic/Combo"); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }; + static int item_current = 0; + ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner Combo API here.\nRefer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API."); + } + + { + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Basic/InputText"); + static char str0[128] = "Hello, world!"; + ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); + ImGui::SameLine(); HelpMarker( + "USER:\n" + "Hold SHIFT or use mouse to select text.\n" + "CTRL+Left/Right to word jump.\n" + "CTRL+A or double-click to select all.\n" + "CTRL+X,CTRL+C,CTRL+V clipboard.\n" + "CTRL+Z,CTRL+Y undo/redo.\n" + "ESCAPE to revert.\n\n" + "PROGRAMMER:\n" + "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() " + "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated " + "in imgui_demo.cpp)."); + + static char str1[128] = ""; + ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); + + IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat"); + static int i0 = 123; + ImGui::InputInt("input int", &i0); + + static float f0 = 0.001f; + ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f"); + + static double d0 = 999999.00000001; + ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f"); + + static float f1 = 1.e10f; + ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); + ImGui::SameLine(); HelpMarker( + "You can input value using the scientific notation,\n" + " e.g. \"1e+8\" becomes \"100000000\"."); + + static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + ImGui::InputFloat3("input float3", vec4a); + } + + { + IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat"); + static int i1 = 50, i2 = 42; + ImGui::DragInt("drag int", &i1, 1); + ImGui::SameLine(); HelpMarker( + "Click and drag to edit value.\n" + "Hold SHIFT/ALT for faster/slower edit.\n" + "Double-click or CTRL+click to input value."); + + ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); + + static float f1 = 1.00f, f2 = 0.0067f; + ImGui::DragFloat("drag float", &f1, 0.005f); + ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); + } + + { + IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat"); + static int i1 = 0; + ImGui::SliderInt("slider int", &i1, -1, 3); + ImGui::SameLine(); HelpMarker("CTRL+click to input value."); + + static float f1 = 0.123f, f2 = 0.0f; + ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); + ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle"); + static float angle = 0.0f; + ImGui::SliderAngle("slider angle", &angle); + + // Using the format string to display a name instead of an integer. + // Here we completely omit '%d' from the format string, so it'll only display a name. + // This technique can also be used with DragInt(). + IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)"); + enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; + static int elem = Element_Fire; + const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; + const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown"; + ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); + ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); + } + + { + IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4"); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "Click and hold to use drag and drop.\n" + "Right-click on the color square to show options.\n" + "CTRL+click on individual component to input value.\n"); + + ImGui::ColorEdit4("color 2", col2); + } + + { + // Using the _simplified_ one-liner ListBox() api here + // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api. + IMGUI_DEMO_MARKER("Widgets/Basic/ListBox"); + const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; + static int item_current = 1; + ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner ListBox API here.\nRefer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); + } + + ImGui::TreePop(); + } + + // Testing ImGuiOnceUponAFrame helper. + //static ImGuiOnceUponAFrame once; + //for (int i = 0; i < 5; i++) + // if (once) + // ImGui::Text("This will be displayed only once."); + + IMGUI_DEMO_MARKER("Widgets/Trees"); + if (ImGui::TreeNode("Trees")) + { + IMGUI_DEMO_MARKER("Widgets/Trees/Basic trees"); + if (ImGui::TreeNode("Basic trees")) + { + for (int i = 0; i < 5; i++) + { + // Use SetNextItemOpen() so set the default state of a node to be open. We could + // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing! + if (i == 0) + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + + if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i)) + { + ImGui::Text("blah blah"); + ImGui::SameLine(); + if (ImGui::SmallButton("button")) {} + ImGui::TreePop(); + } + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Trees/Advanced, with Selectable nodes"); + if (ImGui::TreeNode("Advanced, with Selectable nodes")) + { + HelpMarker( + "This is a more typical looking tree with selectable nodes.\n" + "Click to select, CTRL+Click to toggle, click on arrows or double-click to open."); + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; + static bool align_label_with_current_x_position = false; + static bool test_drag_and_drop = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); + ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); + ImGui::Text("Hello!"); + if (align_label_with_current_x_position) + ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing()); + + // 'selection_mask' is dumb representation of what may be user-side selection state. + // You may retain selection state inside or outside your objects in whatever format you see fit. + // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end + /// of the loop. May be a pointer to your own node type, etc. + static int selection_mask = (1 << 2); + int node_clicked = -1; + for (int i = 0; i < 6; i++) + { + // Disable the default "open on single-click behavior" + set Selected flag according to our selection. + // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. + ImGuiTreeNodeFlags node_flags = base_flags; + const bool is_selected = (selection_mask & (1 << i)) != 0; + if (is_selected) + node_flags |= ImGuiTreeNodeFlags_Selected; + if (i < 3) + { + // Items 0..2 are Tree Node + bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + if (node_open) + { + ImGui::BulletText("Blah blah\nBlah Blah"); + ImGui::TreePop(); + } + } + else + { + // Items 3..5 are Tree Leaves + // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can + // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). + node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet + ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) + node_clicked = i; + if (test_drag_and_drop && ImGui::BeginDragDropSource()) + { + ImGui::SetDragDropPayload("_TREENODE", NULL, 0); + ImGui::Text("This is a drag and drop source"); + ImGui::EndDragDropSource(); + } + } + } + if (node_clicked != -1) + { + // Update selection state + // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) + if (ImGui::GetIO().KeyCtrl) + selection_mask ^= (1 << node_clicked); // CTRL+click to toggle + else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection + selection_mask = (1 << node_clicked); // Click to single-select + } + if (align_label_with_current_x_position) + ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Collapsing Headers"); + if (ImGui::TreeNode("Collapsing Headers")) + { + static bool closable_group = true; + ImGui::Checkbox("Show 2nd header", &closable_group); + if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("Some content %d", i); + } + if (ImGui::CollapsingHeader("Header with a close button", &closable_group)) + { + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + for (int i = 0; i < 5; i++) + ImGui::Text("More content %d", i); + } + /* + if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet)) + ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered()); + */ + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Bullets"); + if (ImGui::TreeNode("Bullets")) + { + ImGui::BulletText("Bullet point 1"); + ImGui::BulletText("Bullet point 2\nOn multiple lines"); + if (ImGui::TreeNode("Tree node")) + { + ImGui::BulletText("Another bullet point"); + ImGui::TreePop(); + } + ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); + ImGui::Bullet(); ImGui::SmallButton("Button"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text"); + if (ImGui::TreeNode("Text")) + { + IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); + if (ImGui::TreeNode("Colorful Text")) + { + // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. + ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); + ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); + ImGui::TextDisabled("Disabled"); + ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); + if (ImGui::TreeNode("Word Wrapping")) + { + // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. + ImGui::TextWrapped( + "This text should automatically wrap on the edge of the window. The current implementation " + "for text wrapping follows simple rules suitable for English and possibly other languages."); + ImGui::Spacing(); + + static float wrap_width = 200.0f; + ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f"); + + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + for (int n = 0; n < 2; n++) + { + ImGui::Text("Test paragraph %d:", n); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); + ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); + ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); + if (n == 0) + ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); + else + ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); + + // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) + draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255)); + ImGui::PopTextWrapPos(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); + if (ImGui::TreeNode("UTF-8 Text")) + { + // UTF-8 test with Japanese characters + // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.) + // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 + // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you + // can save your source files as 'UTF-8 without signature'). + // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 + // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants. + // Don't do this in your application! Please use u8"text in any language" in your application! + // Note that characters values are preserved even by InputText() if the font cannot be displayed, + // so you can safely copy & paste garbled characters into another application. + ImGui::TextWrapped( + "CJK text will only appears if the font was loaded with the appropriate CJK character ranges. " + "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " + "Read docs/FONTS.md for details."); + ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string. + ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); + static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; + //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis + ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Images"); + if (ImGui::TreeNode("Images")) + { + ImGuiIO& io = ImGui::GetIO(); + ImGui::TextWrapped( + "Below we are displaying the font texture (which is the only texture we have access to in this demo). " + "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " + "Hover the texture for a zoomed view!"); + + // Below we are displaying the font texture because it is the only texture we have access to inside the demo! + // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that + // will be passed to the rendering backend via the ImDrawCmd structure. + // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top + // of their respective source file to specify what they expect to be stored in ImTextureID, for example: + // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer + // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. + // More: + // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers + // to ImGui::Image(), and gather width/height through your own functions, etc. + // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, + // it will help you debug issues if you are confused about it. + // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). + // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md + // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + ImTextureID my_tex_id = io.Fonts->TexID; + float my_tex_w = (float)io.Fonts->TexWidth; + float my_tex_h = (float)io.Fonts->TexHeight; + { + ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left + ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); // 50% opaque white + ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + float region_sz = 32.0f; + float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; + float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; + float zoom = 4.0f; + if (region_x < 0.0f) { region_x = 0.0f; } + else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } + if (region_y < 0.0f) { region_y = 0.0f; } + else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } + ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); + ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); + ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); + ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); + ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col); + ImGui::EndTooltip(); + } + } + + IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); + ImGui::TextWrapped("And now some textured buttons.."); + static int pressed_count = 0; + for (int i = 0; i < 8; i++) + { + ImGui::PushID(i); + int frame_padding = -1 + i; // -1 == uses default padding (style.FramePadding) + ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible + ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h);// UV coordinates for (32,32) in our texture + ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + if (ImGui::ImageButton(my_tex_id, size, uv0, uv1, frame_padding, bg_col, tint_col)) + pressed_count += 1; + ImGui::PopID(); + ImGui::SameLine(); + } + ImGui::NewLine(); + ImGui::Text("Pressed %d times.", pressed_count); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Combo"); + if (ImGui::TreeNode("Combo")) + { + // Expose flags as checkbox for the demo + static ImGuiComboFlags flags = 0; + ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) + flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) + flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both + + // Using the generic BeginCombo() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_current_idx = 0; // Here we store our selection data as an index. + const char* combo_preview_value = items[item_current_idx]; // Pass in the preview value visible before opening the combo (it could be anything) + if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_current_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_current_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndCombo(); + } + + // Simplified one-liner Combo() API, using values packed in a single constant string + // This is a convenience for when the selection set is small and known at compile-time. + static int item_current_2 = 0; + ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + + // Simplified one-liner Combo() using an array of const char* + // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); + + // Simplified one-liner Combo() using an accessor function + struct Funcs { static bool ItemGetter(void* data, int n, const char** out_str) { *out_str = ((const char**)data)[n]; return true; } }; + static int item_current_4 = 0; + ImGui::Combo("combo 4 (function)", &item_current_4, &Funcs::ItemGetter, items, IM_ARRAYSIZE(items)); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/List Boxes"); + if (ImGui::TreeNode("List boxes")) + { + // Using the generic BeginListBox() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_current_idx = 0; // Here we store our selection data as an index. + if (ImGui::BeginListBox("listbox 1")) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_current_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_current_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + // Custom size: use all width, 5 items tall + ImGui::Text("Full-width:"); + if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_current_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_current_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables"); + if (ImGui::TreeNode("Selectables")) + { + // Selectable() has 2 overloads: + // - The one taking "bool selected" as a read-only selection information. + // When Selectable() has been clicked it returns true and you can alter selection state accordingly. + // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) + // The earlier is more flexible, as in real application your selection may be stored in many different ways + // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). + IMGUI_DEMO_MARKER("Widgets/Selectables/Basic"); + if (ImGui::TreeNode("Basic")) + { + static bool selection[5] = { false, true, false, false, false }; + ImGui::Selectable("1. I am selectable", &selection[0]); + ImGui::Selectable("2. I am selectable", &selection[1]); + ImGui::Text("(I am not selectable)"); + ImGui::Selectable("4. I am selectable", &selection[3]); + if (ImGui::Selectable("5. I am double clickable", selection[4], ImGuiSelectableFlags_AllowDoubleClick)) + if (ImGui::IsMouseDoubleClicked(0)) + selection[4] = !selection[4]; + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Single Selection"); + if (ImGui::TreeNode("Selection State: Single Selection")) + { + static int selected = -1; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selected == n)) + selected = n; + } + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Multiple Selection"); + if (ImGui::TreeNode("Selection State: Multiple Selection")) + { + HelpMarker("Hold CTRL and click to select multiple items."); + static bool selection[5] = { false, false, false, false, false }; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selection[n])) + { + if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held + memset(selection, 0, sizeof(selection)); + selection[n] ^= 1; + } + } + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more text into the same line"); + if (ImGui::TreeNode("Rendering more text into the same line")) + { + // Using the Selectable() override that takes "bool* p_selected" parameter, + // this function toggle your bool value automatically. + static bool selected[3] = { false, false, false }; + ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); + ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(300); ImGui::Text("12,345 bytes"); + ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/In columns"); + if (ImGui::TreeNode("In columns")) + { + static bool selected[10] = {}; + + if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap + } + ImGui::EndTable(); + } + ImGui::Spacing(); + if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + { + for (int i = 0; i < 10; i++) + { + char label[32]; + sprintf(label, "Item %d", i); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns); + ImGui::TableNextColumn(); + ImGui::Text("Some other contents"); + ImGui::TableNextColumn(); + ImGui::Text("123456"); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); + if (ImGui::TreeNode("Grid")) + { + static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; + + // Add in a bit of silly fun... + const float time = (float)ImGui::GetTime(); + const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected... + if (winning_state) + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); + + for (int y = 0; y < 4; y++) + for (int x = 0; x < 4; x++) + { + if (x > 0) + ImGui::SameLine(); + ImGui::PushID(y * 4 + x); + if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50))) + { + // Toggle clicked cell + toggle neighbors + selected[y][x] ^= 1; + if (x > 0) { selected[y][x - 1] ^= 1; } + if (x < 3) { selected[y][x + 1] ^= 1; } + if (y > 0) { selected[y - 1][x] ^= 1; } + if (y < 3) { selected[y + 1][x] ^= 1; } + } + ImGui::PopID(); + } + + if (winning_state) + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment"); + if (ImGui::TreeNode("Alignment")) + { + HelpMarker( + "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " + "basis using PushStyleVar(). You'll probably want to always keep your default situation to " + "left-align otherwise it becomes difficult to layout multiple items on a same line"); + static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; + for (int y = 0; y < 3; y++) + { + for (int x = 0; x < 3; x++) + { + ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); + char name[32]; + sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); + if (x > 0) ImGui::SameLine(); + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); + ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); + ImGui::PopStyleVar(); + } + } + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // To wire InputText() with std::string or any other custom string type, + // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Text Input"); + if (ImGui::TreeNode("Text Input")) + { + IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); + if (ImGui::TreeNode("Multi-line Text Input")) + { + // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize + // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. + static char text[1024 * 16] = + "/*\n" + " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n" + " the hexadecimal encoding of one offending instruction,\n" + " more formally, the invalid operand with locked CMPXCHG8B\n" + " instruction bug, is a design flaw in the majority of\n" + " Intel Pentium, Pentium MMX, and Pentium OverDrive\n" + " processors (all in the P5 microarchitecture).\n" + "*/\n\n" + "label:\n" + "\tlock cmpxchg8b eax\n"; + + static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); + ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); + ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input"); + if (ImGui::TreeNode("Filtered Text Input")) + { + struct TextFilters + { + // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i' + static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) + { + if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) + return 0; + return 1; + } + }; + + static char buf1[64] = ""; ImGui::InputText("default", buf1, 64); + static char buf2[64] = ""; ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal); + static char buf3[64] = ""; ImGui::InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); + static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase); + static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank); + static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Password input"); + if (ImGui::TreeNode("Password Input")) + { + static char password[64] = "password123"; + ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); + ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password)); + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Completion, History, Edit Callbacks")) + { + struct Funcs + { + static int MyCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) + { + data->InsertChars(data->CursorPos, ".."); + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) + { + if (data->EventKey == ImGuiKey_UpArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Up!"); + data->SelectAll(); + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Down!"); + data->SelectAll(); + } + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) + { + // Toggle casing of first character + char c = data->Buf[0]; + if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32; + data->BufDirty = true; + + // Increment a counter + int* p_int = (int*)data->UserData; + *p_int = *p_int + 1; + } + return 0; + } + }; + static char buf1[64]; + ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker("Here we append \"..\" each time Tab is pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf2[64]; + ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker("Here we replace and select text each time Up/Down are pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf3[64]; + static int edit_count = 0; + ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); + ImGui::SameLine(); HelpMarker("Here we toggle the casing of the first character on every edits + count edits."); + ImGui::SameLine(); ImGui::Text("(%d)", edit_count); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback"); + if (ImGui::TreeNode("Resize Callback")) + { + // To wire InputText() with std::string or any other custom string type, + // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper + // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string. + HelpMarker( + "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n" + "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string."); + struct Funcs + { + static int MyResizeCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) + { + ImVector* my_str = (ImVector*)data->UserData; + IM_ASSERT(my_str->begin() == data->Buf); + my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 + data->Buf = my_str->begin(); + } + return 0; + } + + // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. + // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' + static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) + { + IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); + return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); + } + }; + + // For this demo we are using ImVector as a string container. + // Note that because we need to store a terminating zero character, our size/capacity are 1 more + // than usually reported by a typical string class. + static ImVector my_str; + if (my_str.empty()) + my_str.push_back(0); + Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16)); + ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity()); + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + // Tabs + IMGUI_DEMO_MARKER("Widgets/Tabs"); + if (ImGui::TreeNode("Tabs")) + { + IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + if (ImGui::BeginTabItem("Avocado")) + { + ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Broccoli")) + { + ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Cucumber")) + { + ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); + if (ImGui::TreeNode("Advanced & Close Button")) + { + // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; + ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); + if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + // Tab Bar + const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; + static bool opened[4] = { true, true, true, true }; // Persistent user state + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + { + if (n > 0) { ImGui::SameLine(); } + ImGui::Checkbox(names[n], &opened[n]); + } + + // Passing a bool* to BeginTabItem() is similar to passing one to Begin(): + // the underlying bool will be set to false when the tab is closed. + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + for (int n = 0; n < IM_ARRAYSIZE(opened); n++) + if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", names[n]); + if (n & 1) + ImGui::Text("I am an odd tab."); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); + if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) + { + static ImVector active_tabs; + static int next_tab_id = 0; + if (next_tab_id == 0) // Initialize with some default tabs + for (int i = 0; i < 3; i++) + active_tabs.push_back(next_tab_id++); + + // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. + // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... + // but they tend to make more sense together) + static bool show_leading_button = true; + static bool show_trailing_button = true; + ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); + ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); + + // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown; + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + // Demo a Leading TabItemButton(): click the "?" button to open a menu + if (show_leading_button) + if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) + ImGui::OpenPopup("MyHelpMenu"); + if (ImGui::BeginPopup("MyHelpMenu")) + { + ImGui::Selectable("Hello!"); + ImGui::EndPopup(); + } + + // Demo Trailing Tabs: click the "+" button to add a new tab (in your app you may want to use a font icon instead of the "+") + // Note that we submit it before the regular tabs, but because of the ImGuiTabItemFlags_Trailing flag it will always appear at the end. + if (show_trailing_button) + if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) + active_tabs.push_back(next_tab_id++); // Add new tab + + // Submit our regular tabs + for (int n = 0; n < active_tabs.Size; ) + { + bool open = true; + char name[16]; + snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]); + if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", name); + ImGui::EndTabItem(); + } + + if (!open) + active_tabs.erase(active_tabs.Data + n); + else + n++; + } + + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Plot/Graph widgets are not very good. + // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot + // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) + IMGUI_DEMO_MARKER("Widgets/Plotting"); + if (ImGui::TreeNode("Plotting")) + { + static bool animate = true; + ImGui::Checkbox("Animate", &animate); + + // Plot as lines and plot as histogram + IMGUI_DEMO_MARKER("Widgets/Plotting/PlotLines, PlotHistogram"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); + ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); + + // Fill an array of contiguous float values to plot + // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float + // and the sizeof() of your structure in the "stride" parameter. + static float values[90] = {}; + static int values_offset = 0; + static double refresh_time = 0.0; + if (!animate || refresh_time == 0.0) + refresh_time = ImGui::GetTime(); + while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo + { + static float phase = 0.0f; + values[values_offset] = cosf(phase); + values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); + phase += 0.10f * values_offset; + refresh_time += 1.0f / 60.0f; + } + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_ARRAYSIZE(values); n++) + average += values[n]; + average /= (float)IM_ARRAYSIZE(values); + char overlay[32]; + sprintf(overlay, "avg %f", average); + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); + } + + // Use functions to generate output + // FIXME: This is rather awkward because current plot API only pass in indices. + // We probably want an API passing floats and user provide sample rate/count. + struct Funcs + { + static float Sin(void*, int i) { return sinf(i * 0.1f); } + static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } + }; + static int func_type = 0, display_count = 70; + ImGui::Separator(); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); + ImGui::SameLine(); + ImGui::SliderInt("Sample count", &display_count, 1, 400); + float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; + ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::Separator(); + + // Animate a simple progress bar + IMGUI_DEMO_MARKER("Widgets/Plotting/ProgressBar"); + static float progress = 0.0f, progress_dir = 1.0f; + if (animate) + { + progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; + if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } + if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } + } + + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Progress Bar"); + + float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); + char buf[32]; + sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Color"); + if (ImGui::TreeNode("Color/Picker Widgets")) + { + static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); + + static bool alpha_preview = true; + static bool alpha_half_preview = false; + static bool drag_and_drop = true; + static bool options_menu = true; + static bool hdr = false; + ImGui::Checkbox("With Alpha Preview", &alpha_preview); + ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); + ImGui::Checkbox("With Drag and Drop", &drag_and_drop); + ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); + ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit"); + ImGui::Text("Color widget:"); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "CTRL+click on individual component to input value.\n"); + ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)"); + ImGui::Text("Color widget HSV with Alpha:"); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)"); + ImGui::Text("Color widget with Float Display:"); + ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)"); + ImGui::Text("Color button with Picker:"); + ImGui::SameLine(); HelpMarker( + "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" + "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " + "be used for the tooltip and picker popup."); + ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)"); + ImGui::Text("Color button with Custom Picker Popup:"); + + // Generate a default palette. The palette will persist and can be edited. + static bool saved_palette_init = true; + static ImVec4 saved_palette[32] = {}; + if (saved_palette_init) + { + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, + saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); + saved_palette[n].w = 1.0f; // Alpha + } + saved_palette_init = false; + } + + static ImVec4 backup_color; + bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); + ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); + open_popup |= ImGui::Button("Palette"); + if (open_popup) + { + ImGui::OpenPopup("mypicker"); + backup_color = color; + } + if (ImGui::BeginPopup("mypicker")) + { + ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); + ImGui::Separator(); + ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + ImGui::Text("Current"); + ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)); + ImGui::Text("Previous"); + if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40))) + color = backup_color; + ImGui::Separator(); + ImGui::Text("Palette"); + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::PushID(n); + if ((n % 8) != 0) + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); + + ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; + if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) + color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! + + // Allow user to drop colors into each palette entry. Note that ColorButton() is already a + // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag. + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); + ImGui::EndDragDropTarget(); + } + + ImGui::PopID(); + } + ImGui::EndGroup(); + ImGui::EndPopup(); + } + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)"); + ImGui::Text("Color button only:"); + static bool no_border = false; + ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); + ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker"); + ImGui::Text("Color picker:"); + static bool alpha = true; + static bool alpha_bar = true; + static bool side_preview = true; + static bool ref_color = false; + static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); + static int display_mode = 0; + static int picker_mode = 0; + ImGui::Checkbox("With Alpha", &alpha); + ImGui::Checkbox("With Alpha Bar", &alpha_bar); + ImGui::Checkbox("With Side Preview", &side_preview); + if (side_preview) + { + ImGui::SameLine(); + ImGui::Checkbox("With Ref Color", &ref_color); + if (ref_color) + { + ImGui::SameLine(); + ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); + } + } + ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); + ImGui::SameLine(); HelpMarker( + "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " + "but the user can change it with a right-click.\n\nColorPicker defaults to displaying RGB+HSV+Hex " + "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); + ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0Hue bar + SV rect\0Hue wheel + SV triangle\0"); + ImGui::SameLine(); HelpMarker("User can right-click the picker to change mode."); + ImGuiColorEditFlags flags = misc_flags; + if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() + if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; + if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; + if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; + if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays + if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode + if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; + if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; + ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); + + ImGui::Text("Set defaults in code:"); + ImGui::SameLine(); HelpMarker( + "SetColorEditOptions() is designed to allow you to set boot-time default.\n" + "We don't have Push/Pop functions because you can force options on a per-widget basis if needed," + "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid" + "encouraging you to persistently save values that aren't forward-compatible."); + if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); + if (ImGui::Button("Default: Float + HDR + Hue Wheel")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); + + // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) + static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! + ImGui::Spacing(); + ImGui::Text("HSV encoded colors"); + ImGui::SameLine(); HelpMarker( + "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV" + "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the" + "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); + ImGui::Text("Color widget with InputHSV:"); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); + if (ImGui::TreeNode("Drag/Slider Flags")) + { + // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! + static ImGuiSliderFlags flags = ImGuiSliderFlags_None; + ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); + ImGui::SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click."); + ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); + ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); + ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); + ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); + + // Drags + static float drag_f = 0.5f; + static int drag_i = 50; + ImGui::Text("Underlying float value: %f", drag_f); + ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); + ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + + // Sliders + static float slider_f = 0.5f; + static int slider_i = 50; + ImGui::Text("Underlying float value: %f", slider_f); + ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags); + ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Range Widgets"); + if (ImGui::TreeNode("Range Widgets")) + { + static float begin = 10, end = 90; + static int begin_i = 100, end_i = 1000; + ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); + ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Data Types"); + if (ImGui::TreeNode("Data Types")) + { + // DragScalar/InputScalar/SliderScalar functions allow various data types + // - signed/unsigned + // - 8/16/32/64-bits + // - integer/float/double + // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum + // to pass the type, and passing all arguments by pointer. + // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each types. + // In practice, if you frequently use a given type that is not covered by the normal API entry points, + // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, + // and then pass their address to the generic function. For example: + // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") + // { + // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); + // } + + // Setup limits (as helper variables so we can take their address, as explained above) + // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. + #ifndef LLONG_MIN + ImS64 LLONG_MIN = -9223372036854775807LL - 1; + ImS64 LLONG_MAX = 9223372036854775807LL; + ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); + #endif + const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; + const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; + const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; + const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; + const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; + const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; + const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; + const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; + const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; + const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; + + // State + static char s8_v = 127; + static ImU8 u8_v = 255; + static short s16_v = 32767; + static ImU16 u16_v = 65535; + static ImS32 s32_v = -1; + static ImU32 u32_v = (ImU32)-1; + static ImS64 s64_v = -1; + static ImU64 u64_v = (ImU64)-1; + static float f32_v = 0.123f; + static double f64_v = 90000.01234567890123456789; + + const float drag_speed = 0.2f; + static bool drag_clamp = false; + IMGUI_DEMO_MARKER("Widgets/Data Types/Drags"); + ImGui::Text("Drags:"); + ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); + ImGui::SameLine(); HelpMarker( + "As with every widgets in dear imgui, we never modify values unless there is a user interaction.\n" + "You can override the clamping limits by using CTRL+Click to input a value."); + ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); + ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); + ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); + ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); + ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); + ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f"); + ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic); + ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams"); + ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders"); + ImGui::Text("Sliders"); + ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); + ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); + ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); + ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); + ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); + ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); + ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); + ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); + ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); + ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); + ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" IM_PRId64); + ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" IM_PRId64); + ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" IM_PRId64); + ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" IM_PRIu64 " ms"); + ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" IM_PRIu64 " ms"); + ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" IM_PRIu64 " ms"); + ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); + ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); + ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); + ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); + + ImGui::Text("Sliders (reverse)"); + ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); + ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); + ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); + ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); + ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" IM_PRId64); + ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" IM_PRIu64 " ms"); + + IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs"); + static bool inputs_step = true; + ImGui::Text("Inputs"); + ImGui::Checkbox("Show step buttons", &inputs_step); + ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d"); + ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u"); + ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d"); + ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u"); + ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d"); + ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal); + ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u"); + ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal); + ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL); + ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL); + ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL); + ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); + if (ImGui::TreeNode("Multi-component Widgets")) + { + static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + static int vec4i[4] = { 1, 5, 100, 255 }; + + ImGui::InputFloat2("input float2", vec4f); + ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); + ImGui::InputInt2("input int2", vec4i); + ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); + ImGui::SliderInt2("slider int2", vec4i, 0, 255); + ImGui::Spacing(); + + ImGui::InputFloat3("input float3", vec4f); + ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); + ImGui::InputInt3("input int3", vec4i); + ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); + ImGui::SliderInt3("slider int3", vec4i, 0, 255); + ImGui::Spacing(); + + ImGui::InputFloat4("input float4", vec4f); + ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); + ImGui::InputInt4("input int4", vec4i); + ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); + ImGui::SliderInt4("slider int4", vec4i, 0, 255); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); + if (ImGui::TreeNode("Vertical Sliders")) + { + const float spacing = 4; + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); + + static int int_value = 0; + ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5); + ImGui::SameLine(); + + static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; + ImGui::PushID("set1"); + for (int i = 0; i < 7; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); + ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values[i]); + ImGui::PopStyleColor(4); + ImGui::PopID(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set2"); + static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; + const int rows = 3; + const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); + for (int nx = 0; nx < 4; nx++) + { + if (nx > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + for (int ny = 0; ny < rows; ny++) + { + ImGui::PushID(nx * rows + ny); + ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values2[nx]); + ImGui::PopID(); + } + ImGui::EndGroup(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set3"); + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); + ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); + ImGui::PopStyleVar(); + ImGui::PopID(); + } + ImGui::PopID(); + ImGui::PopStyleVar(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and drop"); + if (ImGui::TreeNode("Drag and Drop")) + { + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets"); + if (ImGui::TreeNode("Drag and drop in standard widgets")) + { + // ColorEdit widgets automatically act as drag source and drag target. + // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F + // to allow your own widgets to use colors in their drag and drop interaction. + // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. + HelpMarker("You can drag from the color squares."); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::ColorEdit4("color 2", col2); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items"); + if (ImGui::TreeNode("Drag and drop to copy/swap items")) + { + enum Mode + { + Mode_Copy, + Mode_Move, + Mode_Swap + }; + static int mode = 0; + if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); + if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); + if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } + static const char* names[9] = + { + "Bobby", "Beatrice", "Betty", + "Brianna", "Barry", "Bernard", + "Bibi", "Blaine", "Bryn" + }; + for (int n = 0; n < IM_ARRAYSIZE(names); n++) + { + ImGui::PushID(n); + if ((n % 3) != 0) + ImGui::SameLine(); + ImGui::Button(names[n], ImVec2(60, 60)); + + // Our buttons are both drag sources and drag targets here! + if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) + { + // Set payload to carry the index of our item (could be anything) + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); + + // Display preview (could be anything, e.g. when dragging an image we could decide to display + // the filename and a small preview of the image, etc.) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } + if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } + if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } + ImGui::EndDragDropSource(); + } + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) + { + IM_ASSERT(payload->DataSize == sizeof(int)); + int payload_n = *(const int*)payload->Data; + if (mode == Mode_Copy) + { + names[n] = names[payload_n]; + } + if (mode == Mode_Move) + { + names[n] = names[payload_n]; + names[payload_n] = ""; + } + if (mode == Mode_Swap) + { + const char* tmp = names[n]; + names[n] = names[payload_n]; + names[payload_n] = tmp; + } + } + ImGui::EndDragDropTarget(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)"); + if (ImGui::TreeNode("Drag to reorder items (simple)")) + { + // Simple reordering + HelpMarker( + "We don't use the drag and drop api at all here! " + "Instead we query when the item is held but not hovered, and order items accordingly."); + static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; + for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) + { + const char* item = item_names[n]; + ImGui::Selectable(item); + + if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) + { + int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); + if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) + { + item_names[n] = item_names[n_next]; + item_names[n_next] = item; + ImGui::ResetMouseDragDelta(); + } + } + } + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)"); + if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) + { + // Select an item type + const char* item_names[] = + { + "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", + "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" + }; + static int item_type = 4; + static bool item_disabled = false; + ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); + ImGui::SameLine(); + HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); + ImGui::Checkbox("Item Disabled", &item_disabled); + + // Submit selected item item so we can query their status in the code following it. + bool ret = false; + static bool b = false; + static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + static char str[16] = {}; + if (item_disabled) + ImGui::BeginDisabled(true); + if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction + if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button + if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window) + if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item + if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } + if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } + + // Display the values of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code. + ImGui::BulletText( + "Return value = %d\n" + "IsItemFocused() = %d\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsItemHovered(_AllowWhenOverlapped) = %d\n" + "IsItemHovered(_AllowWhenDisabled) = %d\n" + "IsItemHovered(_RectOnly) = %d\n" + "IsItemActive() = %d\n" + "IsItemEdited() = %d\n" + "IsItemActivated() = %d\n" + "IsItemDeactivated() = %d\n" + "IsItemDeactivatedAfterEdit() = %d\n" + "IsItemVisible() = %d\n" + "IsItemClicked() = %d\n" + "IsItemToggledOpen() = %d\n" + "GetItemRectMin() = (%.1f, %.1f)\n" + "GetItemRectMax() = (%.1f, %.1f)\n" + "GetItemRectSize() = (%.1f, %.1f)", + ret, + ImGui::IsItemFocused(), + ImGui::IsItemHovered(), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped), + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), + ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), + ImGui::IsItemActive(), + ImGui::IsItemEdited(), + ImGui::IsItemActivated(), + ImGui::IsItemDeactivated(), + ImGui::IsItemDeactivatedAfterEdit(), + ImGui::IsItemVisible(), + ImGui::IsItemClicked(), + ImGui::IsItemToggledOpen(), + ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, + ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, + ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y + ); + + if (item_disabled) + ImGui::EndDisabled(); + + char buf[1] = ""; + ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly); + ImGui::SameLine(); + HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)"); + if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) + { + static bool embed_all_inside_a_child_window = false; + ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); + if (embed_all_inside_a_child_window) + ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), true); + + // Testing IsWindowFocused() function with its various flags. + ImGui::BulletText( + "IsWindowFocused() = %d\n" + "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_AnyWindow) = %d\n", + ImGui::IsWindowFocused(), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); + + // Testing IsWindowHovered() function with its various flags. + ImGui::BulletText( + "IsWindowHovered() = %d\n" + "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_RootWindow) = %d\n" + "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_AnyWindow) = %d\n", + ImGui::IsWindowHovered(), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)); + + ImGui::BeginChild("child", ImVec2(0, 50), true); + ImGui::Text("This is another child window for testing the _ChildWindows flag."); + ImGui::EndChild(); + if (embed_all_inside_a_child_window) + ImGui::EndChild(); + + // Calling IsItemHovered() after begin returns the hovered status of the title bar. + // This is useful in particular if you want to create a context menu associated to the title bar of a window. + static bool test_window = false; + ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); + if (test_window) + { + ImGui::Begin("Title bar Hovered/Active tests", &test_window); + if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() + { + if (ImGui::MenuItem("Close")) { test_window = false; } + ImGui::EndPopup(); + } + ImGui::Text( + "IsItemHovered() after begin = %d (== is title bar hovered)\n" + "IsItemActive() after begin = %d (== is window being clicked/moved)\n", + ImGui::IsItemHovered(), ImGui::IsItemActive()); + ImGui::End(); + } + + ImGui::TreePop(); + } + + // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd: + // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space) + if (disable_all) + ImGui::EndDisabled(); + + IMGUI_DEMO_MARKER("Widgets/Disable Block"); + if (ImGui::TreeNode("Disable block")) + { + ImGui::Checkbox("Disable entire section above", &disable_all); + ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section."); + ImGui::TreePop(); + } +} + +static void ShowDemoWindowLayout() +{ + IMGUI_DEMO_MARKER("Layout"); + if (!ImGui::CollapsingHeader("Layout & Scrolling")) + return; + + IMGUI_DEMO_MARKER("Layout/Child windows"); + if (ImGui::TreeNode("Child windows")) + { + HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); + static bool disable_mouse_wheel = false; + static bool disable_menu = false; + ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); + ImGui::Checkbox("Disable Menu", &disable_menu); + + // Child 1: no border, enable horizontal scrollbar + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), false, window_flags); + for (int i = 0; i < 100; i++) + ImGui::Text("%04d: scrollable region", i); + ImGui::EndChild(); + } + + ImGui::SameLine(); + + // Child 2: rounded border + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_None; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + if (!disable_menu) + window_flags |= ImGuiWindowFlags_MenuBar; + ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); + ImGui::BeginChild("ChildR", ImVec2(0, 260), true, window_flags); + if (!disable_menu && ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings)) + { + for (int i = 0; i < 100; i++) + { + char buf[32]; + sprintf(buf, "%03d", i); + ImGui::TableNextColumn(); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + ImGui::EndTable(); + } + ImGui::EndChild(); + ImGui::PopStyleVar(); + } + + ImGui::Separator(); + + // Demonstrate a few extra things + // - Changing ImGuiCol_ChildBg (which is transparent black in default styles) + // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window) + // You can also call SetNextWindowPos() to position the child window. The parent window will effectively + // layout from this position. + // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from + // the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details. + { + static int offset_x = 0; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); + + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); + ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); + ImGui::BeginChild("Red", ImVec2(200, 100), true, ImGuiWindowFlags_None); + for (int n = 0; n < 50; n++) + ImGui::Text("Some test %d", n); + ImGui::EndChild(); + bool child_is_hovered = ImGui::IsItemHovered(); + ImVec2 child_rect_min = ImGui::GetItemRectMin(); + ImVec2 child_rect_max = ImGui::GetItemRectMax(); + ImGui::PopStyleColor(); + ImGui::Text("Hovered: %d", child_is_hovered); + ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Widgets Width"); + if (ImGui::TreeNode("Widgets Width")) + { + static float f = 0.0f; + static bool show_indented_items = true; + ImGui::Checkbox("Show indented items", &show_indented_items); + + // Use SetNextItemWidth() to set the width of a single upcoming item. + // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. + // In real code use you'll probably want to choose width values that are proportional to your font size + // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. + + ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); + ImGui::SameLine(); HelpMarker("Fixed width."); + ImGui::PushItemWidth(100); + ImGui::DragFloat("float##1b", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##1b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); + ImGui::PushItemWidth(-100); + ImGui::DragFloat("float##2a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##2b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); + ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##3a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##3b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus half"); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##4a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##4b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + // Demonstrate using PushItemWidth to surround three items. + // Calling SetNextItemWidth() before each of them would have the same effect. + ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); + ImGui::SameLine(); HelpMarker("Align to right edge"); + ImGui::PushItemWidth(-FLT_MIN); + ImGui::DragFloat("##float5a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##5b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout"); + if (ImGui::TreeNode("Basic Horizontal Layout")) + { + ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); + + // Text + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine"); + ImGui::Text("Two items: Hello"); ImGui::SameLine(); + ImGui::TextColored(ImVec4(1,1,0,1), "Sailor"); + + // Adjust spacing + ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20); + ImGui::TextColored(ImVec4(1,1,0,1), "Sailor"); + + // Button + ImGui::AlignTextToFramePadding(); + ImGui::Text("Normal buttons"); ImGui::SameLine(); + ImGui::Button("Banana"); ImGui::SameLine(); + ImGui::Button("Apple"); ImGui::SameLine(); + ImGui::Button("Corniflower"); + + // Button + ImGui::Text("Small buttons"); ImGui::SameLine(); + ImGui::SmallButton("Like this one"); ImGui::SameLine(); + ImGui::Text("can fit within a text block."); + + // Aligned to arbitrary position. Easy/cheap column. + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::Text("x=150"); + ImGui::SameLine(300); ImGui::Text("x=300"); + ImGui::Text("Aligned"); + ImGui::SameLine(150); ImGui::SmallButton("x=150"); + ImGui::SameLine(300); ImGui::SmallButton("x=300"); + + // Checkbox + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)"); + static bool c1 = false, c2 = false, c3 = false, c4 = false; + ImGui::Checkbox("My", &c1); ImGui::SameLine(); + ImGui::Checkbox("Tailor", &c2); ImGui::SameLine(); + ImGui::Checkbox("Is", &c3); ImGui::SameLine(); + ImGui::Checkbox("Rich", &c4); + + // Various + static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f; + ImGui::PushItemWidth(80); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" }; + static int item = -1; + ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); + ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); + ImGui::PopItemWidth(); + + ImGui::PushItemWidth(80); + ImGui::Text("Lists:"); + static int selection[4] = { 0, 1, 2, 3 }; + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items)); + ImGui::PopID(); + //if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i); + } + ImGui::PopItemWidth(); + + // Dummy + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy"); + ImVec2 button_sz(40, 40); + ImGui::Button("A", button_sz); ImGui::SameLine(); + ImGui::Dummy(button_sz); ImGui::SameLine(); + ImGui::Button("B", button_sz); + + // Manually wrapping + // (we should eventually provide this as an automatic layout feature, but for now you can do it manually) + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping"); + ImGui::Text("Manual wrapping:"); + ImGuiStyle& style = ImGui::GetStyle(); + int buttons_count = 20; + float window_visible_x2 = ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMax().x; + for (int n = 0; n < buttons_count; n++) + { + ImGui::PushID(n); + ImGui::Button("Box", button_sz); + float last_button_x2 = ImGui::GetItemRectMax().x; + float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line + if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) + ImGui::SameLine(); + ImGui::PopID(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Groups"); + if (ImGui::TreeNode("Groups")) + { + HelpMarker( + "BeginGroup() basically locks the horizontal position for new line. " + "EndGroup() bundles the whole group so that you can use \"item\" functions such as " + "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group."); + ImGui::BeginGroup(); + { + ImGui::BeginGroup(); + ImGui::Button("AAA"); + ImGui::SameLine(); + ImGui::Button("BBB"); + ImGui::SameLine(); + ImGui::BeginGroup(); + ImGui::Button("CCC"); + ImGui::Button("DDD"); + ImGui::EndGroup(); + ImGui::SameLine(); + ImGui::Button("EEE"); + ImGui::EndGroup(); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("First group hovered"); + } + // Capture the group size and create widgets using the same size + ImVec2 size = ImGui::GetItemRectSize(); + const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; + ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size); + + ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::SameLine(); + ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); + ImGui::EndGroup(); + ImGui::SameLine(); + + ImGui::Button("LEVERAGE\nBUZZWORD", size); + ImGui::SameLine(); + + if (ImGui::BeginListBox("List", size)) + { + ImGui::Selectable("Selected", true); + ImGui::Selectable("Not Selected", false); + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment"); + if (ImGui::TreeNode("Text Baseline Alignment")) + { + { + ImGui::BulletText("Text baseline:"); + ImGui::SameLine(); HelpMarker( + "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " + "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets."); + ImGui::Indent(); + + ImGui::Text("KO Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("Baseline of button will look misaligned with text.."); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + // (because we don't know what's coming after the Text() statement, we need to move the text baseline + // down by FramePadding.y ahead of time) + ImGui::AlignTextToFramePadding(); + ImGui::Text("OK Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); + HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); + + // SmallButton() uses the same vertical padding as Text + ImGui::Button("TEST##1"); ImGui::SameLine(); + ImGui::Text("TEST"); ImGui::SameLine(); + ImGui::SmallButton("TEST##2"); + + // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. + ImGui::AlignTextToFramePadding(); + ImGui::Text("Text aligned to framed item"); ImGui::SameLine(); + ImGui::Button("Item##1"); ImGui::SameLine(); + ImGui::Text("Item"); ImGui::SameLine(); + ImGui::SmallButton("Item##2"); ImGui::SameLine(); + ImGui::Button("Item##3"); + + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Multi-line text:"); + ImGui::Indent(); + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); + + ImGui::Button("HOP##1"); ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + + ImGui::Button("HOP##2"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); + ImGui::Text("Banana"); + ImGui::Unindent(); + } + + ImGui::Spacing(); + + { + ImGui::BulletText("Misc items:"); + ImGui::Indent(); + + // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button. + ImGui::Button("80x80", ImVec2(80, 80)); + ImGui::SameLine(); + ImGui::Button("50x50", ImVec2(50, 50)); + ImGui::SameLine(); + ImGui::Button("Button()"); + ImGui::SameLine(); + ImGui::SmallButton("SmallButton()"); + + // Tree + const float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + ImGui::Button("Button##1"); + ImGui::SameLine(0.0f, spacing); + if (ImGui::TreeNode("Node##1")) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. + // Otherwise you can use SmallButton() (smaller fit). + ImGui::AlignTextToFramePadding(); + + // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add + // other contents below the node. + bool node_open = ImGui::TreeNode("Node##2"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); + if (node_open) + { + // Placeholder tree data + for (int i = 0; i < 6; i++) + ImGui::BulletText("Item %d..", i); + ImGui::TreePop(); + } + + // Bullet + ImGui::Button("Button##3"); + ImGui::SameLine(0.0f, spacing); + ImGui::BulletText("Bullet text"); + + ImGui::AlignTextToFramePadding(); + ImGui::BulletText("Node"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); + ImGui::Unindent(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Scrolling"); + if (ImGui::TreeNode("Scrolling")) + { + // Vertical scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical"); + HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); + + static int track_item = 50; + static bool enable_track = true; + static bool enable_extra_decorations = false; + static float scroll_to_off_px = 0.0f; + static float scroll_to_pos_px = 200.0f; + + ImGui::Checkbox("Decoration", &enable_extra_decorations); + + ImGui::Checkbox("Track", &enable_track); + ImGui::PushItemWidth(100); + ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + + bool scroll_to_off = ImGui::Button("Scroll Offset"); + ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + + bool scroll_to_pos = ImGui::Button("Scroll To Pos"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + ImGui::PopItemWidth(); + + if (scroll_to_off || scroll_to_pos) + enable_track = false; + + ImGuiStyle& style = ImGui::GetStyle(); + float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; + if (child_w < 1.0f) + child_w = 1.0f; + ImGui::PushID("##VerticalScrolling"); + for (int i = 0; i < 5; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; + ImGui::TextUnformatted(names[i]); + + const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; + const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), true, child_flags); + if (ImGui::BeginMenuBar()) + { + ImGui::TextUnformatted("abc"); + ImGui::EndMenuBar(); + } + if (scroll_to_off) + ImGui::SetScrollY(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_y = ImGui::GetScrollY(); + float scroll_max_y = ImGui::GetScrollMaxY(); + ImGui::EndChild(); + ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); + ImGui::EndGroup(); + } + ImGui::PopID(); + + // Horizontal scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal"); + ImGui::Spacing(); + HelpMarker( + "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" + "Because the clipping rectangle of most window hides half worth of WindowPadding on the " + "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " + "equivalent SetScrollFromPosY(+1) wouldn't."); + ImGui::PushID("##HorizontalScrolling"); + for (int i = 0; i < 5; i++) + { + float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; + ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); + ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), true, child_flags); + if (scroll_to_off) + ImGui::SetScrollX(scroll_to_off_px); + if (scroll_to_pos) + ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + { + for (int item = 0; item < 100; item++) + { + if (item > 0) + ImGui::SameLine(); + if (enable_track && item == track_item) + { + ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); + ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right + } + else + { + ImGui::Text("Item %d", item); + } + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::SameLine(); + const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; + ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); + ImGui::Spacing(); + } + ImGui::PopID(); + + // Miscellaneous Horizontal Scrolling Demo + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)"); + HelpMarker( + "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" + "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin()."); + static int lines = 7; + ImGui::SliderInt("Lines", &lines, 1, 15); + ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); + ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30); + ImGui::BeginChild("scrolling", scrolling_child_size, true, ImGuiWindowFlags_HorizontalScrollbar); + for (int line = 0; line < lines; line++) + { + // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() + // If you want to create your own time line for a real application you may be better off manipulating + // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets + // yourself. You may also want to use the lower-level ImDrawList API. + int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3); + for (int n = 0; n < num_buttons; n++) + { + if (n > 0) ImGui::SameLine(); + ImGui::PushID(n + line * 1000); + char num_buf[16]; + sprintf(num_buf, "%d", n); + const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf; + float hue = n * 0.05f; + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); + ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f)); + ImGui::PopStyleColor(3); + ImGui::PopID(); + } + } + float scroll_x = ImGui::GetScrollX(); + float scroll_max_x = ImGui::GetScrollMaxX(); + ImGui::EndChild(); + ImGui::PopStyleVar(2); + float scroll_x_delta = 0.0f; + ImGui::SmallButton("<<"); + if (ImGui::IsItemActive()) + scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("Scroll from code"); ImGui::SameLine(); + ImGui::SmallButton(">>"); + if (ImGui::IsItemActive()) + scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; + ImGui::SameLine(); + ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x); + if (scroll_x_delta != 0.0f) + { + // Demonstrate a trick: you can use Begin to set yourself in the context of another window + // (here we are already out of your child window) + ImGui::BeginChild("scrolling"); + ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta); + ImGui::EndChild(); + } + ImGui::Spacing(); + + static bool show_horizontal_contents_size_demo_window = false; + ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window); + + if (show_horizontal_contents_size_demo_window) + { + static bool show_h_scrollbar = true; + static bool show_button = true; + static bool show_tree_nodes = true; + static bool show_text_wrapped = false; + static bool show_columns = true; + static bool show_tab_bar = true; + static bool show_child = false; + static bool explicit_content_size = false; + static float contents_size_x = 300.0f; + if (explicit_content_size) + ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); + ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window"); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); + HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); + ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) + ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width + ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size + ImGui::Checkbox("Columns", &show_columns); // Will use contents size + ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size + ImGui::Checkbox("Child", &show_child); // Will grow and use contents size + ImGui::Checkbox("Explicit content size", &explicit_content_size); + ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); + if (explicit_content_size) + { + ImGui::SameLine(); + ImGui::SetNextItemWidth(100); + ImGui::DragFloat("##csx", &contents_size_x); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); + ImGui::Dummy(ImVec2(0, 10)); + } + ImGui::PopStyleVar(2); + ImGui::Separator(); + if (show_button) + { + ImGui::Button("this is a 300-wide button", ImVec2(300, 0)); + } + if (show_tree_nodes) + { + bool open = true; + if (ImGui::TreeNode("this is a tree node")) + { + if (ImGui::TreeNode("another one of those tree node...")) + { + ImGui::Text("Some tree contents"); + ImGui::TreePop(); + } + ImGui::TreePop(); + } + ImGui::CollapsingHeader("CollapsingHeader", &open); + } + if (show_text_wrapped) + { + ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle."); + } + if (show_columns) + { + ImGui::Text("Tables:"); + if (ImGui::BeginTable("table", 4, ImGuiTableFlags_Borders)) + { + for (int n = 0; n < 4; n++) + { + ImGui::TableNextColumn(); + ImGui::Text("Width %.2f", ImGui::GetContentRegionAvail().x); + } + ImGui::EndTable(); + } + ImGui::Text("Columns:"); + ImGui::Columns(4); + for (int n = 0; n < 4; n++) + { + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::NextColumn(); + } + ImGui::Columns(1); + } + if (show_tab_bar && ImGui::BeginTabBar("Hello")) + { + if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } + ImGui::EndTabBar(); + } + if (show_child) + { + ImGui::BeginChild("child", ImVec2(0, 0), true); + ImGui::EndChild(); + } + ImGui::End(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Clipping"); + if (ImGui::TreeNode("Clipping")) + { + static ImVec2 size(100.0f, 100.0f); + static ImVec2 offset(30.0f, 30.0f); + ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); + ImGui::TextWrapped("(Click and drag to scroll)"); + + for (int n = 0; n < 3; n++) + { + if (n > 0) + ImGui::SameLine(); + ImGui::PushID(n); + ImGui::BeginGroup(); // Lock X position + + ImGui::InvisibleButton("##empty", size); + if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) + { + offset.x += ImGui::GetIO().MouseDelta.x; + offset.y += ImGui::GetIO().MouseDelta.y; + } + const ImVec2 p0 = ImGui::GetItemRectMin(); + const ImVec2 p1 = ImGui::GetItemRectMax(); + const char* text_str = "Line 1 hello\nLine 2 clip me!"; + const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + switch (n) + { + case 0: + HelpMarker( + "Using ImGui::PushClipRect():\n" + "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" + "(use this if you want your clipping rectangle to affect interactions)"); + ImGui::PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + ImGui::PopClipRect(); + break; + case 1: + HelpMarker( + "Using ImDrawList::PushClipRect():\n" + "Will alter ImDrawList rendering only.\n" + "(use this as a shortcut if you are only using ImDrawList calls)"); + draw_list->PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + draw_list->PopClipRect(); + break; + case 2: + HelpMarker( + "Using ImDrawList::AddText() with a fine ClipRect:\n" + "Will alter only this specific ImDrawList::AddText() rendering.\n" + "(this is often used internally to avoid altering the clipping rectangle and minimize draw calls)"); + ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert. + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect); + break; + } + ImGui::EndGroup(); + ImGui::PopID(); + } + + ImGui::TreePop(); + } +} + +static void ShowDemoWindowPopups() +{ + IMGUI_DEMO_MARKER("Popups"); + if (!ImGui::CollapsingHeader("Popups & Modal windows")) + return; + + // The properties of popups windows are: + // - They block normal mouse hovering detection outside them. (*) + // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as + // we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup(). + // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even + // when normally blocked by a popup. + // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close + // popups at any time. + + // Typical use for regular windows: + // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); + // Typical use for popups: + // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); } + + // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. + // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. + + IMGUI_DEMO_MARKER("Popups/Popups"); + if (ImGui::TreeNode("Popups")) + { + ImGui::TextWrapped( + "When a popup is active, it inhibits interacting with windows that are behind the popup. " + "Clicking outside the popup closes it."); + + static int selected_fish = -1; + const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" }; + static bool toggles[] = { true, false, false, false, false }; + + // Simple selection popup (if you want to show the current selection inside the Button itself, + // you may want to build a string using the "###" operator to preserve a constant ID with a variable label) + if (ImGui::Button("Select..")) + ImGui::OpenPopup("my_select_popup"); + ImGui::SameLine(); + ImGui::TextUnformatted(selected_fish == -1 ? "" : names[selected_fish]); + if (ImGui::BeginPopup("my_select_popup")) + { + ImGui::Text("Aquarium"); + ImGui::Separator(); + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + if (ImGui::Selectable(names[i])) + selected_fish = i; + ImGui::EndPopup(); + } + + // Showing a menu with toggles + if (ImGui::Button("Toggle..")) + ImGui::OpenPopup("my_toggle_popup"); + if (ImGui::BeginPopup("my_toggle_popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + ImGui::EndMenu(); + } + + ImGui::Separator(); + ImGui::Text("Tooltip here"); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("I am a tooltip over a popup"); + + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + for (int i = 0; i < IM_ARRAYSIZE(names); i++) + ImGui::MenuItem(names[i], "", &toggles[i]); + if (ImGui::BeginMenu("Sub-menu")) + { + ImGui::MenuItem("Click me"); + if (ImGui::Button("Stacked Popup")) + ImGui::OpenPopup("another popup"); + if (ImGui::BeginPopup("another popup")) + { + ImGui::Text("I am the last one here."); + ImGui::EndPopup(); + } + ImGui::EndMenu(); + } + ImGui::EndPopup(); + } + ImGui::EndPopup(); + } + + // Call the more complete ShowExampleMenuFile which we use in various places of this demo + if (ImGui::Button("With a menu..")) + ImGui::OpenPopup("my_file_popup"); + if (ImGui::BeginPopup("my_file_popup", ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + ImGui::MenuItem("Dummy"); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from popup!"); + ImGui::Button("This is a dummy button.."); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier."); + + // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: + // if (id == 0) + // id = GetItemID(); // Use last item id + // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + // OpenPopup(id); + // return BeginPopup(id); + // For advanced advanced uses you may want to replicate and customize this code. + // See more details in BeginPopupContextItem(). + + // Example 1 + // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(), + // and BeginPopupContextItem() will use the last item ID as the popup ID. + { + const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" }; + for (int n = 0; n < 5; n++) + { + ImGui::Selectable(names[n]); + if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id + { + ImGui::Text("This a popup for \"%s\"!", names[n]); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("Right-click to open popup"); + } + } + + // Example 2 + // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem(). + // Using an explicit identifier is also convenient if you want to activate the popups from different locations. + { + HelpMarker("Text() elements don't have stable identifiers so we need to provide one."); + static float value = 0.5f; + ImGui::Text("Value = %.3f <-- (1) right-click this value", value); + if (ImGui::BeginPopupContextItem("my popup")) + { + if (ImGui::Selectable("Set to zero")) value = 0.0f; + if (ImGui::Selectable("Set to PI")) value = 3.1415f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); + ImGui::EndPopup(); + } + + // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup. + // Here we make it that right-clicking this other text element opens the same popup as above. + // The popup itself will be submitted by the code above. + ImGui::Text("(2) Or right-click this text"); + ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight); + + // Back to square one: manually open the same popup. + if (ImGui::Button("(3) Or click this button")) + ImGui::OpenPopup("my popup"); + } + + // Example 3 + // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID), + // we need to make sure your item identifier is stable. + // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ). + { + HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator."); + static char name[32] = "Label1"; + char buf[64]; + sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label + ImGui::Button(buf); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("Edit name:"); + ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Modals"); + if (ImGui::TreeNode("Modals")) + { + ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside."); + + if (ImGui::Button("Delete..")) + ImGui::OpenPopup("Delete?"); + + // Always center this window when appearing + ImVec2 center = ImGui::GetMainViewport()->GetCenter(); + ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); + + if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n"); + ImGui::Separator(); + + //static int unused_i = 0; + //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0"); + + static bool dont_ask_me_next_time = false; + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time); + ImGui::PopStyleVar(); + + if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::SetItemDefaultFocus(); + ImGui::SameLine(); + if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } + ImGui::EndPopup(); + } + + if (ImGui::Button("Stacked modals..")) + ImGui::OpenPopup("Stacked 1"); + if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar)) + { + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Some menu item")) {} + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it."); + + // Testing behavior of widgets stacking their own regular popups over the modal. + static int item = 1; + static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + ImGui::ColorEdit4("color", color); + + if (ImGui::Button("Add another modal..")) + ImGui::OpenPopup("Stacked 2"); + + // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which + // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value + // of the bool actually doesn't matter here. + bool unused_open = true; + if (ImGui::BeginPopupModal("Stacked 2", &unused_open)) + { + ImGui::Text("Hello from Stacked The Second!"); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Popups/Menus inside a regular window"); + if (ImGui::TreeNode("Menus inside a regular window")) + { + ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); + ImGui::Separator(); + + // Note: As a quirk in this very specific example, we want to differentiate the parent of this menu from the + // parent of the various popup menus above. To do so we are encloding the items in a PushID()/PopID() block + // to make them two different menusets. If we don't, opening any popup above and hovering our menu here would + // open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it, + // which is the desired behavior for regular menus. + ImGui::PushID("foo"); + ImGui::MenuItem("Menu item", "CTRL+M"); + if (ImGui::BeginMenu("Menu inside a regular window")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::PopID(); + ImGui::Separator(); + ImGui::TreePop(); + } +} + +// Dummy data structure that we use for the Table demo. +// (pre-C++11 doesn't allow us to instantiate ImVector template if this structure if defined inside the demo function) +namespace +{ +// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. +// This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID. +// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex) +// If you don't use sorting, you will generally never care about giving column an ID! +enum MyItemColumnID +{ + MyItemColumnID_ID, + MyItemColumnID_Name, + MyItemColumnID_Action, + MyItemColumnID_Quantity, + MyItemColumnID_Description +}; + +struct MyItem +{ + int ID; + const char* Name; + int Quantity; + + // We have a problem which is affecting _only this demo_ and should not affect your code: + // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(), + // however qsort doesn't allow passing user data to comparing function. + // As a workaround, we are storing the sort specs in a static/global for the comparing function to access. + // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global. + // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called + // very often by the sorting algorithm it would be a little wasteful. + static const ImGuiTableSortSpecs* s_current_sort_specs; + + // Compare function to be used by qsort() + static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs) + { + const MyItem* a = (const MyItem*)lhs; + const MyItem* b = (const MyItem*)rhs; + for (int n = 0; n < s_current_sort_specs->SpecsCount; n++) + { + // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn() + // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler! + const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; + int delta = 0; + switch (sort_spec->ColumnUserID) + { + case MyItemColumnID_ID: delta = (a->ID - b->ID); break; + case MyItemColumnID_Name: delta = (strcmp(a->Name, b->Name)); break; + case MyItemColumnID_Quantity: delta = (a->Quantity - b->Quantity); break; + case MyItemColumnID_Description: delta = (strcmp(a->Name, b->Name)); break; + default: IM_ASSERT(0); break; + } + if (delta > 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; + if (delta < 0) + return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1; + } + + // qsort() is instable so always return a way to differenciate items. + // Your own compare function may want to avoid fallback on implicit sort specs e.g. a Name compare if it wasn't already part of the sort specs. + return (a->ID - b->ID); + } +}; +const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; +} + +// Make the UI compact because there are so many fields +static void PushStyleCompact() +{ + ImGuiStyle& style = ImGui::GetStyle(); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0.60f))); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x, (float)(int)(style.ItemSpacing.y * 0.60f))); +} + +static void PopStyleCompact() +{ + ImGui::PopStyleVar(2); +} + +// Show a combo box with a choice of sizing policies +static void EditTableSizingFlags(ImGuiTableFlags* p_flags) +{ + struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; }; + static const EnumDesc policies[] = + { + { ImGuiTableFlags_None, "Default", "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." }, + { ImGuiTableFlags_SizingFixedFit, "ImGuiTableFlags_SizingFixedFit", "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." }, + { ImGuiTableFlags_SizingFixedSame, "ImGuiTableFlags_SizingFixedSame", "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." }, + { ImGuiTableFlags_SizingStretchProp, "ImGuiTableFlags_SizingStretchProp", "Columns default to _WidthStretch with weights proportional to their widths." }, + { ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", "Columns default to _WidthStretch with same weights." } + }; + int idx; + for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++) + if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_)) + break; + const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : ""; + if (ImGui::BeginCombo("Sizing Policy", preview_text)) + { + for (int n = 0; n < IM_ARRAYSIZE(policies); n++) + if (ImGui::Selectable(policies[n].Name, idx == n)) + *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value; + ImGui::EndCombo(); + } + ImGui::SameLine(); + ImGui::TextDisabled("(?)"); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f); + for (int m = 0; m < IM_ARRAYSIZE(policies); m++) + { + ImGui::Separator(); + ImGui::Text("%s:", policies[m].Name); + ImGui::Separator(); + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f); + ImGui::TextUnformatted(policies[m].Tooltip); + } + ImGui::PopTextWrapPos(); + ImGui::EndTooltip(); + } +} + +static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) +{ + ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker("Master disable flag (also hide from context menu)"); + ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide); + ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort); + if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch); + if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed)) + *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed); + ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize); + ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder); + ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide); + ImGui::CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip); + ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort); + ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending); + ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending); + ImGui::CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel); + ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth); + ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending); + ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending); + ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0"); + ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0"); +} + +static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) +{ + ImGui::CheckboxFlags("_IsEnabled", &flags, ImGuiTableColumnFlags_IsEnabled); + ImGui::CheckboxFlags("_IsVisible", &flags, ImGuiTableColumnFlags_IsVisible); + ImGui::CheckboxFlags("_IsSorted", &flags, ImGuiTableColumnFlags_IsSorted); + ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered); +} + +static void ShowDemoWindowTables() +{ + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + IMGUI_DEMO_MARKER("Tables"); + if (!ImGui::CollapsingHeader("Tables & Columns")) + return; + + // Using those as a base value to create width/height that are factor of the size of our font + const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x; + const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing(); + + ImGui::PushID("Tables"); + + int open_action = -1; + if (ImGui::Button("Open all")) + open_action = 1; + ImGui::SameLine(); + if (ImGui::Button("Close all")) + open_action = 0; + ImGui::SameLine(); + + // Options + static bool disable_indent = false; + ImGui::Checkbox("Disable tree indentation", &disable_indent); + ImGui::SameLine(); + HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width."); + ImGui::Separator(); + if (disable_indent) + ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); + + // About Styling of tables + // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs. + // There are however a few settings that a shared and part of the ImGuiStyle structure: + // style.CellPadding // Padding within each cell + // style.Colors[ImGuiCol_TableHeaderBg] // Table header background + // style.Colors[ImGuiCol_TableBorderStrong] // Table outer and header borders + // style.Colors[ImGuiCol_TableBorderLight] // Table inner borders + // style.Colors[ImGuiCol_TableRowBg] // Table row background when ImGuiTableFlags_RowBg is enabled (even rows) + // style.Colors[ImGuiCol_TableRowBgAlt] // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows) + + // Demos + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Basic"); + if (ImGui::TreeNode("Basic")) + { + // Here we will showcase three different ways to output a table. + // They are very simple variations of a same thing! + + // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. + // In many situations, this is the most flexible and easy to use pattern. + HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop."); + if (ImGui::BeginTable("table1", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Row %d Column %d", row, column); + } + } + ImGui::EndTable(); + } + + // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). + // This is generally more convenient when you have code manually submitting the contents of each columns. + HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually."); + if (ImGui::BeginTable("table2", 3)) + { + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("Row %d", row); + ImGui::TableNextColumn(); + ImGui::Text("Some contents"); + ImGui::TableNextColumn(); + ImGui::Text("123.456"); + } + ImGui::EndTable(); + } + + // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), + // as TableNextColumn() will automatically wrap around and create new roes as needed. + // This is generally more convenient when your cells all contains the same type of data. + HelpMarker( + "Only using TableNextColumn(), which tends to be convenient for tables where every cells contains the same type of contents.\n" + "This is also more similar to the old NextColumn() function of the Columns API, and provided to facilitate the Columns->Tables API transition."); + if (ImGui::BeginTable("table3", 3)) + { + for (int item = 0; item < 14; item++) + { + ImGui::TableNextColumn(); + ImGui::Text("Item %d", item); + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Borders, background"); + if (ImGui::TreeNode("Borders, background")) + { + // Expose a few Borders related flags interactively + enum ContentsType { CT_Text, CT_FillButton }; + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static bool display_headers = false; + static int contents_type = CT_Text; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterH"); + ImGui::Indent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::Unindent(); + + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner); + ImGui::Unindent(); + + ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:"); + ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text); + ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton); + ImGui::Checkbox("Display headers", &display_headers); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers"); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Display headers so we can inspect their interaction with borders. + // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them too much. See other sections for details) + if (display_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + if (contents_type == CT_Text) + ImGui::TextUnformatted(buf); + else if (contents_type) + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, stretch"); + if (ImGui::TreeNode("Resizable, stretch")) + { + // By default, if we don't enable ScrollX the sizing policy for each columns is "Stretch" + // Each columns maintain a sizing weight, and they will occupy all available width. + static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::SameLine(); HelpMarker("Using the _Resizable flag automatically enables the _BordersInnerV flag as well, this is why the resize borders are still showing when unchecking this."); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, fixed"); + if (ImGui::TreeNode("Resizable, fixed")) + { + // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set) + // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small) + // If there is not enough available width to fit all columns, they will however be resized down. + // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings + HelpMarker( + "Using _Resizable + _SizingFixedFit flags.\n" + "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" + "Double-click a column border to auto-fit the column to its contents."); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, mixed"); + if (ImGui::TreeNode("Resizable, mixed")) + { + HelpMarker( + "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" + "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch."); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + if (ImGui::BeginTable("table1", 3, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 6, flags)) + { + ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch); + ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide); + ImGui::TableHeadersRow(); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 6; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers"); + if (ImGui::TreeNode("Reorderable, hideable, with headers")) + { + HelpMarker( + "Click and drag column headers to reorder columns.\n\n" + "Right-click on a header to open a context menu."); + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)"); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 3, flags)) + { + // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column. + // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.) + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Use outer_size.x == 0.0f instead of default to make the table as tight as possible (only valid when no scrolling and no stretch column) + if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f))) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Fixed %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Padding"); + if (ImGui::TreeNode("Padding")) + { + // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding. + // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding. + HelpMarker( + "We often want outer padding activated when any using features which makes the edges of a column visible:\n" + "e.g.:\n" + "- BorderOuterV\n" + "- any form of row selection\n" + "Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX you can override the default.\n\n" + "Actual padding values are using style.CellPadding.\n\n" + "In this demo we don't show horizontal borders to emphasis how they don't affect default horizontal padding."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX); + ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX); + ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX); + ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)"); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV); + static bool show_headers = false; + ImGui::Checkbox("show_headers", &show_headers); + PopStyleCompact(); + + if (ImGui::BeginTable("table_padding", 3, flags1)) + { + if (show_headers) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + { + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + } + else + { + char buf[32]; + sprintf(buf, "Hello %d,%d", column, row); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) + // ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255)); + } + } + ImGui::EndTable(); + } + + // Second example: set style.CellPadding to (0.0) or a custom value. + // FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one... + HelpMarker("Setting style.CellPadding to (0,0) or a custom value."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; + static ImVec2 cell_padding(0.0f, 0.0f); + static bool show_widget_frame_bg = true; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags2, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags2, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags2, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags2, ImGuiTableFlags_BordersInner); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags2, ImGuiTableFlags_BordersOuter); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags2, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags2, ImGuiTableFlags_Resizable); + ImGui::Checkbox("show_widget_frame_bg", &show_widget_frame_bg); + ImGui::SliderFloat2("CellPadding", &cell_padding.x, 0.0f, 10.0f, "%.0f"); + PopStyleCompact(); + + ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding); + if (ImGui::BeginTable("table_padding_2", 3, flags2)) + { + static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells + static bool init = true; + if (!show_widget_frame_bg) + ImGui::PushStyleColor(ImGuiCol_FrameBg, 0); + for (int cell = 0; cell < 3 * 5; cell++) + { + ImGui::TableNextColumn(); + if (init) + strcpy(text_bufs[cell], "edit me"); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::PushID(cell); + ImGui::InputText("##cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell])); + ImGui::PopID(); + } + if (!show_widget_frame_bg) + ImGui::PopStyleColor(); + init = false; + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Explicit widths"); + if (ImGui::TreeNode("Sizing policies")) + { + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX); + PopStyleCompact(); + + static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame }; + for (int table_n = 0; table_n < 4; table_n++) + { + ImGui::PushID(table_n); + ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&sizing_policy_flags[table_n]); + + // To make it easier to understand the different sizing policy, + // For each policy: we display one table where the columns have equal contents width, and one where the columns have different contents width. + if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + } + ImGui::EndTable(); + } + if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1)) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); ImGui::Text("AAAA"); + ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB"); + ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC"); + } + ImGui::EndTable(); + } + ImGui::PopID(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Advanced"); + ImGui::SameLine(); + HelpMarker("This section allows you to interact and see the effect of various sizing policies depending on whether Scroll is enabled and the contents of your columns."); + + enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText }; + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable; + static int contents_type = CT_ShowWidth; + static int column_count = 3; + + PushStyleCompact(); + ImGui::PushID("Advanced"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + EditTableSizingFlags(&flags); + ImGui::Combo("Contents", &contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0"); + if (contents_type == CT_FillButton) + { + ImGui::SameLine(); + HelpMarker("Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop where contents width can feed into auto-column width can feed into contents width."); + } + ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + + if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7))) + { + for (int cell = 0; cell < 10 * column_count; cell++) + { + ImGui::TableNextColumn(); + int column = ImGui::TableGetColumnIndex(); + int row = ImGui::TableGetRowIndex(); + + ImGui::PushID(cell); + char label[32]; + static char text_buf[32] = ""; + sprintf(label, "Hello %d,%d", column, row); + switch (contents_type) + { + case CT_ShortText: ImGui::TextUnformatted(label); break; + case CT_LongText: ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break; + case CT_ShowWidth: ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break; + case CT_Button: ImGui::Button(label); break; + case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break; + case CT_InputText: ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break; + } + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping"); + if (ImGui::TreeNode("Vertical scrolling, with clipping")) + { + HelpMarker("Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\nWe also demonstrate using ImGuiListClipper to virtualize the submission of many items."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible + ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None); + ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None); + ImGui::TableHeadersRow(); + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(1000); + while (clipper.Step()) + { + for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Hello %d,%d", column, row); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Horizontal scrolling"); + if (ImGui::TreeNode("Horizontal scrolling")) + { + HelpMarker( + "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " + "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" + "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX," + "because the container window won't automatically extend vertically to fix contents (this may be improved in future versions)."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + static int freeze_cols = 1; + static int freeze_rows = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + PopStyleCompact(); + + // When using ScrollX or ScrollY we need to specify a size for our table container! + // Otherwise by default the table will fit all available space, like a BeginChild() call. + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size)) + { + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze() + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableSetupColumn("Four"); + ImGui::TableSetupColumn("Five"); + ImGui::TableSetupColumn("Six"); + ImGui::TableHeadersRow(); + for (int row = 0; row < 20; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 7; column++) + { + // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement. + // Because here we know that: + // - A) all our columns are contributing the same to row height + // - B) column 0 is always visible, + // We only always submit this one column and can skip others. + // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags(). + if (!ImGui::TableSetColumnIndex(column) && column > 0) + continue; + if (column == 0) + ImGui::Text("Line %d", row); + else + ImGui::Text("Hello world %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::Spacing(); + ImGui::TextUnformatted("Stretch + ScrollX"); + ImGui::SameLine(); + HelpMarker( + "Showcase using Stretch columns + ScrollX together: " + "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" + "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns + ScrollX together doesn't make sense."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + static float inner_width = 1000.0f; + PushStyleCompact(); + ImGui::PushID("flags3"); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags2, ImGuiTableFlags_ScrollX); + ImGui::DragFloat("inner_width", &inner_width, 1.0f, 0.0f, FLT_MAX, "%.1f"); + ImGui::PopItemWidth(); + ImGui::PopID(); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width)) + { + for (int cell = 0; cell < 20 * 7; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("Hello world %d,%d", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex()); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns flags"); + if (ImGui::TreeNode("Columns flags")) + { + // Create a first table just to show all the options/flags we want to make visible in our example! + const int column_count = 3; + const char* column_names[column_count] = { "One", "Two", "Three" }; + static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide }; + static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags() + + if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None)) + { + PushStyleCompact(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableNextColumn(); + ImGui::PushID(column); + ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation + ImGui::Text("'%s'", column_names[column]); + ImGui::Spacing(); + ImGui::Text("Input flags:"); + EditTableColumnsFlags(&column_flags[column]); + ImGui::Spacing(); + ImGui::Text("Output flags:"); + ShowTableColumnsStatusFlags(column_flags_out[column]); + ImGui::PopID(); + } + PopStyleCompact(); + ImGui::EndTable(); + } + + // Create the real table we care about for the example! + // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, otherwise in + // a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + resizing the parent window down) + const ImGuiTableFlags flags + = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV + | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable; + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9); + if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size)) + { + for (int column = 0; column < column_count; column++) + ImGui::TableSetupColumn(column_names[column], column_flags[column]); + ImGui::TableHeadersRow(); + for (int column = 0; column < column_count; column++) + column_flags_out[column] = ImGui::TableGetColumnFlags(column); + float indent_step = (float)((int)TEXT_BASE_WIDTH / 2); + for (int row = 0; row < 8; row++) + { + ImGui::Indent(indent_step); // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. + ImGui::TableNextRow(); + for (int column = 0; column < column_count; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui::TableGetColumnName(column)); + } + } + ImGui::Unindent(indent_step * 8.0f); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns widths"); + if (ImGui::TreeNode("Columns widths")) + { + HelpMarker("Using TableSetupColumn() to setup default width."); + + static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize); + PopStyleCompact(); + if (ImGui::BeginTable("table1", 3, flags1)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f + ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f + ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); // Default to auto + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + HelpMarker("Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, fixed columns with set width may still be shrunk down if there's not enough space in the host."); + + static ImGuiTableFlags flags2 = ImGuiTableFlags_None; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 4, flags2)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 4; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Nested tables"); + if (ImGui::TreeNode("Nested tables")) + { + HelpMarker("This demonstrate embedding a table into another table cell."); + + if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("A0"); + ImGui::TableSetupColumn("A1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextColumn(); + ImGui::Text("A0 Row 0"); + { + float rows_height = TEXT_BASE_HEIGHT * 2; + if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("B0"); + ImGui::TableSetupColumn("B1"); + ImGui::TableHeadersRow(); + + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 0"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 0"); + ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); + ImGui::TableNextColumn(); + ImGui::Text("B0 Row 1"); + ImGui::TableNextColumn(); + ImGui::Text("B1 Row 1"); + + ImGui::EndTable(); + } + } + ImGui::TableNextColumn(); ImGui::Text("A1 Row 0"); + ImGui::TableNextColumn(); ImGui::Text("A0 Row 1"); + ImGui::TableNextColumn(); ImGui::Text("A1 Row 1"); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Row height"); + if (ImGui::TreeNode("Row height")) + { + HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would requires a unique clipping rectangle per row."); + if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerV)) + { + for (int row = 0; row < 10; row++) + { + float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row); + ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height); + ImGui::TableNextColumn(); + ImGui::Text("min_row_height = %.2f", min_row_height); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Outer size"); + if (ImGui::TreeNode("Outer size")) + { + // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY + // Important to that note how the two flags have slightly different behaviors! + ImGui::Text("Using NoHostExtendX and NoHostExtendY:"); + PushStyleCompact(); + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + PopStyleCompact(); + + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f); + if (ImGui::BeginTable("table1", 3, flags, outer_size)) + { + for (int row = 0; row < 10; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + ImGui::Text("Hello!"); + + ImGui::Spacing(); + + ImGui::Text("Using explicit size:"); + if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + ImGui::SameLine(); + if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + { + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f); + for (int column = 0; column < 3; column++) + { + ImGui::TableNextColumn(); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Background color"); + if (ImGui::TreeNode("Background color")) + { + static ImGuiTableFlags flags = ImGuiTableFlags_RowBg; + static int row_bg_type = 1; + static int row_bg_target = 1; + static int cell_bg_type = 1; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style."); + ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0"); + ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them."); + ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here."); + IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2); + IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1); + IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1); + PopStyleCompact(); + + if (ImGui::BeginTable("table1", 5, flags)) + { + for (int row = 0; row < 6; row++) + { + ImGui::TableNextRow(); + + // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)' + // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag. + if (row_bg_type != 0) + { + ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient? + ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color); + } + + // Fill cells + for (int column = 0; column < 5; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("%c%c", 'A' + row, '0' + column); + + // Change background of Cells B1->C2 + // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)' + // (the CellBg color will be blended over the RowBg and ColumnBg colors) + // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop. + if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1) + { + ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f)); + ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color); + } + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Tree view"); + if (ImGui::TreeNode("Tree view")) + { + static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; + + if (ImGui::BeginTable("3ways", 3, flags)) + { + // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide); + ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f); + ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f); + ImGui::TableHeadersRow(); + + // Simple storage to output a dummy file-system. + struct MyTreeNode + { + const char* Name; + const char* Type; + int Size; + int ChildIdx; + int ChildCount; + static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + const bool is_folder = (node->ChildCount > 0); + if (is_folder) + { + bool open = ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::TableNextColumn(); + ImGui::TextDisabled("--"); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + if (open) + { + for (int child_n = 0; child_n < node->ChildCount; child_n++) + DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes); + ImGui::TreePop(); + } + } + else + { + ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::TableNextColumn(); + ImGui::Text("%d", node->Size); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(node->Type); + } + } + }; + static const MyTreeNode nodes[] = + { + { "Root", "Folder", -1, 1, 3 }, // 0 + { "Music", "Folder", -1, 4, 2 }, // 1 + { "Textures", "Folder", -1, 6, 3 }, // 2 + { "desktop.ini", "System file", 1024, -1,-1 }, // 3 + { "File1_a.wav", "Audio file", 123000, -1,-1 }, // 4 + { "File1_b.wav", "Audio file", 456000, -1,-1 }, // 5 + { "Image001.png", "Image file", 203128, -1,-1 }, // 6 + { "Copy of Image001.png", "Image file", 203256, -1,-1 }, // 7 + { "Copy of Image001 (Final2).png","Image file", 203512, -1,-1 }, // 8 + }; + + MyTreeNode::DisplayNode(&nodes[0], nodes); + + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Item width"); + if (ImGui::TreeNode("Item width")) + { + HelpMarker( + "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" + "Note that on auto-resizing non-resizable fixed columns, querying the content width for e.g. right-alignment doesn't make sense."); + if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders)) + { + ImGui::TableSetupColumn("small"); + ImGui::TableSetupColumn("half"); + ImGui::TableSetupColumn("right-align"); + ImGui::TableHeadersRow(); + + for (int row = 0; row < 3; row++) + { + ImGui::TableNextRow(); + if (row == 0) + { + // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) + ImGui::TableSetColumnIndex(0); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small + ImGui::TableSetColumnIndex(1); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::TableSetColumnIndex(2); + ImGui::PushItemWidth(-FLT_MIN); // Right-aligned + } + + // Draw our contents + static float dummy_f = 0.0f; + ImGui::PushID(row); + ImGui::TableSetColumnIndex(0); + ImGui::SliderFloat("float0", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(1); + ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f); + ImGui::TableSetColumnIndex(2); + ImGui::SliderFloat("float2", &dummy_f, 0.0f, 1.0f); + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate using TableHeader() calls instead of TableHeadersRow() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Custom headers"); + if (ImGui::TreeNode("Custom headers")) + { + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + ImGui::TableSetupColumn("Apricot"); + ImGui::TableSetupColumn("Banana"); + ImGui::TableSetupColumn("Cherry"); + + // Dummy entire-column selection storage + // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox. + static bool column_selected[3] = {}; + + // Instead of calling TableHeadersRow() we'll submit custom headers ourselves + ImGui::TableNextRow(ImGuiTableRowFlags_Headers); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn() + ImGui::PushID(column); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); + ImGui::Checkbox("##checkall", &column_selected[column]); + ImGui::PopStyleVar(); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::TableHeader(column_name); + ImGui::PopID(); + } + + for (int row = 0; row < 5; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + char buf[32]; + sprintf(buf, "Cell %d,%d", column, row); + ImGui::TableSetColumnIndex(column); + ImGui::Selectable(buf, column_selected[column]); + } + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeadersRow()/TableHeader() + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Context menus"); + if (ImGui::TreeNode("Context menus")) + { + HelpMarker("By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\nUsing ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); + static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody; + + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody); + PopStyleCompact(); + + // Context Menus: first example + // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set) + const int COLUMNS_COUNT = 3; + if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + + // Submit dummy contents + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + } + } + ImGui::EndTable(); + } + + // Context Menus: second example + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + // [2.2] Right-click on the ".." to open a custom popup + // [2.3] Right-click in columns to open another custom popup + HelpMarker("Demonstrate mixing table context menu (over header), item context button (over button) and custom per-colum context menu (over column body)."); + ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; + if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + + // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < COLUMNS_COUNT; column++) + { + // Submit dummy contents + ImGui::TableSetColumnIndex(column); + ImGui::Text("Cell %d,%d", column, row); + ImGui::SameLine(); + + // [2.2] Right-click on the ".." to open a custom popup + ImGui::PushID(row * COLUMNS_COUNT + column); + ImGui::SmallButton(".."); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + } + + // [2.3] Right-click anywhere in columns to open another custom popup + // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup + // to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping) + int hovered_column = -1; + for (int column = 0; column < COLUMNS_COUNT + 1; column++) + { + ImGui::PushID(column); + if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered) + hovered_column = column; + if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1)) + ImGui::OpenPopup("MyPopup"); + if (ImGui::BeginPopup("MyPopup")) + { + if (column == COLUMNS_COUNT) + ImGui::Text("This is a custom popup for unused space after the last column."); + else + ImGui::Text("This is a custom popup for Column %d", column); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::PopID(); + } + + ImGui::EndTable(); + ImGui::Text("Hovered column: %d", hovered_column); + } + ImGui::TreePop(); + } + + // Demonstrate creating multiple tables with the same ID + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Synced instances"); + if (ImGui::TreeNode("Synced instances")) + { + HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc."); + for (int n = 0; n < 3; n++) + { + char buf[32]; + sprintf(buf, "Synced Table %d", n); + bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen); + if (open && ImGui::BeginTable("Table", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings)) + { + ImGui::TableSetupColumn("One"); + ImGui::TableSetupColumn("Two"); + ImGui::TableSetupColumn("Three"); + ImGui::TableHeadersRow(); + for (int cell = 0; cell < 9; cell++) + { + ImGui::TableNextColumn(); + ImGui::Text("this cell %d", cell); + } + ImGui::EndTable(); + } + } + ImGui::TreePop(); + } + + // Demonstrate using Sorting facilities + // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting. + // Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified) + static const char* template_items_names[] = + { + "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", + "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" + }; + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Sorting"); + if (ImGui::TreeNode("Sorting")) + { + // Create item list + static ImVector items; + if (items.Size == 0) + { + items.resize(50, MyItem()); + for (int n = 0; n < items.Size; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (n * n - n) % 20; // Assign default quantities + } + } + + // Options + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollY; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + PopStyleCompact(); + + if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + // Demonstrate using a mixture of flags among available sort-related flags: + // - ImGuiTableColumnFlags_DefaultSort + // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending + // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending + ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible + ImGui::TableHeadersRow(); + + // Sort our data if sort specs have been changed! + if (ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs()) + if (sorts_specs->SpecsDirty) + { + MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function. + if (items.Size > 1) + qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs); + MyItem::s_current_sort_specs = NULL; + sorts_specs->SpecsDirty = false; + } + + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) + { + // Display a data item + MyItem* item = &items[row_n]; + ImGui::PushID(item->ID); + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + ImGui::Text("%04d", item->ID); + ImGui::TableNextColumn(); + ImGui::TextUnformatted(item->Name); + ImGui::TableNextColumn(); + ImGui::SmallButton("None"); + ImGui::TableNextColumn(); + ImGui::Text("%d", item->Quantity); + ImGui::PopID(); + } + ImGui::EndTable(); + } + ImGui::TreePop(); + } + + // In this example we'll expose most table flags and settings. + // For specific flags and settings refer to the corresponding section for more detailed explanation. + // This section is mostly useful to experiment with combining certain flags or settings with each others. + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG] + if (open_action != -1) + ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Advanced"); + if (ImGui::TreeNode("Advanced")) + { + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable + | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_SizingFixedFit; + + enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow }; + static int contents_type = CT_SelectableSpanRow; + const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" }; + static int freeze_cols = 1; + static int freeze_rows = 1; + static int items_count = IM_ARRAYSIZE(template_items_names) * 2; + static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12); + static float row_min_height = 0.0f; // Auto + static float inner_width_with_scroll = 0.0f; // Auto-extend + static bool outer_size_enabled = true; + static bool show_headers = true; + static bool show_wrapped_text = false; + //static ImGuiTextFilter filter; + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affects column sizing + if (ImGui::TreeNode("Options")) + { + // Make the UI compact because there are so many fields + PushStyleCompact(); + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f); + + if (ImGui::TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); + ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); + ImGui::CheckboxFlags("ImGuiTableFlags_Sortable", &flags, ImGuiTableFlags_Sortable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoSavedSettings", &flags, ImGuiTableFlags_NoSavedSettings); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags, ImGuiTableFlags_ContextMenuInBody); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)"); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen)) + { + EditTableSizingFlags(&flags); + ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled."); + ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); + ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX); + ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags, ImGuiTableFlags_NoPadInnerX); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::SameLine(); + ImGui::SetNextItemWidth(ImGui::GetFrameHeight()); + ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); + ImGui::TreePop(); + } + + if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen)) + { + ImGui::Checkbox("show_headers", &show_headers); + ImGui::Checkbox("show_wrapped_text", &show_wrapped_text); + + ImGui::DragFloat2("##OuterSize", &outer_size_value.x); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Checkbox("outer_size", &outer_size_enabled); + ImGui::SameLine(); + HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" + "- The table is output directly in the parent window.\n" + "- OuterSize.x < 0.0f will right-align the table.\n" + "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch column.\n" + "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set)."); + + // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. + // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled. + ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX); + + ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX); + ImGui::SameLine(); HelpMarker("Specify height of the Selectable item."); + + ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999); + ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names)); + //filter.Draw("filter"); + ImGui::TreePop(); + } + + ImGui::PopItemWidth(); + PopStyleCompact(); + ImGui::Spacing(); + ImGui::TreePop(); + } + + // Update item list if we changed the number of items + static ImVector items; + static ImVector selection; + static bool items_need_sort = false; + if (items.Size != items_count) + { + items.resize(items_count, MyItem()); + for (int n = 0; n < items_count; n++) + { + const int template_n = n % IM_ARRAYSIZE(template_items_names); + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities + } + } + + const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList(); + const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size; + ImVec2 table_scroll_cur, table_scroll_max; // For debug display + const ImDrawList* table_draw_list = NULL; // " + + // Submit table + const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f; + if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use)) + { + // Declare columns + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupColumn("Description", (flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Description); + ImGui::TableSetupColumn("Hidden", ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); + ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); + + // Sort our data if sort specs have been changed! + ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs(); + if (sorts_specs && sorts_specs->SpecsDirty) + items_need_sort = true; + if (sorts_specs && items_need_sort && items.Size > 1) + { + MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function. + qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs); + MyItem::s_current_sort_specs = NULL; + sorts_specs->SpecsDirty = false; + } + items_need_sort = false; + + // Take note of whether we are currently sorting based on the Quantity field, + // we will use this to trigger sorting when we know the data of this column has been modified. + const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0; + + // Show headers + if (show_headers) + ImGui::TableHeadersRow(); + + // Show data + // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? + ImGui::PushButtonRepeat(true); +#if 1 + // Demonstrate using clipper for large vertical lists + ImGuiListClipper clipper; + clipper.Begin(items.Size); + while (clipper.Step()) + { + for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) +#else + // Without clipper + { + for (int row_n = 0; row_n < items.Size; row_n++) +#endif + { + MyItem* item = &items[row_n]; + //if (!filter.PassFilter(item->Name)) + // continue; + + const bool item_is_selected = selection.contains(item->ID); + ImGui::PushID(item->ID); + ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height); + + // For the demo purpose we can select among different type of items submitted in the first column + ImGui::TableSetColumnIndex(0); + char label[32]; + sprintf(label, "%04d", item->ID); + if (contents_type == CT_Text) + ImGui::TextUnformatted(label); + else if (contents_type == CT_Button) + ImGui::Button(label); + else if (contents_type == CT_SmallButton) + ImGui::SmallButton(label); + else if (contents_type == CT_FillButton) + ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); + else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow) + { + ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowItemOverlap : ImGuiSelectableFlags_None; + if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height))) + { + if (ImGui::GetIO().KeyCtrl) + { + if (item_is_selected) + selection.find_erase_unsorted(item->ID); + else + selection.push_back(item->ID); + } + else + { + selection.clear(); + selection.push_back(item->ID); + } + } + } + + if (ImGui::TableSetColumnIndex(1)) + ImGui::TextUnformatted(item->Name); + + // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, + // and we are currently sorting on the column showing the Quantity. + // To avoid triggering a sort while holding the button, we only trigger it when the button has been released. + // You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes. + if (ImGui::TableSetColumnIndex(2)) + { + if (ImGui::SmallButton("Chop")) { item->Quantity += 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + ImGui::SameLine(); + if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } + } + + if (ImGui::TableSetColumnIndex(3)) + ImGui::Text("%d", item->Quantity); + + ImGui::TableSetColumnIndex(4); + if (show_wrapped_text) + ImGui::TextWrapped("Lorem ipsum dolor sit amet"); + else + ImGui::Text("Lorem ipsum dolor sit amet"); + + if (ImGui::TableSetColumnIndex(5)) + ImGui::Text("1234"); + + ImGui::PopID(); + } + } + ImGui::PopButtonRepeat(); + + // Store some info to display debug details below + table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY()); + table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY()); + table_draw_list = ImGui::GetWindowDrawList(); + ImGui::EndTable(); + } + static bool show_debug_details = false; + ImGui::Checkbox("Debug details", &show_debug_details); + if (show_debug_details && table_draw_list) + { + ImGui::SameLine(0.0f, 0.0f); + const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size; + if (table_draw_list == parent_draw_list) + ImGui::Text(": DrawCmd: +%d (in same window)", + table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count); + else + ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", + table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y); + } + ImGui::TreePop(); + } + + ImGui::PopID(); + + ShowDemoWindowColumns(); + + if (disable_indent) + ImGui::PopStyleVar(); +} + +// Demonstrate old/legacy Columns API! +// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!] +static void ShowDemoWindowColumns() +{ + IMGUI_DEMO_MARKER("Columns (legacy API)"); + bool open = ImGui::TreeNode("Legacy Columns API"); + ImGui::SameLine(); + HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!"); + if (!open) + return; + + // Basic columns + IMGUI_DEMO_MARKER("Columns (legacy API)/Basic"); + if (ImGui::TreeNode("Basic")) + { + ImGui::Text("Without border:"); + ImGui::Columns(3, "mycolumns3", false); // 3-ways, no border + ImGui::Separator(); + for (int n = 0; n < 14; n++) + { + char label[32]; + sprintf(label, "Item %d", n); + if (ImGui::Selectable(label)) {} + //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} + ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + + ImGui::Text("With border:"); + ImGui::Columns(4, "mycolumns"); // 4-ways, with border + ImGui::Separator(); + ImGui::Text("ID"); ImGui::NextColumn(); + ImGui::Text("Name"); ImGui::NextColumn(); + ImGui::Text("Path"); ImGui::NextColumn(); + ImGui::Text("Hovered"); ImGui::NextColumn(); + ImGui::Separator(); + const char* names[3] = { "One", "Two", "Three" }; + const char* paths[3] = { "/path/one", "/path/two", "/path/three" }; + static int selected = -1; + for (int i = 0; i < 3; i++) + { + char label[32]; + sprintf(label, "%04d", i); + if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns)) + selected = i; + bool hovered = ImGui::IsItemHovered(); + ImGui::NextColumn(); + ImGui::Text(names[i]); ImGui::NextColumn(); + ImGui::Text(paths[i]); ImGui::NextColumn(); + ImGui::Text("%d", hovered); ImGui::NextColumn(); + } + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Borders"); + if (ImGui::TreeNode("Borders")) + { + // NB: Future columns API should allow automatic horizontal borders. + static bool h_borders = true; + static bool v_borders = true; + static int columns_count = 4; + const int lines_count = 3; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); + if (columns_count < 2) + columns_count = 2; + ImGui::SameLine(); + ImGui::Checkbox("horizontal", &h_borders); + ImGui::SameLine(); + ImGui::Checkbox("vertical", &v_borders); + ImGui::Columns(columns_count, NULL, v_borders); + for (int i = 0; i < columns_count * lines_count; i++) + { + if (h_borders && ImGui::GetColumnIndex() == 0) + ImGui::Separator(); + ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); + ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); + ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); + ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); + ImGui::Text("Long text that is likely to clip"); + ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); + ImGui::NextColumn(); + } + ImGui::Columns(1); + if (h_borders) + ImGui::Separator(); + ImGui::TreePop(); + } + + // Create multiple items in a same cell before switching to next column + IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items"); + if (ImGui::TreeNode("Mixed items")) + { + ImGui::Columns(3, "mixed"); + ImGui::Separator(); + + ImGui::Text("Hello"); + ImGui::Button("Banana"); + ImGui::NextColumn(); + + ImGui::Text("ImGui"); + ImGui::Button("Apple"); + static float foo = 1.0f; + ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f"); + ImGui::Text("An extra line here."); + ImGui::NextColumn(); + + ImGui::Text("Sailor"); + ImGui::Button("Corniflower"); + static float bar = 1.0f; + ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f"); + ImGui::NextColumn(); + + if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + // Word wrapping + IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping"); + if (ImGui::TreeNode("Word-wrapping")) + { + ImGui::Columns(2, "word-wrapping"); + ImGui::Separator(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Left"); + ImGui::NextColumn(); + ImGui::TextWrapped("The quick brown fox jumps over the lazy dog."); + ImGui::TextWrapped("Hello Right"); + ImGui::Columns(1); + ImGui::Separator(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling"); + if (ImGui::TreeNode("Horizontal Scrolling")) + { + ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); + ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f); + ImGui::BeginChild("##ScrollingRegion", child_size, false, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::Columns(10); + + // Also demonstrate using clipper for large vertical lists + int ITEMS_COUNT = 2000; + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + while (clipper.Step()) + { + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + for (int j = 0; j < 10; j++) + { + ImGui::Text("Line %d Column %d...", i, j); + ImGui::NextColumn(); + } + } + ImGui::Columns(1); + ImGui::EndChild(); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Columns (legacy API)/Tree"); + if (ImGui::TreeNode("Tree")) + { + ImGui::Columns(2, "tree", true); + for (int x = 0; x < 3; x++) + { + bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + ImGui::NextColumn(); + if (open1) + { + for (int y = 0; y < 3; y++) + { + bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y); + ImGui::NextColumn(); + ImGui::Text("Node contents"); + if (open2) + { + ImGui::Text("Even more contents"); + if (ImGui::TreeNode("Tree in column")) + { + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::TreePop(); + } + } + ImGui::NextColumn(); + if (open2) + ImGui::TreePop(); + } + ImGui::TreePop(); + } + } + ImGui::Columns(1); + ImGui::TreePop(); + } + + ImGui::TreePop(); +} + +namespace ImGui { extern ImGuiKeyData* GetKeyData(ImGuiKey key); } + +static void ShowDemoWindowMisc() +{ + IMGUI_DEMO_MARKER("Filtering"); + if (ImGui::CollapsingHeader("Filtering")) + { + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. + static ImGuiTextFilter filter; + ImGui::Text("Filter usage:\n" + " \"\" display all lines\n" + " \"xxx\" display lines containing \"xxx\"\n" + " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" + " \"-xxx\" hide lines containing \"xxx\""); + filter.Draw(); + const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; + for (int i = 0; i < IM_ARRAYSIZE(lines); i++) + if (filter.PassFilter(lines[i])) + ImGui::BulletText("%s", lines[i]); + } + + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus"); + if (ImGui::CollapsingHeader("Inputs, Navigation & Focus")) + { + ImGuiIO& io = ImGui::GetIO(); + + // Display ImGuiIO output flags + ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse); + ImGui::Text("WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); + ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard); + ImGui::Text("WantTextInput: %d", io.WantTextInput); + ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos); + ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible); + + // Display Mouse state + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse State"); + if (ImGui::TreeNode("Mouse State")) + { + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse pos: "); + ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + + int count = IM_ARRAYSIZE(io.MouseDown); + ImGui::Text("Mouse down:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + ImGui::Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d (%d)", i, ImGui::GetMouseClickedCount(i)); } + ImGui::Text("Mouse released:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } + ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); + ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused + ImGui::TreePop(); + } + + // Display Keyboard/Mouse state + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Keyboard, Gamepad & Navigation State"); + if (ImGui::TreeNode("Keyboard, Gamepad & Navigation State")) + { + // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allow displaying the data for old/new backends. + // User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes. +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; + const ImGuiKey key_first = ImGuiKey_NamedKey_BEGIN; +#else + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array + const ImGuiKey key_first = 0; +#endif + ImGui::Text("Keys down:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyDown(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d (%.02f secs)", ImGui::GetKeyName(key), key, ImGui::GetKeyData(key)->DownDuration); } } + ImGui::Text("Keys pressed:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyPressed(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } } + ImGui::Text("Keys released:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyReleased(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } } + ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f (%.02f secs)", i, io.NavInputs[i], io.NavInputsDownDuration[i]); } + ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); } + + // Draw an arbitrary US keyboard layout to visualize translated keys + { + const ImVec2 key_size = ImVec2(35.0f, 35.0f); + const float key_rounding = 3.0f; + const ImVec2 key_face_size = ImVec2(25.0f, 25.0f); + const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f); + const float key_face_rounding = 2.0f; + const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f); + const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f); + const float key_row_offset = 9.0f; + + ImVec2 board_min = ImGui::GetCursorScreenPos(); + ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f); + ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y); + + struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; }; + const KeyLayoutData keys_to_display[] = + { + { 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R }, + { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F }, + { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V } + }; + + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + draw_list->PushClipRect(board_min, board_max, true); + for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++) + { + const KeyLayoutData* key_data = &keys_to_display[n]; + ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y); + ImVec2 key_max = ImVec2(key_min.x + key_size.x, key_min.y + key_size.y); + draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding); + draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding); + ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y); + ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y); + draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f); + draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding); + ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y); + draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label); + if (ImGui::IsKeyDown(key_data->Key)) + draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding); + } + draw_list->PopClipRect(); + ImGui::Dummy(ImVec2(board_max.x - board_min.x, board_max.y - board_min.y)); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Capture override")) + { + ImGui::Button("Hovering me sets the\nkeyboard capture flag"); + if (ImGui::IsItemHovered()) + ImGui::CaptureKeyboardFromApp(true); + ImGui::SameLine(); + ImGui::Button("Holding me clears the\nthe keyboard capture flag"); + if (ImGui::IsItemActive()) + ImGui::CaptureKeyboardFromApp(false); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Tabbing"); + if (ImGui::TreeNode("Tabbing")) + { + ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); + static char buf[32] = "hello"; + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); + ImGui::PushAllowKeyboardFocus(false); + ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopAllowKeyboardFocus(); + ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Focus from code"); + if (ImGui::TreeNode("Focus from code")) + { + bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine(); + bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine(); + bool focus_3 = ImGui::Button("Focus on 3"); + int has_focus = 0; + static char buf[128] = "click on a button to set focus"; + + if (focus_1) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 1; + + if (focus_2) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 2; + + ImGui::PushAllowKeyboardFocus(false); + if (focus_3) ImGui::SetKeyboardFocusHere(); + ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); + if (ImGui::IsItemActive()) has_focus = 3; + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::PopAllowKeyboardFocus(); + + if (has_focus) + ImGui::Text("Item with focus: %d", has_focus); + else + ImGui::Text("Item with focus: "); + + // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item + static float f3[3] = { 0.0f, 0.0f, 0.0f }; + int focus_ahead = -1; + if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine(); + if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine(); + if (ImGui::Button("Focus on Z")) { focus_ahead = 2; } + if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead); + ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f); + + ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Dragging"); + if (ImGui::TreeNode("Dragging")) + { + ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); + for (int button = 0; button < 3; button++) + { + ImGui::Text("IsMouseDragging(%d):", button); + ImGui::Text(" w/ default threshold: %d,", ImGui::IsMouseDragging(button)); + ImGui::Text(" w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f)); + ImGui::Text(" w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f)); + } + + ImGui::Button("Drag Me"); + if (ImGui::IsItemActive()) + ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor + + // Drag operations gets "unlocked" when the mouse has moved past a certain threshold + // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher + // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta(). + ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); + ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); + ImVec2 mouse_delta = io.MouseDelta; + ImGui::Text("GetMouseDragDelta(0):"); + ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y); + ImGui::Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y); + ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse cursors"); + if (ImGui::TreeNode("Mouse cursors")) + { + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); + + ImGuiMouseCursor current = ImGui::GetMouseCursor(); + ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]); + ImGui::Text("Hover to see mouse cursors:"); + ImGui::SameLine(); HelpMarker( + "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " + "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " + "otherwise your backend needs to handle it."); + for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) + { + char label[32]; + sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); + ImGui::Bullet(); ImGui::Selectable(label, false); + if (ImGui::IsItemHovered()) + ImGui::SetMouseCursor(i); + } + ImGui::TreePop(); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] About Window / ShowAboutWindow() +// Access from Dear ImGui Demo -> Tools -> About +//----------------------------------------------------------------------------- + +void ImGui::ShowAboutWindow(bool* p_open) +{ + if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Tools/About Dear ImGui"); + ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); + ImGui::Separator(); + ImGui::Text("By Omar Cornut and all Dear ImGui contributors."); + ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information."); + + static bool show_config_info = false; + ImGui::Checkbox("Config/Build Information", &show_config_info); + if (show_config_info) + { + ImGuiIO& io = ImGui::GetIO(); + ImGuiStyle& style = ImGui::GetStyle(); + + bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); + ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18); + ImGui::BeginChildFrame(ImGui::GetID("cfg_infos"), child_size, ImGuiWindowFlags_NoMove); + if (copy_to_clipboard) + { + ImGui::LogToClipboard(); + ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub + } + + ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); + ImGui::Separator(); + ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); + ImGui::Text("define: __cplusplus=%d", (int)__cplusplus); +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS + ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS"); +#endif +#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS + ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS"); +#endif +#ifdef IMGUI_USE_BGRA_PACKED_COLOR + ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR"); +#endif +#ifdef _WIN32 + ImGui::Text("define: _WIN32"); +#endif +#ifdef _WIN64 + ImGui::Text("define: _WIN64"); +#endif +#ifdef __linux__ + ImGui::Text("define: __linux__"); +#endif +#ifdef __APPLE__ + ImGui::Text("define: __APPLE__"); +#endif +#ifdef _MSC_VER + ImGui::Text("define: _MSC_VER=%d", _MSC_VER); +#endif +#ifdef _MSVC_LANG + ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG); +#endif +#ifdef __MINGW32__ + ImGui::Text("define: __MINGW32__"); +#endif +#ifdef __MINGW64__ + ImGui::Text("define: __MINGW64__"); +#endif +#ifdef __GNUC__ + ImGui::Text("define: __GNUC__=%d", (int)__GNUC__); +#endif +#ifdef __clang_version__ + ImGui::Text("define: __clang_version__=%s", __clang_version__); +#endif + ImGui::Separator(); + ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); + ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); + ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) ImGui::Text(" NavEnableSetMousePos"); + if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) ImGui::Text(" NavNoCaptureKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); + if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); + if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); + if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); + if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); + if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); + if (io.ConfigMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer); + ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); + if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); + if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); + ImGui::Separator(); + ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); + ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); + ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + ImGui::Separator(); + ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y); + ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize); + ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y); + ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding); + ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize); + ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y); + ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y); + + if (copy_to_clipboard) + { + ImGui::LogText("\n```\n"); + ImGui::LogFinish(); + } + ImGui::EndChildFrame(); + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Style Editor / ShowStyleEditor() +//----------------------------------------------------------------------------- +// - ShowFontSelector() +// - ShowStyleSelector() +// - ShowStyleEditor() +//----------------------------------------------------------------------------- + +// Forward declare ShowFontAtlas() which isn't worth putting in public API yet +namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); } + +// Demo helper function to select among loaded fonts. +// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. +void ImGui::ShowFontSelector(const char* label) +{ + ImGuiIO& io = ImGui::GetIO(); + ImFont* font_current = ImGui::GetFont(); + if (ImGui::BeginCombo(label, font_current->GetDebugName())) + { + for (int n = 0; n < io.Fonts->Fonts.Size; n++) + { + ImFont* font = io.Fonts->Fonts[n]; + ImGui::PushID((void*)font); + if (ImGui::Selectable(font->GetDebugName(), font == font_current)) + io.FontDefault = font; + ImGui::PopID(); + } + ImGui::EndCombo(); + } + ImGui::SameLine(); + HelpMarker( + "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" + "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" + "- Read FAQ and docs/FONTS.md for more details.\n" + "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); +} + +// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. +// Here we use the simplified Combo() api that packs items into a single literal string. +// Useful for quick combo boxes where the choices are known locally. +bool ImGui::ShowStyleSelector(const char* label) +{ + static int style_idx = -1; + if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0")) + { + switch (style_idx) + { + case 0: ImGui::StyleColorsDark(); break; + case 1: ImGui::StyleColorsLight(); break; + case 2: ImGui::StyleColorsClassic(); break; + } + return true; + } + return false; +} + +void ImGui::ShowStyleEditor(ImGuiStyle* ref) +{ + IMGUI_DEMO_MARKER("Tools/Style Editor"); + // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to + // (without a reference style pointer, we will use one compared locally as a reference) + ImGuiStyle& style = ImGui::GetStyle(); + static ImGuiStyle ref_saved_style; + + // Default to using internal storage as reference + static bool init = true; + if (init && ref == NULL) + ref_saved_style = style; + init = false; + if (ref == NULL) + ref = &ref_saved_style; + + ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f); + + if (ImGui::ShowStyleSelector("Colors##Selector")) + ref_saved_style = style; + ImGui::ShowFontSelector("Fonts##Selector"); + + // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) + if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) + style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding + { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } } + ImGui::SameLine(); + { bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } } + + // Save/Revert button + if (ImGui::Button("Save Ref")) + *ref = ref_saved_style = style; + ImGui::SameLine(); + if (ImGui::Button("Revert Ref")) + style = *ref; + ImGui::SameLine(); + HelpMarker( + "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " + "Use \"Export\" below to save them somewhere."); + + ImGui::Separator(); + + if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Sizes")) + { + ImGui::Text("Main"); + ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f"); + ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f"); + ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f"); + ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f"); + ImGui::Text("Borders"); + ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); + ImGui::Text("Rounding"); + ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); + ImGui::Text("Alignment"); + ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); + int window_menu_button_position = style.WindowMenuButtonPosition + 1; + if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0")) + style.WindowMenuButtonPosition = window_menu_button_position - 1; + ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); + ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); + ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); + ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); + ImGui::Text("Safe Area Padding"); + ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); + ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Colors")) + { + static int output_dest = 0; + static bool output_only_modified = true; + if (ImGui::Button("Export")) + { + if (output_dest == 0) + ImGui::LogToClipboard(); + else + ImGui::LogToTTY(); + ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const ImVec4& col = style.Colors[i]; + const char* name = ImGui::GetStyleColorName(i); + if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) + ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, + name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); + } + ImGui::LogFinish(); + } + ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); + ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); + + static ImGuiTextFilter filter; + filter.Draw("Filter colors", ImGui::GetFontSize() * 16); + + static ImGuiColorEditFlags alpha_flags = 0; + if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); + if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine(); + if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); + HelpMarker( + "In the color list:\n" + "Left-click on color square to open color picker,\n" + "Right-click to open edit options menu."); + + ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened); + ImGui::PushItemWidth(-160); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName(i); + if (!filter.PassFilter(name)) + continue; + ImGui::PushID(i); + ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags); + if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) + { + // Tips: in a real user application, you may want to merge and use an icon font into the main font, + // so instead of "Save"/"Revert" you'd use icons! + // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; } + } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); + ImGui::TextUnformatted(name); + ImGui::PopID(); + } + ImGui::PopItemWidth(); + ImGui::EndChild(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Fonts")) + { + ImGuiIO& io = ImGui::GetIO(); + ImFontAtlas* atlas = io.Fonts; + HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); + ImGui::ShowFontAtlas(atlas); + + // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. + // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). + const float MIN_SCALE = 0.3f; + const float MAX_SCALE = 2.0f; + HelpMarker( + "Those are old settings provided for convenience.\n" + "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " + "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" + "Using those settings here will give you poor quality results."); + static float window_scale = 1.0f; + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); + if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window + ImGui::SetWindowFontScale(window_scale); + ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Rendering")) + { + ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); + ImGui::SameLine(); + HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); + + ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); + ImGui::SameLine(); + HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); + + ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); + if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; + + // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. + ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); + if (ImGui::IsItemActive()) + { + ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); + ImGui::BeginTooltip(); + ImGui::TextUnformatted("(R = radius, N = number of segments)"); + ImGui::Spacing(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + const float min_widget_width = ImGui::CalcTextSize("N: MMM\nR: MMM").x; + for (int n = 0; n < 8; n++) + { + const float RAD_MIN = 5.0f; + const float RAD_MAX = 70.0f; + const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f); + + ImGui::BeginGroup(); + + ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); + + const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f); + const float offset_x = floorf(canvas_width * 0.5f); + const float offset_y = floorf(RAD_MAX); + + const ImVec2 p1 = ImGui::GetCursorScreenPos(); + draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + + /* + const ImVec2 p2 = ImGui::GetCursorScreenPos(); + draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + */ + + ImGui::EndGroup(); + ImGui::SameLine(); + } + ImGui::EndTooltip(); + } + ImGui::SameLine(); + HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically."); + + ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. + ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); + ImGui::PopItemWidth(); + + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::PopItemWidth(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() +//----------------------------------------------------------------------------- +// - ShowExampleAppMainMenuBar() +// - ShowExampleMenuFile() +//----------------------------------------------------------------------------- + +// Demonstrate creating a "main" fullscreen menu bar and populating it. +// Note the difference between BeginMainMenuBar() and BeginMenuBar(): +// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!) +// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. +static void ShowExampleAppMainMenuBar() +{ + if (ImGui::BeginMainMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + if (ImGui::MenuItem("Undo", "CTRL+Z")) {} + if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item + ImGui::Separator(); + if (ImGui::MenuItem("Cut", "CTRL+X")) {} + if (ImGui::MenuItem("Copy", "CTRL+C")) {} + if (ImGui::MenuItem("Paste", "CTRL+V")) {} + ImGui::EndMenu(); + } + ImGui::EndMainMenuBar(); + } +} + +// Note that shortcuts are currently provided for display only +// (future version will add explicit flags to BeginMenu() to request processing shortcuts) +static void ShowExampleMenuFile() +{ + IMGUI_DEMO_MARKER("Examples/Menu"); + ImGui::MenuItem("(demo menu)", NULL, false, false); + if (ImGui::MenuItem("New")) {} + if (ImGui::MenuItem("Open", "Ctrl+O")) {} + if (ImGui::BeginMenu("Open Recent")) + { + ImGui::MenuItem("fish_hat.c"); + ImGui::MenuItem("fish_hat.inl"); + ImGui::MenuItem("fish_hat.h"); + if (ImGui::BeginMenu("More..")) + { + ImGui::MenuItem("Hello"); + ImGui::MenuItem("Sailor"); + if (ImGui::BeginMenu("Recurse..")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Save", "Ctrl+S")) {} + if (ImGui::MenuItem("Save As..")) {} + + ImGui::Separator(); + IMGUI_DEMO_MARKER("Examples/Menu/Options"); + if (ImGui::BeginMenu("Options")) + { + static bool enabled = true; + ImGui::MenuItem("Enabled", "", &enabled); + ImGui::BeginChild("child", ImVec2(0, 60), true); + for (int i = 0; i < 10; i++) + ImGui::Text("Scrolling Text %d", i); + ImGui::EndChild(); + static float f = 0.5f; + static int n = 0; + ImGui::SliderFloat("Value", &f, 0.0f, 1.0f); + ImGui::InputFloat("Input", &f, 0.1f); + ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0"); + ImGui::EndMenu(); + } + + IMGUI_DEMO_MARKER("Examples/Menu/Colors"); + if (ImGui::BeginMenu("Colors")) + { + float sz = ImGui::GetTextLineHeight(); + for (int i = 0; i < ImGuiCol_COUNT; i++) + { + const char* name = ImGui::GetStyleColorName((ImGuiCol)i); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i)); + ImGui::Dummy(ImVec2(sz, sz)); + ImGui::SameLine(); + ImGui::MenuItem(name); + } + ImGui::EndMenu(); + } + + // Here we demonstrate appending again to the "Options" menu (which we already created above) + // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice. + // In a real code-base using it would make senses to use this feature from very different code locations. + if (ImGui::BeginMenu("Options")) // <-- Append! + { + IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu"); + static bool b = true; + ImGui::Checkbox("SomeOption", &b); + ImGui::EndMenu(); + } + + if (ImGui::BeginMenu("Disabled", false)) // Disabled + { + IM_ASSERT(0); + } + if (ImGui::MenuItem("Checked", NULL, true)) {} + if (ImGui::MenuItem("Quit", "Alt+F4")) {} +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Console / ShowExampleAppConsole() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple console window, with scrolling, filtering, completion and history. +// For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions. +struct ExampleAppConsole +{ + char InputBuf[256]; + ImVector Items; + ImVector Commands; + ImVector History; + int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. + ImGuiTextFilter Filter; + bool AutoScroll; + bool ScrollToBottom; + + ExampleAppConsole() + { + IMGUI_DEMO_MARKER("Examples/Console"); + ClearLog(); + memset(InputBuf, 0, sizeof(InputBuf)); + HistoryPos = -1; + + // "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches. + Commands.push_back("HELP"); + Commands.push_back("HISTORY"); + Commands.push_back("CLEAR"); + Commands.push_back("CLASSIFY"); + AutoScroll = true; + ScrollToBottom = false; + AddLog("Welcome to Dear ImGui!"); + } + ~ExampleAppConsole() + { + ClearLog(); + for (int i = 0; i < History.Size; i++) + free(History[i]); + } + + // Portable helpers + static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } + static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } + static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } + static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } + + void ClearLog() + { + for (int i = 0; i < Items.Size; i++) + free(Items[i]); + Items.clear(); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + // FIXME-OPT + char buf[1024]; + va_list args; + va_start(args, fmt); + vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args); + buf[IM_ARRAYSIZE(buf)-1] = 0; + va_end(args); + Items.push_back(Strdup(buf)); + } + + void Draw(const char* title, bool* p_open) + { + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. + // So e.g. IsItemHovered() will return true when hovering the title bar. + // Here we create a context menu only available from the title bar. + if (ImGui::BeginPopupContextItem()) + { + if (ImGui::MenuItem("Close Console")) + *p_open = false; + ImGui::EndPopup(); + } + + ImGui::TextWrapped( + "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate " + "implementation may want to store entries along with extra data such as timestamp, emitter, etc."); + ImGui::TextWrapped("Enter 'HELP' for help."); + + // TODO: display items starting from the bottom + + if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Clear")) { ClearLog(); } + ImGui::SameLine(); + bool copy_to_clipboard = ImGui::SmallButton("Copy"); + //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } + + ImGui::Separator(); + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Options, Filter + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180); + ImGui::Separator(); + + // Reserve enough left-over height for 1 separator + 1 input text + const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); + ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar); + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::Selectable("Clear")) ClearLog(); + ImGui::EndPopup(); + } + + // Display every line as a separate entry so we can change their color or add custom widgets. + // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end()); + // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping + // to only process visible items. The clipper will automatically measure the height of your first item and then + // "seek" to display only items in the visible area. + // To use the clipper we can replace your standard loop: + // for (int i = 0; i < Items.Size; i++) + // With: + // ImGuiListClipper clipper; + // clipper.Begin(Items.Size); + // while (clipper.Step()) + // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + // - That your items are evenly spaced (same height) + // - That you have cheap random access to your elements (you can access them given their index, + // without processing all the ones before) + // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. + // We would need random-access on the post-filtered list. + // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices + // or offsets of items that passed the filtering test, recomputing this array when user changes the filter, + // and appending newly elements as they are inserted. This is left as a task to the user until we can manage + // to improve this example code! + // If your items are of variable height: + // - Split them into same height items would be simpler and facilitate random-seeking into your list. + // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing + if (copy_to_clipboard) + ImGui::LogToClipboard(); + for (int i = 0; i < Items.Size; i++) + { + const char* item = Items[i]; + if (!Filter.PassFilter(item)) + continue; + + // Normally you would store more information in your item than just a string. + // (e.g. make Items[] an array of structure, store color/type etc.) + ImVec4 color; + bool has_color = false; + if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; } + else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; } + if (has_color) + ImGui::PushStyleColor(ImGuiCol_Text, color); + ImGui::TextUnformatted(item); + if (has_color) + ImGui::PopStyleColor(); + } + if (copy_to_clipboard) + ImGui::LogFinish(); + + if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) + ImGui::SetScrollHereY(1.0f); + ScrollToBottom = false; + + ImGui::PopStyleVar(); + ImGui::EndChild(); + ImGui::Separator(); + + // Command-line + bool reclaim_focus = false; + ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; + if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) + { + char* s = InputBuf; + Strtrim(s); + if (s[0]) + ExecCommand(s); + strcpy(s, ""); + reclaim_focus = true; + } + + // Auto-focus on window apparition + ImGui::SetItemDefaultFocus(); + if (reclaim_focus) + ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget + + ImGui::End(); + } + + void ExecCommand(const char* command_line) + { + AddLog("# %s\n", command_line); + + // Insert into history. First find match and delete it so it can be pushed to the back. + // This isn't trying to be smart or optimal. + HistoryPos = -1; + for (int i = History.Size - 1; i >= 0; i--) + if (Stricmp(History[i], command_line) == 0) + { + free(History[i]); + History.erase(History.begin() + i); + break; + } + History.push_back(Strdup(command_line)); + + // Process command + if (Stricmp(command_line, "CLEAR") == 0) + { + ClearLog(); + } + else if (Stricmp(command_line, "HELP") == 0) + { + AddLog("Commands:"); + for (int i = 0; i < Commands.Size; i++) + AddLog("- %s", Commands[i]); + } + else if (Stricmp(command_line, "HISTORY") == 0) + { + int first = History.Size - 10; + for (int i = first > 0 ? first : 0; i < History.Size; i++) + AddLog("%3d: %s\n", i, History[i]); + } + else + { + AddLog("Unknown command: '%s'\n", command_line); + } + + // On command input, we scroll to bottom even if AutoScroll==false + ScrollToBottom = true; + } + + // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks + static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) + { + ExampleAppConsole* console = (ExampleAppConsole*)data->UserData; + return console->TextEditCallback(data); + } + + int TextEditCallback(ImGuiInputTextCallbackData* data) + { + //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd); + switch (data->EventFlag) + { + case ImGuiInputTextFlags_CallbackCompletion: + { + // Example of TEXT COMPLETION + + // Locate beginning of current word + const char* word_end = data->Buf + data->CursorPos; + const char* word_start = word_end; + while (word_start > data->Buf) + { + const char c = word_start[-1]; + if (c == ' ' || c == '\t' || c == ',' || c == ';') + break; + word_start--; + } + + // Build a list of candidates + ImVector candidates; + for (int i = 0; i < Commands.Size; i++) + if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0) + candidates.push_back(Commands[i]); + + if (candidates.Size == 0) + { + // No match + AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start); + } + else if (candidates.Size == 1) + { + // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing. + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0]); + data->InsertChars(data->CursorPos, " "); + } + else + { + // Multiple matches. Complete as much as we can.. + // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. + int match_len = (int)(word_end - word_start); + for (;;) + { + int c = 0; + bool all_candidates_matches = true; + for (int i = 0; i < candidates.Size && all_candidates_matches; i++) + if (i == 0) + c = toupper(candidates[i][match_len]); + else if (c == 0 || c != toupper(candidates[i][match_len])) + all_candidates_matches = false; + if (!all_candidates_matches) + break; + match_len++; + } + + if (match_len > 0) + { + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); + } + + // List matches + AddLog("Possible matches:\n"); + for (int i = 0; i < candidates.Size; i++) + AddLog("- %s\n", candidates[i]); + } + + break; + } + case ImGuiInputTextFlags_CallbackHistory: + { + // Example of HISTORY + const int prev_history_pos = HistoryPos; + if (data->EventKey == ImGuiKey_UpArrow) + { + if (HistoryPos == -1) + HistoryPos = History.Size - 1; + else if (HistoryPos > 0) + HistoryPos--; + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + if (HistoryPos != -1) + if (++HistoryPos >= History.Size) + HistoryPos = -1; + } + + // A better implementation would preserve the data on the current input line along with cursor position. + if (prev_history_pos != HistoryPos) + { + const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : ""; + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, history_str); + } + } + } + return 0; + } +}; + +static void ShowExampleAppConsole(bool* p_open) +{ + static ExampleAppConsole console; + console.Draw("Example: Console", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Debug Log / ShowExampleAppLog() +//----------------------------------------------------------------------------- + +// Usage: +// static ExampleAppLog my_log; +// my_log.AddLog("Hello %d world\n", 123); +// my_log.Draw("title"); +struct ExampleAppLog +{ + ImGuiTextBuffer Buf; + ImGuiTextFilter Filter; + ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls. + bool AutoScroll; // Keep scrolling if already at the bottom. + + ExampleAppLog() + { + AutoScroll = true; + Clear(); + } + + void Clear() + { + Buf.clear(); + LineOffsets.clear(); + LineOffsets.push_back(0); + } + + void AddLog(const char* fmt, ...) IM_FMTARGS(2) + { + int old_size = Buf.size(); + va_list args; + va_start(args, fmt); + Buf.appendfv(fmt, args); + va_end(args); + for (int new_size = Buf.size(); old_size < new_size; old_size++) + if (Buf[old_size] == '\n') + LineOffsets.push_back(old_size + 1); + } + + void Draw(const char* title, bool* p_open = NULL) + { + if (!ImGui::Begin(title, p_open)) + { + ImGui::End(); + return; + } + + // Options menu + if (ImGui::BeginPopup("Options")) + { + ImGui::Checkbox("Auto-scroll", &AutoScroll); + ImGui::EndPopup(); + } + + // Main window + if (ImGui::Button("Options")) + ImGui::OpenPopup("Options"); + ImGui::SameLine(); + bool clear = ImGui::Button("Clear"); + ImGui::SameLine(); + bool copy = ImGui::Button("Copy"); + ImGui::SameLine(); + Filter.Draw("Filter", -100.0f); + + ImGui::Separator(); + ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar); + + if (clear) + Clear(); + if (copy) + ImGui::LogToClipboard(); + + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + const char* buf = Buf.begin(); + const char* buf_end = Buf.end(); + if (Filter.IsActive()) + { + // In this example we don't use the clipper when Filter is enabled. + // This is because we don't have a random access on the result on our filter. + // A real application processing logs with ten of thousands of entries may want to store the result of + // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). + for (int line_no = 0; line_no < LineOffsets.Size; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + if (Filter.PassFilter(line_start, line_end)) + ImGui::TextUnformatted(line_start, line_end); + } + } + else + { + // The simplest and easy way to display the entire buffer: + // ImGui::TextUnformatted(buf_begin, buf_end); + // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward + // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are + // within the visible area. + // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them + // on your side is recommended. Using ImGuiListClipper requires + // - A) random access into your data + // - B) items all being the same height, + // both of which we can handle since we an array pointing to the beginning of each line of text. + // When using the filter (in the block of code above) we don't have random access into the data to display + // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make + // it possible (and would be recommended if you want to search through tens of thousands of entries). + ImGuiListClipper clipper; + clipper.Begin(LineOffsets.Size); + while (clipper.Step()) + { + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + ImGui::TextUnformatted(line_start, line_end); + } + } + clipper.End(); + } + ImGui::PopStyleVar(); + + if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) + ImGui::SetScrollHereY(1.0f); + + ImGui::EndChild(); + ImGui::End(); + } +}; + +// Demonstrate creating a simple log window with basic filtering. +static void ShowExampleAppLog(bool* p_open) +{ + static ExampleAppLog log; + + // For the demo: add a debug button _BEFORE_ the normal log window contents + // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window. + // Most of the contents of the window will be added by the log.Draw() call. + ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); + ImGui::Begin("Example: Log", p_open); + IMGUI_DEMO_MARKER("Examples/Log"); + if (ImGui::SmallButton("[Debug] Add 5 entries")) + { + static int counter = 0; + const char* categories[3] = { "info", "warn", "error" }; + const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; + for (int n = 0; n < 5; n++) + { + const char* category = categories[counter % IM_ARRAYSIZE(categories)]; + const char* word = words[counter % IM_ARRAYSIZE(words)]; + log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", + ImGui::GetFrameCount(), category, ImGui::GetTime(), word); + counter++; + } + } + ImGui::End(); + + // Actually call in the regular Log helper (which will Begin() into the same window as we just did) + log.Draw("Example: Log", p_open); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple Layout / ShowExampleAppLayout() +//----------------------------------------------------------------------------- + +// Demonstrate create a window with multiple child windows. +static void ShowExampleAppLayout(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver); + if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar)) + { + IMGUI_DEMO_MARKER("Examples/Simple layout"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Close")) *p_open = false; + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // Left + static int selected = 0; + { + ImGui::BeginChild("left pane", ImVec2(150, 0), true); + for (int i = 0; i < 100; i++) + { + // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav + char label[128]; + sprintf(label, "MyObject %d", i); + if (ImGui::Selectable(label, selected == i)) + selected = i; + } + ImGui::EndChild(); + } + ImGui::SameLine(); + + // Right + { + ImGui::BeginGroup(); + ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us + ImGui::Text("MyObject: %d", selected); + ImGui::Separator(); + if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None)) + { + if (ImGui::BeginTabItem("Description")) + { + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); + ImGui::EndTabItem(); + } + if (ImGui::BeginTabItem("Details")) + { + ImGui::Text("ID: 0123456789"); + ImGui::EndTabItem(); + } + ImGui::EndTabBar(); + } + ImGui::EndChild(); + if (ImGui::Button("Revert")) {} + ImGui::SameLine(); + if (ImGui::Button("Save")) {} + ImGui::EndGroup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() +//----------------------------------------------------------------------------- + +static void ShowPlaceholderObject(const char* prefix, int uid) +{ + // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID. + ImGui::PushID(uid); + + // Text and Tree nodes are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the tree lines equal high. + ImGui::TableNextRow(); + ImGui::TableSetColumnIndex(0); + ImGui::AlignTextToFramePadding(); + bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid); + ImGui::TableSetColumnIndex(1); + ImGui::Text("my sailor is rich"); + + if (node_open) + { + static float placeholder_members[8] = { 0.0f, 0.0f, 1.0f, 3.1416f, 100.0f, 999.0f }; + for (int i = 0; i < 8; i++) + { + ImGui::PushID(i); // Use field index as identifier. + if (i < 2) + { + ShowPlaceholderObject("Child", 424242); + } + else + { + // Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well) + ImGui::TableNextRow(); + ImGui::TableSetColumnIndex(0); + ImGui::AlignTextToFramePadding(); + ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet; + ImGui::TreeNodeEx("Field", flags, "Field_%d", i); + + ImGui::TableSetColumnIndex(1); + ImGui::SetNextItemWidth(-FLT_MIN); + if (i >= 5) + ImGui::InputFloat("##value", &placeholder_members[i], 1.0f); + else + ImGui::DragFloat("##value", &placeholder_members[i], 0.01f); + ImGui::NextColumn(); + } + ImGui::PopID(); + } + ImGui::TreePop(); + } + ImGui::PopID(); +} + +// Demonstrate create a simple property editor. +static void ShowExampleAppPropertyEditor(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Property editor", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Property Editor"); + + HelpMarker( + "This example shows how you may implement a property editor using two columns.\n" + "All objects/fields data are dummies here.\n" + "Remember that in many simple cases, you can use ImGui::SameLine(xxx) to position\n" + "your cursor horizontally instead of using the Columns() API."); + + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2)); + if (ImGui::BeginTable("split", 2, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_Resizable)) + { + // Iterate placeholder objects (all the same data) + for (int obj_i = 0; obj_i < 4; obj_i++) + { + ShowPlaceholderObject("Object", obj_i); + //ImGui::Separator(); + } + ImGui::EndTable(); + } + ImGui::PopStyleVar(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Long Text / ShowExampleAppLongText() +//----------------------------------------------------------------------------- + +// Demonstrate/test rendering huge amount of text, and the incidence of clipping. +static void ShowExampleAppLongText(bool* p_open) +{ + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); + if (!ImGui::Begin("Example: Long text display", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Long text display"); + + static int test_type = 0; + static ImGuiTextBuffer log; + static int lines = 0; + ImGui::Text("Printing unusually long amount of text."); + ImGui::Combo("Test type", &test_type, + "Single call to TextUnformatted()\0" + "Multiple calls to Text(), clipped\0" + "Multiple calls to Text(), not clipped (slow)\0"); + ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); + if (ImGui::Button("Clear")) { log.clear(); lines = 0; } + ImGui::SameLine(); + if (ImGui::Button("Add 1000 lines")) + { + for (int i = 0; i < 1000; i++) + log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i); + lines += 1000; + } + ImGui::BeginChild("Log"); + switch (test_type) + { + case 0: + // Single call to TextUnformatted() with a big buffer + ImGui::TextUnformatted(log.begin(), log.end()); + break; + case 1: + { + // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiListClipper clipper; + clipper.Begin(lines); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + case 2: + // Multiple calls to Text(), not clipped (slow) + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int i = 0; i < lines; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } + ImGui::EndChild(); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window which gets auto-resized according to its content. +static void ShowExampleAppAutoResize(bool* p_open) +{ + if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Auto-resizing window"); + + static int lines = 10; + ImGui::TextUnformatted( + "Window will resize every-frame to the size of its content.\n" + "Note that you probably don't want to query the window size to\n" + "output your content because that would create a feedback loop."); + ImGui::SliderInt("Number of lines", &lines, 1, 20); + for (int i = 0; i < lines; i++) + ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window with custom resize constraints. +static void ShowExampleAppConstrainedResize(bool* p_open) +{ + struct CustomConstraints + { + // Helper functions to demonstrate programmatic constraints + static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); } + static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); } + }; + + const char* test_desc[] = + { + "Resize vertical only", + "Resize horizontal only", + "Width > 100, Height > 100", + "Width 400-500", + "Height 400-500", + "Custom: Always Square", + "Custom: Fixed Steps (100)", + }; + + static bool auto_resize = false; + static int type = 0; + static int display_lines = 10; + if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Vertical only + if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only + if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 + if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width 400-500 + if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, 500)); // Height 400-500 + if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square + if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)(intptr_t)100); // Fixed Step + + ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; + if (ImGui::Begin("Example: Constrained Resize", p_open, flags)) + { + IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); + if (ImGui::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); + if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); + if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } + ImGui::SetNextItemWidth(200); + ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); + ImGui::SetNextItemWidth(200); + ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); + ImGui::Checkbox("Auto-resize", &auto_resize); + for (int i = 0; i < display_lines; i++) + ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +//----------------------------------------------------------------------------- + +// Demonstrate creating a simple static window with no decoration +// + a context-menu to choose which corner of the screen to use. +static void ShowExampleAppSimpleOverlay(bool* p_open) +{ + static int corner = 0; + ImGuiIO& io = ImGui::GetIO(); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; + if (corner != -1) + { + const float PAD = 10.0f; + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any! + ImVec2 work_size = viewport->WorkSize; + ImVec2 window_pos, window_pos_pivot; + window_pos.x = (corner & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); + window_pos.y = (corner & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); + window_pos_pivot.x = (corner & 1) ? 1.0f : 0.0f; + window_pos_pivot.y = (corner & 2) ? 1.0f : 0.0f; + ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); + window_flags |= ImGuiWindowFlags_NoMove; + } + ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background + if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) + { + IMGUI_DEMO_MARKER("Examples/Simple Overlay"); + ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)"); + ImGui::Separator(); + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse Position: "); + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::MenuItem("Custom", NULL, corner == -1)) corner = -1; + if (ImGui::MenuItem("Top-left", NULL, corner == 0)) corner = 0; + if (ImGui::MenuItem("Top-right", NULL, corner == 1)) corner = 1; + if (ImGui::MenuItem("Bottom-left", NULL, corner == 2)) corner = 2; + if (ImGui::MenuItem("Bottom-right", NULL, corner == 3)) corner = 3; + if (p_open && ImGui::MenuItem("Close")) *p_open = false; + ImGui::EndPopup(); + } + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window covering the entire screen/viewport +static void ShowExampleAppFullscreen(bool* p_open) +{ + static bool use_work_area = true; + static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; + + // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.) + // Based on your use case you may want one of the other. + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos); + ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size); + + if (ImGui::Begin("Example: Fullscreen window", p_open, flags)) + { + ImGui::Checkbox("Use work area instead of main area", &use_work_area); + ImGui::SameLine(); + HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference."); + + ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar); + ImGui::Unindent(); + + if (p_open && ImGui::Button("Close this window")) + *p_open = false; + } + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() +//----------------------------------------------------------------------------- + +// Demonstrate using "##" and "###" in identifiers to manipulate ID generation. +// This apply to all regular items as well. +// Read FAQ section "How can I have multiple widgets with the same label?" for details. +static void ShowExampleAppWindowTitles(bool*) +{ + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + const ImVec2 base_pos = viewport->Pos; + + // By default, Windows are uniquely identified by their title. + // You can use the "##" and "###" markers to manipulate the display/ID. + + // Using "##" to display same title but have unique identifier. + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##1"); + IMGUI_DEMO_MARKER("Examples/Manipulating window titles"); + ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); + ImGui::End(); + + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver); + ImGui::Begin("Same title as another window##2"); + ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); + ImGui::End(); + + // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" + char buf[128]; + sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount()); + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver); + ImGui::Begin(buf); + ImGui::Text("This window has a changing title."); + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() +//----------------------------------------------------------------------------- + +// Demonstrate using the low-level ImDrawList to draw custom shapes. +static void ShowExampleAppCustomRendering(bool* p_open) +{ + if (!ImGui::Begin("Example: Custom rendering", p_open)) + { + ImGui::End(); + return; + } + IMGUI_DEMO_MARKER("Examples/Custom Rendering"); + + // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of + // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your + // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not + // exposed outside (to avoid messing with your types) In this example we are not using the maths operators! + + if (ImGui::BeginTabBar("##TabBar")) + { + if (ImGui::BeginTabItem("Primitives")) + { + ImGui::PushItemWidth(-ImGui::GetFontSize() * 15); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + // Draw gradients + // (note that those are currently exacerbating our sRGB/Linear issues) + // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well.. + ImGui::Text("Gradients"); + ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight()); + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient1", gradient_size); + } + { + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255)); + draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); + ImGui::InvisibleButton("##gradient2", gradient_size); + } + + // Draw a bunch of primitives + ImGui::Text("All primitives"); + static float sz = 36.0f; + static float thickness = 3.0f; + static int ngon_sides = 6; + static bool circle_segments_override = false; + static int circle_segments_override_v = 12; + static bool curve_segments_override = false; + static int curve_segments_override_v = 8; + static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); + ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f"); + ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); + ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12); + ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40); + ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40); + ImGui::ColorEdit4("Color", &colf.x); + + const ImVec2 p = ImGui::GetCursorScreenPos(); + const ImU32 col = ImColor(colf); + const float spacing = 10.0f; + const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight; + const float rounding = sz / 5.0f; + const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; + const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; + float x = p.x + 4.0f; + float y = p.y + 4.0f; + for (int n = 0; n < 2; n++) + { + // First line uses a thickness of 1.0f, second line uses the configurable thickness + float th = (n == 0) ? 1.0f : thickness; + draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle + //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + + // Quadratic Bezier Curve (3 control points) + ImVec2 cp3[3] = { ImVec2(x, y + sz * 0.6f), ImVec2(x + sz * 0.5f, y - sz * 0.4f), ImVec2(x + sz, y + sz) }; + draw_list->AddBezierQuadratic(cp3[0], cp3[1], cp3[2], col, th, curve_segments); x += sz + spacing; + + // Cubic Bezier Curve (4 control points) + ImVec2 cp4[4] = { ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz) }; + draw_list->AddBezierCubic(cp4[0], cp4[1], cp4[2], cp4[3], col, th, curve_segments); + + x = p.x + 4; + y += sz + spacing; + } + draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides); x += sz + spacing; // N-gon + draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments); x += sz + spacing; // Circle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle + //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) + draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); + + ImGui::Dummy(ImVec2((sz + spacing) * 10.2f, (sz + spacing) * 3.0f)); + ImGui::PopItemWidth(); + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("Canvas")) + { + static ImVector points; + static ImVec2 scrolling(0.0f, 0.0f); + static bool opt_enable_grid = true; + static bool opt_enable_context_menu = true; + static bool adding_line = false; + + ImGui::Checkbox("Enable grid", &opt_enable_grid); + ImGui::Checkbox("Enable context menu", &opt_enable_context_menu); + ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); + + // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. + // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. + // To use a child window instead we could use, e.g: + // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding + // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color + // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_NoMove); + // ImGui::PopStyleColor(); + // ImGui::PopStyleVar(); + // [...] + // ImGui::EndChild(); + + // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() + ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! + ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available + if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f; + if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f; + ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y); + + // Draw border and background color + ImGuiIO& io = ImGui::GetIO(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)); + draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)); + + // This will catch our interactions + ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight); + const bool is_hovered = ImGui::IsItemHovered(); // Hovered + const bool is_active = ImGui::IsItemActive(); // Held + const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin + const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y); + + // Add first and second point + if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) + { + points.push_back(mouse_pos_in_canvas); + points.push_back(mouse_pos_in_canvas); + adding_line = true; + } + if (adding_line) + { + points.back() = mouse_pos_in_canvas; + if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) + adding_line = false; + } + + // Pan (we use a zero mouse threshold when there's no context menu) + // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. + const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f; + if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan)) + { + scrolling.x += io.MouseDelta.x; + scrolling.y += io.MouseDelta.y; + } + + // Context menu (under default mouse threshold) + ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); + if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f) + ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + if (ImGui::BeginPopup("context")) + { + if (adding_line) + points.resize(points.size() - 2); + adding_line = false; + if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); } + if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); } + ImGui::EndPopup(); + } + + // Draw grid + all lines in the canvas + draw_list->PushClipRect(canvas_p0, canvas_p1, true); + if (opt_enable_grid) + { + const float GRID_STEP = 64.0f; + for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40)); + for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40)); + } + for (int n = 0; n < points.Size; n += 2) + draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); + draw_list->PopClipRect(); + + ImGui::EndTabItem(); + } + + if (ImGui::BeginTabItem("BG/FG draw lists")) + { + static bool draw_bg = true; + static bool draw_fg = true; + ImGui::Checkbox("Draw in Background draw list", &draw_bg); + ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); + ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); + ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); + ImVec2 window_pos = ImGui::GetWindowPos(); + ImVec2 window_size = ImGui::GetWindowSize(); + ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); + if (draw_bg) + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4); + if (draw_fg) + ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10); + ImGui::EndTabItem(); + } + + ImGui::EndTabBar(); + } + + ImGui::End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() +//----------------------------------------------------------------------------- + +// Simplified structure to mimic a Document model +struct MyDocument +{ + const char* Name; // Document title + bool Open; // Set when open (we keep an array of all available documents to simplify demo code!) + bool OpenPrev; // Copy of Open from last update. + bool Dirty; // Set when the document has been modified + bool WantClose; // Set when the document + ImVec4 Color; // An arbitrary variable associated to the document + + MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) + { + Name = name; + Open = OpenPrev = open; + Dirty = false; + WantClose = false; + Color = color; + } + void DoOpen() { Open = true; } + void DoQueueClose() { WantClose = true; } + void DoForceClose() { Open = false; Dirty = false; } + void DoSave() { Dirty = false; } + + // Display placeholder contents for the Document + static void DisplayContents(MyDocument* doc) + { + ImGui::PushID(doc); + ImGui::Text("Document \"%s\"", doc->Name); + ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); + ImGui::PopStyleColor(); + if (ImGui::Button("Modify", ImVec2(100, 0))) + doc->Dirty = true; + ImGui::SameLine(); + if (ImGui::Button("Save", ImVec2(100, 0))) + doc->DoSave(); + ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. + ImGui::PopID(); + } + + // Display context menu for the Document + static void DisplayContextMenu(MyDocument* doc) + { + if (!ImGui::BeginPopupContextItem()) + return; + + char buf[256]; + sprintf(buf, "Save %s", doc->Name); + if (ImGui::MenuItem(buf, "CTRL+S", false, doc->Open)) + doc->DoSave(); + if (ImGui::MenuItem("Close", "CTRL+W", false, doc->Open)) + doc->DoQueueClose(); + ImGui::EndPopup(); + } +}; + +struct ExampleAppDocuments +{ + ImVector Documents; + + ExampleAppDocuments() + { + Documents.push_back(MyDocument("Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); + Documents.push_back(MyDocument("Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); + Documents.push_back(MyDocument("Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); + Documents.push_back(MyDocument("Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); + Documents.push_back(MyDocument("A Rather Long Title", false)); + Documents.push_back(MyDocument("Some Document", false)); + } +}; + +// [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. +// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, +// as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for +// the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has +// disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively +// give the impression of a flicker for one frame. +// We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. +// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag. +static void NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments& app) +{ + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open && doc->OpenPrev) + ImGui::SetTabItemClosed(doc->Name); + doc->OpenPrev = doc->Open; + } +} + +void ShowExampleAppDocuments(bool* p_open) +{ + static ExampleAppDocuments app; + + // Options + static bool opt_reorderable = true; + static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; + + bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar); + if (!window_contents_visible) + { + ImGui::End(); + return; + } + + // Menu + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + int open_count = 0; + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + open_count += app.Documents[doc_n].Open ? 1 : 0; + + if (ImGui::BeginMenu("Open", open_count < app.Documents.Size)) + { + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + if (ImGui::MenuItem(doc->Name)) + doc->DoOpen(); + } + ImGui::EndMenu(); + } + if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + app.Documents[doc_n].DoQueueClose(); + if (ImGui::MenuItem("Exit", "Alt+F4")) {} + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + + // [Debug] List documents with one checkbox for each + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (doc_n > 0) + ImGui::SameLine(); + ImGui::PushID(doc); + if (ImGui::Checkbox(doc->Name, &doc->Open)) + if (!doc->Open) + doc->DoForceClose(); + ImGui::PopID(); + } + + ImGui::Separator(); + + // About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags. + // They have multiple effects: + // - Display a dot next to the title. + // - Tab is selected when clicking the X close button. + // - Closure is not assumed (will wait for user to stop submitting the tab). + // Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + // We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty + // hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. + // The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. + + // Submit Tab Bar and Tabs + { + ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0); + if (ImGui::BeginTabBar("##tabs", tab_bar_flags)) + { + if (opt_reorderable) + NotifyOfDocumentsClosedElsewhere(app); + + // [DEBUG] Stress tests + //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. + //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. + + // Submit Tabs + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (!doc->Open) + continue; + + ImGuiTabItemFlags tab_flags = (doc->Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); + bool visible = ImGui::BeginTabItem(doc->Name, &doc->Open, tab_flags); + + // Cancel attempt to close when unsaved add to save queue so we can display a popup. + if (!doc->Open && doc->Dirty) + { + doc->Open = true; + doc->DoQueueClose(); + } + + MyDocument::DisplayContextMenu(doc); + if (visible) + { + MyDocument::DisplayContents(doc); + ImGui::EndTabItem(); + } + } + + ImGui::EndTabBar(); + } + } + + // Update closing queue + static ImVector close_queue; + if (close_queue.empty()) + { + // Close queue is locked once we started a popup + for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) + { + MyDocument* doc = &app.Documents[doc_n]; + if (doc->WantClose) + { + doc->WantClose = false; + close_queue.push_back(doc); + } + } + } + + // Display closing confirmation UI + if (!close_queue.empty()) + { + int close_queue_unsaved_documents = 0; + for (int n = 0; n < close_queue.Size; n++) + if (close_queue[n]->Dirty) + close_queue_unsaved_documents++; + + if (close_queue_unsaved_documents == 0) + { + // Close documents when all are unsaved + for (int n = 0; n < close_queue.Size; n++) + close_queue[n]->DoForceClose(); + close_queue.clear(); + } + else + { + if (!ImGui::IsPopupOpen("Save?")) + ImGui::OpenPopup("Save?"); + if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) + { + ImGui::Text("Save change to the following items?"); + float item_height = ImGui::GetTextLineHeightWithSpacing(); + if (ImGui::BeginChildFrame(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height))) + { + for (int n = 0; n < close_queue.Size; n++) + if (close_queue[n]->Dirty) + ImGui::Text("%s", close_queue[n]->Name); + ImGui::EndChildFrame(); + } + + ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f); + if (ImGui::Button("Yes", button_size)) + { + for (int n = 0; n < close_queue.Size; n++) + { + if (close_queue[n]->Dirty) + close_queue[n]->DoSave(); + close_queue[n]->DoForceClose(); + } + close_queue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("No", button_size)) + { + for (int n = 0; n < close_queue.Size; n++) + close_queue[n]->DoForceClose(); + close_queue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::SameLine(); + if (ImGui::Button("Cancel", button_size)) + { + close_queue.clear(); + ImGui::CloseCurrentPopup(); + } + ImGui::EndPopup(); + } + } + } + + ImGui::End(); +} + +// End of Demo code +#else + +void ImGui::ShowAboutWindow(bool*) {} +void ImGui::ShowDemoWindow(bool*) {} +void ImGui::ShowUserGuide() {} +void ImGui::ShowStyleEditor(ImGuiStyle*) {} + +#endif + +#endif // #ifndef IMGUI_DISABLE + +``` + +`samples/common/libs/imgui/imgui_draw.cpp`: + +```cpp +// dear imgui, v1.87 +// (drawing and font code) + +/* + +Index of this file: + +// [SECTION] STB libraries implementation +// [SECTION] Style functions +// [SECTION] ImDrawList +// [SECTION] ImDrawListSplitter +// [SECTION] ImDrawData +// [SECTION] Helpers ShadeVertsXXX functions +// [SECTION] ImFontConfig +// [SECTION] ImFontAtlas +// [SECTION] ImFontAtlas glyph ranges helpers +// [SECTION] ImFontGlyphRangesBuilder +// [SECTION] ImFont +// [SECTION] ImGui Internal Render Helpers +// [SECTION] Decompression code +// [SECTION] Default font data (ProggyClean.ttf) + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif + +#include "imgui_internal.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "misc/freetype/imgui_freetype.h" +#endif + +#include // vsnprintf, sscanf, printf +#if !defined(alloca) +#if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__) +#include // alloca (glibc uses . Note that Cygwin may have _WIN32 defined, so the order matters here) +#elif defined(_WIN32) +#include // alloca +#if !defined(alloca) +#define alloca _alloca // for clang with MS Codegen +#endif +#else +#include // alloca +#endif +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 6255) // [Static Analyzer] _alloca indicates failure by raising a stack overflow exception. Consider using _malloca instead. +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#if __has_warning("-Walloca") +#pragma clang diagnostic ignored "-Walloca" // warning: use of function '__builtin_alloca' is discouraged +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//------------------------------------------------------------------------- +// [SECTION] STB libraries implementation +//------------------------------------------------------------------------- + +// Compile time options: +//#define IMGUI_STB_NAMESPACE ImStb +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION + +#ifdef IMGUI_STB_NAMESPACE +namespace IMGUI_STB_NAMESPACE +{ +#endif + +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration +#pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. +#pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read. +#pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did. +#endif + +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-function" +#pragma clang diagnostic ignored "-Wmissing-prototypes" +#pragma clang diagnostic ignored "-Wimplicit-fallthrough" +#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier +#endif + +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif + +#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBRP_STATIC +#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) +#define STBRP_SORT ImQsort +#define STB_RECT_PACK_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_RECT_PACK_FILENAME +#include IMGUI_STB_RECT_PACK_FILENAME +#else +#include "imstb_rectpack.h" +#endif +#endif + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) +#define STBTT_free(x,u) ((void)(u), IM_FREE(x)) +#define STBTT_assert(x) do { IM_ASSERT(x); } while(0) +#define STBTT_fmod(x,y) ImFmod(x,y) +#define STBTT_sqrt(x) ImSqrt(x) +#define STBTT_pow(x,y) ImPow(x,y) +#define STBTT_fabs(x) ImFabs(x) +#define STBTT_ifloor(x) ((int)ImFloorSigned(x)) +#define STBTT_iceil(x) ((int)ImCeil(x)) +#define STBTT_STATIC +#define STB_TRUETYPE_IMPLEMENTATION +#else +#define STBTT_DEF extern +#endif +#ifdef IMGUI_STB_TRUETYPE_FILENAME +#include IMGUI_STB_TRUETYPE_FILENAME +#else +#include "imstb_truetype.h" +#endif +#endif +#endif // IMGUI_ENABLE_STB_TRUETYPE + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#if defined(_MSC_VER) +#pragma warning (pop) +#endif + +#ifdef IMGUI_STB_NAMESPACE +} // namespace ImStb +using namespace IMGUI_STB_NAMESPACE; +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Style functions +//----------------------------------------------------------------------------- + +void ImGui::StyleColorsDark(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); + colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); +} + +void ImGui::StyleColorsClassic(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); + colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); + colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); + colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); + colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +// Those light colors are better suited with a thicker font than the default one + FrameBorder +void ImGui::StyleColorsLight(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); + colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList +//----------------------------------------------------------------------------- + +ImDrawListSharedData::ImDrawListSharedData() +{ + memset(this, 0, sizeof(*this)); + for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++) + { + const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); + ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); +} + +void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) +{ + if (CircleSegmentMaxError == max_error) + return; + + IM_ASSERT(max_error > 0.0f); + CircleSegmentMaxError = max_error; + for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) + { + const float radius = (float)i; + CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0); + } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); +} + +// Initialize before use in a new frame. We always have a command ready in the buffer. +void ImDrawList::_ResetForNewFrame() +{ + // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. + IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0); + IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4)); + IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + + CmdBuffer.resize(0); + IdxBuffer.resize(0); + VtxBuffer.resize(0); + Flags = _Data->InitialFlags; + memset(&_CmdHeader, 0, sizeof(_CmdHeader)); + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.resize(0); + _TextureIdStack.resize(0); + _Path.resize(0); + _Splitter.Clear(); + CmdBuffer.push_back(ImDrawCmd()); + _FringeScale = 1.0f; +} + +void ImDrawList::_ClearFreeMemory() +{ + CmdBuffer.clear(); + IdxBuffer.clear(); + VtxBuffer.clear(); + Flags = ImDrawListFlags_None; + _VtxCurrentIdx = 0; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; + _ClipRectStack.clear(); + _TextureIdStack.clear(); + _Path.clear(); + _Splitter.ClearFreeMemory(); +} + +ImDrawList* ImDrawList::CloneOutput() const +{ + ImDrawList* dst = IM_NEW(ImDrawList(_Data)); + dst->CmdBuffer = CmdBuffer; + dst->IdxBuffer = IdxBuffer; + dst->VtxBuffer = VtxBuffer; + dst->Flags = Flags; + return dst; +} + +void ImDrawList::AddDrawCmd() +{ + ImDrawCmd draw_cmd; + draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() + draw_cmd.TextureId = _CmdHeader.TextureId; + draw_cmd.VtxOffset = _CmdHeader.VtxOffset; + draw_cmd.IdxOffset = IdxBuffer.Size; + + IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); + CmdBuffer.push_back(draw_cmd); +} + +// Pop trailing draw command (used before merging or presenting to user) +// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL +void ImDrawList::_PopUnusedDrawCmd() +{ + if (CmdBuffer.Size == 0) + return; + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL) + CmdBuffer.pop_back(); +} + +void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + IM_ASSERT(curr_cmd->UserCallback == NULL); + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + } + curr_cmd->UserCallback = callback; + curr_cmd->UserCallbackData = callback_data; + + AddDrawCmd(); // Force a new command after us (see comment below) +} + +// Compare ClipRect, TextureId and VtxOffset with a single memcmp() +#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) +#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) + +// Try to merge two last draw commands +void ImDrawList::_TryMergeDrawCmds() +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) + { + prev_cmd->ElemCount += curr_cmd->ElemCount; + CmdBuffer.pop_back(); + } +} + +// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. +// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. +void ImDrawList::_OnChangedClipRect() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + + curr_cmd->ClipRect = _CmdHeader.ClipRect; +} + +void ImDrawList::_OnChangedTextureID() +{ + // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Try to merge with previous command if it matches, else use current command + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) + { + CmdBuffer.pop_back(); + return; + } + + curr_cmd->TextureId = _CmdHeader.TextureId; +} + +void ImDrawList::_OnChangedVtxOffset() +{ + // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. + _VtxCurrentIdx = 0; + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 + if (curr_cmd->ElemCount != 0) + { + AddDrawCmd(); + return; + } + IM_ASSERT(curr_cmd->UserCallback == NULL); + curr_cmd->VtxOffset = _CmdHeader.VtxOffset; +} + +int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const +{ + // Automatic segment count + const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy + if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + return _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); +} + +// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) +void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect) +{ + ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); + if (intersect_with_current_clip_rect) + { + ImVec4 current = _CmdHeader.ClipRect; + if (cr.x < current.x) cr.x = current.x; + if (cr.y < current.y) cr.y = current.y; + if (cr.z > current.z) cr.z = current.z; + if (cr.w > current.w) cr.w = current.w; + } + cr.z = ImMax(cr.x, cr.z); + cr.w = ImMax(cr.y, cr.w); + + _ClipRectStack.push_back(cr); + _CmdHeader.ClipRect = cr; + _OnChangedClipRect(); +} + +void ImDrawList::PushClipRectFullScreen() +{ + PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); +} + +void ImDrawList::PopClipRect() +{ + _ClipRectStack.pop_back(); + _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1]; + _OnChangedClipRect(); +} + +void ImDrawList::PushTextureID(ImTextureID texture_id) +{ + _TextureIdStack.push_back(texture_id); + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); +} + +void ImDrawList::PopTextureID() +{ + _TextureIdStack.pop_back(); + _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; + _OnChangedTextureID(); +} + +// Reserve space for a number of vertices and indices. +// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or +// submit the intermediate results. PrimUnreserve() can be used to release unused allocations. +void ImDrawList::PrimReserve(int idx_count, int vtx_count) +{ + // Large mesh support (when enabled) + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) + { + // FIXME: In theory we should be testing that vtx_count <64k here. + // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us + // to not make that check until we rework the text functions to handle clipping and large horizontal lines better. + _CmdHeader.VtxOffset = VtxBuffer.Size; + _OnChangedVtxOffset(); + } + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount += idx_count; + + int vtx_buffer_old_size = VtxBuffer.Size; + VtxBuffer.resize(vtx_buffer_old_size + vtx_count); + _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size; + + int idx_buffer_old_size = IdxBuffer.Size; + IdxBuffer.resize(idx_buffer_old_size + idx_count); + _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; +} + +// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). +void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) +{ + IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); + + ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + draw_cmd->ElemCount -= idx_count; + VtxBuffer.shrink(VtxBuffer.Size - vtx_count); + IdxBuffer.shrink(IdxBuffer.Size - idx_count); +} + +// Fully unrolled with inline call to keep our debug builds decently fast. +void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) +{ + ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y); + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col) +{ + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + _VtxCurrentIdx += 4; + _IdxWritePtr += 6; +} + +// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. +// - Those macros expects l-values and need to be used as their own statement. +// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers. +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0 +#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366) +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0 + +// TODO: Thickness anti-aliased lines cap are missing their AA fringe. +// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. +void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness) +{ + if (points_count < 2) + return; + + const bool closed = (flags & ImDrawFlags_Closed) != 0; + const ImVec2 opaque_uv = _Data->TexUvWhitePixel; + const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw + const bool thick_line = (thickness > _FringeScale); + + if (Flags & ImDrawListFlags_AntiAliasedLines) + { + // Anti-aliased stroke + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + + // Thicknesses <1.0 should behave like thickness 1.0 + thickness = ImMax(thickness, 1.0f); + const int integer_thickness = (int)thickness; + const float fractional_thickness = thickness - integer_thickness; + + // Do we want to draw this line using a texture? + // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved. + // - If AA_SIZE is not 1.0f we cannot use the texture path. + const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); + + // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off + IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); + + const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12); + const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3); + PrimReserve(idx_count, vtx_count); + + // Temporary buffer + // The first items are normals at each line point, then after that there are either 2 or 4 temp points for each line point + ImVec2* temp_normals = (ImVec2*)alloca(points_count * ((use_texture || !thick_line) ? 3 : 5) * sizeof(ImVec2)); //-V630 + ImVec2* temp_points = temp_normals + points_count; + + // Calculate normals (tangents) for each line segment + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + float dx = points[i2].x - points[i1].x; + float dy = points[i2].y - points[i1].y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i1].x = dy; + temp_normals[i1].y = -dx; + } + if (!closed) + temp_normals[points_count - 1] = temp_normals[points_count - 2]; + + // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point + if (use_texture || !thick_line) + { + // [PATH 1] Texture-based lines (thick or non-thick) + // [PATH 2] Non texture-based lines (non-thick) + + // The width of the geometry we need to draw - this is essentially pixels for the line itself, plus "one pixel" for AA. + // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture + // (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code. + // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to + // allow scaling geometry while preserving one-screen-pixel AA fringe). + const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + temp_points[0] = points[0] + temp_normals[0] * half_draw_size; + temp_points[1] = points[0] - temp_normals[0] * half_draw_size; + temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size; + temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size; + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment + const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area + dm_y *= half_draw_size; + + // Add temporary vertexes for the outer edges + ImVec2* out_vtx = &temp_points[i2 * 2]; + out_vtx[0].x = points[i2].x + dm_x; + out_vtx[0].y = points[i2].y + dm_y; + out_vtx[1].x = points[i2].x - dm_x; + out_vtx[1].y = points[i2].y - dm_y; + + if (use_texture) + { + // Add indices for two triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri + _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri + _IdxWritePtr += 6; + } + else + { + // Add indexes for four triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1 + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2 + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1 + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2 + _IdxWritePtr += 12; + } + + idx1 = idx2; + } + + // Add vertexes for each point on the line + if (use_texture) + { + // If we're using textures we only need to emit the left/right edge vertices + ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness]; + /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false! + { + const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1]; + tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp() + tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness; + tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness; + tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness; + }*/ + ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y); + ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w); + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge + _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge + _VtxWritePtr += 2; + } + } + else + { + // If we're not using a texture, we need the center vertex as well + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line + _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge + _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge + _VtxWritePtr += 3; + } + } + } + else + { + // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point + const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend + if (!closed) + { + const int points_last = points_count - 1; + temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); + temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); + temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + } + + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) + // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + { + const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment + const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment + + // Average normals + float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; + float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); + float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); + float dm_in_x = dm_x * half_inner_thickness; + float dm_in_y = dm_y * half_inner_thickness; + + // Add temporary vertices + ImVec2* out_vtx = &temp_points[i2 * 4]; + out_vtx[0].x = points[i2].x + dm_out_x; + out_vtx[0].y = points[i2].y + dm_out_y; + out_vtx[1].x = points[i2].x + dm_in_x; + out_vtx[1].y = points[i2].y + dm_in_y; + out_vtx[2].x = points[i2].x - dm_in_x; + out_vtx[2].y = points[i2].y - dm_in_y; + out_vtx[3].x = points[i2].x - dm_out_x; + out_vtx[3].y = points[i2].y - dm_out_y; + + // Add indexes + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3); + _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2); + _IdxWritePtr += 18; + + idx1 = idx2; + } + + // Add vertices + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans; + _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans; + _VtxWritePtr += 4; + } + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // [PATH 4] Non texture-based, Non anti-aliased lines + const int idx_count = count * 6; + const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges + PrimReserve(idx_count, vtx_count); + + for (int i1 = 0; i1 < count; i1++) + { + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; + const ImVec2& p1 = points[i1]; + const ImVec2& p2 = points[i2]; + + float dx = p2.x - p1.x; + float dy = p2.y - p1.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + dx *= (thickness * 0.5f); + dy *= (thickness * 0.5f); + + _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col; + _VtxWritePtr += 4; + + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2); + _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3); + _IdxWritePtr += 6; + _VtxCurrentIdx += 4; + } + } +} + +// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) +{ + if (points_count < 3) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + + if (Flags & ImDrawListFlags_AntiAliasedFill) + { + // Anti-aliased Fill + const float AA_SIZE = _FringeScale; + const ImU32 col_trans = col & ~IM_COL32_A_MASK; + const int idx_count = (points_count - 2)*3 + points_count * 6; + const int vtx_count = (points_count * 2); + PrimReserve(idx_count, vtx_count); + + // Add indexes for fill + unsigned int vtx_inner_idx = _VtxCurrentIdx; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1)); + _IdxWritePtr += 3; + } + + // Compute normals + ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630 + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + const ImVec2& p0 = points[i0]; + const ImVec2& p1 = points[i1]; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; + IM_NORMALIZE2F_OVER_ZERO(dx, dy); + temp_normals[i0].x = dy; + temp_normals[i0].y = -dx; + } + + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) + { + // Average normals + const ImVec2& n0 = temp_normals[i0]; + const ImVec2& n1 = temp_normals[i1]; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; + IM_FIXNORMAL2F(dm_x, dm_y); + dm_x *= AA_SIZE * 0.5f; + dm_y *= AA_SIZE * 0.5f; + + // Add vertices + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr += 2; + + // Add indexes for fringes + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); + _IdxWritePtr += 6; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } + else + { + // Non Anti-aliased Fill + const int idx_count = (points_count - 2)*3; + const int vtx_count = points_count; + PrimReserve(idx_count, vtx_count); + for (int i = 0; i < vtx_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr++; + } + for (int i = 2; i < points_count; i++) + { + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i); + _IdxWritePtr += 3; + } + _VtxCurrentIdx += (ImDrawIdx)vtx_count; + } +} + +void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) +{ + if (radius <= 0.0f) + { + _Path.push_back(center); + return; + } + + // Calculate arc auto segment step size + if (a_step <= 0) + a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius); + + // Make sure we never do steps larger than one quarter of the circle + a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); + + const int sample_range = ImAbs(a_max_sample - a_min_sample); + const int a_next_step = a_step; + + int samples = sample_range + 1; + bool extra_max_sample = false; + if (a_step > 1) + { + samples = sample_range / a_step + 1; + const int overstep = sample_range % a_step; + + if (overstep > 0) + { + extra_max_sample = true; + samples++; + + // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end, + // distribute first step range evenly between them by reducing first step size. + if (sample_range > 0) + a_step -= (a_step - overstep) / 2; + } + } + + _Path.resize(_Path.Size + samples); + ImVec2* out_ptr = _Path.Data + (_Path.Size - samples); + + int sample_index = a_min_sample; + if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + { + sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + } + + if (a_max_sample >= a_min_sample) + { + for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + else + { + for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + + if (extra_max_sample) + { + int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (normalized_max_sample < 0) + normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + + IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr); +} + +void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius <= 0.0f) + { + _Path.push_back(center); + return; + } + + // Note that we are adding a point at both a_min and a_max. + // If you are trying to draw a full closed circle you don't want the overlapping points! + _Path.reserve(_Path.Size + (num_segments + 1)); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius)); + } +} + +// 0: East, 3: South, 6: West, 9: North, 12: East +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) +{ + if (radius <= 0.0f) + { + _Path.push_back(center); + return; + } + _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); +} + +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius <= 0.0f) + { + _Path.push_back(center); + return; + } + + if (num_segments > 0) + { + _PathArcToN(center, radius, a_min, a_max, num_segments); + return; + } + + // Automatic segment count + if (radius <= _Data->ArcFastRadiusCutoff) + { + const bool a_is_reverse = a_max < a_min; + + // We are going to use precomputed values for mid samples. + // Determine first and last sample in lookup table that belong to the arc. + const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f); + const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f); + + const int a_min_sample = a_is_reverse ? (int)ImFloorSigned(a_min_sample_f) : (int)ImCeil(a_min_sample_f); + const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloorSigned(a_max_sample_f); + const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); + + const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const bool a_emit_start = (a_min_segment_angle - a_min) != 0.0f; + const bool a_emit_end = (a_max - a_max_segment_angle) != 0.0f; + + _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); + if (a_emit_start) + _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)); + if (a_mid_samples > 0) + _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0); + if (a_emit_end) + _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)); + } + else + { + const float arc_length = ImAbs(a_max - a_min); + const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); + const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); + _PathArcToN(center, radius, a_min, a_max, arc_segment_count); + } +} + +ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) +{ + float u = 1.0f - t; + float w1 = u * u * u; + float w2 = 3 * u * u * t; + float w3 = 3 * u * t * t; + float w4 = t * t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y); +} + +ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t) +{ + float u = 1.0f - t; + float w1 = u * u; + float w2 = 2 * u * t; + float w3 = t * t; + return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y); +} + +// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp +static void PathBezierCubicCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) +{ + float dx = x4 - x1; + float dy = y4 - y1; + float d2 = (x2 - x4) * dy - (y2 - y4) * dx; + float d3 = (x3 - x4) * dy - (y3 - y4) * dx; + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x4, y4)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f; + float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f; + PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); + } +} + +static void PathBezierQuadraticCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level) +{ + float dx = x3 - x1, dy = y3 - y1; + float det = (x2 - x3) * dy - (y2 - y3) * dx; + if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy)) + { + path->push_back(ImVec2(x3, y3)); + } + else if (level < 10) + { + float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; + float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; + float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; + PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1); + PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1); + } +} + +void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step)); + } +} + +void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments) +{ + ImVec2 p1 = _Path.back(); + if (num_segments == 0) + { + PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated + } + else + { + float t_step = 1.0f / (float)num_segments; + for (int i_step = 1; i_step <= num_segments; i_step++) + _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step)); + } +} + +IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); +static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) +{ +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) + // ~0 --> ImDrawFlags_RoundCornersAll or 0 + if (flags == ~0) + return ImDrawFlags_RoundCornersAll; + + // Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations) + // 0x01 --> ImDrawFlags_RoundCornersTopLeft (VALUE 0x01 OVERLAPS ImDrawFlags_Closed but ImDrawFlags_Closed is never valid in this path!) + // 0x02 --> ImDrawFlags_RoundCornersTopRight + // 0x03 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight + // 0x04 --> ImDrawFlags_RoundCornersBotLeft + // 0x05 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBotLeft + // ... + // 0x0F --> ImDrawFlags_RoundCornersAll or 0 + // (See all values in ImDrawCornerFlags_) + if (flags >= 0x01 && flags <= 0x0F) + return (flags << 4); + + // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f' +#endif + + // If this triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. + // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc... + IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); + + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags |= ImDrawFlags_RoundCornersAll; + + return flags; +} + +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) +{ + flags = FixRectCornerFlags(flags); + rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f); + rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f ) - 1.0f); + + if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PathLineTo(a); + PathLineTo(ImVec2(b.x, a.y)); + PathLineTo(b); + PathLineTo(ImVec2(a.x, b.y)); + } + else + { + const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f; + const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f; + const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f; + const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f; + PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); + PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); + PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); + PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6); + } +} + +void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + PathLineTo(p1 + ImVec2(0.5f, 0.5f)); + PathLineTo(p2 + ImVec2(0.5f, 0.5f)); + PathStroke(col, 0, thickness); +} + +// p_min = upper-left, p_max = lower-right +// Note we don't render 1 pixels sized rectangles properly. +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (Flags & ImDrawListFlags_AntiAliasedLines) + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags); + else + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes. + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + PrimReserve(6, 4); + PrimRect(p_min, p_max, col); + } + else + { + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + } +} + +// p_min = upper-left, p_max = lower-right +void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) +{ + if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) + return; + + const ImVec2 uv = _Data->TexUvWhitePixel; + PrimReserve(6, 4); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); + PrimWriteVtx(p_min, uv, col_upr_left); + PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); + PrimWriteVtx(p_max, uv, col_bot_right); + PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); +} + +void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathLineTo(p4); + PathFillConvex(col); +} + +void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathLineTo(p2); + PathLineTo(p3); + PathFillConvex(col); +} + +void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) + return; + + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + } + + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) + return; + + if (num_segments <= 0) + { + // Use arc with automatic segment count + _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; + } + else + { + // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) + num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + } + + PathFillConvex(col); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); + PathStroke(col, ImDrawFlags_Closed, thickness); +} + +// Guaranteed to honor 'num_segments' +void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2) + return; + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + +// Cubic Bezier takes 4 controls points +void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierCubicCurveTo(p2, p3, p4, num_segments); + PathStroke(col, 0, thickness); +} + +// Quadratic Bezier takes 3 controls points +void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + PathLineTo(p1); + PathBezierQuadraticCurveTo(p2, p3, num_segments); + PathStroke(col, 0, thickness); +} + +void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (text_end == NULL) + text_end = text_begin + strlen(text_begin); + if (text_begin == text_end) + return; + + // Pull default font/size from the shared ImDrawListSharedData instance + if (font == NULL) + font = _Data->Font; + if (font_size == 0.0f) + font_size = _Data->FontSize; + + IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. + + ImVec4 clip_rect = _CmdHeader.ClipRect; + if (cpu_fine_clip_rect) + { + clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); + clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y); + clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); + clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); + } + font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); +} + +void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) +{ + AddText(NULL, 0.0f, pos, col, text_begin, text_end); +} + +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimRectUV(p_min, p_max, uv_min, uv_max, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + PrimReserve(6, 4); + PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); + + if (push_texture_id) + PopTextureID(); +} + +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + flags = FixRectCornerFlags(flags); + if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + { + AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); + return; + } + + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + if (push_texture_id) + PushTextureID(user_texture_id); + + int vert_start_idx = VtxBuffer.Size; + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + int vert_end_idx = VtxBuffer.Size; + ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); + + if (push_texture_id) + PopTextureID(); +} + + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawListSplitter +//----------------------------------------------------------------------------- +// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. +//----------------------------------------------------------------------------- + +void ImDrawListSplitter::ClearFreeMemory() +{ + for (int i = 0; i < _Channels.Size; i++) + { + if (i == _Current) + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + _Channels[i]._CmdBuffer.clear(); + _Channels[i]._IdxBuffer.clear(); + } + _Current = 0; + _Count = 1; + _Channels.clear(); +} + +void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) +{ + IM_UNUSED(draw_list); + IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); + int old_channels_count = _Channels.Size; + if (old_channels_count < channels_count) + { + _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable + _Channels.resize(channels_count); + } + _Count = channels_count; + + // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + memset(&_Channels[0], 0, sizeof(ImDrawChannel)); + for (int i = 1; i < channels_count; i++) + { + if (i >= old_channels_count) + { + IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel(); + } + else + { + _Channels[i]._CmdBuffer.resize(0); + _Channels[i]._IdxBuffer.resize(0); + } + } +} + +void ImDrawListSplitter::Merge(ImDrawList* draw_list) +{ + // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. + if (_Count <= 1) + return; + + SetCurrentChannel(draw_list, 0); + draw_list->_PopUnusedDrawCmd(); + + // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. + int new_cmd_buffer_count = 0; + int new_idx_buffer_count = 0; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() + ch._CmdBuffer.pop_back(); + + if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) + { + // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. + // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. + ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; + if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) + { + // Merge previous channel last draw command with current channel first draw command if matching. + last_cmd->ElemCount += next_cmd->ElemCount; + idx_offset += next_cmd->ElemCount; + ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. + } + } + if (ch._CmdBuffer.Size > 0) + last_cmd = &ch._CmdBuffer.back(); + new_cmd_buffer_count += ch._CmdBuffer.Size; + new_idx_buffer_count += ch._IdxBuffer.Size; + for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++) + { + ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset; + idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount; + } + } + draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count); + draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count); + + // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices) + ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count; + ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count; + for (int i = 1; i < _Count; i++) + { + ImDrawChannel& ch = _Channels[i]; + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } + } + draw_list->_IdxWritePtr = idx_write; + + // Ensure there's always a non-callback draw command trailing the command-buffer + if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL) + draw_list->AddDrawCmd(); + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); + + _Count = 1; +} + +void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) +{ + IM_ASSERT(idx >= 0 && idx < _Count); + if (_Current == idx) + return; + + // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() + memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); + _Current = idx; + memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); + memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); + draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; + + // If current command is used with different settings we need to add a new command + ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + if (curr_cmd == NULL) + draw_list->AddDrawCmd(); + else if (curr_cmd->ElemCount == 0) + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) + draw_list->AddDrawCmd(); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawData +//----------------------------------------------------------------------------- + +// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! +void ImDrawData::DeIndexAllBuffers() +{ + ImVector new_vtx_buffer; + TotalVtxCount = TotalIdxCount = 0; + for (int i = 0; i < CmdListsCount; i++) + { + ImDrawList* cmd_list = CmdLists[i]; + if (cmd_list->IdxBuffer.empty()) + continue; + new_vtx_buffer.resize(cmd_list->IdxBuffer.Size); + for (int j = 0; j < cmd_list->IdxBuffer.Size; j++) + new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]]; + cmd_list->VtxBuffer.swap(new_vtx_buffer); + cmd_list->IdxBuffer.resize(0); + TotalVtxCount += cmd_list->VtxBuffer.Size; + } +} + +// Helper to scale the ClipRect field of each ImDrawCmd. +// Use if your final output buffer is at a different scale than draw_data->DisplaySize, +// or if there is a difference between your window resolution and framebuffer resolution. +void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) +{ + for (int i = 0; i < CmdListsCount; i++) + { + ImDrawList* cmd_list = CmdLists[i]; + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i]; + cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Helpers ShadeVertsXXX functions +//----------------------------------------------------------------------------- + +// Generic linear color gradient, write to RGB fields, leave A untouched. +void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) +{ + ImVec2 gradient_extent = gradient_p1 - gradient_p0; + float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF; + const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF; + const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF; + const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r; + const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g; + const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b; + for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) + { + float d = ImDot(vert->pos - gradient_p0, gradient_extent); + float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); + int r = (int)(col0_r + col_delta_r * t); + int g = (int)(col0_g + col_delta_g * t); + int b = (int)(col0_b + col_delta_b * t); + vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); + } +} + +// Distribute UV over (a, b) rectangle +void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp) +{ + const ImVec2 size = b - a; + const ImVec2 uv_size = uv_b - uv_a; + const ImVec2 scale = ImVec2( + size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, + size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); + + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + if (clamp) + { + const ImVec2 min = ImMin(uv_a, uv_b); + const ImVec2 max = ImMax(uv_a, uv_b); + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max); + } + else + { + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontConfig +//----------------------------------------------------------------------------- + +ImFontConfig::ImFontConfig() +{ + memset(this, 0, sizeof(*this)); + FontDataOwnedByAtlas = true; + OversampleH = 3; // FIXME: 2 may be a better default? + OversampleV = 1; + GlyphMaxAdvanceX = FLT_MAX; + RasterizerMultiply = 1.0f; + EllipsisChar = (ImWchar)-1; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas +//----------------------------------------------------------------------------- + +// A work of art lies ahead! (. = white layer, X = black layer, others are blank) +// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. +// (This is used when io.MouseDrawCursor = true) +const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing. +const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; +static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = +{ + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX " + "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X" + "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X" + "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X " + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X " + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X " + "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X " + "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X " + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X " + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X " + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X " + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X " + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X" + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X" + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX " + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------" + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - " + "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - " + "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - " + " X..X - - X...X - X...X - X..X X..X - - X........X - " + " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - " + "------------- - X - X -X.....................X- ------------------- " + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " +}; + +static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = +{ + // Pos ........ Size ......... Offset ...... + { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow + { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput + { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll + { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS + { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW + { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW + { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE + { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand + { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed +}; + +ImFontAtlas::ImFontAtlas() +{ + memset(this, 0, sizeof(*this)); + TexGlyphPadding = 1; + PackIdMouseCursors = PackIdLines = -1; +} + +ImFontAtlas::~ImFontAtlas() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Clear(); +} + +void ImFontAtlas::ClearInputData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + for (int i = 0; i < ConfigData.Size; i++) + if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas) + { + IM_FREE(ConfigData[i].FontData); + ConfigData[i].FontData = NULL; + } + + // When clearing this we lose access to the font name and other information used to build the font. + for (int i = 0; i < Fonts.Size; i++) + if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size) + { + Fonts[i]->ConfigData = NULL; + Fonts[i]->ConfigDataCount = 0; + } + ConfigData.clear(); + CustomRects.clear(); + PackIdMouseCursors = PackIdLines = -1; + // Important: we leave TexReady untouched +} + +void ImFontAtlas::ClearTexData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + if (TexPixelsAlpha8) + IM_FREE(TexPixelsAlpha8); + if (TexPixelsRGBA32) + IM_FREE(TexPixelsRGBA32); + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; + TexPixelsUseColors = false; + // Important: we leave TexReady untouched +} + +void ImFontAtlas::ClearFonts() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + Fonts.clear_delete(); + TexReady = false; +} + +void ImFontAtlas::Clear() +{ + ClearInputData(); + ClearTexData(); + ClearFonts(); +} + +void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Build atlas on demand + if (TexPixelsAlpha8 == NULL) + Build(); + + *out_pixels = TexPixelsAlpha8; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; +} + +void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + // Convert to RGBA32 format on demand + // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp + if (!TexPixelsRGBA32) + { + unsigned char* pixels = NULL; + GetTexDataAsAlpha8(&pixels, NULL, NULL); + if (pixels) + { + TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); + const unsigned char* src = pixels; + unsigned int* dst = TexPixelsRGBA32; + for (int n = TexWidth * TexHeight; n > 0; n--) + *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); + } + } + + *out_pixels = (unsigned char*)TexPixelsRGBA32; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; +} + +ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); + IM_ASSERT(font_cfg->SizePixels > 0.0f); + + // Create new font + if (!font_cfg->MergeMode) + Fonts.push_back(IM_NEW(ImFont)); + else + IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. + + ConfigData.push_back(*font_cfg); + ImFontConfig& new_font_cfg = ConfigData.back(); + if (new_font_cfg.DstFont == NULL) + new_font_cfg.DstFont = Fonts.back(); + if (!new_font_cfg.FontDataOwnedByAtlas) + { + new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); + new_font_cfg.FontDataOwnedByAtlas = true; + memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); + } + + if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1) + new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; + + // Invalidate texture + TexReady = false; + ClearTexData(); + return new_font_cfg.DstFont; +} + +// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) +static unsigned int stb_decompress_length(const unsigned char* input); +static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length); +static const char* GetDefaultCompressedFontDataTTFBase85(); +static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } +static void Decode85(const unsigned char* src, unsigned char* dst) +{ + while (*src) + { + unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4])))); + dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. + src += 5; + dst += 4; + } +} + +// Load embedded ProggyClean.ttf at size 13, disable oversampling +ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) +{ + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (!font_cfg_template) + { + font_cfg.OversampleH = font_cfg.OversampleV = 1; + font_cfg.PixelSnapH = true; + } + if (font_cfg.SizePixels <= 0.0f) + font_cfg.SizePixels = 13.0f * 1.0f; + if (font_cfg.Name[0] == '\0') + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + font_cfg.EllipsisChar = (ImWchar)0x0085; + font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units + + const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); + const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); + ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges); + return font; +} + +ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + size_t data_size = 0; + void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); + if (!data) + { + IM_ASSERT_USER_ERROR(0, "Could not load font file!"); + return NULL; + } + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + if (font_cfg.Name[0] == '\0') + { + // Store a short copy of filename into into the font name for convenience + const char* p; + for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); + } + return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); +} + +// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). +ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontData = ttf_data; + font_cfg.FontDataSize = ttf_size; + font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; + if (glyph_ranges) + font_cfg.GlyphRanges = glyph_ranges; + return AddFont(&font_cfg); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +{ + const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); + unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size); + stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); + + ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); + IM_ASSERT(font_cfg.FontData == NULL); + font_cfg.FontDataOwnedByAtlas = true; + return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges); +} + +ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) +{ + int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); + Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); + ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); + IM_FREE(compressed_ttf); + return font; +} + +int ImFontAtlas::AddCustomRectRegular(int width, int height) +{ + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) +{ +#ifdef IMGUI_USE_WCHAR32 + IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX); +#endif + IM_ASSERT(font != NULL); + IM_ASSERT(width > 0 && width <= 0xFFFF); + IM_ASSERT(height > 0 && height <= 0xFFFF); + ImFontAtlasCustomRect r; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + r.GlyphID = id; + r.GlyphAdvanceX = advance_x; + r.GlyphOffset = offset; + r.Font = font; + CustomRects.push_back(r); + return CustomRects.Size - 1; // Return index +} + +void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const +{ + IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates + IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed + *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); + *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); +} + +bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) +{ + if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) + return false; + if (Flags & ImFontAtlasFlags_NoMouseCursors) + return false; + + IM_ASSERT(PackIdMouseCursors != -1); + ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y); + ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; + *out_size = size; + *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; + out_uv_border[0] = (pos) * TexUvScale; + out_uv_border[1] = (pos + size) * TexUvScale; + pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + out_uv_fill[0] = (pos) * TexUvScale; + out_uv_fill[1] = (pos + size) * TexUvScale; + return true; +} + +bool ImFontAtlas::Build() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + + // Default font is none are specified + if (ConfigData.Size == 0) + AddFontDefault(); + + // Select builder + // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which + // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are + // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere + // and point to it instead of pointing directly to return value of the GetBuilderXXX functions. + const ImFontBuilderIO* builder_io = FontBuilderIO; + if (builder_io == NULL) + { +#ifdef IMGUI_ENABLE_FREETYPE + builder_io = ImGuiFreeType::GetBuilderForFreeType(); +#elif defined(IMGUI_ENABLE_STB_TRUETYPE) + builder_io = ImFontAtlasGetBuilderForStbTruetype(); +#else + IM_ASSERT(0); // Invalid Build function +#endif + } + + // Build + return builder_io->FontBuilder_Build(this); +} + +void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) +{ + for (unsigned int i = 0; i < 256; i++) + { + unsigned int value = (unsigned int)(i * in_brighten_factor); + out_table[i] = value > 255 ? 255 : (value & 0xFF); + } +} + +void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) +{ + unsigned char* data = pixels + x + y * stride; + for (int j = h; j > 0; j--, data += stride) + for (int i = 0; i < w; i++) + data[i] = table[data[i]]; +} + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) +// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) +struct ImFontBuildSrcData +{ + stbtt_fontinfo FontInfo; + stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) + stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. + stbtt_packedchar* PackedChars; // Output glyphs + const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) + int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] + int GlyphsHighest; // Highest requested codepoint + int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) + ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap) +}; + +// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) +struct ImFontBuildDstData +{ + int SrcCount; // Number of source fonts targeting this destination font. + int GlyphsHighest; + int GlyphsCount; + ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. +}; + +static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out) +{ + IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); + const ImU32* it_begin = in->Storage.begin(); + const ImU32* it_end = in->Storage.end(); + for (const ImU32* it = it_begin; it < it_end; it++) + if (ImU32 entries_32 = *it) + for (ImU32 bit_n = 0; bit_n < 32; bit_n++) + if (entries_32 & ((ImU32)1 << bit_n)) + out->push_back((int)(((it - it_begin) << 5) + bit_n)); +} + +static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) +{ + IM_ASSERT(atlas->ConfigData.Size > 0); + + ImFontAtlasBuildInit(atlas); + + // Clear atlas + atlas->TexID = (ImTextureID)NULL; + atlas->TexWidth = atlas->TexHeight = 0; + atlas->TexUvScale = ImVec2(0.0f, 0.0f); + atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); + atlas->ClearTexData(); + + // Temporary storage for building + ImVector src_tmp_array; + ImVector dst_tmp_array; + src_tmp_array.resize(atlas->ConfigData.Size); + dst_tmp_array.resize(atlas->Fonts.Size); + memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); + memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); + + // 1. Initialize font loading structure, check font data validity + for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); + + // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) + src_tmp.DstIndex = -1; + for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) + if (cfg.DstFont == atlas->Fonts[output_i]) + src_tmp.DstIndex = output_i; + if (src_tmp.DstIndex == -1) + { + IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? + return false; + } + // Initialize helper structure for font loading and verify that the TTF/OTF data is correct + const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); + IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); + if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) + return false; + + // Measure highest codepoints + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); + dst_tmp.SrcCount++; + dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); + } + + // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. + int total_glyphs_count = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; + src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); + if (dst_tmp.GlyphsSet.Storage.empty()) + dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); + + for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + { + if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) + continue; + if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? + continue; + + // Add to avail set/counters + src_tmp.GlyphsCount++; + dst_tmp.GlyphsCount++; + src_tmp.GlyphsSet.SetBit(codepoint); + dst_tmp.GlyphsSet.SetBit(codepoint); + total_glyphs_count++; + } + } + + // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); + UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); + src_tmp.GlyphsSet.Clear(); + IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); + } + for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) + dst_tmp_array[dst_i].GlyphsSet.Clear(); + dst_tmp_array.clear(); + + // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) + // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) + ImVector buf_rects; + ImVector buf_packedchars; + buf_rects.resize(total_glyphs_count); + buf_packedchars.resize(total_glyphs_count); + memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); + memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); + + // 4. Gather glyphs sizes so we can pack them in our virtual canvas. + int total_surface = 0; + int buf_rects_out_n = 0; + int buf_packedchars_out_n = 0; + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + src_tmp.Rects = &buf_rects[buf_rects_out_n]; + src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; + buf_rects_out_n += src_tmp.GlyphsCount; + buf_packedchars_out_n += src_tmp.GlyphsCount; + + // Convert our ranges in the format stb_truetype wants + ImFontConfig& cfg = atlas->ConfigData[src_i]; + src_tmp.PackRange.font_size = cfg.SizePixels; + src_tmp.PackRange.first_unicode_codepoint_in_range = 0; + src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; + src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; + src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; + src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; + src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; + + // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) + const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels); + const int padding = atlas->TexGlyphPadding; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) + { + int x0, y0, x1, y1; + const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); + IM_ASSERT(glyph_index_in_font != 0); + stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); + src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1); + src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1); + total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; + } + } + + // We need a width for the skyline algorithm, any width! + // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. + const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; + atlas->TexHeight = 0; + if (atlas->TexDesiredWidth > 0) + atlas->TexWidth = atlas->TexDesiredWidth; + else + atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; + + // 5. Start packing + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). + const int TEX_HEIGHT_MAX = 1024 * 32; + stbtt_pack_context spc = {}; + stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL); + ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); + + // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); + + // Extend texture height and mark missing glyphs as non-packed so we won't render them. + // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + if (src_tmp.Rects[glyph_i].was_packed) + atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); + } + + // 7. Allocate texture + atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); + memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); + spc.pixels = atlas->TexPixelsAlpha8; + spc.height = atlas->TexHeight; + + // 8. Render/rasterize font characters into the texture + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); + + // Apply multiply operator + if (cfg.RasterizerMultiply != 1.0f) + { + unsigned char multiply_table[256]; + ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); + stbrp_rect* r = &src_tmp.Rects[0]; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) + if (r->was_packed) + ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); + } + src_tmp.Rects = NULL; + } + + // End packing + stbtt_PackEnd(&spc); + buf_rects.clear(); + + // 9. Setup ImFont and glyphs for runtime + for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) + { + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; + if (src_tmp.GlyphsCount == 0) + continue; + + // When merging fonts with MergeMode=true: + // - We can have multiple input fonts writing into a same destination font. + // - dst_font->ConfigData is != from cfg which is our source configuration. + ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFont* dst_font = cfg.DstFont; + + const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + + const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1)); + const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); + ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); + const float font_off_x = cfg.GlyphOffset.x; + const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); + + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) + { + // Register glyph + const int codepoint = src_tmp.GlyphsList[glyph_i]; + const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; + stbtt_aligned_quad q; + float unused_x = 0.0f, unused_y = 0.0f; + stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); + dst_font->AddGlyph(&cfg, (ImWchar)codepoint, q.x0 + font_off_x, q.y0 + font_off_y, q.x1 + font_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance); + } + } + + // Cleanup + src_tmp_array.clear_destruct(); + + ImFontAtlasBuildFinish(atlas); + return true; +} + +const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() +{ + static ImFontBuilderIO io; + io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; + return &io; +} + +#endif // IMGUI_ENABLE_STB_TRUETYPE + +void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) +{ + if (!font_config->MergeMode) + { + font->ClearOutputData(); + font->FontSize = font_config->SizePixels; + font->ConfigData = font_config; + font->ConfigDataCount = 0; + font->ContainerAtlas = atlas; + font->Ascent = ascent; + font->Descent = descent; + } + font->ConfigDataCount++; +} + +void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) +{ + stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; + IM_ASSERT(pack_context != NULL); + + ImVector& user_rects = atlas->CustomRects; + IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. + + ImVector pack_rects; + pack_rects.resize(user_rects.Size); + memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); + for (int i = 0; i < user_rects.Size; i++) + { + pack_rects[i].w = user_rects[i].Width; + pack_rects[i].h = user_rects[i].Height; + } + stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); + for (int i = 0; i < pack_rects.Size; i++) + if (pack_rects[i].was_packed) + { + user_rects[i].X = pack_rects[i].x; + user_rects[i].Y = pack_rects[i].y; + IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height); + atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); + } +} + +void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; +} + +void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; +} + +static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) +{ + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); + IM_ASSERT(r->IsPacked()); + + const int w = atlas->TexWidth; + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + { + // Render/copy pixels + IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); + const int x_for_white = r->X; + const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + if (atlas->TexPixelsAlpha8 != NULL) + { + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + } + else + { + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); + } + } + else + { + // Render 4 white pixels + IM_ASSERT(r->Width == 2 && r->Height == 2); + const int offset = (int)r->X + (int)r->Y * w; + if (atlas->TexPixelsAlpha8 != NULL) + { + atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + } + else + { + atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; + } + } + atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); +} + +static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) +{ + if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) + return; + + // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines); + IM_ASSERT(r->IsPacked()); + for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row + { + // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle + unsigned int y = n; + unsigned int line_width = n; + unsigned int pad_left = (r->Width - line_width) / 2; + unsigned int pad_right = r->Width - (pad_left + line_width); + + // Write each slice + IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels + if (atlas->TexPixelsAlpha8 != NULL) + { + unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (unsigned int i = 0; i < pad_left; i++) + *(write_ptr + i) = 0x00; + + for (unsigned int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = 0xFF; + + for (unsigned int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = 0x00; + } + else + { + unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (unsigned int i = 0; i < pad_left; i++) + *(write_ptr + i) = IM_COL32_BLACK_TRANS; + + for (unsigned int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = IM_COL32_WHITE; + + for (unsigned int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = IM_COL32_BLACK_TRANS; + } + + // Calculate UVs for this line + ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; + ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale; + float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts + atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v); + } +} + +// Note: this is called / shared by both the stb_truetype and the FreeType builder +void ImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + // Register texture region for mouse cursors or standard white pixels + if (atlas->PackIdMouseCursors < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); + else + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2); + } + + // Register texture region for thick lines + // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row + if (atlas->PackIdLines < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines)) + atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); + } +} + +// This is called/shared by both the stb_truetype and the FreeType builder. +void ImFontAtlasBuildFinish(ImFontAtlas* atlas) +{ + // Render into our custom data blocks + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); + ImFontAtlasBuildRenderDefaultTexData(atlas); + ImFontAtlasBuildRenderLinesTexData(atlas); + + // Register custom rectangle glyphs + for (int i = 0; i < atlas->CustomRects.Size; i++) + { + const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; + if (r->Font == NULL || r->GlyphID == 0) + continue; + + // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH + IM_ASSERT(r->Font->ContainerAtlas == atlas); + ImVec2 uv0, uv1; + atlas->CalcCustomRectUV(r, &uv0, &uv1); + r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX); + } + + // Build all fonts lookup tables + for (int i = 0; i < atlas->Fonts.Size; i++) + if (atlas->Fonts[i]->DirtyLookupTables) + atlas->Fonts[i]->BuildLookupTable(); + + atlas->TexReady = true; +} + +// Retrieve list of range (2 int per range, values are inclusive) +const ImWchar* ImFontAtlas::GetGlyphRangesDefault() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesKorean() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3131, 0x3163, // Korean alphabets + 0xAC00, 0xD7A3, // Korean characters + 0xFFFD, 0xFFFD, // Invalid + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD, // Invalid + 0x4e00, 0x9FAF, // CJK Ideograms + 0, + }; + return &ranges[0]; +} + +static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges) +{ + for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2) + { + out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]); + base_codepoint += accumulative_offsets[n]; + } + out_ranges[0] = 0; +} + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas glyph ranges helpers +//------------------------------------------------------------------------- + +const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() +{ + // Store 2500 regularly used characters for Simplified Chinese. + // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 + // This table covers 97.97% of all characters used during the month in July, 1987. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2, + 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4, + 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1, + 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2, + 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6, + 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1, + 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3, + 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4, + 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12, + 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1, + 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23, + 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6, + 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6, + 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1, + 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5, + 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15, + 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6, + 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4, + 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5, + 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2, + 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16, + 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31, + 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7, + 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2, + 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13, + 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3, + 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4, + 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1, + 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3, + 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11, + 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9, + 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2, + 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3, + 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12, + 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8, + 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5, + 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1, + 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5, + 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6, + 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6 + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() +{ + // 2999 ideograms code points for Japanese + // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points + // - 863 Jinmeiyo (meaning "for personal name") Kanji code points + // - Sourced from the character information database of the Information-technology Promotion Agency, Japan + // - https://mojikiban.ipa.go.jp/mji/ + // - Available under the terms of the Creative Commons Attribution-ShareAlike 2.1 Japan (CC BY-SA 2.1 JP). + // - https://creativecommons.org/licenses/by-sa/2.1/jp/deed.en + // - https://creativecommons.org/licenses/by-sa/2.1/jp/legalcode + // - You can generate this code by the script at: + // - https://github.com/vaiorabbit/everyday_use_kanji + // - References: + // - List of Joyo Kanji + // - (Official list by the Agency for Cultural Affairs) https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kakuki/14/tosin02/index.html + // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji + // - List of Jinmeiyo Kanji + // - (Official list by the Ministry of Justice) http://www.moj.go.jp/MINJI/minji86.html + // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji + // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1, + 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3, + 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8, + 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5, + 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1, + 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30, + 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3, + 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4, + 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14, + 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1, + 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1, + 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1, + 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1, + 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2, + 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7, + 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5, + 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1, + 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7, + 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2, + 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5, + 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6, + 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2, + 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16, + 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11, + 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18, + 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9, + 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3, + 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6, + 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1, + 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8, + 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1, + 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10, + 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5, + 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2, + 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5, + 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1, + 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5, + 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4, + 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7, + 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5, + 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13, + 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21, + 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1, + 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38, + 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4, + 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4, + 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1, + 3,2,1,1,1,1,2,1,1, + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; + if (!full_ranges[0]) + { + memcpy(full_ranges, base_ranges, sizeof(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); + } + return &full_ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement + 0x2DE0, 0x2DFF, // Cyrillic Extended-A + 0xA640, 0xA69F, // Cyrillic Extended-B + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesThai() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x2010, 0x205E, // Punctuations + 0x0E00, 0x0E7F, // Thai + 0, + }; + return &ranges[0]; +} + +const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x0102, 0x0103, + 0x0110, 0x0111, + 0x0128, 0x0129, + 0x0168, 0x0169, + 0x01A0, 0x01A1, + 0x01AF, 0x01B0, + 0x1EA0, 0x1EF9, + 0, + }; + return &ranges[0]; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontGlyphRangesBuilder +//----------------------------------------------------------------------------- + +void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) +{ + while (text_end ? (text < text_end) : *text) + { + unsigned int c = 0; + int c_len = ImTextCharFromUtf8(&c, text, text_end); + text += c_len; + if (c_len == 0) + break; + AddChar((ImWchar)c); + } +} + +void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) +{ + for (; ranges[0]; ranges += 2) + for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 + AddChar((ImWchar)c); +} + +void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) +{ + const int max_codepoint = IM_UNICODE_CODEPOINT_MAX; + for (int n = 0; n <= max_codepoint; n++) + if (GetBit(n)) + { + out_ranges->push_back((ImWchar)n); + while (n < max_codepoint && GetBit(n + 1)) + n++; + out_ranges->push_back((ImWchar)n); + } + out_ranges->push_back(0); +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFont +//----------------------------------------------------------------------------- + +ImFont::ImFont() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + FallbackChar = (ImWchar)-1; + EllipsisChar = (ImWchar)-1; + DotChar = (ImWchar)-1; + FallbackGlyph = NULL; + ContainerAtlas = NULL; + ConfigData = NULL; + ConfigDataCount = 0; + DirtyLookupTables = false; + Scale = 1.0f; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); +} + +ImFont::~ImFont() +{ + ClearOutputData(); +} + +void ImFont::ClearOutputData() +{ + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + Glyphs.clear(); + IndexAdvanceX.clear(); + IndexLookup.clear(); + FallbackGlyph = NULL; + ContainerAtlas = NULL; + DirtyLookupTables = true; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; +} + +static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) +{ + for (int n = 0; n < candidate_chars_count; n++) + if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) + return candidate_chars[n]; + return (ImWchar)-1; +} + +void ImFont::BuildLookupTable() +{ + int max_codepoint = 0; + for (int i = 0; i != Glyphs.Size; i++) + max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); + + // Build lookup table + IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved + IndexAdvanceX.clear(); + IndexLookup.clear(); + DirtyLookupTables = false; + memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); + GrowIndex(max_codepoint + 1); + for (int i = 0; i < Glyphs.Size; i++) + { + int codepoint = (int)Glyphs[i].Codepoint; + IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; + IndexLookup[codepoint] = (ImWchar)i; + + // Mark 4K page as used + const int page_n = codepoint / 4096; + Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7); + } + + // Create a glyph to handle TAB + // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) + if (FindGlyph((ImWchar)' ')) + { + if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& tab_glyph = Glyphs.back(); + tab_glyph = *FindGlyph((ImWchar)' '); + tab_glyph.Codepoint = '\t'; + tab_glyph.AdvanceX *= IM_TABSIZE; + IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; + IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); + } + + // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) + SetGlyphVisible((ImWchar)' ', false); + SetGlyphVisible((ImWchar)'\t', false); + + // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. + const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; + const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; + if (EllipsisChar == (ImWchar)-1) + EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); + if (DotChar == (ImWchar)-1) + DotChar = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); + + // Setup fallback character + const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackGlyph = &Glyphs.back(); + FallbackChar = (ImWchar)FallbackGlyph->Codepoint; + } + } + + FallbackAdvanceX = FallbackGlyph->AdvanceX; + for (int i = 0; i < max_codepoint + 1; i++) + if (IndexAdvanceX[i] < 0.0f) + IndexAdvanceX[i] = FallbackAdvanceX; +} + +// API is designed this way to avoid exposing the 4K page size +// e.g. use with IsGlyphRangeUnused(0, 255) +bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) +{ + unsigned int page_begin = (c_begin / 4096); + unsigned int page_last = (c_last / 4096); + for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) + if ((page_n >> 3) < sizeof(Used4kPagesMap)) + if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) + return false; + return true; +} + +void ImFont::SetGlyphVisible(ImWchar c, bool visible) +{ + if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c)) + glyph->Visible = visible ? 1 : 0; +} + +void ImFont::GrowIndex(int new_size) +{ + IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); + if (new_size <= IndexLookup.Size) + return; + IndexAdvanceX.resize(new_size, -1.0f); + IndexLookup.resize(new_size, (ImWchar)-1); +} + +// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. +// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). +// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font. +void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) +{ + if (cfg != NULL) + { + // Clamp & recenter if needed + const float advance_x_original = advance_x; + advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); + if (advance_x != advance_x_original) + { + float char_off_x = cfg->PixelSnapH ? ImFloor((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; + x0 += char_off_x; + x1 += char_off_x; + } + + // Snap to pixel + if (cfg->PixelSnapH) + advance_x = IM_ROUND(advance_x); + + // Bake spacing + advance_x += cfg->GlyphExtraSpacing.x; + } + + Glyphs.resize(Glyphs.Size + 1); + ImFontGlyph& glyph = Glyphs.back(); + glyph.Codepoint = (unsigned int)codepoint; + glyph.Visible = (x0 != x1) && (y0 != y1); + glyph.Colored = false; + glyph.X0 = x0; + glyph.Y0 = y0; + glyph.X1 = x1; + glyph.Y1 = y1; + glyph.U0 = u0; + glyph.V0 = v0; + glyph.U1 = u1; + glyph.V1 = v1; + glyph.AdvanceX = advance_x; + + // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) + // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling. + float pad = ContainerAtlas->TexGlyphPadding + 0.99f; + DirtyLookupTables = true; + MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); +} + +void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) +{ + IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. + unsigned int index_size = (unsigned int)IndexLookup.Size; + + if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists + return; + if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op + return; + + GrowIndex(dst + 1); + IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; + IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; +} + +const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const +{ + if (c >= (size_t)IndexLookup.Size) + return FallbackGlyph; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return FallbackGlyph; + return &Glyphs.Data[i]; +} + +const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const +{ + if (c >= (size_t)IndexLookup.Size) + return NULL; + const ImWchar i = IndexLookup.Data[c]; + if (i == (ImWchar)-1) + return NULL; + return &Glyphs.Data[i]; +} + +const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const +{ + // Simple word-wrapping for English, not full-featured. Please submit failing cases! + // FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) + + // For references, possible wrap point marked with ^ + // "aaa bbb, ccc,ddd. eee fff. ggg!" + // ^ ^ ^ ^ ^__ ^ ^ + + // List of hardcoded separators: .,;!?'" + + // Skip extra blanks after a line returns (that includes not counting them in width computation) + // e.g. "Hello world" --> "Hello" "World" + + // Cut words that cannot possibly fit within one line. + // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" + + float line_width = 0.0f; + float word_width = 0.0f; + float blank_width = 0.0f; + wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters + + const char* word_end = text; + const char* prev_word_end = NULL; + bool inside_word = true; + + const char* s = text; + while (s < text_end) + { + unsigned int c = (unsigned int)*s; + const char* next_s; + if (c < 0x80) + next_s = s + 1; + else + next_s = s + ImTextCharFromUtf8(&c, s, text_end); + if (c == 0) + break; + + if (c < 32) + { + if (c == '\n') + { + line_width = word_width = blank_width = 0.0f; + inside_word = true; + s = next_s; + continue; + } + if (c == '\r') + { + s = next_s; + continue; + } + } + + const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX); + if (ImCharIsBlankW(c)) + { + if (inside_word) + { + line_width += blank_width; + blank_width = 0.0f; + word_end = s; + } + blank_width += char_width; + inside_word = false; + } + else + { + word_width += char_width; + if (inside_word) + { + word_end = next_s; + } + else + { + prev_word_end = word_end; + line_width += word_width + blank_width; + word_width = blank_width = 0.0f; + } + + // Allow wrapping after punctuation. + inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"'); + } + + // We ignore blank width at the end of the line (they can be skipped) + if (line_width + word_width > wrap_width) + { + // Words that cannot possibly fit within an entire line will be cut anywhere. + if (word_width < wrap_width) + s = prev_word_end ? prev_word_end : word_end; + break; + } + + s = next_s; + } + + return s; +} + +ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. + + const float line_height = size; + const float scale = size / FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + const char* s = text_begin; + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + { + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); + if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below + } + + if (s >= word_wrap_eol) + { + if (text_size.x < line_width) + text_size.x = line_width; + text_size.y += line_height; + line_width = 0.0f; + word_wrap_eol = NULL; + + // Wrapping skips upcoming blanks + while (s < text_end) + { + const char c = *s; + if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } + } + continue; + } + } + + // Decode and advance source + const char* prev_s = s; + unsigned int c = (unsigned int)*s; + if (c < 0x80) + { + s += 1; + } + else + { + s += ImTextCharFromUtf8(&c, s, text_end); + if (c == 0) // Malformed UTF-8? + break; + } + + if (c < 32) + { + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + continue; + } + if (c == '\r') + continue; + } + + const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale; + if (line_width + char_width >= max_width) + { + s = prev_s; + break; + } + + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (line_width > 0 || text_size.y == 0.0f) + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const +{ + const ImFontGlyph* glyph = FindGlyph(c); + if (!glyph || !glyph->Visible) + return; + if (glyph->Colored) + col |= ~IM_COL32_A_MASK; + float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; + pos.x = IM_FLOOR(pos.x); + pos.y = IM_FLOOR(pos.y); + draw_list->PrimReserve(6, 4); + draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); +} + +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const +{ + if (!text_end) + text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. + + // Align to be pixel perfect + pos.x = IM_FLOOR(pos.x); + pos.y = IM_FLOOR(pos.y); + float x = pos.x; + float y = pos.y; + if (y > clip_rect.w) + return; + + const float scale = size / FontSize; + const float line_height = FontSize * scale; + const bool word_wrap_enabled = (wrap_width > 0.0f); + const char* word_wrap_eol = NULL; + + // Fast-forward to first visible line + const char* s = text_begin; + if (y + line_height < clip_rect.y && !word_wrap_enabled) + while (y + line_height < clip_rect.y && s < text_end) + { + s = (const char*)memchr(s, '\n', text_end - s); + s = s ? s + 1 : text_end; + y += line_height; + } + + // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() + // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) + if (text_end - s > 10000 && !word_wrap_enabled) + { + const char* s_end = s; + float y_end = y; + while (y_end < clip_rect.w && s_end < text_end) + { + s_end = (const char*)memchr(s_end, '\n', text_end - s_end); + s_end = s_end ? s_end + 1 : text_end; + y_end += line_height; + } + text_end = s_end; + } + if (s == text_end) + return; + + // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) + const int vtx_count_max = (int)(text_end - s) * 4; + const int idx_count_max = (int)(text_end - s) * 6; + const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; + draw_list->PrimReserve(idx_count_max, vtx_count_max); + + ImDrawVert* vtx_write = draw_list->_VtxWritePtr; + ImDrawIdx* idx_write = draw_list->_IdxWritePtr; + unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx; + + const ImU32 col_untinted = col | ~IM_COL32_A_MASK; + + while (s < text_end) + { + if (word_wrap_enabled) + { + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. + if (!word_wrap_eol) + { + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x)); + if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below + } + + if (s >= word_wrap_eol) + { + x = pos.x; + y += line_height; + word_wrap_eol = NULL; + + // Wrapping skips upcoming blanks + while (s < text_end) + { + const char c = *s; + if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } + } + continue; + } + } + + // Decode and advance source + unsigned int c = (unsigned int)*s; + if (c < 0x80) + { + s += 1; + } + else + { + s += ImTextCharFromUtf8(&c, s, text_end); + if (c == 0) // Malformed UTF-8? + break; + } + + if (c < 32) + { + if (c == '\n') + { + x = pos.x; + y += line_height; + if (y > clip_rect.w) + break; // break out of main loop + continue; + } + if (c == '\r') + continue; + } + + const ImFontGlyph* glyph = FindGlyph((ImWchar)c); + if (glyph == NULL) + continue; + + float char_width = glyph->AdvanceX * scale; + if (glyph->Visible) + { + // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w + float x1 = x + glyph->X0 * scale; + float x2 = x + glyph->X1 * scale; + float y1 = y + glyph->Y0 * scale; + float y2 = y + glyph->Y1 * scale; + if (x1 <= clip_rect.z && x2 >= clip_rect.x) + { + // Render a character + float u1 = glyph->U0; + float v1 = glyph->V0; + float u2 = glyph->U1; + float v2 = glyph->V1; + + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. + if (cpu_fine_clip) + { + if (x1 < clip_rect.x) + { + u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1); + x1 = clip_rect.x; + } + if (y1 < clip_rect.y) + { + v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1); + y1 = clip_rect.y; + } + if (x2 > clip_rect.z) + { + u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1); + x2 = clip_rect.z; + } + if (y2 > clip_rect.w) + { + v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1); + y2 = clip_rect.w; + } + if (y1 >= y2) + { + x += char_width; + continue; + } + } + + // Support for untinted glyphs + ImU32 glyph_col = glyph->Colored ? col_untinted : col; + + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: + { + idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2); + idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3); + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + vtx_write += 4; + vtx_current_idx += 4; + idx_write += 6; + } + } + } + x += char_width; + } + + // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. + draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() + draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); + draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); + draw_list->_VtxWritePtr = vtx_write; + draw_list->_IdxWritePtr = idx_write; + draw_list->_VtxCurrentIdx = vtx_current_idx; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGui Internal Render Helpers +//----------------------------------------------------------------------------- +// Vaguely redesigned to stop accessing ImGui global state: +// - RenderArrow() +// - RenderBullet() +// - RenderCheckMark() +// - RenderMouseCursor() +// - RenderArrowPointingAt() +// - RenderRectFilledRangeH() +// - RenderRectFilledWithHole() +//----------------------------------------------------------------------------- +// Function in need of a redesign (legacy mess) +// - RenderColorRectWithAlphaCheckerboard() +//----------------------------------------------------------------------------- + +// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state +void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) +{ + const float h = draw_list->_Data->FontSize * 1.00f; + float r = h * 0.40f * scale; + ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); + + ImVec2 a, b, c; + switch (dir) + { + case ImGuiDir_Up: + case ImGuiDir_Down: + if (dir == ImGuiDir_Up) r = -r; + a = ImVec2(+0.000f, +0.750f) * r; + b = ImVec2(-0.866f, -0.750f) * r; + c = ImVec2(+0.866f, -0.750f) * r; + break; + case ImGuiDir_Left: + case ImGuiDir_Right: + if (dir == ImGuiDir_Left) r = -r; + a = ImVec2(+0.750f, +0.000f) * r; + b = ImVec2(-0.750f, +0.866f) * r; + c = ImVec2(-0.750f, -0.866f) * r; + break; + case ImGuiDir_None: + case ImGuiDir_COUNT: + IM_ASSERT(0); + break; + } + draw_list->AddTriangleFilled(center + a, center + b, center + c, col); +} + +void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) +{ + draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); +} + +void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz) +{ + float thickness = ImMax(sz / 5.0f, 1.0f); + sz -= thickness * 0.5f; + pos += ImVec2(thickness * 0.25f, thickness * 0.25f); + + float third = sz / 3.0f; + float bx = pos.x + third; + float by = pos.y + sz - third * 0.5f; + draw_list->PathLineTo(ImVec2(bx - third, by - third)); + draw_list->PathLineTo(ImVec2(bx, by)); + draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); + draw_list->PathStroke(col, 0, thickness); +} + +void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) +{ + if (mouse_cursor == ImGuiMouseCursor_None) + return; + IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); + + ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas; + ImVec2 offset, size, uv[4]; + if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) + { + pos -= offset; + ImTextureID tex_id = font_atlas->TexID; + draw_list->PushTextureID(tex_id); + draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); + draw_list->PopTextureID(); + } +} + +// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. +void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) +{ + switch (direction) + { + case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings + } +} + +static inline float ImAcos01(float x) +{ + if (x <= 0.0f) return IM_PI * 0.5f; + if (x >= 1.0f) return 0.0f; + return ImAcos(x); + //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do. +} + +// FIXME: Cleanup and move code to ImDrawList. +void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding) +{ + if (x_end_norm == x_start_norm) + return; + if (x_start_norm > x_end_norm) + ImSwap(x_start_norm, x_end_norm); + + ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y); + ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y); + if (rounding == 0.0f) + { + draw_list->AddRectFilled(p0, p1, col, 0.0f); + return; + } + + rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); + const float inv_rounding = 1.0f / rounding; + const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); + const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); + const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. + const float x0 = ImMax(p0.x, rect.Min.x + rounding); + if (arc0_b == arc0_e) + { + draw_list->PathLineTo(ImVec2(x0, p1.y)); + draw_list->PathLineTo(ImVec2(x0, p0.y)); + } + else if (arc0_b == 0.0f && arc0_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL + draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR + } + else + { + draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL + draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR + } + if (p1.x > rect.Min.x + rounding) + { + const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding); + const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding); + const float x1 = ImMin(p1.x, rect.Max.x - rounding); + if (arc1_b == arc1_e) + { + draw_list->PathLineTo(ImVec2(x1, p0.y)); + draw_list->PathLineTo(ImVec2(x1, p1.y)); + } + else if (arc1_b == 0.0f && arc1_e == half_pi) + { + draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR + draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR + } + else + { + draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR + draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR + } + } + draw_list->PathFillConvex(col); +} + +void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding) +{ + const bool fill_L = (inner.Min.x > outer.Min.x); + const bool fill_R = (inner.Max.x < outer.Max.x); + const bool fill_U = (inner.Min.y > outer.Min.y); + const bool fill_D = (inner.Max.y < outer.Max.y); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight); +} + +// Helper for ColorPicker4() +// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. +// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. +// FIXME: uses ImGui::GetColorU32 +void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags) +{ + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags = ImDrawFlags_RoundCornersDefault_; + if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) + { + ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); + ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); + draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags); + + int yi = 0; + for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) + { + float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y); + if (y2 <= y1) + continue; + for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f) + { + float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); + if (x2 <= x1) + continue; + ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; + if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; } + + // Combine flags + cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags); + draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags); + } + } + } + else + { + draw_list->AddRectFilled(p_min, p_max, col, rounding, flags); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Decompression code +//----------------------------------------------------------------------------- +// Compressed with stb_compress() then converted to a C array and encoded as base85. +// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file. +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h +//----------------------------------------------------------------------------- + +static unsigned int stb_decompress_length(const unsigned char *input) +{ + return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; +} + +static unsigned char *stb__barrier_out_e, *stb__barrier_out_b; +static const unsigned char *stb__barrier_in_b; +static unsigned char *stb__dout; +static void stb__match(const unsigned char *data, unsigned int length) +{ + // INVERSE of memmove... write each byte before copying the next... + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; } + while (length--) *stb__dout++ = *data++; +} + +static void stb__lit(const unsigned char *data, unsigned int length) +{ + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; } + memcpy(stb__dout, data, length); + stb__dout += length; +} + +#define stb__in2(x) ((i[x] << 8) + i[(x)+1]) +#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1)) +#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1)) + +static const unsigned char *stb_decompress_token(const unsigned char *i) +{ + if (*i >= 0x20) { // use fewer if's for cases that expand small + if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2; + else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3; + else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); + } else { // more ifs for cases that expand large, since overhead is amortized + if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4; + else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5; + else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); + else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); + else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5; + else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6; + } + return i; +} + +static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen) +{ + const unsigned long ADLER_MOD = 65521; + unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; + unsigned long blocklen = buflen % 5552; + + unsigned long i; + while (buflen) { + for (i=0; i + 7 < blocklen; i += 8) { + s1 += buffer[0], s2 += s1; + s1 += buffer[1], s2 += s1; + s1 += buffer[2], s2 += s1; + s1 += buffer[3], s2 += s1; + s1 += buffer[4], s2 += s1; + s1 += buffer[5], s2 += s1; + s1 += buffer[6], s2 += s1; + s1 += buffer[7], s2 += s1; + + buffer += 8; + } + + for (; i < blocklen; ++i) + s1 += *buffer++, s2 += s1; + + s1 %= ADLER_MOD, s2 %= ADLER_MOD; + buflen -= blocklen; + blocklen = 5552; + } + return (unsigned int)(s2 << 16) + (unsigned int)s1; +} + +static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) +{ + if (stb__in4(0) != 0x57bC0000) return 0; + if (stb__in4(4) != 0) return 0; // error! stream is > 4GB + const unsigned int olen = stb_decompress_length(i); + stb__barrier_in_b = i; + stb__barrier_out_e = output + olen; + stb__barrier_out_b = output; + i += 16; + + stb__dout = output; + for (;;) { + const unsigned char *old_i = i; + i = stb_decompress_token(i); + if (i == old_i) { + if (*i == 0x05 && i[1] == 0xfa) { + IM_ASSERT(stb__dout == output + olen); + if (stb__dout != output + olen) return 0; + if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2)) + return 0; + return olen; + } else { + IM_ASSERT(0); /* NOTREACHED */ + return 0; + } + } + IM_ASSERT(stb__dout <= output + olen); + if (stb__dout > output + olen) + return 0; + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Default font data (ProggyClean.ttf) +//----------------------------------------------------------------------------- +// ProggyClean.ttf +// Copyright (c) 2004, 2005 Tristan Grimmer +// MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip) +// Download and more information at http://upperbounds.net +//----------------------------------------------------------------------------- +// File: 'ProggyClean.ttf' (41208 bytes) +// Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding). +// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. +//----------------------------------------------------------------------------- +static const char proggy_clean_ttf_compressed_data_base85[11980 + 1] = + "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/" + 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debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! +// Set: +// #define IMGUI_DEFINE_MATH_OPERATORS +// To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators) + +/* + +Index of this file: + +// [SECTION] Header mess +// [SECTION] Forward declarations +// [SECTION] Context pointer +// [SECTION] STB libraries includes +// [SECTION] Macros +// [SECTION] Generic helpers +// [SECTION] ImDrawList support +// [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Inputs support +// [SECTION] Clipper support +// [SECTION] Navigation support +// [SECTION] Columns support +// [SECTION] Multi-select support +// [SECTION] Docking support +// [SECTION] Viewport support +// [SECTION] Settings support +// [SECTION] Metrics, Debug tools +// [SECTION] Generic context hooks +// [SECTION] ImGuiContext (main imgui context) +// [SECTION] ImGuiWindowTempData, ImGuiWindow +// [SECTION] Tab bar, Tab item support +// [SECTION] Table support +// [SECTION] ImGui internal API +// [SECTION] ImFontAtlas internal API +// [SECTION] Test Engine specific hooks (imgui_test_engine) + +*/ + +#pragma once +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#ifndef IMGUI_VERSION +#include "imgui.h" +#endif + +#include // FILE*, sscanf +#include // NULL, malloc, free, qsort, atoi, atof +#include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf +#include // INT_MIN, INT_MAX + +// Enable SSE intrinsics if available +#if (defined __SSE__ || defined __x86_64__ || defined _M_X64) && !defined(IMGUI_DISABLE_SSE) +#define IMGUI_ENABLE_SSE +#include +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloorSigned() +#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h +#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h +#pragma clang diagnostic ignored "-Wold-style-cast" +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#pragma clang diagnostic ignored "-Wdouble-promotion" +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn' +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +// Legacy defines +#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#endif + +// Enable stb_truetype by default unless FreeType is enabled. +// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together. +#ifndef IMGUI_ENABLE_FREETYPE +#define IMGUI_ENABLE_STB_TRUETYPE +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Forward declarations +//----------------------------------------------------------------------------- + +struct ImBitVector; // Store 1-bit per value +struct ImRect; // An axis-aligned rectangle (2 points) +struct ImDrawDataBuilder; // Helper to build a ImDrawData instance +struct ImDrawListSharedData; // Data shared between all ImDrawList instances +struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it +struct ImGuiContext; // Main Dear ImGui context +struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine +struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum +struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() +struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box +struct ImGuiLastItemData; // Status storage for last submitted items +struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only +struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result +struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions +struct ImGuiNextWindowData; // Storage for SetNextWindow** functions +struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api +struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api +struct ImGuiPopupData; // Storage for current popup stack +struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file +struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting +struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it +struct ImGuiTabBar; // Storage for a tab bar +struct ImGuiTabItem; // Storage for a tab item (within a tab bar) +struct ImGuiTable; // Storage for a table +struct ImGuiTableColumn; // Storage for one column of a table +struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. +struct ImGuiTableSettings; // Storage for a table .ini settings +struct ImGuiTableColumnsSettings; // Storage for a column .ini settings +struct ImGuiWindow; // Storage for one window +struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) +struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) + +// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical +typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags +typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() +typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() +typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() +typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests +typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions +typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests +typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() +typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() + +typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...); + +//----------------------------------------------------------------------------- +// [SECTION] Context pointer +// See implementation of this variable in imgui.cpp for comments and details. +//----------------------------------------------------------------------------- + +#ifndef GImGui +extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer +#endif + +//------------------------------------------------------------------------- +// [SECTION] STB libraries includes +//------------------------------------------------------------------------- + +namespace ImStb +{ + +#undef STB_TEXTEDIT_STRING +#undef STB_TEXTEDIT_CHARTYPE +#define STB_TEXTEDIT_STRING ImGuiInputTextState +#define STB_TEXTEDIT_CHARTYPE ImWchar +#define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) +#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#include "imstb_textedit.h" + +} // namespace ImStb + +//----------------------------------------------------------------------------- +// [SECTION] Macros +//----------------------------------------------------------------------------- + +// Debug Logging +#ifndef IMGUI_DEBUG_LOG +#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) +#endif + +// Debug Logging for selected systems. Remove the '((void)0) //' to enable. +//#define IMGUI_DEBUG_LOG_POPUP IMGUI_DEBUG_LOG // Enable log +//#define IMGUI_DEBUG_LOG_NAV IMGUI_DEBUG_LOG // Enable log +//#define IMGUI_DEBUG_LOG_IO IMGUI_DEBUG_LOG // Enable log +#define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log +#define IMGUI_DEBUG_LOG_NAV(...) ((void)0) // Disable log +#define IMGUI_DEBUG_LOG_IO(...) ((void)0) // Disable log + +// Static Asserts +#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") + +// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. +// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code. +//#define IMGUI_DEBUG_PARANOID +#ifdef IMGUI_DEBUG_PARANOID +#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) +#else +#define IM_ASSERT_PARANOID(_EXPR) +#endif + +// Error handling +// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults. +#ifndef IM_ASSERT_USER_ERROR +#define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && _MSG) // Recoverable User Error +#endif + +// Misc Macros +#define IM_PI 3.14159265358979323846f +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!) +#else +#define IM_NEWLINE "\n" +#endif +#define IM_TABSIZE (4) +#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + (_ALIGN - 1)) & ~(_ALIGN - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 +#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose +#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds +#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // + +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif + +// Warnings +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX)) +#else +#define IM_MSVC_WARNING_SUPPRESS(XXXX) +#endif + +// Debug Tools +// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item. +// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference. +#ifndef IM_DEBUG_BREAK +#if defined (_MSC_VER) +#define IM_DEBUG_BREAK() __debugbreak() +#elif defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) +#define IM_DEBUG_BREAK() __asm__ volatile("int $0x03") +#elif defined(__GNUC__) && defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01") +#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0"); +#else +#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! +#endif +#endif // #ifndef IM_DEBUG_BREAK + +//----------------------------------------------------------------------------- +// [SECTION] Generic helpers +// Note that the ImXXX helpers functions are lower-level than ImGui functions. +// ImGui functions or the ImGui context are never called/used from other ImXXX functions. +//----------------------------------------------------------------------------- +// - Helpers: Hashing +// - Helpers: Sorting +// - Helpers: Bit manipulation +// - Helpers: String, Formatting +// - Helpers: UTF-8 <> wchar conversions +// - Helpers: ImVec2/ImVec4 operators +// - Helpers: Maths +// - Helpers: Geometry +// - Helper: ImVec1 +// - Helper: ImVec2ih +// - Helper: ImRect +// - Helper: ImBitArray +// - Helper: ImBitVector +// - Helper: ImSpan<>, ImSpanAllocator<> +// - Helper: ImPool<> +// - Helper: ImChunkStream<> +//----------------------------------------------------------------------------- + +// Helpers: Hashing +IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0); +IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +static inline ImGuiID ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68] +#endif + +// Helpers: Sorting +#ifndef ImQsort +static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } +#endif + +// Helpers: Color Blending +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); + +// Helpers: Bit manipulation +static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } +static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } + +// Helpers: String, Formatting +IMGUI_API int ImStricmp(const char* str1, const char* str2); +IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); +IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); +IMGUI_API char* ImStrdup(const char* str); +IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); +IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); +IMGUI_API int ImStrlenW(const ImWchar* str); +IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line +IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line +IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); +IMGUI_API void ImStrTrimBlanks(char* str); +IMGUI_API const char* ImStrSkipBlank(const char* str); +IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API const char* ImParseFormatFindStart(const char* format); +IMGUI_API const char* ImParseFormatFindEnd(const char* format); +IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } + +// Helpers: UTF-8 <> wchar conversions +IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf +IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 + +// Helpers: ImVec2/ImVec4 operators +// We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.) +// We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself. +#ifdef IMGUI_DEFINE_MATH_OPERATORS +IM_MSVC_RUNTIME_CHECKS_OFF +static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } +static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } +static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } +static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } +static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } +static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } +static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } +static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } +static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + +// Helpers: File System +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef void* ImFileHandle; +static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } +static inline bool ImFileClose(ImFileHandle) { return false; } +static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } +static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } +static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } +#endif +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +typedef FILE* ImFileHandle; +IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode); +IMGUI_API bool ImFileClose(ImFileHandle file); +IMGUI_API ImU64 ImFileGetSize(ImFileHandle file); +IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file); +IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file); +#else +#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions +#endif +IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); + +// Helpers: Maths +IM_MSVC_RUNTIME_CHECKS_OFF +// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) +#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#define ImFabs(X) fabsf(X) +#define ImSqrt(X) sqrtf(X) +#define ImFmod(X, Y) fmodf((X), (Y)) +#define ImCos(X) cosf(X) +#define ImSin(X) sinf(X) +#define ImAcos(X) acosf(X) +#define ImAtan2(Y, X) atan2f((Y), (X)) +#define ImAtof(STR) atof(STR) +//#define ImFloorStd(X) floorf(X) // We use our own, see ImFloor() and ImFloorSigned() +#define ImCeil(X) ceilf(X) +static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision +static inline double ImPow(double x, double y) { return pow(x, y); } +static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision +static inline double ImLog(double x) { return log(x); } +static inline int ImAbs(int x) { return x < 0 ? -x : x; } +static inline float ImAbs(float x) { return fabsf(x); } +static inline double ImAbs(double x) { return fabs(x); } +static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument +static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } +#ifdef IMGUI_ENABLE_SSE +static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } +#else +static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } +#endif +static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } +#endif +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double +// (Exceptionally using templates here but we could also redefine them for those types) +template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } +template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } +template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } +template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } +// - Misc maths helpers +static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2& mn, ImVec2 mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } +static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } +static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } +static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } +static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } +static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } +static inline float ImFloor(float f) { return (float)(int)(f); } +static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() +static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } +static inline ImVec2 ImFloorSigned(const ImVec2& v) { return ImVec2(ImFloorSigned(v.x), ImFloorSigned(v.y)); } +static inline int ImModPositive(int a, int b) { return (a + b) % b; } +static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } +static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } +static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } +static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Geometry +IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); +IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments +IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol +IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t); +IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); +IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); +inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } +IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); + +// Helper: ImVec1 (1D vector) +// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImVec1 +{ + float x; + ImVec1() { x = 0.0f; } + ImVec1(float _x) { x = _x; } +}; + +// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) +struct ImVec2ih +{ + short x, y; + ImVec2ih() { x = y = 0; } + ImVec2ih(short _x, short _y) { x = _x; y = _y; } + explicit ImVec2ih(const ImVec2& rhs) { x = (short)rhs.x; y = (short)rhs.y; } +}; + +// Helper: ImRect (2D axis aligned bounding-box) +// NB: we can't rely on ImVec2 math operators being available here! +struct IMGUI_API ImRect +{ + ImVec2 Min; // Upper-left + ImVec2 Max; // Lower-right + + ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} + ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + + ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } + ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } + float GetWidth() const { return Max.x - Min.x; } + float GetHeight() const { return Max.y - Min.y; } + float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); } + ImVec2 GetTL() const { return Min; } // Top-left + ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right + ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left + ImVec2 GetBR() const { return Max; } // Bottom-right + bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } + bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } + void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } + void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } + void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } + void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } + void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } + void TranslateX(float dx) { Min.x += dx; Max.x += dx; } + void TranslateY(float dy) { Min.y += dy; Max.y += dy; } + void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. + void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. + void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); } + bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } + ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helper: ImBitArray +inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } +inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } +inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } +inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2) +{ + n2--; + while (n <= n2) + { + int a_mod = (n & 31); + int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1; + ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1); + arr[n >> 5] |= mask; + n = (n + 32) & ~31; + } +} + +// Helper: ImBitArray class (wrapper over ImBitArray functions) +// Store 1-bit per value. +template +struct ImBitArray +{ + ImU32 Storage[(BITCOUNT + 31) >> 5]; + ImBitArray() { ClearAllBits(); } + void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } + void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } + bool TestBit(int n) const { IM_ASSERT(n + OFFSET < BITCOUNT); return ImBitArrayTestBit(Storage, n + OFFSET); } + void SetBit(int n) { IM_ASSERT(n + OFFSET < BITCOUNT); ImBitArraySetBit(Storage, n + OFFSET); } + void ClearBit(int n) { IM_ASSERT(n + OFFSET < BITCOUNT); ImBitArrayClearBit(Storage, n + OFFSET); } + void SetBitRange(int n, int n2) { ImBitArraySetBitRange(Storage, n + OFFSET, n2 + OFFSET); } // Works on range [n..n2) + bool operator[](int n) const { IM_ASSERT(n + OFFSET < BITCOUNT); return ImBitArrayTestBit(Storage, n + OFFSET); } +}; + +// Helper: ImBitVector +// Store 1-bit per value. +struct IMGUI_API ImBitVector +{ + ImVector Storage; + void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } + void Clear() { Storage.clear(); } + bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return ImBitArrayTestBit(Storage.Data, n); } + void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); } + void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); } +}; + +// Helper: ImSpan<> +// Pointing to a span of data we don't own. +template +struct ImSpan +{ + T* Data; + T* DataEnd; + + // Constructors, destructor + inline ImSpan() { Data = DataEnd = NULL; } + inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; } + inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; } + + inline void set(T* data, int size) { Data = data; DataEnd = data + size; } + inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; } + inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); } + inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); } + inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return DataEnd; } + inline const T* end() const { return DataEnd; } + + // Utilities + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; } +}; + +// Helper: ImSpanAllocator<> +// Facilitate storing multiple chunks into a single large block (the "arena") +// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges. +template +struct ImSpanAllocator +{ + char* BasePtr; + int CurrOff; + int CurrIdx; + int Offsets[CHUNKS]; + int Sizes[CHUNKS]; + + ImSpanAllocator() { memset(this, 0, sizeof(*this)); } + inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; } + inline int GetArenaSizeInBytes() { return CurrOff; } + inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } + inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); } + inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); } + template + inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } +}; + +// Helper: ImPool<> +// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. +typedef int ImPoolIdx; +template +struct ImPool +{ + ImVector Buf; // Contiguous data + ImGuiStorage Map; // ID->Index + ImPoolIdx FreeIdx; // Next free idx to use + ImPoolIdx AliveCount; // Number of active/alive items (for display purpose) + + ImPool() { FreeIdx = AliveCount = 0; } + ~ImPool() { Clear(); } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; } + T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; } + void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; } + void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } + + // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... } + // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize() + int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose) + int GetBufSize() const { return Buf.Size; } + int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere + T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + int GetSize() { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304) +#endif +}; + +// Helper: ImChunkStream<> +// Build and iterate a contiguous stream of variable-sized structures. +// This is used by Settings to store persistent data while reducing allocation count. +// We store the chunk size first, and align the final size on 4 bytes boundaries. +// The tedious/zealous amount of casting is to avoid -Wcast-align warnings. +template +struct ImChunkStream +{ + ImVector Buf; + + void clear() { Buf.clear(); } + bool empty() const { return Buf.Size == 0; } + int size() const { return Buf.Size; } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } + T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } + int chunk_size(const T* p) { return ((const int*)p)[-1]; } + T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } + int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } + T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } + void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); } + +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImDrawList support +//----------------------------------------------------------------------------- + +// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. +// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693 +// Number of segments (N) is calculated using equation: +// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r +// Our equation is significantly simpler that one in the post thanks for choosing segment that is +// perpendicular to X axis. Follow steps in the article from this starting condition and you will +// will get this result. +// +// Rendering circles with an odd number of segments, while mathematically correct will produce +// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) +// +#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) + +// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'. +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI)))) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD)) + +// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle. +#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE +#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table. +#endif +#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle. + +// Data shared between all ImDrawList instances +// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. +struct IMGUI_API ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas + ImFont* Font; // Current/default font (optional, for simplified AddText overload) + float FontSize; // Current/default font size (optional, for simplified AddText overload) + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() + float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + + // [Internal] Lookup tables + ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. + float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() + ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) + const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas + + ImDrawListSharedData(); + void SetCircleTessellationMaxError(float max_error); +}; + +struct ImDrawDataBuilder +{ + ImVector Layers[2]; // Global layers for: regular, tooltip + + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); } + void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); } + int GetDrawListCount() const { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; } + IMGUI_API void FlattenIntoSingleLayer(); +}; + +//----------------------------------------------------------------------------- +// [SECTION] Widgets support: flags, enums, data structures +//----------------------------------------------------------------------------- + +// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin(). +// This is going to be exposed in imgui.h when stabilized enough. +enum ImGuiItemFlags_ +{ + ImGuiItemFlags_None = 0, + ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing (FIXME: should merge with _NoNav) + ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. + ImGuiItemFlags_Disabled = 1 << 2, // false // Disable interactions but doesn't affect visuals. See BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211 + ImGuiItemFlags_NoNav = 1 << 3, // false // Disable keyboard/gamepad directional navigation (FIXME: should merge with _NoTabStop) + ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items) + ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window + ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. + ImGuiItemFlags_Inputable = 1 << 8 // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. +}; + +// Storage for LastItem data +enum ImGuiItemStatusFlags_ +{ + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid + ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. + ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8 // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon) + +#ifdef IMGUI_ENABLE_TEST_ENGINE + , // [imgui_tests only] + ImGuiItemStatusFlags_Openable = 1 << 20, // + ImGuiItemStatusFlags_Opened = 1 << 21, // + ImGuiItemStatusFlags_Checkable = 1 << 22, // + ImGuiItemStatusFlags_Checked = 1 << 23 // +#endif +}; + +// Extend ImGuiInputTextFlags_ +enum ImGuiInputTextFlagsPrivate_ +{ + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data + ImGuiInputTextFlags_MergedItem = 1 << 28 // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. +}; + +// Extend ImGuiButtonFlags_ +enum ImGuiButtonFlagsPrivate_ +{ + ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event) + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item + ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat + ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowItemOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() + ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED] + //ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease +}; + +// Extend ImGuiComboFlags_ +enum ImGuiComboFlagsPrivate_ +{ + ImGuiComboFlags_CustomPreview = 1 << 20 // enable BeginComboPreview() +}; + +// Extend ImGuiSliderFlags_ +enum ImGuiSliderFlagsPrivate_ +{ + ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? + ImGuiSliderFlags_ReadOnly = 1 << 21 +}; + +// Extend ImGuiSelectableFlags_ +enum ImGuiSelectableFlagsPrivate_ +{ + // NB: need to be in sync with last value of ImGuiSelectableFlags_ + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API. + ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release) + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release) + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) + ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 25, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26, // Set Nav/Focus ID on mouse hover (used by MenuItem) + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 27 // Disable padding each side with ItemSpacing * 0.5f +}; + +// Extend ImGuiTreeNodeFlags_ +enum ImGuiTreeNodeFlagsPrivate_ +{ + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20 +}; + +enum ImGuiSeparatorFlags_ +{ + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2 +}; + +enum ImGuiTextFlags_ +{ + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0 +}; + +enum ImGuiTooltipFlags_ +{ + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0 // Override will clear/ignore previously submitted tooltip (defaults to append) +}; + +// FIXME: this is in development, not exposed/functional as a generic feature yet. +// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiLayoutType_ +{ + ImGuiLayoutType_Horizontal = 0, + ImGuiLayoutType_Vertical = 1 +}; + +enum ImGuiLogType +{ + ImGuiLogType_None = 0, + ImGuiLogType_TTY, + ImGuiLogType_File, + ImGuiLogType_Buffer, + ImGuiLogType_Clipboard +}; + +// X/Y enums are fixed to 0/1 so they may be used to index ImVec2 +enum ImGuiAxis +{ + ImGuiAxis_None = -1, + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 +}; + +enum ImGuiPlotType +{ + ImGuiPlotType_Lines, + ImGuiPlotType_Histogram +}; + +enum ImGuiPopupPositionPolicy +{ + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip +}; + +struct ImGuiDataTypeTempStorage +{ + ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT +}; + +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in bytes + const char* Name; // Short descriptive name for the type, for debugging + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + +// Extend ImGuiDataType_ +enum ImGuiDataTypePrivate_ +{ + ImGuiDataType_String = ImGuiDataType_COUNT + 1, + ImGuiDataType_Pointer, + ImGuiDataType_ID +}; + +// Stacked color modifier, backup of modified data so we can restore it +struct ImGuiColorMod +{ + ImGuiCol Col; + ImVec4 BackupValue; +}; + +// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. +struct ImGuiStyleMod +{ + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; + ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } +}; + +// Storage data for BeginComboPreview()/EndComboPreview() +struct IMGUI_API ImGuiComboPreviewData +{ + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; + ImGuiLayoutType BackupLayout; + + ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); } +}; + +// Stacked storage data for BeginGroup()/EndGroup() +struct IMGUI_API ImGuiGroupData +{ + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupActiveIdPreviousFrameIsAlive; + bool BackupHoveredIdIsAlive; + bool EmitItem; +}; + +// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. +struct IMGUI_API ImGuiMenuColumns +{ + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; // Always zero for now + ImU16 OffsetLabel; // Offsets are locked in Update() + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) + + ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); } + void Update(float spacing, bool window_reappearing); + float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark); + void CalcNextTotalWidth(bool update_offsets); +}; + +// Internal state of the currently focused/edited text input box +// For a given item ID, access with ImGui::GetInputTextState() +struct IMGUI_API ImGuiInputTextState +{ + ImGuiID ID; // widget id owning the text state + int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not. + ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. + ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. + ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) + bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument) + int BufCapacityA; // end-user buffer capacity + float ScrollX; // horizontal scrolling/offset + ImStb::STB_TexteditState Stb; // state for stb_textedit.h + float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately + bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) + bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + bool Edited; // edited this frame + ImGuiInputTextFlags Flags; // copy of InputText() flags + + ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } + void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } + int GetUndoAvailCount() const { return Stb.undostate.undo_point; } + int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + + // Cursor & Selection + void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking + void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } + bool HasSelection() const { return Stb.select_start != Stb.select_end; } + void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } + int GetCursorPos() const { return Stb.cursor; } + int GetSelectionStart() const { return Stb.select_start; } + int GetSelectionEnd() const { return Stb.select_end; } + void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } +}; + +// Storage for current popup stack +struct ImGuiPopupData +{ + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; } +}; + +enum ImGuiNextWindowDataFlags_ +{ + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7 +}; + +// Storage for SetNexWindow** functions +struct ImGuiNextWindowData +{ + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; // Override background alpha + ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) + + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } +}; + +enum ImGuiNextItemDataFlags_ +{ + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1 +}; + +struct ImGuiNextItemData +{ + ImGuiNextItemDataFlags Flags; + float Width; // Set by SetNextItemWidth() + ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging) + ImGuiCond OpenCond; + bool OpenVal; // Set by SetNextItemOpen() + + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()! +}; + +// Status storage for the last submitted item +struct ImGuiLastItemData +{ + ImGuiID ID; + ImGuiItemFlags InFlags; // See ImGuiItemFlags_ + ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ + ImRect Rect; // Full rectangle + ImRect NavRect; // Navigation scoring rectangle (not displayed) + ImRect DisplayRect; // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set) + + ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } +}; + +struct IMGUI_API ImGuiStackSizes +{ + short SizeOfIDStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; + + ImGuiStackSizes() { memset(this, 0, sizeof(*this)); } + void SetToCurrentState(); + void CompareWithCurrentState(); +}; + +// Data saved for each window pushed into the stack +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting +}; + +struct ImGuiShrinkWidthItem +{ + int Index; + float Width; +}; + +struct ImGuiPtrOrIndex +{ + void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int Index; // Usually index in a main pool. + + ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } + ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Inputs support +//----------------------------------------------------------------------------- + +typedef ImBitArray ImBitArrayForNamedKeys; + +enum ImGuiKeyPrivate_ +{ + ImGuiKey_LegacyNativeKey_BEGIN = 0, + ImGuiKey_LegacyNativeKey_END = 512, + ImGuiKey_Gamepad_BEGIN = ImGuiKey_GamepadStart, + ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickRight + 1 +}; + +enum ImGuiInputEventType +{ + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_Key, + ImGuiInputEventType_Char, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}; + +enum ImGuiInputSource +{ + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_Clipboard, // Currently only used by InputText() + ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only + ImGuiInputSource_COUNT +}; + +// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension? +// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor' +struct ImGuiInputEventMousePos { float PosX, PosY; }; +struct ImGuiInputEventMouseWheel { float WheelX, WheelY; }; +struct ImGuiInputEventMouseButton { int Button; bool Down; }; +struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; +struct ImGuiInputEventText { unsigned int Char; }; +struct ImGuiInputEventAppFocused { bool Focused; }; + +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + union + { + ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos + ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel + ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton + ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key + ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text + ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus + }; + bool AddedByTestEngine; + + ImGuiInputEvent() { memset(this, 0, sizeof(*this)); } +}; + +// FIXME-NAV: Clarify/expose various repeat delay/rate +enum ImGuiInputReadMode +{ + ImGuiInputReadMode_Down, + ImGuiInputReadMode_Pressed, + ImGuiInputReadMode_Released, + ImGuiInputReadMode_Repeat, + ImGuiInputReadMode_RepeatSlow, + ImGuiInputReadMode_RepeatFast +}; + +//----------------------------------------------------------------------------- +// [SECTION] Clipper support +//----------------------------------------------------------------------------- + +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later) + ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices + ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices + + static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; } + static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; } +}; + +// Temporary clipper data, buffers shared/reused between instances +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector Ranges; + + ImGuiListClipperData() { memset(this, 0, sizeof(*this)); } + void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Navigation support +//----------------------------------------------------------------------------- + +enum ImGuiActivateFlags_ +{ + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default if keyboard is available. + ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default if keyboard is not available. + ImGuiActivateFlags_TryToPreserveState = 1 << 2 // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) +}; + +// Early work-in-progress API for ScrollToItem() +enum ImGuiScrollFlags_ +{ + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis] + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible] + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used] + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used] + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window) + ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to). + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY +}; + +enum ImGuiNavHighlightFlags_ +{ + ImGuiNavHighlightFlags_None = 0, + ImGuiNavHighlightFlags_TypeDefault = 1 << 0, + ImGuiNavHighlightFlags_TypeThin = 1 << 1, + ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. + ImGuiNavHighlightFlags_NoRounding = 1 << 3 +}; + +enum ImGuiNavDirSourceFlags_ +{ + ImGuiNavDirSourceFlags_None = 0, + ImGuiNavDirSourceFlags_RawKeyboard = 1 << 0, // Raw keyboard (not pulled from nav), faciliate use of some functions before we can unify nav and keys + ImGuiNavDirSourceFlags_Keyboard = 1 << 1, + ImGuiNavDirSourceFlags_PadDPad = 1 << 2, + ImGuiNavDirSourceFlags_PadLStick = 1 << 3 +}; + +enum ImGuiNavMoveFlags_ +{ + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) + ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result + ImGuiNavMoveFlags_FocusApi = 1 << 9, + ImGuiNavMoveFlags_Tabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight + ImGuiNavMoveFlags_Activate = 1 << 11, + ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 12 // Do not alter the visible state of keyboard vs mouse nav highlight +}; + +enum ImGuiNavLayer +{ + ImGuiNavLayer_Main = 0, // Main scrolling layer + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu) + ImGuiNavLayer_COUNT +}; + +struct ImGuiNavItemData +{ + ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) + ImGuiID ID; // Init,Move // Best candidate item ID + ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID + ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space + ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags + float DistBox; // Move // Best candidate box distance to current NavId + float DistCenter; // Move // Best candidate center distance to current NavId + float DistAxial; // Move // Best candidate axial distance to current NavId + + ImGuiNavItemData() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; DistBox = DistCenter = DistAxial = FLT_MAX; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Columns support +//----------------------------------------------------------------------------- + +// Flags for internal's BeginColumns(). Prefix using BeginTable() nowadays! +enum ImGuiOldColumnFlags_ +{ + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers + ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, + ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, + ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, + ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, + ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, + ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize +#endif +}; + +struct ImGuiOldColumnData +{ + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; // Not exposed + ImRect ClipRect; + + ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); } +}; + +struct ImGuiOldColumns +{ + ImGuiID ID; + ImGuiOldColumnFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x + float LineMinY, LineMaxY; + float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() + ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() + ImVector Columns; + ImDrawListSplitter Splitter; + + ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Multi-select support +//----------------------------------------------------------------------------- + +#ifdef IMGUI_HAS_MULTI_SELECT +// +#endif // #ifdef IMGUI_HAS_MULTI_SELECT + +//----------------------------------------------------------------------------- +// [SECTION] Docking support +//----------------------------------------------------------------------------- + +#ifdef IMGUI_HAS_DOCK +// +#endif // #ifdef IMGUI_HAS_DOCK + +//----------------------------------------------------------------------------- +// [SECTION] Viewport support +//----------------------------------------------------------------------------- + +// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) +// Every instance of ImGuiViewport is in fact a ImGuiViewportP. +struct ImGuiViewportP : public ImGuiViewport +{ + int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used + ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; + + ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!) + ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height). + ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f. + ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f. + + ImGuiViewportP() { DrawListsLastFrame[0] = DrawListsLastFrame[1] = -1; DrawLists[0] = DrawLists[1] = NULL; } + ~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); } + + // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) + ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); } + ImVec2 CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const { return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); } + void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkOffsetMin); WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); } // Update public fields + + // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) + ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } + ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkOffsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Settings support +//----------------------------------------------------------------------------- + +// Windows data saved in imgui.ini file +// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily. +// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure) +struct ImGuiWindowSettings +{ + ImGuiID ID; + ImVec2ih Pos; + ImVec2ih Size; + bool Collapsed; + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + + ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); } + char* GetName() { return (char*)(this + 1); } +}; + +struct ImGuiSettingsHandler +{ + const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' + ImGuiID TypeHash; // == ImHashStr(TypeName) + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order) + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order) + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' + void* UserData; + + ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Metrics, Debug Tools +//----------------------------------------------------------------------------- + +struct ImGuiMetricsConfig +{ + bool ShowStackTool; + bool ShowWindowsRects; + bool ShowWindowsBeginOrder; + bool ShowTablesRects; + bool ShowDrawCmdMesh; + bool ShowDrawCmdBoundingBoxes; + int ShowWindowsRectsType; + int ShowTablesRectsType; + + ImGuiMetricsConfig() + { + ShowStackTool = false; + ShowWindowsRects = false; + ShowWindowsBeginOrder = false; + ShowTablesRects = false; + ShowDrawCmdMesh = true; + ShowDrawCmdBoundingBoxes = true; + ShowWindowsRectsType = -1; + ShowTablesRectsType = -1; + } +}; + +struct ImGuiStackLevelInfo +{ + ImGuiID ID; + ImS8 QueryFrameCount; // >= 1: Query in progress + bool QuerySuccess; // Obtained result from DebugHookIdInfo() + char Desc[58]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) + + ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } +}; + +// State for Stack tool queries +struct ImGuiStackTool +{ + int LastActiveFrame; + int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level + ImGuiID QueryId; // ID to query details for + ImVector Results; + + ImGuiStackTool() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Generic context hooks +//----------------------------------------------------------------------------- + +typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); +enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }; + +struct ImGuiContextHook +{ + ImGuiID HookId; // A unique ID assigned by AddContextHook() + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; + + ImGuiContextHook() { memset(this, 0, sizeof(*this)); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiContext (main imgui context) +//----------------------------------------------------------------------------- + +struct ImGuiContext +{ + bool Initialized; + bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. + ImGuiIO IO; + ImVector InputEventsQueue; // Input events which will be tricked/written into IO structure. + ImVector InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail. + ImGuiStyle Style; + ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() + float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. + float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountRendered; + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool WithinEndChild; // Set within EndChild() + bool GcCompactAll; // Request full GC + bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() + void* TestEngine; // Test engine user data + + // Windows state + ImVector Windows; // Windows, sorted in display order, back to front + ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. + ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child + ImVector CurrentWindowStack; + ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* + int WindowsActiveCount; // Number of unique windows submitted by frame + ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING) + ImGuiWindow* CurrentWindow; // Window being drawn into + ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. + ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow. + ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. + ImVec2 WheelingWindowRefMousePos; + float WheelingWindowTimer; + + // Item/widgets state and tracking information + ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] + ImGuiID HoveredId; // Hovered widget, filled during the frame + ImGuiID HoveredIdPreviousFrame; + bool HoveredIdAllowOverlap; + bool HoveredIdUsingMouseWheel; // Hovered widget will use mouse wheel. Blocks scrolling the underlying window. + bool HoveredIdPreviousFrameUsingMouseWheel; + bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. + float HoveredIdTimer; // Measure contiguous hovering time + float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active + ImGuiID ActiveId; // Active widget + ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) + float ActiveIdTimer; + bool ActiveIdIsJustActivated; // Set at the time of activation for one frame + bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) + bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused. + bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. + bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. + bool ActiveIdHasBeenEditedThisFrame; + bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window. + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) + ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs. + ImBitArrayForNamedKeys ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array. + ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) + int ActiveIdMouseButton; + ImGuiID ActiveIdPreviousFrame; + bool ActiveIdPreviousFrameIsAlive; + bool ActiveIdPreviousFrameHasBeenEditedBefore; + ImGuiWindow* ActiveIdPreviousFrameWindow; + ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. + float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. + + // Next window/item data + ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() + ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + + // Shared stacks + ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() + ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - not inherited by Begin(), unless child window + ImVectorItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() + ImVectorGroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() + ImVectorOpenPopupStack; // Which popups are open (persistent) + ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + int BeginMenuCount; + + // Viewports + ImVector Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData. + + // Gamepad/keyboard Navigation + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' + ImGuiID NavId; // Focused item for navigation + ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set) + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem() + ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 + ImGuiID NavActivateInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0. + ImGuiActivateFlags NavActivateFlags; + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). + ImGuiKeyModFlags NavJustMovedToKeyMods; + ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. + ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. + bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid + bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) + bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) + bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. + + // Navigation: Init & Move Requests + bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() + bool NavInitRequest; // Init request for appearing window to select first item + bool NavInitRequestFromMove; + ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) + ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window) + bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame() + bool NavMoveScoringItems; // Move request submitted, still scoring incoming items + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyModFlags NavMoveKeyMods; + ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down) + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? + ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. + ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted + int NavScoringDebugCount; // Metrics for debugging + int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id + int NavTabbingCounter; // >0 when counting items for tabbing + ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow + ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy + + // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) + ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! + ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. + ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + + // Render + float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) + ImGuiMouseCursor MouseCursor; + + // Drag and Drop + bool DragDropActive; + bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source. + bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target. + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) + ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) + ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) + int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source + ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press. + ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size + unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads + + // Clipper + int ClipperTempDataStacked; + ImVector ClipperTempData; + + // Table + ImGuiTable* CurrentTable; + int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) + ImVector TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting) + ImPool Tables; // Persistent table data + ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) + ImVector DrawChannelsTempMergeBuffer; + + // Tab bars + ImGuiTabBar* CurrentTabBar; + ImPool TabBars; + ImVector CurrentTabBarStack; + ImVector ShrinkWidthBuffer; + + // Widget state + ImVec2 MouseLastValidPos; + ImGuiInputTextState InputTextState; + ImFont InputTextPasswordFont; + ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets + float ColorEditLastHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditLastSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips + ImU32 ColorEditLastColor; // RGB value with alpha set to 0. + ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. + ImGuiComboPreviewData ComboPreviewData; + float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. + bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? + bool DragCurrentAccumDirty; + float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings + float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio + float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? + float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() + short DisabledStackSize; + short TooltipOverrideCount; + float TooltipSlowDelay; // Time before slow tooltips appears (FIXME: This is temporary until we merge in tooltip timer+priority work) + ImVector ClipboardHandlerData; // If no custom clipboard handler is defined + ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once + + // Platform support + ImGuiPlatformImeData PlatformImeData; // Data updated by current frame + ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn + char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point + + // Settings + bool SettingsLoaded; + float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero + ImGuiTextBuffer SettingsIniData; // In memory .ini settings + ImVector SettingsHandlers; // List of .ini settings handlers + ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries + ImChunkStream SettingsTables; // ImGuiTable .ini settings entries + ImVector Hooks; // Hooks for extensions (e.g. test engine) + ImGuiID HookIdNext; // Next available HookId + + // Capture/Logging + bool LogEnabled; // Currently capturing + ImGuiLogType LogType; // Capture target + ImFileHandle LogFile; // If != NULL log to stdout/ file + ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + const char* LogNextPrefix; + const char* LogNextSuffix; + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. + + // Debug Tools + bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) + ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiStackTool DebugStackTool; + + // Misc + float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags + int WantCaptureKeyboardNextFrame; + int WantTextInputNextFrame; + char TempBuffer[1024 * 3 + 1]; // Temporary text buffer + + ImGuiContext(ImFontAtlas* shared_font_atlas) + { + Initialized = false; + FontAtlasOwnedByContext = shared_font_atlas ? false : true; + Font = NULL; + FontSize = FontBaseSize = 0.0f; + IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); + Time = 0.0f; + FrameCount = 0; + FrameCountEnded = FrameCountRendered = -1; + WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; + GcCompactAll = false; + TestEngineHookItems = false; + TestEngine = NULL; + + WindowsActiveCount = 0; + CurrentWindow = NULL; + HoveredWindow = NULL; + HoveredWindowUnderMovingWindow = NULL; + MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowTimer = 0.0f; + + DebugHookIdInfo = 0; + HoveredId = HoveredIdPreviousFrame = 0; + HoveredIdAllowOverlap = false; + HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false; + HoveredIdDisabled = false; + HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; + ActiveId = 0; + ActiveIdIsAlive = 0; + ActiveIdTimer = 0.0f; + ActiveIdIsJustActivated = false; + ActiveIdAllowOverlap = false; + ActiveIdNoClearOnFocusLoss = false; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdUsingMouseWheel = false; + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingNavInputMask = 0x00; + ActiveIdUsingKeyInputMask.ClearAllBits(); + ActiveIdClickOffset = ImVec2(-1, -1); + ActiveIdWindow = NULL; + ActiveIdSource = ImGuiInputSource_None; + ActiveIdMouseButton = -1; + ActiveIdPreviousFrame = 0; + ActiveIdPreviousFrameIsAlive = false; + ActiveIdPreviousFrameHasBeenEditedBefore = false; + ActiveIdPreviousFrameWindow = NULL; + LastActiveId = 0; + LastActiveIdTimer = 0.0f; + + CurrentItemFlags = ImGuiItemFlags_None; + BeginMenuCount = 0; + + NavWindow = NULL; + NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0; + NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; + NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; + NavJustMovedToKeyMods = ImGuiKeyModFlags_None; + NavInputSource = ImGuiInputSource_None; + NavLayer = ImGuiNavLayer_Main; + NavIdIsAlive = false; + NavMousePosDirty = false; + NavDisableHighlight = true; + NavDisableMouseHover = false; + NavAnyRequest = false; + NavInitRequest = false; + NavInitRequestFromMove = false; + NavInitResultId = 0; + NavMoveSubmitted = false; + NavMoveScoringItems = false; + NavMoveForwardToNextFrame = false; + NavMoveFlags = ImGuiNavMoveFlags_None; + NavMoveScrollFlags = ImGuiScrollFlags_None; + NavMoveKeyMods = ImGuiKeyModFlags_None; + NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; + NavScoringDebugCount = 0; + NavTabbingDir = 0; + NavTabbingCounter = 0; + + NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; + NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + + DimBgRatio = 0.0f; + MouseCursor = ImGuiMouseCursor_Arrow; + + DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; + DragDropSourceFlags = ImGuiDragDropFlags_None; + DragDropSourceFrameCount = -1; + DragDropMouseButton = -1; + DragDropTargetId = 0; + DragDropAcceptFlags = ImGuiDragDropFlags_None; + DragDropAcceptIdCurrRectSurface = 0.0f; + DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; + DragDropAcceptFrameCount = -1; + DragDropHoldJustPressedId = 0; + memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + + ClipperTempDataStacked = 0; + + CurrentTable = NULL; + TablesTempDataStacked = 0; + CurrentTabBar = NULL; + + TempInputId = 0; + ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; + ColorEditLastHue = ColorEditLastSat = 0.0f; + ColorEditLastColor = 0; + SliderCurrentAccum = 0.0f; + SliderCurrentAccumDirty = false; + DragCurrentAccumDirty = false; + DragCurrentAccum = 0.0f; + DragSpeedDefaultRatio = 1.0f / 100.0f; + DisabledAlphaBackup = 0.0f; + DisabledStackSize = 0; + ScrollbarClickDeltaToGrabCenter = 0.0f; + TooltipOverrideCount = 0; + TooltipSlowDelay = 0.50f; + + PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); + PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission + PlatformLocaleDecimalPoint = '.'; + + SettingsLoaded = false; + SettingsDirtyTimer = 0.0f; + HookIdNext = 0; + + LogEnabled = false; + LogType = ImGuiLogType_None; + LogNextPrefix = LogNextSuffix = NULL; + LogFile = NULL; + LogLinePosY = FLT_MAX; + LogLineFirstItem = false; + LogDepthRef = 0; + LogDepthToExpand = LogDepthToExpandDefault = 2; + + DebugItemPickerActive = false; + DebugItemPickerBreakId = 0; + + memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); + FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; + FramerateSecPerFrameAccum = 0.0f; + WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; + memset(TempBuffer, 0, sizeof(TempBuffer)); + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiWindowTempData, ImGuiWindow +//----------------------------------------------------------------------------- + +// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. +// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..) +// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin) +struct IMGUI_API ImGuiWindowTempData +{ + // Layout + ImVec2 CursorPos; // Current emitting position, in absolute coordinates. + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. + ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame. + ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame. + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). + float PrevLineTextBaseOffset; + ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) + ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensentate and fix the most common use case of large scroll area. + + // Keyboard/Gamepad navigation + ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) + short NavLayersActiveMask; // Which layers have been written to (result from previous frame) + short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame) + ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending + bool NavHideHighlightOneFrame; + bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) + + // Miscellaneous + bool MenuBarAppending; // FIXME: Remove this + ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. + ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement + int TreeDepth; // Current tree depth. + ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. + ImVector ChildWindows; + ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) + ImGuiOldColumns* CurrentColumns; // Current columns set + int CurrentTableIdx; // Current table index (into g.Tables) + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() + + // Local parameters stacks + // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. + float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). + float TextWrapPos; // Current text wrap pos. + ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) + ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) +}; + +// Storage for one window +struct IMGUI_API ImGuiWindow +{ + char* Name; // Window name, owned by the window. + ImGuiID ID; // == ImHashStr(Name) + ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_ + ImVec2 Pos; // Position (always rounded-up to nearest pixel) + ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) + ImVec2 SizeFull; // Size when non collapsed + ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). + ImVec2 WindowPadding; // Window padding at the time of Begin(). + float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. + float WindowBorderSize; // Window border size at the time of Begin(). + int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! + ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) + ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered + ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold + ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. + bool ScrollbarX, ScrollbarY; // Are scrollbars visible? + bool Active; // Set to true on Begin(), unless Collapsed + bool WasActive; + bool WriteAccessed; // Set to true when any widget access the current window + bool Collapsed; // Set when collapsing window to become only title-bar + bool WantCollapseToggle; + bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) + bool Appearing; // Set during the frame where the window is appearing (or re-appearing) + bool Hidden; // Do not display (== HiddenFrames*** > 0) + bool IsFallbackWindow; // Set on the "Debug##Default" window. + bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked() + bool HasCloseButton; // Set when the window has a close button (p_open != NULL) + signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) + short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) + short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. + short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. + ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) + ImS8 AutoFitFramesX, AutoFitFramesY; + ImS8 AutoFitChildAxises; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames + ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size + ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only + ImS8 DisableInputsFrames; // Disable window interactions for N frames + ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. + ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. + ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. + ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) + ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. + + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) + ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. + + // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer. + // The main 'OuterRect', omitted as a field, is window->Rect(). + ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack? + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. + ImVec2ih HitTestHoleOffset; + + int LastFrameActive; // Last frame number the window was Active. + float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) + float ItemWidthDefault; + ImGuiStorage StateStorage; + ImVector ColumnsStorage; + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() + int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) + + ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) + ImDrawList DrawListInst; + ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL. + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes. + ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. + ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. + ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. + + ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) + ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + + int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; // Set when window extraneous data have been garbage collected + +public: + ImGuiWindow(ImGuiContext* context, const char* name); + ~ImGuiWindow(); + + ImGuiID GetID(const char* str, const char* str_end = NULL); + ImGuiID GetID(const void* ptr); + ImGuiID GetID(int n); + ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL); + ImGuiID GetIDNoKeepAlive(const void* ptr); + ImGuiID GetIDNoKeepAlive(int n); + ImGuiID GetIDFromRectangle(const ImRect& r_abs); + + // We don't use g.FontSize because the window may be != g.CurrentWidow. + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } + float MenuBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tab bar, Tab item support +//----------------------------------------------------------------------------- + +// Extend ImGuiTabBarFlags_ +enum ImGuiTabBarFlagsPrivate_ +{ + ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs +}; + +// Extend ImGuiTabItemFlags_ +enum ImGuiTabItemFlagsPrivate_ +{ + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) + ImGuiTabItemFlags_Button = 1 << 21 // Used by TabItemButton, change the tab item behavior to mimic a button +}; + +// Storage for one active tab item (sizeof() 40 bytes) +struct ImGuiTabItem +{ + ImGuiID ID; + ImGuiTabItemFlags Flags; + int LastFrameVisible; + int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance + float Offset; // Position relative to beginning of tab + float Width; // Width currently displayed + float ContentWidth; // Width of label, stored during BeginTabItem() call + ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable + ImS16 IndexDuringLayout; // Index only used during TabBarLayout() + bool WantClose; // Marked as closed by SetTabItemClosed() + + ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } +}; + +// Storage for a tab bar (sizeof() 152 bytes) +struct IMGUI_API ImGuiTabBar +{ + ImVector Tabs; + ImGuiTabBarFlags Flags; + ImGuiID ID; // Zero for tab-bars used by docking + ImGuiID SelectedTabId; // Selected tab/window + ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar + float WidthAllTabs; // Actual width of all tabs (locked during layout) + float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame + ImS16 TabsActiveCount; // Number of tabs submitted this frame. + ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() + float ItemSpacingY; + ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. + + ImGuiTabBar(); + int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); } + const char* GetTabName(const ImGuiTabItem* tab) const + { + IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size); + return TabsNames.Buf.Data + tab->NameOffset; + } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Table support +//----------------------------------------------------------------------------- + +#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. +#define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64. +#define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableSetupDrawChannels() + +// Our current column maximum is 64 but we may raise that in the future. +typedef ImS8 ImGuiTableColumnIdx; +typedef ImU8 ImGuiTableDrawChannelIdx; + +// [Internal] sizeof() ~ 104 +// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api. +// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping. +// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped". +struct ImGuiTableColumn +{ + ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_ + float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space. + float MinX; // Absolute positions + float MaxX; + float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout() + float WidthAuto; // Automatic width + float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. + float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_). + ImRect ClipRect; // Clipping rectangle for the column + ImGuiID UserID; // Optional, value passed to TableSetupColumn() + float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column + float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2) + float ItemWidth; // Current item width for the column, preserved across rows + float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width. + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; // Offset into parent ColumnsNames[] + ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users) + ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder) + ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column + ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column + ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort + ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers) + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows + bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0 + bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling). + bool IsUserEnabledNextFrame; + bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled). + bool IsVisibleY; + bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not. + bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen). + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte + ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit + ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem + ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3) + ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each) + ImU8 SortDirectionsAvailList; // Ordered of available sort directions (2-bits each) + + ImGuiTableColumn() + { + memset(this, 0, sizeof(*this)); + StretchWeight = WidthRequest = -1.0f; + NameOffset = -1; + DisplayOrder = IndexWithinEnabledSet = -1; + PrevEnabledColumn = NextEnabledColumn = -1; + SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1; + } +}; + +// Transient cell data stored per row. +// sizeof() ~ 6 +struct ImGuiTableCellData +{ + ImU32 BgColor; // Actual color + ImGuiTableColumnIdx Column; // Column number +}; + +// FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData +struct IMGUI_API ImGuiTable +{ + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[] + ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] + ImSpan Columns; // Point within RawData[] + ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) + ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. + ImU64 EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map + ImU64 EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data + ImU64 VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect) + ImU64 RequestOutputMaskByIndex; // Column Index -> IsVisible || AutoFit (== expect user to submit items) + ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order) + int SettingsOffset; // Offset in g.SettingsTables + int LastFrameActive; + int ColumnsCount; // Number of columns declared in BeginTable() + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched. + ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with + float RowPosY1; + float RowPosY2; + float RowMinHeight; // Height submitted to TableNextRow() + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_ + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this. + ImU32 RowBgColor[2]; // Background color override for current row. + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; // Padding from each borders + float CellPaddingY; + float CellSpacingX1; // Spacing between non-bordered cells + float CellSpacingX2; + float LastOuterHeight; // Outer height from last frame + float LastFirstRowHeight; // Height of first row from last frame + float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. + float ColumnsGivenWidth; // Sum of current column width + float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). + ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries + ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped + ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. + ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. + ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() + ImGuiWindow* OuterWindow; // Parent window for the table + ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) + ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names + ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() + ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column! + ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing). + ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit. + ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0. + ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame. + ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. + ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) + ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1 + ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column. + ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. + ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. + ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column. + ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot + ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count + ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count + ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row + ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. + bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. + bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). + bool IsSettingsRequestLoad; + bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data. + bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; // Set when we got past the frozen row. + bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() + bool MemoryCompacted; + bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis + + ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } + ~ImGuiTable() { IM_FREE(RawData); } +}; + +// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). +// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. +// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. +struct IMGUI_API ImGuiTableTempData +{ + int TableIndex; // Index in g.Tables.Buf[] pool + float LastTimeActive; // Last timestamp this structure was used + + ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() + ImDrawListSplitter DrawSplitter; + + ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() + ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() + ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() + ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() + ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() + ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() + float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() + int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() + + ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } +}; + +// sizeof() ~ 12 +struct ImGuiTableColumnSettings +{ + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImU8 IsEnabled : 1; // "Visible" in ini file + ImU8 IsStretch : 1; + + ImGuiTableColumnSettings() + { + WidthOrWeight = 0.0f; + UserID = 0; + Index = -1; + DisplayOrder = SortOrder = -1; + SortDirection = ImGuiSortDirection_None; + IsEnabled = 1; + IsStretch = 0; + } +}; + +// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.) +struct ImGuiTableSettings +{ + ImGuiID ID; // Set to 0 to invalidate/delete the setting + ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..) + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + + ImGuiTableSettings() { memset(this, 0, sizeof(*this)); } + ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] ImGui internal API +// No guarantee of forward compatibility here! +//----------------------------------------------------------------------------- + +namespace ImGui +{ + // Windows + // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) + // If this ever crash because g.CurrentWindow is NULL it means that either + // - ImGui::NewFrame() has never been called, which is illegal. + // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. + inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } + inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } + IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); + IMGUI_API ImGuiWindow* FindWindowByName(const char* name); + IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); + IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy); + IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); + IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } + inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } + + // Windows: Display Order and Focus Order + IMGUI_API void FocusWindow(ImGuiWindow* window); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); + IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window); + IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window); + IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); + + // Fonts, drawing + IMGUI_API void SetCurrentFont(ImFont* font); + inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. + IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + + // Init + IMGUI_API void Initialize(ImGuiContext* context); + IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + + // NewFrame + IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); + IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); + IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void UpdateMouseMovingWindowNewFrame(); + IMGUI_API void UpdateMouseMovingWindowEndFrame(); + + // Generic context hooks + IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook); + IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); + IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); + + // Settings + IMGUI_API void MarkIniSettingsDirty(); + IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); + IMGUI_API void ClearIniSettings(); + IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); + IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); + IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); + IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + + // Scrolling + IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // Use -1.0f on one axis to leave as-is + IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); + + // Early work-in-progress API (ScrollToItem() will become public) + IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0); + IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); + IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); +//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); } +//#endif + + // Basic Accessors + inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.LastItemData.ID; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand) + inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } + inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; } + inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } + inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } + IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void ClearActiveID(); + IMGUI_API ImGuiID GetHoveredID(); + IMGUI_API void SetHoveredID(ImGuiID id); + IMGUI_API void KeepAliveID(ImGuiID id); + IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. + IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes) + IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed); + + // Basic Helpers for widget code + IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); + IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f); + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); + IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); + IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); + IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); + IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); + IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); + IMGUI_API void PushMultiItemsWidths(int components, float width_full); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) + IMGUI_API ImVec2 GetContentRegionMaxAbs(); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); + + // Parameter stacks + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); + IMGUI_API void PopItemFlag(); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Currently refactoring focus/nav/tabbing system + // If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): + // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' + // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' + // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || g.NavActivateInputId == id' (WIP) + // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() + inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem +#endif + + // Logging/Capture + IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer + IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); + IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); + + // Popups, Modals, Tooltips + IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); + IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); + IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsExceptModals(); + IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); + IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); + IMGUI_API void BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); + IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); + IMGUI_API ImGuiWindow* GetTopMostPopupModal(); + IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); + IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); + + // Menus + IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); + IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true); + IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true); + + // Combos + IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); + IMGUI_API bool BeginComboPreview(); + IMGUI_API void EndComboPreview(); + + // Gamepad/Keyboard Navigation + IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); + IMGUI_API void NavInitRequestApplyResult(); + IMGUI_API bool NavMoveRequestButNoResultYet(); + IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); + IMGUI_API void NavMoveRequestCancel(); + IMGUI_API void NavMoveRequestApplyResult(); + IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); + IMGUI_API const char* GetNavInputName(ImGuiNavInput n); + IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode); + IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); + IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. + IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + + // Focus Scope (WIP) + // This is generally used to identify a selection set (multiple of which may be in the same window), as selection + // patterns generally need to react (e.g. clear selection) when landing on an item of the set. + IMGUI_API void PushFocusScope(ImGuiID id); + IMGUI_API void PopFocusScope(); + inline ImGuiID GetFocusedFocusScope() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; } // Focus scope which is actually active + inline ImGuiID GetFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.NavFocusScopeIdCurrent; } // Focus scope we are outputting into, set by PushFocusScope() + + // Inputs + // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } + inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } + inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } + IMGUI_API ImGuiKeyData* GetKeyData(ImGuiKey key); + IMGUI_API void SetItemUsingMouseWheel(); + IMGUI_API void SetActiveIdUsingNavAndKeys(); + inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } + inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; } + inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; return g.ActiveIdUsingKeyInputMask[key]; } + inline void SetActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; g.ActiveIdUsingKeyInputMask.SetBit(key); } + IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); + inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; } + inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); } + IMGUI_API ImGuiKeyModFlags GetMergedKeyModFlags(); +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } +#endif + + // Drag and Drop + IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API void ClearDragDrop(); + IMGUI_API bool IsDragDropPayloadBeingAccepted(); + + // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) + IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); + IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). + IMGUI_API void EndColumns(); // close columns + IMGUI_API void PushColumnClipRect(int column_index); + IMGUI_API void PushColumnsBackground(); + IMGUI_API void PopColumnsBackground(); + IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); + IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset); + + // Tables: Candidates for public API + IMGUI_API void TableOpenContextMenu(int column_n = -1); + IMGUI_API void TableSetColumnWidth(int column_n, float width); + IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); + IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. + IMGUI_API float TableGetHeaderRowHeight(); + IMGUI_API void TablePushBackgroundChannel(); + IMGUI_API void TablePopBackgroundChannel(); + + // Tables: Internals + inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } + IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); + IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); + IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); + IMGUI_API void TableBeginApplyRequests(ImGuiTable* table); + IMGUI_API void TableSetupDrawChannels(ImGuiTable* table); + IMGUI_API void TableUpdateLayout(ImGuiTable* table); + IMGUI_API void TableUpdateBorders(ImGuiTable* table); + IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); + IMGUI_API void TableDrawBorders(ImGuiTable* table); + IMGUI_API void TableDrawContextMenu(ImGuiTable* table); + IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); + IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); + IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); + IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); + IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API void TableBeginRow(ImGuiTable* table); + IMGUI_API void TableEndRow(ImGuiTable* table); + IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n); + IMGUI_API void TableEndCell(ImGuiTable* table); + IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); + IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); + IMGUI_API ImGuiID TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no = 0); + IMGUI_API float TableGetMaxColumnWidth(const ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); + IMGUI_API void TableRemove(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); + IMGUI_API void TableGcCompactSettings(); + + // Tables: Settings + IMGUI_API void TableLoadSettings(ImGuiTable* table); + IMGUI_API void TableSaveSettings(ImGuiTable* table); + IMGUI_API void TableResetSettings(ImGuiTable* table); + IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); + IMGUI_API void TableSettingsInstallHandler(ImGuiContext* context); + IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); + IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); + + // Tab Bars + IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); + IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset); + IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, ImVec2 mouse_pos); + IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); + IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button); + IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); + IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); + + // Render helpers + // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. + // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) + IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); + IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); + IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); + IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); + IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight + IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. + + // Render helpers (those functions don't access any ImGui state!) + IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); + IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); + IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); + IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); + IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); + IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while] + inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); } + inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); } +#endif + + // Widgets + IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); + IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); + IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col); + IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners + IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); + IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); + IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); + + // Widgets low-level behaviors + IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f); + IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); + IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging + IMGUI_API void TreePushOverrideID(ImGuiID id); + + // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. + // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). + // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " + template IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); + template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + template IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); + + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format); + IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); + + // InputText + IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); + IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } + inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active + + // Color + IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); + + // Plot + IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size); + + // Shade functions (write over already created vertices) + IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); + IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + + // Garbage collection + IMGUI_API void GcCompactTransientMiscBuffers(); + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + + // Debug Tools + IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); + IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); + inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); } + inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } + + IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); + IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); + IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label); + IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); + IMGUI_API void DebugNodeFont(ImFont* font); + IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); + IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); + IMGUI_API void DebugNodeTable(ImGuiTable* table); + IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); + IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); + IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); + IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); + IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); + IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); + +} // namespace ImGui + + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas internal API +//----------------------------------------------------------------------------- + +// This structure is likely to evolve as we add support for incremental atlas updates +struct ImFontBuilderIO +{ + bool (*FontBuilder_Build)(ImFontAtlas* atlas); +}; + +// Helper for font builder +#ifdef IMGUI_ENABLE_STB_TRUETYPE +IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); +#endif +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); +IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); +IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); +IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); + +//----------------------------------------------------------------------------- +// [SECTION] Test Engine specific hooks (imgui_test_engine) +//----------------------------------------------------------------------------- + +#ifdef IMGUI_ENABLE_TEST_ENGINE +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); +extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id); + +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +#else +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif + +#ifdef _MSC_VER +#pragma warning (pop) +#endif + +#endif // #ifndef IMGUI_DISABLE + +``` + +`samples/common/libs/imgui/imgui_tables.cpp`: + +```cpp +// dear imgui, v1.87 +// (tables and columns code) + +/* + +Index of this file: + +// [SECTION] Commentary +// [SECTION] Header mess +// [SECTION] Tables: Main code +// [SECTION] Tables: Simple accessors +// [SECTION] Tables: Row changes +// [SECTION] Tables: Columns changes +// [SECTION] Tables: Columns width management +// [SECTION] Tables: Drawing +// [SECTION] Tables: Sorting +// [SECTION] Tables: Headers +// [SECTION] Tables: Context Menu +// [SECTION] Tables: Settings (.ini data) +// [SECTION] Tables: Garbage Collection +// [SECTION] Tables: Debugging +// [SECTION] Columns, BeginColumns, EndColumns, etc. + +*/ + +// Navigating this file: +// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. + +//----------------------------------------------------------------------------- +// [SECTION] Commentary +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Typical tables call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - BeginTable() user begin into a table +// | BeginChild() - (if ScrollX/ScrollY is set) +// | TableBeginInitMemory() - first time table is used +// | TableResetSettings() - on settings reset +// | TableLoadSettings() - on settings load +// | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests +// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame) +// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width +// - TableSetupColumn() user submit columns details (optional) +// - TableSetupScrollFreeze() user submit scroll freeze information (optional) +//----------------------------------------------------------------------------- +// - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow(). +// | TableSetupDrawChannels() - setup ImDrawList channels +// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission +// | TableDrawContextMenu() - draw right-click context menu +//----------------------------------------------------------------------------- +// - TableHeadersRow() or TableHeader() user submit a headers row (optional) +// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction +// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu +// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers) +// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow()) +// | TableEndRow() - finish existing row +// | TableBeginRow() - add a new row +// - TableSetColumnIndex() / TableNextColumn() user begin into a cell +// | TableEndCell() - close existing column/cell +// | TableBeginCell() - enter into current column/cell +// - [...] user emit contents +//----------------------------------------------------------------------------- +// - EndTable() user ends the table +// | TableDrawBorders() - draw outer borders, inner vertical borders +// | TableMergeDrawChannels() - merge draw channels if clipping isn't required +// | EndChild() - (if ScrollX/ScrollY is set) +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// TABLE SIZING +//----------------------------------------------------------------------------- +// (Read carefully because this is subtle but it does make sense!) +//----------------------------------------------------------------------------- +// About 'outer_size': +// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags. +// Default value is ImVec2(0.0f, 0.0f). +// X +// - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge. +// - outer_size.x > 0.0f -> Set Fixed width. +// Y with ScrollX/ScrollY disabled: we output table directly in current window +// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful is parent window can vertically scroll. +// - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set) +// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtenY is set) +// Y with ScrollX/ScrollY enabled: using a child window for scrolling +// - outer_size.y < 0.0f -> Bottom-align. Not meaningful is parent window can vertically scroll. +// - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window. +// - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis. +//----------------------------------------------------------------------------- +// Outer size is also affected by the NoHostExtendX/NoHostExtendY flags. +// Important to that note how the two flags have slightly different behaviors! +// - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. +// - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible. +// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height. +// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not easily noticeable) +//----------------------------------------------------------------------------- +// About 'inner_width': +// With ScrollX disabled: +// - inner_width -> *ignored* +// With ScrollX enabled: +// - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird +// - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns. +// - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space! +//----------------------------------------------------------------------------- +// Details: +// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept +// of "available space" doesn't make sense. +// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding +// of what the value does. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// COLUMNS SIZING POLICIES +//----------------------------------------------------------------------------- +// About overriding column sizing policy and width/weight with TableSetupColumn(): +// We use a default parameter of 'init_width_or_weight == -1'. +// - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic +// - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom +// - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f +// - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom +// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f) +// and you can fit a 100.0f wide item in it without clipping and with full padding. +//----------------------------------------------------------------------------- +// About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag) +// - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width +// - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width +// - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f +// - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents +// Default Width and default Weight can be overridden when calling TableSetupColumn(). +//----------------------------------------------------------------------------- +// About mixing Fixed/Auto and Stretch columns together: +// - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place! +// that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in. +// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents. +// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weight/widths. +//----------------------------------------------------------------------------- +// About using column width: +// If a column is manual resizable or has a width specified with TableSetupColumn(): +// - you may use GetContentRegionAvail().x to query the width available in a given column. +// - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width. +// If the column is not resizable and has no width specified with TableSetupColumn(): +// - its width will be automatic and be set to the max of items submitted. +// - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN). +// - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN). +//----------------------------------------------------------------------------- + + +//----------------------------------------------------------------------------- +// TABLES CLIPPING/CULLING +//----------------------------------------------------------------------------- +// About clipping/culling of Rows in Tables: +// - For large numbers of rows, it is recommended you use ImGuiListClipper to only submit visible rows. +// ImGuiListClipper is reliant on the fact that rows are of equal height. +// See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper. +// - Note that auto-resizing columns don't play well with using the clipper. +// By default a table with _ScrollX but without _Resizable will have column auto-resize. +// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed. +//----------------------------------------------------------------------------- +// About clipping/culling of Columns in Tables: +// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing +// width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know +// it is not going to contribute to row height. +// In many situations, you may skip submitting contents for every column but one (e.g. the first one). +// - Case A: column is not hidden by user, and at least partially in sight (most common case). +// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output. +// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). +// +// [A] [B] [C] +// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() return false, user can skip submitting items but only if the column doesn't contribute to row height. +// SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output. +// ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way. +// ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway). +// +// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row. +// However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer. +//----------------------------------------------------------------------------- +// About clipping/culling of whole Tables: +// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false. +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// [SECTION] Header mess +//----------------------------------------------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +// System includes +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Main code +//----------------------------------------------------------------------------- +// - TableFixFlags() [Internal] +// - TableFindByID() [Internal] +// - BeginTable() +// - BeginTableEx() [Internal] +// - TableBeginInitMemory() [Internal] +// - TableBeginApplyRequests() [Internal] +// - TableSetupColumnFlags() [Internal] +// - TableUpdateLayout() [Internal] +// - TableUpdateBorders() [Internal] +// - EndTable() +// - TableSetupColumn() +// - TableSetupScrollFreeze() +//----------------------------------------------------------------------------- + +// Configuration +static const int TABLE_DRAW_CHANNEL_BG0 = 0; +static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1; +static const int TABLE_DRAW_CHANNEL_NOCLIP = 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel) +static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering. +static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders. +static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped. + +// Helper +inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window) +{ + // Adjust flags: set default sizing policy + if ((flags & ImGuiTableFlags_SizingMask_) == 0) + flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame; + + // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame + if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableFlags_NoKeepColumnsVisible; + + // Adjust flags: enforce borders when resizable + if (flags & ImGuiTableFlags_Resizable) + flags |= ImGuiTableFlags_BordersInnerV; + + // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on + if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) + flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY); + + // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody + if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize) + flags &= ~ImGuiTableFlags_NoBordersInBody; + + // Adjust flags: disable saved settings if there's nothing to save + if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0) + flags |= ImGuiTableFlags_NoSavedSettings; + + // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) + if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings) + flags |= ImGuiTableFlags_NoSavedSettings; + + return flags; +} + +ImGuiTable* ImGui::TableFindByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + return g.Tables.GetByKey(id); +} + +// Read about "TABLE SIZING" at the top of this file. +bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiID id = GetID(str_id); + return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width); +} + +bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* outer_window = GetCurrentWindow(); + if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible. + return false; + + // Sanity checks + IM_ASSERT(columns_count > 0 && columns_count <= IMGUI_TABLE_MAX_COLUMNS && "Only 1..64 columns allowed!"); + if (flags & ImGuiTableFlags_ScrollX) + IM_ASSERT(inner_width >= 0.0f); + + // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve. + const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; + const ImVec2 avail_size = GetContentRegionAvail(); + ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); + ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); + if (use_child_window && IsClippedEx(outer_rect, 0)) + { + ItemSize(outer_rect); + return false; + } + + // Acquire storage for the table + ImGuiTable* table = g.Tables.GetOrAddByKey(id); + const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1; + const ImGuiID instance_id = id + instance_no; + const ImGuiTableFlags table_last_flags = table->Flags; + if (instance_no > 0) + IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); + + // Acquire temporary buffers + const int table_idx = g.Tables.GetIndex(table); + if (++g.TablesTempDataStacked > g.TablesTempData.Size) + g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData()); + ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1]; + temp_data->TableIndex = table_idx; + table->DrawSplitter = &table->TempData->DrawSplitter; + table->DrawSplitter->Clear(); + + // Fix flags + table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0; + flags = TableFixFlags(flags, outer_window); + + // Initialize + table->ID = id; + table->Flags = flags; + table->InstanceCurrent = (ImS16)instance_no; + table->LastFrameActive = g.FrameCount; + table->OuterWindow = table->InnerWindow = outer_window; + table->ColumnsCount = columns_count; + table->IsLayoutLocked = false; + table->InnerWidth = inner_width; + temp_data->UserOuterSize = outer_size; + + // When not using a child window, WorkRect.Max will grow as we append contents. + if (use_child_window) + { + // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent + // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing) + ImVec2 override_content_size(FLT_MAX, FLT_MAX); + if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY)) + override_content_size.y = FLT_MIN; + + // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and + // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align + // based on the right side of the child window work rect, which would require knowing ahead if we are going to + // have decoration taking horizontal spaces (typically a vertical scrollbar). + if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f) + override_content_size.x = inner_width; + + if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX) + SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); + + // Reset scroll if we are reactivating it + if ((table_last_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) + SetNextWindowScroll(ImVec2(0.0f, 0.0f)); + + // Create scrolling region (without border and zero window padding) + ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; + BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_flags); + table->InnerWindow = g.CurrentWindow; + table->WorkRect = table->InnerWindow->WorkRect; + table->OuterRect = table->InnerWindow->Rect(); + table->InnerRect = table->InnerWindow->InnerRect; + IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); + } + else + { + // For non-scrolling tables, WorkRect == OuterRect == InnerRect. + // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). + table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; + } + + // Push a standardized ID for both child-using and not-child-using tables + PushOverrideID(instance_id); + + // Backup a copy of host window members we will modify + ImGuiWindow* inner_window = table->InnerWindow; + table->HostIndentX = inner_window->DC.Indent.x; + table->HostClipRect = inner_window->ClipRect; + table->HostSkipItems = inner_window->SkipItems; + temp_data->HostBackupWorkRect = inner_window->WorkRect; + temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; + temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; + temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; + temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; + temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; + temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth; + temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; + inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + + // Padding and Spacing + // - None ........Content..... Pad .....Content........ + // - PadOuter | Pad ..Content..... Pad .....Content.. Pad | + // - PadInner ........Content.. Pad | Pad ..Content........ + // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad | + const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0; + const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true; + const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f; + const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f; + const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f; + table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border; + table->CellSpacingX2 = inner_spacing_explicit; + table->CellPaddingX = inner_padding_explicit; + table->CellPaddingY = g.Style.CellPadding.y; + + const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f; + table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX; + + table->CurrentColumn = -1; + table->CurrentRow = -1; + table->RowBgColorCounter = 0; + table->LastRowFlags = ImGuiTableRowFlags_None; + table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; + table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width + table->InnerClipRect.ClipWithFull(table->HostClipRect); + table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y; + + table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow + table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() + table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any + table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; + table->IsUnfrozenRows = true; + table->DeclColumnsCount = 0; + + // Using opaque colors facilitate overlapping elements of the grid + table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); + table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); + + // Make table current + g.CurrentTable = table; + outer_window->DC.CurrentTableIdx = table_idx; + if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. + inner_window->DC.CurrentTableIdx = table_idx; + + if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) + table->IsResetDisplayOrderRequest = true; + + // Mark as used + if (table_idx >= g.TablesLastTimeActive.Size) + g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); + g.TablesLastTimeActive[table_idx] = (float)g.Time; + temp_data->LastTimeActive = (float)g.Time; + table->MemoryCompacted = false; + + // Setup memory buffer (clear data if columns count changed) + ImGuiTableColumn* old_columns_to_preserve = NULL; + void* old_columns_raw_data = NULL; + const int old_columns_count = table->Columns.size(); + if (old_columns_count != 0 && old_columns_count != columns_count) + { + // Attempt to preserve width on column count change (#4046) + old_columns_to_preserve = table->Columns.Data; + old_columns_raw_data = table->RawData; + table->RawData = NULL; + } + if (table->RawData == NULL) + { + TableBeginInitMemory(table, columns_count); + table->IsInitializing = table->IsSettingsRequestLoad = true; + } + if (table->IsResetAllRequest) + TableResetSettings(table); + if (table->IsInitializing) + { + // Initialize + table->SettingsOffset = -1; + table->IsSortSpecsDirty = true; + table->InstanceInteracted = -1; + table->ContextPopupColumn = -1; + table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1; + table->AutoFitSingleColumn = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + for (int n = 0; n < columns_count; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + if (old_columns_to_preserve && n < old_columns_count) + { + // FIXME: We don't attempt to preserve column order in this path. + *column = old_columns_to_preserve[n]; + } + else + { + float width_auto = column->WidthAuto; + *column = ImGuiTableColumn(); + column->WidthAuto = width_auto; + column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker + column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true; + } + column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n; + } + } + if (old_columns_raw_data) + IM_FREE(old_columns_raw_data); + + // Load settings + if (table->IsSettingsRequestLoad) + TableLoadSettings(table); + + // Handle DPI/font resize + // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well. + // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition. + // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory. + // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path. + const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ? + if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) + { + const float scale_factor = new_ref_scale_unit / table->RefScale; + //IMGUI_DEBUG_LOG("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); + for (int n = 0; n < columns_count; n++) + table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; + } + table->RefScale = new_ref_scale_unit; + + // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call.. + // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user. + // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option. + inner_window->SkipItems = true; + + // Clear names + // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn() + if (table->ColumnsNames.Buf.Size > 0) + table->ColumnsNames.Buf.resize(0); + + // Apply queued resizing/reordering/hiding requests + TableBeginApplyRequests(table); + + return true; +} + +// For reference, the average total _allocation count_ for a table is: +// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables) +// + 1 (for table->RawData allocated below) +// + 1 (for table->ColumnsNames, if names are used) +// Shared allocations per number of nested tables +// + 1 (for table->Splitter._Channels) +// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) +// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details. +// Unused channels don't perform their +2 allocations. +void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) +{ + // Allocate single buffer for our arrays + ImSpanAllocator<3> span_allocator; + span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn)); + span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx)); + span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4); + table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); + memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes()); + span_allocator.SetArenaBasePtr(table->RawData); + span_allocator.GetSpan(0, &table->Columns); + span_allocator.GetSpan(1, &table->DisplayOrderToIndex); + span_allocator.GetSpan(2, &table->RowCellData); +} + +// Apply queued resizing/reordering/hiding requests +void ImGui::TableBeginApplyRequests(ImGuiTable* table) +{ + // Handle resizing request + // (We process this at the first TableBegin of the frame) + // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling? + if (table->InstanceCurrent == 0) + { + if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX) + TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth); + table->LastResizedColumn = table->ResizedColumn; + table->ResizedColumnNextWidth = FLT_MAX; + table->ResizedColumn = -1; + + // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy. + // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings. + if (table->AutoFitSingleColumn != -1) + { + TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto); + table->AutoFitSingleColumn = -1; + } + } + + // Handle reordering request + // Note: we don't clear ReorderColumn after handling the request. + if (table->InstanceCurrent == 0) + { + if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1) + table->ReorderColumn = -1; + table->HeldHeaderColumn = -1; + if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0) + { + // We need to handle reordering across hidden columns. + // In the configuration below, moving C to the right of E will lead to: + // ... C [D] E ---> ... [D] E C (Column name/index) + // ... 2 3 4 ... 2 3 4 (Display order) + const int reorder_dir = table->ReorderColumnDir; + IM_ASSERT(reorder_dir == -1 || reorder_dir == +1); + IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable); + ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn]; + ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn]; + IM_UNUSED(dst_column); + const int src_order = src_column->DisplayOrder; + const int dst_order = dst_column->DisplayOrder; + src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order; + for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) + table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir; + IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); + + // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[], + // rebuild the later from the former. + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; + table->ReorderColumnDir = 0; + table->IsSettingsDirty = true; + } + } + + // Handle display order reset request + if (table->IsResetDisplayOrderRequest) + { + for (int n = 0; n < table->ColumnsCount; n++) + table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n; + table->IsResetDisplayOrderRequest = false; + table->IsSettingsDirty = true; + } +} + +// Adjust flags: default width mode + stretch columns are not allowed when auto extending +static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in) +{ + ImGuiTableColumnFlags flags = flags_in; + + // Sizing Policy + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) + { + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + else + flags |= ImGuiTableColumnFlags_WidthStretch; + } + else + { + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. + } + + // Resize + if ((table->Flags & ImGuiTableFlags_Resizable) == 0) + flags |= ImGuiTableColumnFlags_NoResize; + + // Sorting + if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending)) + flags |= ImGuiTableColumnFlags_NoSort; + + // Indentation + if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0) + flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable; + + // Alignment + //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0) + // flags |= ImGuiTableColumnFlags_AlignCenter; + //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used. + + // Preserve status flags + column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_); + + // Build an ordered list of available sort directions + column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0; + if (table->Flags & ImGuiTableFlags_Sortable) + { + int count = 0, mask = 0, list = 0; + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; } + column->SortDirectionsAvailList = (ImU8)list; + column->SortDirectionsAvailMask = (ImU8)mask; + column->SortDirectionsAvailCount = (ImU8)count; + ImGui::TableFixColumnSortDirection(table, column); + } +} + +// Layout columns for the frame. This is in essence the followup to BeginTable(). +// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() to be called first. +// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns. +// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns? +void ImGui::TableUpdateLayout(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->IsLayoutLocked == false); + + const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); + table->IsDefaultDisplayOrder = true; + table->ColumnsEnabledCount = 0; + table->EnabledMaskByIndex = 0x00; + table->EnabledMaskByDisplayOrder = 0x00; + table->LeftMostEnabledColumn = -1; + table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE + + // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns. + // Process columns in their visible orders as we are building the Prev/Next indices. + int count_fixed = 0; // Number of columns that have fixed sizing policies + int count_stretch = 0; // Number of columns that have stretch sizing policies + int prev_visible_column_idx = -1; + bool has_auto_fit_request = false; + bool has_resizable = false; + float stretch_sum_width_auto = 0.0f; + float fixed_max_width_auto = 0.0f; + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + if (column_n != order_n) + table->IsDefaultDisplayOrder = false; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame. + // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway. + // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect. + if (table->DeclColumnsCount <= column_n) + { + TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None); + column->NameOffset = -1; + column->UserID = 0; + column->InitStretchWeightOrWidth = -1.0f; + } + + // Update Enabled state, mark settings and sort specs dirty + if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) + column->IsUserEnabledNextFrame = true; + if (column->IsUserEnabled != column->IsUserEnabledNextFrame) + { + column->IsUserEnabled = column->IsUserEnabledNextFrame; + table->IsSettingsDirty = true; + } + column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0; + + if (column->SortOrder != -1 && !column->IsEnabled) + table->IsSortSpecsDirty = true; + if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti)) + table->IsSortSpecsDirty = true; + + // Auto-fit unsized columns + const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f); + if (start_auto_fit) + column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames + + if (!column->IsEnabled) + { + column->IndexWithinEnabledSet = -1; + continue; + } + + // Mark as enabled and link to previous/next enabled column + column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + column->NextEnabledColumn = -1; + if (prev_visible_column_idx != -1) + table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; + else + table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n; + column->IndexWithinEnabledSet = table->ColumnsEnabledCount++; + table->EnabledMaskByIndex |= (ImU64)1 << column_n; + table->EnabledMaskByDisplayOrder |= (ImU64)1 << column->DisplayOrder; + prev_visible_column_idx = column_n; + IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); + + // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) + // Combine width from regular rows + width from headers unless requested not to. + if (!column->IsPreserveWidthAuto) + column->WidthAuto = TableGetColumnWidthAuto(table, column); + + // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto) + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column_is_resizable) + has_resizable = true; + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable) + column->WidthAuto = column->InitStretchWeightOrWidth; + + if (column->AutoFitQueue != 0x00) + has_auto_fit_request = true; + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + stretch_sum_width_auto += column->WidthAuto; + count_stretch++; + } + else + { + fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto); + count_fixed++; + } + } + if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + table->IsSortSpecsDirty = true; + table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; + IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0); + + // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible + // to avoid the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). + // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time. + if (has_auto_fit_request && table->OuterWindow != table->InnerWindow) + table->InnerWindow->SkipItems = false; + if (has_auto_fit_request) + table->IsSettingsDirty = true; + + // [Part 3] Fix column flags and record a few extra information. + float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding. + float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns. + table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n))) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + { + // Apply same widths policy + float width_auto = column->WidthAuto; + if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable)) + width_auto = fixed_max_width_auto; + + // Apply automatic width + // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) + if (column->AutoFitQueue != 0x00) + column->WidthRequest = width_auto; + else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n))) + column->WidthRequest = width_auto; + + // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets + // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very + // large height (= first frame scrollbar display very off + clipper would skip lots of items). + // This is merely making the side-effect less extreme, but doesn't properly fixes it. + // FIXME: Move this to ->WidthGiven to avoid temporary lossyless? + // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. + if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto) + column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? + sum_width_requests += column->WidthRequest; + } + else + { + // Initialize stretch weight + if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable) + { + if (column->InitStretchWeightOrWidth > 0.0f) + column->StretchWeight = column->InitStretchWeightOrWidth; + else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp) + column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch; + else + column->StretchWeight = 1.0f; + } + + stretch_sum_weights += column->StretchWeight; + if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder) + table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder) + table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n; + } + column->IsPreserveWidthAuto = false; + sum_width_requests += table->CellPaddingX * 2.0f; + } + table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; + + // [Part 4] Apply final widths based on requested widths + const ImRect work_rect = table->WorkRect; + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + const float width_avail = ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth(); + const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; + float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; + table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n))) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest) + if (column->Flags & ImGuiTableColumnFlags_WidthStretch) + { + float weight_ratio = column->StretchWeight / stretch_sum_weights; + column->WidthRequest = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); + width_remaining_for_stretched_columns -= column->WidthRequest; + } + + // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column + // See additional comments in TableSetColumnWidth(). + if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1) + column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; + + // Assign final width, record width in case we will need to shrink + column->WidthGiven = ImFloor(ImMax(column->WidthRequest, table->MinColumnWidth)); + table->ColumnsGivenWidth += column->WidthGiven; + } + + // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column). + // Using right-to-left distribution (more likely to match resizing cursor). + if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths)) + for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) + { + if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) + continue; + ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]]; + if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->WidthRequest += 1.0f; + column->WidthGiven += 1.0f; + width_remaining_for_stretched_columns -= 1.0f; + } + + table->HoveredColumnBody = -1; + table->HoveredColumnBorder = -1; + const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table->LastOuterHeight)); + const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0); + + // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column + // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. + int visible_n = 0; + bool offset_x_frozen = (table->FreezeColumnsCount > 0); + float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1; + ImRect host_clip_rect = table->InnerClipRect; + //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2; + table->VisibleMaskByIndex = 0x00; + table->RequestOutputMaskByIndex = 0x00; + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + + column->NavLayerCurrent = (ImS8)((table->FreezeRowsCount > 0 || column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); + + if (offset_x_frozen && table->FreezeColumnsCount == visible_n) + { + offset_x += work_rect.Min.x - table->OuterRect.Min.x; + offset_x_frozen = false; + } + + // Clear status flags + column->Flags &= ~ImGuiTableColumnFlags_StatusMask_; + + if ((table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)) == 0) + { + // Hidden column: clear a few fields and we are done with it for the remainder of the function. + // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper. + column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x; + column->WidthGiven = 0.0f; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false; + column->IsSkipItems = true; + column->ItemWidth = 1.0f; + continue; + } + + // Detect hovered column + if (is_hovering_table && g.IO.MousePos.x >= column->ClipRect.Min.x && g.IO.MousePos.x < column->ClipRect.Max.x) + table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; + + // Lock start position + column->MinX = offset_x; + + // Lock width based on start position and minimum/maximum width for this position + float max_width = TableGetMaxColumnWidth(table, column_n); + column->WidthGiven = ImMin(column->WidthGiven, max_width); + column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth)); + column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + + // Lock other positions + // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging. + // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. + // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. + // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. + column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; + column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max + column->ItemWidth = ImFloor(column->WidthGiven * 0.65f); + column->ClipRect.Min.x = column->MinX; + column->ClipRect.Min.y = work_rect.Min.y; + column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; + column->ClipRect.Max.y = FLT_MAX; + column->ClipRect.ClipWithFull(host_clip_rect); + + // Mark column as Clipped (not in sight) + // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables. + // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY. + // Taking advantage of LastOuterHeight would yield good results there... + // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x, + // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else). + // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small. + column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x); + column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y); + const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY; + if (is_visible) + table->VisibleMaskByIndex |= ((ImU64)1 << column_n); + + // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output. + column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0; + if (column->IsRequestOutput) + table->RequestOutputMaskByIndex |= ((ImU64)1 << column_n); + + // Mark column as SkipItems (ignoring all items/layout) + column->IsSkipItems = !column->IsEnabled || table->HostSkipItems; + if (column->IsSkipItems) + IM_ASSERT(!is_visible); + + // Update status flags + column->Flags |= ImGuiTableColumnFlags_IsEnabled; + if (is_visible) + column->Flags |= ImGuiTableColumnFlags_IsVisible; + if (column->SortOrder != -1) + column->Flags |= ImGuiTableColumnFlags_IsSorted; + if (table->HoveredColumnBody == column_n) + column->Flags |= ImGuiTableColumnFlags_IsHovered; + + // Alignment + // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in + // many cases (to be able to honor this we might be able to store a log of cells width, per row, for + // visible rows, but nav/programmatic scroll would have visible artifacts.) + //if (column->Flags & ImGuiTableColumnFlags_AlignRight) + // column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen); + //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) + // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); + + // Reset content width variables + column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX; + column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX; + + // Don't decrement auto-fit counters until container window got a chance to submit its items + if (table->HostSkipItems == false) + { + column->AutoFitQueue >>= 1; + column->CannotSkipItemsQueue >>= 1; + } + + if (visible_n < table->FreezeColumnsCount) + host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x); + + offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + visible_n++; + } + + // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) + // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either + // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu. + const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x); + if (is_hovering_table && table->HoveredColumnBody == -1) + { + if (g.IO.MousePos.x >= unused_x1) + table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount; + } + if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable)) + table->Flags &= ~ImGuiTableFlags_Resizable; + + // [Part 8] Lock actual OuterRect/WorkRect right-most position. + // This is done late to handle the case of fixed-columns tables not claiming more widths that they need. + // Because of this we are careful with uses of WorkRect and InnerClipRect before this point. + if (table->RightMostStretchedColumn != -1) + table->Flags &= ~ImGuiTableFlags_NoHostExtendX; + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1; + table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); + } + table->InnerWindow->ParentWorkRect = table->WorkRect; + table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f); + table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f); + + // [Part 9] Allocate draw channels and setup background cliprect + TableSetupDrawChannels(table); + + // [Part 10] Hit testing on borders + if (table->Flags & ImGuiTableFlags_Resizable) + TableUpdateBorders(table); + table->LastFirstRowHeight = 0.0f; + table->IsLayoutLocked = true; + table->IsUsingHeaders = false; + + // [Part 11] Context menu + if (table->IsContextPopupOpen && table->InstanceCurrent == table->InstanceInteracted) + { + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) + { + TableDrawContextMenu(table); + EndPopup(); + } + else + { + table->IsContextPopupOpen = false; + } + } + + // [Part 13] Sanitize and build sort specs before we have a change to use them for display. + // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change) + if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable)) + TableSortSpecsBuild(table); + + // Initial state + ImGuiWindow* inner_window = table->InnerWindow; + if (table->Flags & ImGuiTableFlags_NoClip) + table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + else + inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false); +} + +// Process hit-testing on resizing borders. Actual size change will be applied in EndTable() +// - Set table->HoveredColumnBorder with a short delay/timer to reduce feedback noise +// - Submit ahead of table contents and header, use ImGuiButtonFlags_AllowItemOverlap to prioritize widgets +// overlapping the same area. +void ImGui::TableUpdateBorders(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable); + + // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and + // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not + // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). + // Actual columns highlight/render will be performed in EndTable() and not be affected. + const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS; + const float hit_y1 = table->OuterRect.Min.y; + const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight); + const float hit_y2_head = hit_y1 + table->LastFirstRowHeight; + + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) + continue; + + // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders() + const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body; + if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) + continue; + + if (!column->IsVisibleX && table->LastResizedColumn != column_n) + continue; + + ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); + ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); + //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); + KeepAliveID(column_id); + + bool hovered = false, held = false; + bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); + if (pressed && IsMouseDoubleClicked(0)) + { + TableSetColumnWidthAutoSingle(table, column_n); + ClearActiveID(); + held = hovered = false; + } + if (held) + { + if (table->LastResizedColumn == -1) + table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX; + table->ResizedColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + } + if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held) + { + table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n; + SetMouseCursor(ImGuiMouseCursor_ResizeEW); + } + } +} + +void ImGui::EndTable() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!"); + + // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some + // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) + //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?"); + + // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our + // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + const ImGuiTableFlags flags = table->Flags; + ImGuiWindow* inner_window = table->InnerWindow; + ImGuiWindow* outer_window = table->OuterWindow; + ImGuiTableTempData* temp_data = table->TempData; + IM_ASSERT(inner_window == g.CurrentWindow); + IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); + + if (table->IsInsideRow) + TableEndRow(table); + + // Context menu in columns body + if (flags & ImGuiTableFlags_ContextMenuInBody) + if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + TableOpenContextMenu((int)table->HoveredColumnBody); + + // Finalize table height + inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; + inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; + inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; + const float inner_content_max_y = table->RowPosY2; + IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); + if (inner_window != outer_window) + inner_window->DC.CursorMaxPos.y = inner_content_max_y; + else if (!(flags & ImGuiTableFlags_NoHostExtendY)) + table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height + table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); + table->LastOuterHeight = table->OuterRect.GetHeight(); + + // Setup inner scrolling range + // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, + // but since the later is likely to be impossible to do we'd rather update both axises together. + if (table->Flags & ImGuiTableFlags_ScrollX) + { + const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x; + if (table->RightMostEnabledColumn != -1) + max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); + if (table->ResizedColumn != -1) + max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); + table->InnerWindow->DC.CursorMaxPos.x = max_pos_x; + } + + // Pop clipping rect + if (!(flags & ImGuiTableFlags_NoClip)) + inner_window->DrawList->PopClipRect(); + inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back(); + + // Draw borders + if ((flags & ImGuiTableFlags_Borders) != 0) + TableDrawBorders(table); + +#if 0 + // Strip out dummy channel draw calls + // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out) + // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway. + // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices. + if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1) + { + ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel]; + dummy_channel->_CmdBuffer.resize(0); + dummy_channel->_IdxBuffer.resize(0); + } +#endif + + // Flatten channels and merge draw calls + ImDrawListSplitter* splitter = table->DrawSplitter; + splitter->SetCurrentChannel(inner_window->DrawList, 0); + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + TableMergeDrawChannels(table); + splitter->Merge(inner_window->DrawList); + + // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (table->EnabledMaskByIndex & ((ImU64)1 << column_n)) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) + table->ColumnsAutoFitWidth += column->WidthRequest; + else + table->ColumnsAutoFitWidth += TableGetColumnWidthAuto(table, column); + } + + // Update scroll + if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window) + { + inner_window->Scroll.x = 0.0f; + } + else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent) + { + // When releasing a column being resized, scroll to keep the resulting column in sight + const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f; + ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; + if (column->MaxX < table->InnerClipRect.Min.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f); + else if (column->MaxX > table->InnerClipRect.Max.x) + SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f); + } + + // Apply resizing/dragging at the end of the frame + if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted) + { + ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; + const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS); + const float new_width = ImFloor(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); + table->ResizedColumnNextWidth = new_width; + } + + // Pop from id stack + IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table->ID + table->InstanceCurrent, "Mismatching PushID/PopID!"); + IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); + PopID(); + + // Restore window data that we modified + const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos; + inner_window->WorkRect = temp_data->HostBackupWorkRect; + inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect; + inner_window->SkipItems = table->HostSkipItems; + outer_window->DC.CursorPos = table->OuterRect.Min; + outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth; + outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize; + outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset; + + // Layout in outer window + // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding + // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) + if (inner_window != outer_window) + { + EndChild(); + } + else + { + ItemSize(table->OuterRect.GetSize()); + ItemAdd(table->OuterRect, 0); + } + + // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar + if (table->Flags & ImGuiTableFlags_NoHostExtendX) + { + // FIXME-TABLE: Could we remove this section? + // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents + IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth); + } + else if (temp_data->UserOuterSize.x <= 0.0f) + { + const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f; + outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth)); + } + else + { + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x); + } + if (temp_data->UserOuterSize.y <= 0.0f) + { + const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.y : 0.0f; + outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y)); + } + else + { + // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set) + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y); + } + + // Save settings + if (table->IsSettingsDirty) + TableSaveSettings(table); + table->IsInitializing = false; + + // Clear or restore current table, if any + IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); + IM_ASSERT(g.TablesTempDataStacked > 0); + temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL; + g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; + if (g.CurrentTable) + { + g.CurrentTable->TempData = temp_data; + g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter; + } + outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; +} + +// See "COLUMN SIZING POLICIES" comments at the top of this file +// If (init_width_or_weight <= 0.0f) it is ignored +void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); + IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!"); + IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()"); + if (table->DeclColumnsCount >= table->ColumnsCount) + { + IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!"); + return; + } + + ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount]; + table->DeclColumnsCount++; + + // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa. + // Give a grace to users of ImGuiTableFlags_ScrollX. + if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0) + IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); + + // When passing a width automatically enforce WidthFixed policy + // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable) + if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) + if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + flags |= ImGuiTableColumnFlags_WidthFixed; + + TableSetupColumnFlags(table, column, flags); + column->UserID = user_id; + flags = column->Flags; + + // Initialize defaults + column->InitStretchWeightOrWidth = init_width_or_weight; + if (table->IsInitializing) + { + // Init width or weight + if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f) + { + if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) + column->WidthRequest = init_width_or_weight; + if (flags & ImGuiTableColumnFlags_WidthStretch) + column->StretchWeight = (init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f; + + // Disable auto-fit if an explicit width/weight has been specified + if (init_width_or_weight > 0.0f) + column->AutoFitQueue = 0x00; + } + + // Init default visibility/sort state + if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) + column->IsUserEnabled = column->IsUserEnabledNextFrame = false; + if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) + { + column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. + column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); + } + } + + // Store name (append with zero-terminator in contiguous buffer) + column->NameOffset = -1; + if (label != NULL && label[0] != 0) + { + column->NameOffset = (ImS16)table->ColumnsNames.size(); + table->ColumnsNames.append(label, label + strlen(label) + 1); + } +} + +// [Public] +void ImGui::TableSetupScrollFreeze(int columns, int rows) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); + IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); + IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); + IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit + + table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0; + table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; + table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; + table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; + table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b + + // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered. + // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section) + for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++) + { + int order_n = table->DisplayOrderToIndex[column_n]; + if (order_n != column_n && order_n >= table->FreezeColumnsRequest) + { + ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder); + ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]); + } + } +} + +//----------------------------------------------------------------------------- +// [SECTION] Tables: Simple accessors +//----------------------------------------------------------------------------- +// - TableGetColumnCount() +// - TableGetColumnName() +// - TableGetColumnName() [Internal] +// - TableSetColumnEnabled() +// - TableGetColumnFlags() +// - TableGetCellBgRect() [Internal] +// - TableGetColumnResizeID() [Internal] +// - TableGetHoveredColumn() [Internal] +// - TableSetBgColor() +//----------------------------------------------------------------------------- + +int ImGui::TableGetColumnCount() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + return table ? table->ColumnsCount : 0; +} + +const char* ImGui::TableGetColumnName(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return NULL; + if (column_n < 0) + column_n = table->CurrentColumn; + return TableGetColumnName(table, column_n); +} + +const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) +{ + if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount) + return ""; // NameOffset is invalid at this point + const ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->NameOffset == -1) + return ""; + return &table->ColumnsNames.Buf[column->NameOffset]; +} + +// Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view) +// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) +// - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state. +// - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable(). +// - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0. +// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu. +void ImGui::TableSetColumnEnabled(int column_n, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + if (!table) + return; + IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above + if (column_n < 0) + column_n = table->CurrentColumn; + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column = &table->Columns[column_n]; + column->IsUserEnabledNextFrame = enabled; +} + +// We allow querying for an extra column in order to poll the IsHovered state of the right-most section +ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return ImGuiTableColumnFlags_None; + if (column_n < 0) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) + return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None; + return table->Columns[column_n].Flags; +} + +// Return the cell rectangle based on currently known height. +// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. +// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height. +// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right +// columns report a small offset so their CellBgRect can extend up to the outer border. +// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling. +ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float x1 = column->MinX; + float x2 = column->MaxX; + //if (column->PrevEnabledColumn == -1) + // x1 -= table->OuterPaddingX; + //if (column->NextEnabledColumn == -1) + // x2 += table->OuterPaddingX; + x1 = ImMax(x1, table->WorkRect.Min.x); + x2 = ImMin(x2, table->WorkRect.Max.x); + return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); +} + +// Return the resizing ID for the right-side of the given column. +ImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no) +{ + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiID id = table->ID + 1 + (instance_no * table->ColumnsCount) + column_n; + return id; +} + +// Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. +int ImGui::TableGetHoveredColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + return (int)table->HoveredColumnBody; +} + +void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(target != ImGuiTableBgTarget_None); + + if (color == IM_COL32_DISABLE) + color = 0; + + // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. + switch (target) + { + case ImGuiTableBgTarget_CellBg: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + if (column_n == -1) + column_n = table->CurrentColumn; + if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0) + return; + if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) + table->RowCellDataCurrent++; + ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent]; + cell_data->BgColor = color; + cell_data->Column = (ImGuiTableColumnIdx)column_n; + break; + } + case ImGuiTableBgTarget_RowBg0: + case ImGuiTableBgTarget_RowBg1: + { + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + return; + IM_ASSERT(column_n == -1); + int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; + table->RowBgColor[bg_idx] = color; + break; + } + default: + IM_ASSERT(0); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Row changes +//------------------------------------------------------------------------- +// - TableGetRowIndex() +// - TableNextRow() +// - TableBeginRow() [Internal] +// - TableEndRow() [Internal] +//------------------------------------------------------------------------- + +// [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows +int ImGui::TableGetRowIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentRow; +} + +// [Public] Starts into the first cell of a new row +void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + if (table->IsInsideRow) + TableEndRow(table); + + table->LastRowFlags = table->RowFlags; + table->RowFlags = row_flags; + table->RowMinHeight = row_min_height; + TableBeginRow(table); + + // We honor min_row_height requested by user, but cannot guarantee per-row maximum height, + // because that would essentially require a unique clipping rectangle per-cell. + table->RowPosY2 += table->CellPaddingY * 2.0f; + table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height); + + // Disable output until user calls TableNextColumn() + table->InnerWindow->SkipItems = true; +} + +// [Internal] Called by TableNextRow() +void ImGui::TableBeginRow(ImGuiTable* table) +{ + ImGuiWindow* window = table->InnerWindow; + IM_ASSERT(!table->IsInsideRow); + + // New row + table->CurrentRow++; + table->CurrentColumn = -1; + table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE; + table->RowCellDataCurrent = -1; + table->IsInsideRow = true; + + // Begin frozen rows + float next_y1 = table->RowPosY2; + if (table->CurrentRow == 0 && table->FreezeRowsCount > 0) + next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y; + + table->RowPosY1 = table->RowPosY2 = next_y1; + table->RowTextBaseline = 0.0f; + table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent + window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CursorMaxPos.y = next_y1; + + // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. + if (table->RowFlags & ImGuiTableRowFlags_Headers) + { + TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg)); + if (table->CurrentRow == 0) + table->IsUsingHeaders = true; + } +} + +// [Internal] Called by TableNextRow() +void ImGui::TableEndRow(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window == table->InnerWindow); + IM_ASSERT(table->IsInsideRow); + + if (table->CurrentColumn != -1) + TableEndCell(table); + + // Logging + if (g.LogEnabled) + LogRenderedText(NULL, "|"); + + // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is + // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. + window->DC.CursorPos.y = table->RowPosY2; + + // Row background fill + const float bg_y1 = table->RowPosY1; + const float bg_y2 = table->RowPosY2; + const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); + const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); + if (table->CurrentRow == 0) + table->LastFirstRowHeight = bg_y2 - bg_y1; + + const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); + if (is_visible) + { + // Decide of background color for the row + ImU32 bg_col0 = 0; + ImU32 bg_col1 = 0; + if (table->RowBgColor[0] != IM_COL32_DISABLE) + bg_col0 = table->RowBgColor[0]; + else if (table->Flags & ImGuiTableFlags_RowBg) + bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg); + if (table->RowBgColor[1] != IM_COL32_DISABLE) + bg_col1 = table->RowBgColor[1]; + + // Decide of top border color + ImU32 border_col = 0; + const float border_size = TABLE_BORDER_SIZE; + if (table->CurrentRow > 0 || table->InnerWindow == table->OuterWindow) + if (table->Flags & ImGuiTableFlags_BordersInnerH) + border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; + + const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0; + const bool draw_strong_bottom_border = unfreeze_rows_actual; + if ((bg_col0 | bg_col1 | border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color) + { + // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is + // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. + if ((table->Flags & ImGuiTableFlags_NoClip) == 0) + window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4(); + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); + } + + // Draw row background + // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle + if (bg_col0 || bg_col1) + { + ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2); + row_rect.ClipWith(table->BgClipRect); + if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0); + if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y) + window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1); + } + + // Draw cell background color + if (draw_cell_bg_color) + { + ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; + for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) + { + // As we render the BG here we need to clip things (for layout we would not) + // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling. + const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; + ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); + cell_bg_rect.ClipWith(table->BgClipRect); + cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling + cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); + window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); + } + } + + // Draw top border + if (border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), border_col, border_size); + + // Draw bottom border at the row unfreezing mark (always strong) + if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size); + } + + // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) + // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and + // get the new cursor position. + if (unfreeze_rows_request) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->NavLayerCurrent = (ImS8)((column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); + } + if (unfreeze_rows_actual) + { + IM_ASSERT(table->IsUnfrozenRows == false); + table->IsUnfrozenRows = true; + + // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect + float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); + table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y); + table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y; + table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; + IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); + + float row_height = table->RowPosY2 - table->RowPosY1; + table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; + table->RowPosY1 = table->RowPosY2 - row_height; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->DrawChannelCurrent = column->DrawChannelUnfrozen; + column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; + } + + // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y + SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + } + + if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) + table->RowBgColorCounter++; + table->IsInsideRow = false; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns changes +//------------------------------------------------------------------------- +// - TableGetColumnIndex() +// - TableSetColumnIndex() +// - TableNextColumn() +// - TableBeginCell() [Internal] +// - TableEndCell() [Internal] +//------------------------------------------------------------------------- + +int ImGui::TableGetColumnIndex() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return 0; + return table->CurrentColumn; +} + +// [Public] Append into a specific column +bool ImGui::TableSetColumnIndex(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->CurrentColumn != column_n) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + IM_ASSERT(column_n >= 0 && table->ColumnsCount); + TableBeginCell(table, column_n); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0; +} + +// [Public] Append into the next column, wrap and create a new row when already on last column +bool ImGui::TableNextColumn() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return false; + + if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount) + { + if (table->CurrentColumn != -1) + TableEndCell(table); + TableBeginCell(table, table->CurrentColumn + 1); + } + else + { + TableNextRow(); + TableBeginCell(table, 0); + } + + // Return whether the column is visible. User may choose to skip submitting items based on this return value, + // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. + int column_n = table->CurrentColumn; + return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0; +} + + +// [Internal] Called by TableSetColumnIndex()/TableNextColumn() +// This is called very frequently, so we need to be mindful of unnecessary overhead. +// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns. +void ImGui::TableBeginCell(ImGuiTable* table, int column_n) +{ + ImGuiTableColumn* column = &table->Columns[column_n]; + ImGuiWindow* window = table->InnerWindow; + table->CurrentColumn = column_n; + + // Start position is roughly ~~ CellRect.Min + CellPadding + Indent + float start_x = column->WorkMinX; + if (column->Flags & ImGuiTableColumnFlags_IndentEnable) + start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row. + + window->DC.CursorPos.x = start_x; + window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY; + window->DC.CursorMaxPos.x = window->DC.CursorPos.x; + window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT + window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; + window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; + + window->WorkRect.Min.y = window->DC.CursorPos.y; + window->WorkRect.Min.x = column->WorkMinX; + window->WorkRect.Max.x = column->WorkMaxX; + window->DC.ItemWidth = column->ItemWidth; + + // To allow ImGuiListClipper to function we propagate our row height + if (!column->IsEnabled) + window->DC.CursorPos.y = ImMax(window->DC.CursorPos.y, table->RowPosY2); + + window->SkipItems = column->IsSkipItems; + if (column->IsSkipItems) + { + ImGuiContext& g = *GImGui; + g.LastItemData.ID = 0; + g.LastItemData.StatusFlags = 0; + } + + if (table->Flags & ImGuiTableFlags_NoClip) + { + // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); + } + else + { + // FIXME-TABLE: Could avoid this if draw channel is dummy channel? + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + } + + // Logging + ImGuiContext& g = *GImGui; + if (g.LogEnabled && !column->IsSkipItems) + { + LogRenderedText(&window->DC.CursorPos, "|"); + g.LogLinePosY = FLT_MAX; + } +} + +// [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn() +void ImGui::TableEndCell(ImGuiTable* table) +{ + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + ImGuiWindow* window = table->InnerWindow; + + // Report maximum position so we can infer content size per column. + float* p_max_pos_x; + if (table->RowFlags & ImGuiTableRowFlags_Headers) + p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call + else + p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen; + *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); + table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY); + column->ItemWidth = window->DC.ItemWidth; + + // Propagate text baseline for the entire row + // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one. + table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Columns width management +//------------------------------------------------------------------------- +// - TableGetMaxColumnWidth() [Internal] +// - TableGetColumnWidthAuto() [Internal] +// - TableSetColumnWidth() +// - TableSetColumnWidthAutoSingle() [Internal] +// - TableSetColumnWidthAutoAll() [Internal] +// - TableUpdateColumnsWeightFromWidth() [Internal] +//------------------------------------------------------------------------- + +// Maximum column content width given current layout. Use column->MinX so this value on a per-column basis. +float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n) +{ + const ImGuiTableColumn* column = &table->Columns[column_n]; + float max_width = FLT_MAX; + const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2; + if (table->Flags & ImGuiTableFlags_ScrollX) + { + // Frozen columns can't reach beyond visible width else scrolling will naturally break. + // (we use DisplayOrder as within a set of multiple frozen column reordering is possible) + if (column->DisplayOrder < table->FreezeColumnsRequest) + { + max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX; + max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2; + } + } + else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0) + { + // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make + // sure they are all visible. Because of this we also know that all of the columns will always fit in + // table->WorkRect and therefore in table->InnerRect (because ScrollX is off) + // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match. + // See "table_width_distrib" and "table_width_keep_visible" tests + max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX; + //max_width -= table->CellSpacingX1; + max_width -= table->CellSpacingX2; + max_width -= table->CellPaddingX * 2.0f; + max_width -= table->OuterPaddingX; + } + return max_width; +} + +// Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field +float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column) +{ + const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX; + const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX; + float width_auto = content_width_body; + if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth)) + width_auto = ImMax(width_auto, content_width_headers); + + // Non-resizable fixed columns preserve their requested width + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f) + if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize)) + width_auto = column->InitStretchWeightOrWidth; + + return ImMax(width_auto, table->MinColumnWidth); +} + +// 'width' = inner column width, without padding +void ImGui::TableSetColumnWidth(int column_n, float width) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && table->IsLayoutLocked == false); + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column_0 = &table->Columns[column_n]; + float column_0_width = width; + + // Apply constraints early + // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) + IM_ASSERT(table->MinColumnWidth > 0.0f); + const float min_width = table->MinColumnWidth; + const float max_width = ImMax(min_width, TableGetMaxColumnWidth(table, column_n)); + column_0_width = ImClamp(column_0_width, min_width, max_width); + if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) + return; + + //IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); + ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; + + // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. + // - All fixed: easy. + // - All stretch: easy. + // - One or more fixed + one stretch: easy. + // - One or more fixed + more than one stretch: tricky. + // Qt when manual resize is enabled only support a single _trailing_ stretch column. + + // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. + // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. + // Scenarios: + // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset. + // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered. + // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size. + // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 W3 resize from W1| or W2| --> ok + // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1) + // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1) + // - W1 W2 F3 resize from W1| or W2| --> ok + // - W1 F2 W3 resize from W1| or F2| --> ok + // - F1 W2 F3 resize from W2| --> ok + // - F1 W3 F2 resize from W3| --> ok + // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. + // - W1 F2 F3 resize from F2| --> ok + // All resizes from a Wx columns are locking other columns. + + // Possible improvements: + // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns. + // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix. + + // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout(). + + // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize. + // This is the preferred resize path + if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed) + if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder) + { + column_0->WidthRequest = column_0_width; + table->IsSettingsDirty = true; + return; + } + + // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column) + if (column_1 == NULL) + column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL; + if (column_1 == NULL) + return; + + // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column. + // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) + float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width); + column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width; + IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f); + column_0->WidthRequest = column_0_width; + column_1->WidthRequest = column_1_width; + if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch) + TableUpdateColumnsWeightFromWidth(table); + table->IsSettingsDirty = true; +} + +// Disable clipping then auto-fit, will take 2 frames +// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns) +void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n) +{ + // Single auto width uses auto-fit + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled) + return; + column->CannotSkipItemsQueue = (1 << 0); + table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n; +} + +void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table) +{ + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column + continue; + column->CannotSkipItemsQueue = (1 << 0); + column->AutoFitQueue = (1 << 1); + } +} + +void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) +{ + IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1); + + // Measure existing quantity + float visible_weight = 0.0f; + float visible_width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + IM_ASSERT(column->StretchWeight > 0.0f); + visible_weight += column->StretchWeight; + visible_width += column->WidthRequest; + } + IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f); + + // Apply new weights + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) + continue; + column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight; + IM_ASSERT(column->StretchWeight > 0.0f); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Drawing +//------------------------------------------------------------------------- +// - TablePushBackgroundChannel() [Internal] +// - TablePopBackgroundChannel() [Internal] +// - TableSetupDrawChannels() [Internal] +// - TableMergeDrawChannels() [Internal] +// - TableDrawBorders() [Internal] +//------------------------------------------------------------------------- + +// Bg2 is used by Selectable (and possibly other widgets) to render to the background. +// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect. +void ImGui::TablePushBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + table->HostBackupInnerClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); +} + +void ImGui::TablePopBackgroundChannel() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; + ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); +} + +// Allocate draw channels. Called by TableUpdateLayout() +// - We allocate them following storage order instead of display order so reordering columns won't needlessly +// increase overall dormant memory cost. +// - We isolate headers draw commands in their own channels instead of just altering clip rects. +// This is in order to facilitate merging of draw commands. +// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels. +// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other +// channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged. +// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for +// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4). +// Draw channel allocation (before merging): +// - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call) +// - Clip --> 2+D+N channels +// - FreezeRows --> 2+D+N*2 (unless scrolling value is zero) +// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero) +// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0. +void ImGui::TableSetupDrawChannels(ImGuiTable* table) +{ + const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; + const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount; + const int channels_for_bg = 1 + 1 * freeze_row_multiplier; + const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || table->VisibleMaskByIndex != table->EnabledMaskByIndex) ? +1 : 0; + const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; + table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total); + table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); + table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN; + table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN); + + int draw_channel_current = 2; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsVisibleX && column->IsVisibleY) + { + column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current); + column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0)); + if (!(table->Flags & ImGuiTableFlags_NoClip)) + draw_channel_current++; + } + else + { + column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel; + } + column->DrawChannelCurrent = column->DrawChannelFrozen; + } + + // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default. + // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect. + // (This technically isn't part of setting up draw channels, but is reasonably related to be done here) + table->BgClipRect = table->InnerClipRect; + table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect; + table->Bg2ClipRectForDrawCmd = table->HostClipRect; + IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y); +} + +// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable(). +// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect, +// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels(). +// +// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve +// this we merge their clip rect and make them contiguous in the channel list, so they can be merged +// by the call to DrawSplitter.Merge() following to the call to this function. +// We reorder draw commands by arranging them into a maximum of 4 distinct groups: +// +// 1 group: 2 groups: 2 groups: 4 groups: +// [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze +// [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll +// +// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled). +// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group +// based on its position (within frozen rows/columns groups or not). +// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect. +// This function assume that each column are pointing to a distinct draw channel, +// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask. +// +// Column channels will not be merged into one of the 1-4 groups in the following cases: +// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value). +// Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds +// matches, by e.g. calling SetCursorScreenPos(). +// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here.. +// we could do better but it's going to be rare and probably not worth the hassle. +// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd. +// +// This function is particularly tricky to understand.. take a breath. +void ImGui::TableMergeDrawChannels(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImDrawListSplitter* splitter = table->DrawSplitter; + const bool has_freeze_v = (table->FreezeRowsCount > 0); + const bool has_freeze_h = (table->FreezeColumnsCount > 0); + IM_ASSERT(splitter->_Current == 0); + + // Track which groups we are going to attempt to merge, and which channels goes into each group. + struct MergeGroup + { + ImRect ClipRect; + int ChannelsCount; + ImBitArray ChannelsMask; + + MergeGroup() { ChannelsCount = 0; } + }; + int merge_group_mask = 0x00; + MergeGroup merge_groups[4]; + + // 1. Scan channels and take note of those which can be merged + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0) + continue; + ImGuiTableColumn* column = &table->Columns[column_n]; + + const int merge_group_sub_count = has_freeze_v ? 2 : 1; + for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++) + { + const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen; + + // Don't attempt to merge if there are multiple draw calls within the column + ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; + if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback != NULL) // Equivalent of PopUnusedDrawCmd() + src_channel->_CmdBuffer.pop_back(); + if (src_channel->_CmdBuffer.Size != 1) + continue; + + // Find out the width of this merge group and check if it will fit in our column + // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it) + if (!(column->Flags & ImGuiTableColumnFlags_NoClip)) + { + float content_max_x; + if (!has_freeze_v) + content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze + else if (merge_group_sub_n == 0) + content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze + else + content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze + if (content_max_x > column->ClipRect.Max.x) + continue; + } + + const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2); + IM_ASSERT(channel_no < IMGUI_TABLE_MAX_DRAW_CHANNELS); + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + merge_group->ChannelsMask.SetBit(channel_no); + merge_group->ChannelsCount++; + merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect); + merge_group_mask |= (1 << merge_group_n); + } + + // Invalidate current draw channel + // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data) + column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1; + } + + // [DEBUG] Display merge groups +#if 0 + if (g.IO.KeyShift) + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + if (merge_group->ChannelsCount == 0) + continue; + char buf[32]; + ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount); + ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4); + ImVec2 text_size = CalcTextSize(buf, NULL); + GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255)); + GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL); + GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255)); + } +#endif + + // 2. Rewrite channel list in our preferred order + if (merge_group_mask != 0) + { + // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels(). + const int LEADING_DRAW_CHANNELS = 2; + g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized + ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; + ImBitArray remaining_mask; // We need 132-bit of storage + remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count); + remaining_mask.ClearBit(table->Bg2DrawChannelUnfrozen); + IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN); + int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); + //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; + ImRect host_rect = table->HostClipRect; + for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) + { + if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount) + { + MergeGroup* merge_group = &merge_groups[merge_group_n]; + ImRect merge_clip_rect = merge_group->ClipRect; + + // Extend outer-most clip limits to match those of host, so draw calls can be merged even if + // outer-most columns have some outer padding offsetting them from their parent ClipRect. + // The principal cases this is dealing with are: + // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge + // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge + // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit + // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect. + if ((merge_group_n & 1) == 0 || !has_freeze_h) + merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x); + if ((merge_group_n & 2) == 0 || !has_freeze_v) + merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y); + if ((merge_group_n & 1) != 0) + merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x); + if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0) + merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y); +#if 0 + GetOverlayDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); + GetOverlayDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); + GetOverlayDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); +#endif + remaining_count -= merge_group->ChannelsCount; + for (int n = 0; n < IM_ARRAYSIZE(remaining_mask.Storage); n++) + remaining_mask.Storage[n] &= ~merge_group->ChannelsMask.Storage[n]; + for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++) + { + // Copy + overwrite new clip rect + if (!merge_group->ChannelsMask.TestBit(n)) + continue; + merge_group->ChannelsMask.ClearBit(n); + merge_channels_count--; + + ImDrawChannel* channel = &splitter->_Channels[n]; + IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect))); + channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4(); + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + } + } + + // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1) + if (merge_group_n == 1 && has_freeze_v) + memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel)); + } + + // Append unmergeable channels that we didn't reorder at the end of the list + for (int n = 0; n < splitter->_Count && remaining_count != 0; n++) + { + if (!remaining_mask.TestBit(n)) + continue; + ImDrawChannel* channel = &splitter->_Channels[n]; + memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); + remaining_count--; + } + IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size); + memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel)); + } +} + +// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow) +void ImGui::TableDrawBorders(ImGuiTable* table) +{ + ImGuiWindow* inner_window = table->InnerWindow; + if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect)) + return; + + ImDrawList* inner_drawlist = inner_window->DrawList; + table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); + inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); + + // Draw inner border and resizing feedback + const float border_size = TABLE_BORDER_SIZE; + const float draw_y1 = table->InnerRect.Min.y; + const float draw_y2_body = table->InnerRect.Max.y; + const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight) : draw_y1; + if (table->Flags & ImGuiTableFlags_BordersInnerV) + { + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) + continue; + + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (column->MaxX > table->InnerClipRect.Max.x && !is_resized) + continue; + + // Decide whether right-most column is visible + if (column->NextEnabledColumn == -1 && !is_resizable) + if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX)) + continue; + if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size.. + continue; + + // Draw in outer window so right-most column won't be clipped + // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. + ImU32 col; + float draw_y2; + if (is_hovered || is_resized || is_frozen_separator) + { + draw_y2 = draw_y2_body; + col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : table->BorderColorStrong; + } + else + { + draw_y2 = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? draw_y2_head : draw_y2_body; + col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? table->BorderColorStrong : table->BorderColorLight; + } + + if (draw_y2 > draw_y1) + inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, border_size); + } + } + + // Draw outer border + // FIXME: could use AddRect or explicit VLine/HLine helper? + if (table->Flags & ImGuiTableFlags_BordersOuter) + { + // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call + // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their + // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part + // of it in inner window, and the part that's over scrollbars in the outer window..) + // Either solution currently won't allow us to use a larger border size: the border would clipped. + const ImRect outer_border = table->OuterRect; + const ImU32 outer_col = table->BorderColorStrong; + if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) + { + inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterV) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size); + } + else if (table->Flags & ImGuiTableFlags_BordersOuterH) + { + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size); + } + } + if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y) + { + // Draw bottom-most row border + const float border_y = table->RowPosY2; + if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y) + inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size); + } + + inner_drawlist->PopClipRect(); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Sorting +//------------------------------------------------------------------------- +// - TableGetSortSpecs() +// - TableFixColumnSortDirection() [Internal] +// - TableGetColumnNextSortDirection() [Internal] +// - TableSetColumnSortDirection() [Internal] +// - TableSortSpecsSanitize() [Internal] +// - TableSortSpecsBuild() [Internal] +//------------------------------------------------------------------------- + +// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set) +// You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since +// last call, or the first time. +// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! +ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + + if (!(table->Flags & ImGuiTableFlags_Sortable)) + return NULL; + + // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths. + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + TableSortSpecsBuild(table); + + return &table->SortSpecs; +} + +static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n) +{ + IM_ASSERT(n < column->SortDirectionsAvailCount); + return (column->SortDirectionsAvailList >> (n << 1)) & 0x03; +} + +// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending) +void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column) +{ + if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0) + return; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + table->IsSortSpecsDirty = true; +} + +// Calculate next sort direction that would be set after clicking the column +// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click. +// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op. +IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2); +ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column) +{ + IM_ASSERT(column->SortDirectionsAvailCount > 0); + if (column->SortOrder == -1) + return TableGetColumnAvailSortDirection(column, 0); + for (int n = 0; n < 3; n++) + if (column->SortDirection == TableGetColumnAvailSortDirection(column, n)) + return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount); + IM_ASSERT(0); + return ImGuiSortDirection_None; +} + +// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert +// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. +void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + + if (!(table->Flags & ImGuiTableFlags_SortMulti)) + append_to_sort_specs = false; + if (!(table->Flags & ImGuiTableFlags_SortTristate)) + IM_ASSERT(sort_direction != ImGuiSortDirection_None); + + ImGuiTableColumnIdx sort_order_max = 0; + if (append_to_sort_specs) + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder); + + ImGuiTableColumn* column = &table->Columns[column_n]; + column->SortDirection = (ImU8)sort_direction; + if (column->SortDirection == ImGuiSortDirection_None) + column->SortOrder = -1; + else if (column->SortOrder == -1 || !append_to_sort_specs) + column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0; + + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column != column && !append_to_sort_specs) + other_column->SortOrder = -1; + TableFixColumnSortDirection(table, other_column); + } + table->IsSettingsDirty = true; + table->IsSortSpecsDirty = true; +} + +void ImGui::TableSortSpecsSanitize(ImGuiTable* table) +{ + IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable); + + // Clear SortOrder from hidden column and verify that there's no gap or duplicate. + int sort_order_count = 0; + ImU64 sort_order_mask = 0x00; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder != -1 && !column->IsEnabled) + column->SortOrder = -1; + if (column->SortOrder == -1) + continue; + sort_order_count++; + sort_order_mask |= ((ImU64)1 << column->SortOrder); + IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); + } + + const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); + const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti); + if (need_fix_linearize || need_fix_single_sort_order) + { + ImU64 fixed_mask = 0x00; + for (int sort_n = 0; sort_n < sort_order_count; sort_n++) + { + // Fix: Rewrite sort order fields if needed so they have no gap or duplicate. + // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1) + int column_with_smallest_sort_order = -1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) + if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) + column_with_smallest_sort_order = column_n; + IM_ASSERT(column_with_smallest_sort_order != -1); + fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); + table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n; + + // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set. + if (need_fix_single_sort_order) + { + sort_order_count = 1; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (column_n != column_with_smallest_sort_order) + table->Columns[column_n].SortOrder = -1; + break; + } + } + } + + // Fallback default sort order (if no column had the ImGuiTableColumnFlags_DefaultSort flag) + if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + sort_order_count = 1; + column->SortOrder = 0; + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + break; + } + } + + table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count; +} + +void ImGui::TableSortSpecsBuild(ImGuiTable* table) +{ + bool dirty = table->IsSortSpecsDirty; + if (dirty) + { + TableSortSpecsSanitize(table); + table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); + table->SortSpecs.SpecsDirty = true; // Mark as dirty for user + table->IsSortSpecsDirty = false; // Mark as not dirty for us + } + + // Write output + ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; + if (dirty && sort_specs != NULL) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder == -1) + continue; + IM_ASSERT(column->SortOrder < table->SortSpecsCount); + ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder]; + sort_spec->ColumnUserID = column->UserID; + sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; + sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; + sort_spec->SortDirection = column->SortDirection; + } + + table->SortSpecs.Specs = sort_specs; + table->SortSpecs.SpecsCount = table->SortSpecsCount; +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Headers +//------------------------------------------------------------------------- +// - TableGetHeaderRowHeight() [Internal] +// - TableHeadersRow() +// - TableHeader() +//------------------------------------------------------------------------- + +float ImGui::TableGetHeaderRowHeight() +{ + // Caring for a minor edge case: + // Calculate row height, for the unlikely case that some labels may be taller than others. + // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height. + // In your custom header row you may omit this all together and just call TableNextRow() without a height... + float row_height = GetTextLineHeight(); + int columns_count = TableGetColumnCount(); + for (int column_n = 0; column_n < columns_count; column_n++) + { + ImGuiTableColumnFlags flags = TableGetColumnFlags(column_n); + if ((flags & ImGuiTableColumnFlags_IsEnabled) && !(flags & ImGuiTableColumnFlags_NoHeaderLabel)) + row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y); + } + row_height += GetStyle().CellPadding.y * 2.0f; + return row_height; +} + +// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). +// The intent is that advanced users willing to create customized headers would not need to use this helper +// and can create their own! For example: TableHeader() may be preceeded by Checkbox() or other custom widgets. +// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. +// This code is constructed to not make much use of internal functions, as it is intended to be a template to copy. +// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. +void ImGui::TableHeadersRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!"); + + // Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate stepping in debugger as it is frequent to step in TableUpdateLayout) + if (!table->IsLayoutLocked) + TableUpdateLayout(table); + + // Open row + const float row_y1 = GetCursorScreenPos().y; + const float row_height = TableGetHeaderRowHeight(); + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. + return; + + const int columns_count = TableGetColumnCount(); + for (int column_n = 0; column_n < columns_count; column_n++) + { + if (!TableSetColumnIndex(column_n)) + continue; + + // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them) + // - in your own code you may omit the PushID/PopID all-together, provided you know they won't collide + // - table->InstanceCurrent is only >0 when we use multiple BeginTable/EndTable calls with same identifier. + const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); + PushID(table->InstanceCurrent * table->ColumnsCount + column_n); + TableHeader(name); + PopID(); + } + + // Allow opening popup from the right-most section after the last column. + ImVec2 mouse_pos = ImGui::GetMousePos(); + if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) + if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height) + TableOpenContextMenu(-1); // Will open a non-column-specific popup. +} + +// Emit a column header (text + optional sort order) +// We cpu-clip text here so that all columns headers can be merged into a same draw call. +// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader() +void ImGui::TableHeader(const char* label) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!"); + IM_ASSERT(table->CurrentColumn != -1); + const int column_n = table->CurrentColumn; + ImGuiTableColumn* column = &table->Columns[column_n]; + + // Label + if (label == NULL) + label = ""; + const char* label_end = FindRenderedTextEnd(label); + ImVec2 label_size = CalcTextSize(label, label_end, true); + ImVec2 label_pos = window->DC.CursorPos; + + // If we already got a row height, there's use that. + // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect? + ImRect cell_r = TableGetCellBgRect(table, column_n); + float label_height = ImMax(label_size.y, table->RowMinHeight - table->CellPaddingY * 2.0f); + + // Calculate ideal size for sort order arrow + float w_arrow = 0.0f; + float w_sort_text = 0.0f; + char sort_order_suf[4] = ""; + const float ARROW_SCALE = 0.65f; + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); + if (column->SortOrder > 0) + { + ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1); + w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x; + } + } + + // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging. + float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; + column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, column->WorkMaxX); + column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x); + + // Keep header highlighted when context menu is open. + const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent); + ImGuiID id = window->GetID(label); + ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); + ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal + if (!ItemAdd(bb, id)) + return; + + //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + + // Using AllowItemOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowItemOverlap); + if (g.ActiveId != id) + SetItemAllowOverlap(); + if (held || hovered || selected) + { + const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn); + } + else + { + // Submit single cell bg color in the case we didn't submit a full header row + if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); + } + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + if (held) + table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; + window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; + + // Drag and drop to re-order columns. + // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone. + if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive) + { + // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x + table->ReorderColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + + // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder. + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x) + if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL) + if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = -1; + if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x) + if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL) + if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + table->ReorderColumnDir = +1; + } + + // Sort order arrow + const float ellipsis_max = cell_r.Max.x - w_arrow - w_sort_text; + if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) + { + if (column->SortOrder != -1) + { + float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text); + float y = label_pos.y; + if (column->SortOrder > 0) + { + PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f)); + RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf); + PopStyleColor(); + x += w_sort_text; + } + RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); + } + + // Handle clicking on column header to adjust Sort Order + if (pressed && table->ReorderColumn != column_n) + { + ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column); + TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift); + } + } + + // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will + // be merged into a single draw call. + //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); + + const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); + if (text_clipped && hovered && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay) + SetTooltip("%.*s", (int)(label_end - label), label); + + // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden + if (IsMouseReleased(1) && IsItemHovered()) + TableOpenContextMenu(column_n); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Context Menu +//------------------------------------------------------------------------- +// - TableOpenContextMenu() [Internal] +// - TableDrawContextMenu() [Internal] +//------------------------------------------------------------------------- + +// Use -1 to open menu not specific to a given column. +void ImGui::TableOpenContextMenu(int column_n) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency) + column_n = table->CurrentColumn; + if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn() + column_n = -1; + IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount); + if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + { + table->IsContextPopupOpen = true; + table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + OpenPopupEx(context_menu_id, ImGuiPopupFlags_None); + } +} + +// Output context menu into current window (generally a popup) +// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? +void ImGui::TableDrawContextMenu(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + bool want_separator = false; + const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; + ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL; + + // Sizing + if (table->Flags & ImGuiTableFlags_Resizable) + { + if (column != NULL) + { + const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; + if (MenuItem("Size column to fit###SizeOne", NULL, false, can_resize)) + TableSetColumnWidthAutoSingle(table, column_n); + } + + const char* size_all_desc; + if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) + size_all_desc = "Size all columns to fit###SizeAll"; // All fixed + else + size_all_desc = "Size all columns to default###SizeAll"; // All stretch or mixed + if (MenuItem(size_all_desc, NULL)) + TableSetColumnWidthAutoAll(table); + want_separator = true; + } + + // Ordering + if (table->Flags & ImGuiTableFlags_Reorderable) + { + if (MenuItem("Reset order", NULL, false, !table->IsDefaultDisplayOrder)) + table->IsResetDisplayOrderRequest = true; + want_separator = true; + } + + // Reset all (should work but seems unnecessary/noisy to expose?) + //if (MenuItem("Reset all")) + // table->IsResetAllRequest = true; + + // Sorting + // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) +#if 0 + if ((table->Flags & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) + { + if (want_separator) + Separator(); + want_separator = true; + + bool append_to_sort_specs = g.IO.KeyShift; + if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs); + if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0)) + TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs); + } +#endif + + // Hiding / Visibility + if (table->Flags & ImGuiTableFlags_Hideable) + { + if (want_separator) + Separator(); + want_separator = true; + + PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true); + for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) + { + ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column->Flags & ImGuiTableColumnFlags_Disabled) + continue; + + const char* name = TableGetColumnName(table, other_column_n); + if (name == NULL || name[0] == 0) + name = ""; + + // Make sure we can't hide the last active column + bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; + if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1) + menu_item_active = false; + if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active)) + other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled; + } + PopItemFlag(); + } +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Settings (.ini data) +//------------------------------------------------------------------------- +// FIXME: The binding/finding/creating flow are too confusing. +//------------------------------------------------------------------------- +// - TableSettingsInit() [Internal] +// - TableSettingsCalcChunkSize() [Internal] +// - TableSettingsCreate() [Internal] +// - TableSettingsFindByID() [Internal] +// - TableGetBoundSettings() [Internal] +// - TableResetSettings() +// - TableSaveSettings() [Internal] +// - TableLoadSettings() [Internal] +// - TableSettingsHandler_ClearAll() [Internal] +// - TableSettingsHandler_ApplyAll() [Internal] +// - TableSettingsHandler_ReadOpen() [Internal] +// - TableSettingsHandler_ReadLine() [Internal] +// - TableSettingsHandler_WriteAll() [Internal] +// - TableSettingsInstallHandler() [Internal] +//------------------------------------------------------------------------- +// [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings. +// [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table. +// [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty. +// [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file. +//------------------------------------------------------------------------- + +// Clear and initialize empty settings instance +static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max) +{ + IM_PLACEMENT_NEW(settings) ImGuiTableSettings(); + ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings(); + for (int n = 0; n < columns_count_max; n++, settings_column++) + IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings(); + settings->ID = id; + settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count; + settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max; + settings->WantApply = true; +} + +static size_t TableSettingsCalcChunkSize(int columns_count) +{ + return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings); +} + +ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count) +{ + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count)); + TableSettingsInit(settings, id, columns_count, columns_count); + return settings; +} + +// Find existing settings +ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id) +{ + // FIXME-OPT: Might want to store a lookup map for this? + ImGuiContext& g = *GImGui; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID == id) + return settings; + return NULL; +} + +// Get settings for a given table, NULL if none +ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table) +{ + if (table->SettingsOffset != -1) + { + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset); + IM_ASSERT(settings->ID == table->ID); + if (settings->ColumnsCountMax >= table->ColumnsCount) + return settings; // OK + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return NULL; +} + +// Restore initial state of table (with or without saved settings) +void ImGui::TableResetSettings(ImGuiTable* table) +{ + table->IsInitializing = table->IsSettingsDirty = true; + table->IsResetAllRequest = false; + table->IsSettingsRequestLoad = false; // Don't reload from ini + table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative +} + +void ImGui::TableSaveSettings(ImGuiTable* table) +{ + table->IsSettingsDirty = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind or create settings data + ImGuiContext& g = *GImGui; + ImGuiTableSettings* settings = TableGetBoundSettings(table); + if (settings == NULL) + { + settings = TableSettingsCreate(table->ID, table->ColumnsCount); + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount; + + // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings + IM_ASSERT(settings->ID == table->ID); + IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount); + ImGuiTableColumn* column = table->Columns.Data; + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + + bool save_ref_scale = false; + settings->SaveFlags = ImGuiTableFlags_None; + for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++) + { + const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest; + column_settings->WidthOrWeight = width_or_weight; + column_settings->Index = (ImGuiTableColumnIdx)n; + column_settings->DisplayOrder = column->DisplayOrder; + column_settings->SortOrder = column->SortOrder; + column_settings->SortDirection = column->SortDirection; + column_settings->IsEnabled = column->IsUserEnabled; + column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) + save_ref_scale = true; + + // We skip saving some data in the .ini file when they are unnecessary to restore our state. + // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f. + // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present. + if (width_or_weight != column->InitStretchWeightOrWidth) + settings->SaveFlags |= ImGuiTableFlags_Resizable; + if (column->DisplayOrder != n) + settings->SaveFlags |= ImGuiTableFlags_Reorderable; + if (column->SortOrder != -1) + settings->SaveFlags |= ImGuiTableFlags_Sortable; + if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) + settings->SaveFlags |= ImGuiTableFlags_Hideable; + } + settings->SaveFlags &= table->Flags; + settings->RefScale = save_ref_scale ? table->RefScale : 0.0f; + + MarkIniSettingsDirty(); +} + +void ImGui::TableLoadSettings(ImGuiTable* table) +{ + ImGuiContext& g = *GImGui; + table->IsSettingsRequestLoad = false; + if (table->Flags & ImGuiTableFlags_NoSavedSettings) + return; + + // Bind settings + ImGuiTableSettings* settings; + if (table->SettingsOffset == -1) + { + settings = TableSettingsFindByID(table->ID); + if (settings == NULL) + return; + if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return... + table->IsSettingsDirty = true; + table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); + } + else + { + settings = TableGetBoundSettings(table); + } + + table->SettingsLoadedFlags = settings->SaveFlags; + table->RefScale = settings->RefScale; + + // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn + ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); + ImU64 display_order_mask = 0; + for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++) + { + int column_n = column_settings->Index; + if (column_n < 0 || column_n >= table->ColumnsCount) + continue; + + ImGuiTableColumn* column = &table->Columns[column_n]; + if (settings->SaveFlags & ImGuiTableFlags_Resizable) + { + if (column_settings->IsStretch) + column->StretchWeight = column_settings->WidthOrWeight; + else + column->WidthRequest = column_settings->WidthOrWeight; + column->AutoFitQueue = 0x00; + } + if (settings->SaveFlags & ImGuiTableFlags_Reorderable) + column->DisplayOrder = column_settings->DisplayOrder; + else + column->DisplayOrder = (ImGuiTableColumnIdx)column_n; + display_order_mask |= (ImU64)1 << column->DisplayOrder; + column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled; + column->SortOrder = column_settings->SortOrder; + column->SortDirection = column_settings->SortDirection; + } + + // Validate and fix invalid display order data + const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1; + if (display_order_mask != expected_display_order_mask) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n; + + // Rebuild index + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; +} + +static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + table->SettingsOffset = -1; + g.SettingsTables.clear(); +} + +// Apply to existing windows (if any) +static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) +{ + ImGuiContext& g = *ctx; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + { + table->IsSettingsRequestLoad = true; + table->SettingsOffset = -1; + } +} + +static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) +{ + ImGuiID id = 0; + int columns_count = 0; + if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2) + return NULL; + + if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id)) + { + if (settings->ColumnsCountMax >= columns_count) + { + TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle + return settings; + } + settings->ID = 0; // Invalidate storage, we won't fit because of a count change + } + return ImGui::TableSettingsCreate(id, columns_count); +} + +static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) +{ + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + ImGuiTableSettings* settings = (ImGuiTableSettings*)entry; + float f = 0.0f; + int column_n = 0, r = 0, n = 0; + + if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; } + + if (sscanf(line, "Column %d%n", &column_n, &r) == 1) + { + if (column_n < 0 || column_n >= settings->ColumnsCount) + return; + line = ImStrSkipBlank(line + r); + char c = 0; + ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n; + column->Index = (ImGuiTableColumnIdx)column_n; + if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; } + if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; } + if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; } + if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; } + } +} + +static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) +{ + ImGuiContext& g = *ctx; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + { + if (settings->ID == 0) // Skip ditched settings + continue; + + // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped + // (e.g. Order was unchanged) + const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0; + const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0; + const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0; + const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0; + if (!save_size && !save_visible && !save_order && !save_sort) + continue; + + buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve + buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); + if (settings->RefScale != 0.0f) + buf->appendf("RefScale=%g\n", settings->RefScale); + ImGuiTableColumnSettings* column = settings->GetColumnSettings(); + for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++) + { + // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" + bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1); + if (!save_column) + continue; + buf->appendf("Column %-2d", column_n); + if (column->UserID != 0) buf->appendf(" UserID=%08X", column->UserID); + if (save_size && column->IsStretch) buf->appendf(" Weight=%.4f", column->WidthOrWeight); + if (save_size && !column->IsStretch) buf->appendf(" Width=%d", (int)column->WidthOrWeight); + if (save_visible) buf->appendf(" Visible=%d", column->IsEnabled); + if (save_order) buf->appendf(" Order=%d", column->DisplayOrder); + if (save_sort && column->SortOrder != -1) buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); + buf->append("\n"); + } + buf->append("\n"); + } +} + +void ImGui::TableSettingsInstallHandler(ImGuiContext* context) +{ + ImGuiContext& g = *context; + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Table"; + ini_handler.TypeHash = ImHashStr("Table"); + ini_handler.ClearAllFn = TableSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; + g.SettingsHandlers.push_back(ini_handler); +} + +//------------------------------------------------------------------------- +// [SECTION] Tables: Garbage Collection +//------------------------------------------------------------------------- +// - TableRemove() [Internal] +// - TableGcCompactTransientBuffers() [Internal] +// - TableGcCompactSettings() [Internal] +//------------------------------------------------------------------------- + +// Remove Table (currently only used by TestEngine) +void ImGui::TableRemove(ImGuiTable* table) +{ + //IMGUI_DEBUG_LOG("TableRemove() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + int table_idx = g.Tables.GetIndex(table); + //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); + //memset(table, 0, sizeof(ImGuiTable)); + g.Tables.Remove(table->ID, table); + g.TablesLastTimeActive[table_idx] = -1.0f; +} + +// Free up/compact internal Table buffers for when it gets unused +void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) +{ + //IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); + ImGuiContext& g = *GImGui; + IM_ASSERT(table->MemoryCompacted == false); + table->SortSpecs.Specs = NULL; + table->SortSpecsMulti.clear(); + table->IsSortSpecsDirty = true; // FIXME: shouldn't have to leak into user performing a sort + table->ColumnsNames.clear(); + table->MemoryCompacted = true; + for (int n = 0; n < table->ColumnsCount; n++) + table->Columns[n].NameOffset = -1; + g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f; +} + +void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data) +{ + temp_data->DrawSplitter.ClearFreeMemory(); + temp_data->LastTimeActive = -1.0f; +} + +// Compact and remove unused settings data (currently only used by TestEngine) +void ImGui::TableGcCompactSettings() +{ + ImGuiContext& g = *GImGui; + int required_memory = 0; + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount); + if (required_memory == g.SettingsTables.Buf.Size) + return; + ImChunkStream new_chunk_stream; + new_chunk_stream.Buf.reserve(required_memory); + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) + if (settings->ID != 0) + memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount)); + g.SettingsTables.swap(new_chunk_stream); +} + + +//------------------------------------------------------------------------- +// [SECTION] Tables: Debugging +//------------------------------------------------------------------------- +// - DebugNodeTable() [Internal] +//------------------------------------------------------------------------- + +#ifndef IMGUI_DISABLE_METRICS_WINDOW + +static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy) +{ + sizing_policy &= ImGuiTableFlags_SizingMask_; + if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; } + if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; } + return "N/A"; +} + +void ImGui::DebugNodeTable(ImGuiTable* table) +{ + char buf[512]; + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + const bool is_active = (table->LastFrameActive >= ImGui::GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + ImFormatString(p, buf_end - p, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = TreeNode(table, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (IsItemHovered()) + GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); + if (IsItemVisible() && table->HoveredColumnBody != -1) + GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); + if (!open) + return; + bool clear_settings = SmallButton("Clear settings"); + BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); + BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); + BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); + BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); + BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn); + //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen); + float sum_weights = 0.0f; + for (int n = 0; n < table->ColumnsCount; n++) + if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch) + sum_weights += table->Columns[n].StretchWeight; + for (int n = 0; n < table->ColumnsCount; n++) + { + ImGuiTableColumn* column = &table->Columns[n]; + const char* name = TableGetColumnName(table, n); + ImFormatString(buf, IM_ARRAYSIZE(buf), + "Column %d order %d '%s': offset %+.2f to %+.2f%s\n" + "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n" + "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n" + "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n" + "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n" + "Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..", + n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "", + column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen, + column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f, + column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x, + column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX, + column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags, + (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", + (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "", + (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); + Bullet(); + Selectable(buf); + if (IsItemHovered()) + { + ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y); + GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255)); + } + } + if (ImGuiTableSettings* settings = TableGetBoundSettings(table)) + DebugNodeTableSettings(settings); + if (clear_settings) + table->IsResetAllRequest = true; + TreePop(); +} + +void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings) +{ + if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount)) + return; + BulletText("SaveFlags: 0x%08X", settings->SaveFlags); + BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax); + for (int n = 0; n < settings->ColumnsCount; n++) + { + ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n]; + ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None; + BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X", + n, column_settings->DisplayOrder, column_settings->SortOrder, + (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---", + column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID); + } + TreePop(); +} + +#else // #ifndef IMGUI_DISABLE_METRICS_WINDOW + +void ImGui::DebugNodeTable(ImGuiTable*) {} +void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} + +#endif + + +//------------------------------------------------------------------------- +// [SECTION] Columns, BeginColumns, EndColumns, etc. +// (This is a legacy API, prefer using BeginTable/EndTable!) +//------------------------------------------------------------------------- +// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.) +//------------------------------------------------------------------------- +// - SetWindowClipRectBeforeSetChannel() [Internal] +// - GetColumnIndex() +// - GetColumnsCount() +// - GetColumnOffset() +// - GetColumnWidth() +// - SetColumnOffset() +// - SetColumnWidth() +// - PushColumnClipRect() [Internal] +// - PushColumnsBackground() [Internal] +// - PopColumnsBackground() [Internal] +// - FindOrCreateColumns() [Internal] +// - GetColumnsID() [Internal] +// - BeginColumns() +// - NextColumn() +// - EndColumns() +// - Columns() +//------------------------------------------------------------------------- + +// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, +// they would meddle many times with the underlying ImDrawCmd. +// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let +// the subsequent single call to SetCurrentChannel() does it things once. +void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) +{ + ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); + window->ClipRect = clip_rect; + window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; + window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; +} + +int ImGui::GetColumnIndex() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0; +} + +int ImGui::GetColumnsCount() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1; +} + +float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm) +{ + return offset_norm * (columns->OffMaxX - columns->OffMinX); +} + +float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset) +{ + return offset / (columns->OffMaxX - columns->OffMinX); +} + +static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; + +static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) +{ + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); + + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); + + return x; +} + +float ImGui::GetColumnOffset(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return 0.0f; + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); + return x_offset; +} + +static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false) +{ + if (column_index < 0) + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns == NULL) + return GetContentRegionAvail().x; + + if (column_index < 0) + column_index = columns->Current; + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} + +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); + + const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; + + if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX); + + if (preserve_width) + SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); +} + +void ImGui::SetColumnWidth(int column_index, float width) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); +} + +void ImGui::PushColumnClipRect(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (column_index < 0) + column_index = columns->Current; + + ImGuiOldColumnData* column = &columns->Columns[column_index]; + PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); +} + +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) +void ImGui::PushColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid SetCurrentChannel() + PushClipRect() + columns->HostBackupClipRect = window->ClipRect; + SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, 0); +} + +void ImGui::PopColumnsBackground() +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns->Count == 1) + return; + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); +} + +ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) +{ + // We have few columns per window so for now we don't need bother much with turning this into a faster lookup. + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; + + window->ColumnsStorage.push_back(ImGuiOldColumns()); + ImGuiOldColumns* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; +} + +ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) +{ + ImGuiWindow* window = GetCurrentWindow(); + + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); + PopID(); + + return id; +} + +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + IM_ASSERT(columns_count >= 1); + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + + // Acquire storage for the columns set + ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiOldColumns* columns = FindOrCreateColumns(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.CurrentColumns = columns; + + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostInitialClipRect = window->ClipRect; + columns->HostBackupParentWorkRect = window->ParentWorkRect; + window->ParentWorkRect = window->WorkRect; + + // Set state for first column + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; + const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); + const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; + + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize default widths + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) + { + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiOldColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } + } + + for (int n = 0; n < columns_count; n++) + { + // Compute clipping rectangle + ImGuiOldColumnData* column = &columns->Columns[n]; + float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); + float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWithFull(window->ClipRect); + } + + if (columns->Count > 1) + { + columns->Splitter.Split(window->DrawList, 1 + columns->Count); + columns->Splitter.SetCurrentChannel(window->DrawList, 1); + PushColumnClipRect(0); + } + + // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::NextColumn() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems || window->DC.CurrentColumns == NULL) + return; + + ImGuiContext& g = *GImGui; + ImGuiOldColumns* columns = window->DC.CurrentColumns; + + if (columns->Count == 1) + { + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + IM_ASSERT(columns->Current == 0); + return; + } + + // Next column + if (++columns->Current == columns->Count) + columns->Current = 0; + + PopItemWidth(); + + // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect() + // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them), + ImGuiOldColumnData* column = &columns->Columns[columns->Current]; + SetWindowClipRectBeforeSetChannel(window, column->ClipRect); + columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); + + const float column_padding = g.Style.ItemSpacing.x; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (columns->Current > 0) + { + // Columns 1+ ignore IndentX (by canceling it out) + // FIXME-COLUMNS: Unnecessary, could be locked? + window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; + } + else + { + // New row/line: column 0 honor IndentX. + window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->LineMinY = columns->LineMaxY; + } + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CurrLineTextBaseOffset = 0.0f; + + // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. + float offset_0 = GetColumnOffset(columns->Current); + float offset_1 = GetColumnOffset(columns->Current + 1); + float width = offset_1 - offset_0; + PushItemWidth(width * 0.65f); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; +} + +void ImGui::EndColumns() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + ImGuiOldColumns* columns = window->DC.CurrentColumns; + IM_ASSERT(columns != NULL); + + PopItemWidth(); + if (columns->Count > 1) + { + PopClipRect(); + columns->Splitter.Merge(window->DrawList); + } + + const ImGuiOldColumnFlags flags = columns->Flags; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent + + // Draw columns borders and handle resize + // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy + bool is_being_resized = false; + if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems) + { + // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + int dragging_column = -1; + for (int n = 1; n < columns->Count; n++) + { + ImGuiOldColumnData* column = &columns->Columns[n]; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; + const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); + KeepAliveID(column_id); + if (IsClippedEx(column_hit_rect, column_id)) // FIXME: Can be removed or replaced with a lower-level test + continue; + + bool hovered = false, held = false; + if (!(flags & ImGuiOldColumnFlags_NoResize)) + { + ButtonBehavior(column_hit_rect, column_id, &hovered, &held); + if (hovered || held) + g.MouseCursor = ImGuiMouseCursor_ResizeEW; + if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) + dragging_column = n; + } + + // Draw column + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = IM_FLOOR(x); + window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); + } + + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. + if (dragging_column != -1) + { + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); + SetColumnOffset(dragging_column, x); + } + } + columns->IsBeingResized = is_being_resized; + + window->WorkRect = window->ParentWorkRect; + window->ParentWorkRect = columns->HostBackupParentWorkRect; + window->DC.CurrentColumns = NULL; + window->DC.ColumnsOffset.x = 0.0f; + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); +} + +void ImGui::Columns(int columns_count, const char* id, bool border) +{ + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(columns_count >= 1); + + ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder); + //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior + ImGuiOldColumns* columns = window->DC.CurrentColumns; + if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) + return; + + if (columns != NULL) + EndColumns(); + + if (columns_count != 1) + BeginColumns(id, columns_count, flags); +} + +//------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE + +``` + +`samples/common/libs/imgui/imgui_widgets.cpp`: + +```cpp +// dear imgui, v1.87 +// (widgets code) + +/* + +Index of this file: + +// [SECTION] Forward Declarations +// [SECTION] Widgets: Text, etc. +// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.) +// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.) +// [SECTION] Widgets: ComboBox +// [SECTION] Data Type and Data Formatting Helpers +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +// [SECTION] Widgets: InputText, InputTextMultiline +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +// [SECTION] Widgets: Selectable +// [SECTION] Widgets: ListBox +// [SECTION] Widgets: PlotLines, PlotHistogram +// [SECTION] Widgets: Value helpers +// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc. +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. + +*/ + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE + +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" + +// System includes +#include // toupper +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif + +//------------------------------------------------------------------------- +// Warnings +//------------------------------------------------------------------------- + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif + +//------------------------------------------------------------------------- +// Data +//------------------------------------------------------------------------- + +// Widgets +static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior. +static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags. + +// Those MIN/MAX values are not define because we need to point to them +static const signed char IM_S8_MIN = -128; +static const signed char IM_S8_MAX = 127; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; +static const signed short IM_S16_MIN = -32768; +static const signed short IM_S16_MAX = 32767; +static const unsigned short IM_U16_MIN = 0; +static const unsigned short IM_U16_MAX = 0xFFFF; +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +#ifdef LLONG_MIN +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +#else +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; +#endif +static const ImU64 IM_U64_MIN = 0; +#ifdef ULLONG_MAX +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +#else +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +#endif + +//------------------------------------------------------------------------- +// [SECTION] Forward Declarations +//------------------------------------------------------------------------- + +// For InputTextEx() +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source); +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); +static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Text, etc. +//------------------------------------------------------------------------- +// - TextEx() [Internal] +// - TextUnformatted() +// - Text() +// - TextV() +// - TextColored() +// - TextColoredV() +// - TextDisabled() +// - TextDisabledV() +// - TextWrapped() +// - TextWrappedV() +// - LabelText() +// - LabelTextV() +// - BulletText() +// - BulletTextV() +//------------------------------------------------------------------------- + +void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Accept null ranges + if (text == text_end) + text = text_end = ""; + + // Calculate length + const char* text_begin = text; + if (text_end == NULL) + text_end = text + strlen(text); // FIXME-OPT + + const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + const float wrap_pos_x = window->DC.TextWrapPos; + const bool wrap_enabled = (wrap_pos_x >= 0.0f); + if (text_end - text > 2000 && !wrap_enabled) + { + // Long text! + // Perform manual coarse clipping to optimize for long multi-line text + // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. + const char* line = text; + const float line_height = GetTextLineHeight(); + ImVec2 text_size(0, 0); + + // Lines to skip (can't skip when logging text) + ImVec2 pos = text_pos; + if (!g.LogEnabled) + { + int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height); + if (lines_skippable > 0) + { + int lines_skipped = 0; + while (line < text_end && lines_skipped < lines_skippable) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + } + + // Lines to render + if (line < text_end) + { + ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); + while (line < text_end) + { + if (IsClippedEx(line_rect, 0)) + break; + + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + RenderText(pos, line, line_end, false); + line = line_end + 1; + line_rect.Min.y += line_height; + line_rect.Max.y += line_height; + pos.y += line_height; + } + + // Count remaining lines + int lines_skipped = 0; + while (line < text_end) + { + const char* line_end = (const char*)memchr(line, '\n', text_end - line); + if (!line_end) + line_end = text_end; + if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0) + text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x); + line = line_end + 1; + lines_skipped++; + } + pos.y += lines_skipped * line_height; + } + text_size.y = (pos - text_pos).y; + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + ItemAdd(bb, 0); + } + else + { + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } +} + +void ImGui::TextUnformatted(const char* text, const char* text_end) +{ + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::Text(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextV(fmt, args); + va_end(args); +} + +void ImGui::TextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + // FIXME-OPT: Handle the %s shortcut? + ImGuiContext& g = *GImGui; + const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); +} + +void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextColoredV(col, fmt, args); + va_end(args); +} + +void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) +{ + PushStyleColor(ImGuiCol_Text, col); + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting + else + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextDisabled(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextDisabledV(fmt, args); + va_end(args); +} + +void ImGui::TextDisabledV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting + else + TextV(fmt, args); + PopStyleColor(); +} + +void ImGui::TextWrapped(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + TextWrappedV(fmt, args); + va_end(args); +} + +void ImGui::TextWrappedV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + if (need_backup) + PushTextWrapPos(0.0f); + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting + else + TextV(fmt, args); + if (need_backup) + PopTextWrapPos(); +} + +void ImGui::LabelText(const char* label, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LabelTextV(label, fmt, args); + va_end(args); +} + +// Add a label+text combo aligned to other label+value widgets +void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float w = CalcItemWidth(); + + const char* value_text_begin = &g.TempBuffer[0]; + const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const ImVec2 pos = window->DC.CursorPos; + const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)); + const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0)) + return; + + // Render + RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); +} + +void ImGui::BulletText(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + BulletTextV(fmt, args); + va_end(args); +} + +// Text with a little bullet aligned to the typical tree node. +void ImGui::BulletTextV(const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const char* text_begin = g.TempBuffer; + const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); + const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(total_size, 0.0f); + const ImRect bb(pos, pos + total_size); + if (!ItemAdd(bb, 0)) + return; + + // Render + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col); + RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Main +//------------------------------------------------------------------------- +// - ButtonBehavior() [Internal] +// - Button() +// - SmallButton() +// - InvisibleButton() +// - ArrowButton() +// - CloseButton() [Internal] +// - CollapseButton() [Internal] +// - GetWindowScrollbarID() [Internal] +// - GetWindowScrollbarRect() [Internal] +// - Scrollbar() [Internal] +// - ScrollbarEx() [Internal] +// - Image() +// - ImageButton() +// - Checkbox() +// - CheckboxFlagsT() [Internal] +// - CheckboxFlags() +// - RadioButton() +// - ProgressBar() +// - Bullet() +//------------------------------------------------------------------------- + +// The ButtonBehavior() function is key to many interactions and used by many/most widgets. +// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), +// this code is a little complex. +// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. +// See the series of events below and the corresponding state reported by dear imgui: +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+2 (mouse button is down) - true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+4 (mouse moves outside bb) - - true - - - +// Frame N+5 (mouse moves inside bb) - true true - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) true true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) - true - - - true +// Frame N+3 (mouse button is down) - true - - - - +// Frame N+6 (mouse button is released) true true - - - - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse button is down) - true - - - true +// Frame N+1 (mouse button is down) - true - - - - +// Frame N+2 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - +// Frame N+4 (mouse button is down) true true true true - true +// Frame N+5 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - +//------------------------------------------------------------------------------------------------------------------------------------------------ +// Note that some combinations are supported, +// - PressedOnDragDropHold can generally be associated with any flag. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. +//------------------------------------------------------------------------------------------------------------------------------------------------ +// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set: +// Repeat+ Repeat+ Repeat+ Repeat+ +// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick +//------------------------------------------------------------------------------------------------------------------------------------------------- +// Frame N+0 (mouse button is down) - true - true +// ... - - - - +// Frame N + RepeatDelay true true - true +// ... - - - - +// Frame N + RepeatDelay + RepeatRate*N true true - true +//------------------------------------------------------------------------------------------------------------------------------------------------- + +bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + // Default only reacts to left mouse button + if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) + flags |= ImGuiButtonFlags_MouseButtonDefault_; + + // Default behavior requires click + release inside bounding box + if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) + flags |= ImGuiButtonFlags_PressedOnDefault_; + + ImGuiWindow* backup_hovered_window = g.HoveredWindow; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window; + if (flatten_hovered_children) + g.HoveredWindow = window; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0 && g.LastItemData.ID != id) + IMGUI_TEST_ENGINE_ITEM_ADD(bb, id); +#endif + + bool pressed = false; + bool hovered = ItemHoverable(bb, id); + + // Drag source doesn't report as hovered + if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) + hovered = false; + + // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button + if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) + if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + { + hovered = true; + SetHoveredID(id); + if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) + { + pressed = true; + g.DragDropHoldJustPressedId = id; + FocusWindow(window); + } + } + + if (flatten_hovered_children) + g.HoveredWindow = backup_hovered_window; + + // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one. + if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) + hovered = false; + + // Mouse handling + if (hovered) + { + if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) + { + // Poll buttons + int mouse_button_clicked = -1; + int mouse_button_released = -1; + if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; } + else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; } + else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; } + if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; } + else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; } + else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; } + + if (mouse_button_clicked != -1 && g.ActiveId != id) + { + if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) + { + SetActiveID(id, window); + g.ActiveIdMouseButton = mouse_button_clicked; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + FocusWindow(window); + } + if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2)) + { + pressed = true; + if (flags & ImGuiButtonFlags_NoHoldingActiveId) + ClearActiveID(); + else + SetActiveID(id, window); // Hold on ID + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + g.ActiveIdMouseButton = mouse_button_clicked; + FocusWindow(window); + } + } + if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1) + { + // Repeat mode trumps on release behavior + const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; + if (!has_repeated_at_least_once) + pressed = true; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + ClearActiveID(); + } + + // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). + // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. + if (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat)) + if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, true)) + pressed = true; + } + + if (pressed) + g.NavDisableHighlight = true; + } + + // Gamepad/Keyboard navigation + // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. + if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) + if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) + hovered = true; + if (g.NavActivateDownId == id) + { + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed); + if (nav_activated_by_code || nav_activated_by_inputs) + { + // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + pressed = true; + SetActiveID(id, window); + g.ActiveIdSource = ImGuiInputSource_Nav; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + } + } + + // Process while held + bool held = false; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (g.ActiveIdIsJustActivated) + g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; + + const int mouse_button = g.ActiveIdMouseButton; + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + if (g.IO.MouseDown[mouse_button]) + { + held = true; + } + else + { + bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; + bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; + if ((release_in || release_anywhere) && !g.DragDropActive) + { + // Report as pressed when releasing the mouse (this is the most common path) + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2; + bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + if (!is_double_click_release && !is_repeating_already) + pressed = true; + } + ClearActiveID(); + } + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + g.NavDisableHighlight = true; + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + // When activated using Nav, we hold on the ActiveID until activation button is released + if (g.NavActivateDownId != id) + ClearActiveID(); + } + if (pressed) + g.ActiveIdHasBeenPressedBefore = true; + } + + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; + + return pressed; +} + +bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + ImVec2 pos = window->DC.CursorPos; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) + pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; + ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + + const ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, id)) + return false; + + if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat) + flags |= ImGuiButtonFlags_Repeat; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + + if (g.LogEnabled) + LogSetNextTextDecoration("[", "]"); + RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); + + // Automatically close popups + //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) + // CloseCurrentPopup(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::Button(const char* label, const ImVec2& size_arg) +{ + return ButtonEx(label, size_arg, ImGuiButtonFlags_None); +} + +// Small buttons fits within text without additional vertical spacing. +bool ImGui::SmallButton(const char* label) +{ + ImGuiContext& g = *GImGui; + float backup_padding_y = g.Style.FramePadding.y; + g.Style.FramePadding.y = 0.0f; + bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); + g.Style.FramePadding.y = backup_padding_y; + return pressed; +} + +// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. +// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size. + IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); + + const ImGuiID id = window->GetID(str_id); + ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiID id = window->GetID(str_id); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + const float default_size = GetFrameHeight(); + ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f); + if (!ItemAdd(bb, id)) + return false; + + if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat) + flags |= ImGuiButtonFlags_Repeat; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + + // Render + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); + RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); + return pressed; +} + +bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) +{ + float sz = GetFrameHeight(); + return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None); +} + +// Button to close a window +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) + // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); + ImRect bb_interact = bb; + const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); + if (area_to_visible_ratio < 1.5f) + bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f)); + + // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. + // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). + bool is_clipped = !ItemAdd(bb_interact, id); + + bool hovered, held; + bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held); + if (is_clipped) + return pressed; + + // Render + // FIXME: Clarify this mess + ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); + ImVec2 center = bb.GetCenter(); + if (hovered) + window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12); + + float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; + ImU32 cross_col = GetColorU32(ImGuiCol_Text); + center -= ImVec2(0.5f, 0.5f); + window->DrawList->AddLine(center + ImVec2(+cross_extent, +cross_extent), center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(center + ImVec2(+cross_extent, -cross_extent), center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f); + + return pressed; +} + +bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); + ItemAdd(bb, id); + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + + // Render + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImVec2 center = bb.GetCenter(); + if (hovered || held) + window->DrawList->AddCircleFilled(center/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12); + RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + + // Switch to moving the window after mouse is moved beyond the initial drag threshold + if (IsItemActive() && IsMouseDragging(0)) + StartMouseMovingWindow(window); + + return pressed; +} + +ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) +{ + return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); +} + +// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. +ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis) +{ + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float border_size = window->WindowBorderSize; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) + IM_ASSERT(scrollbar_size > 0.0f); + if (axis == ImGuiAxis_X) + return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x, outer_rect.Max.y); + else + return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x, inner_rect.Max.y); +} + +void ImGui::Scrollbar(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImGuiID id = GetWindowScrollbarID(window, axis); + KeepAliveID(id); + + // Calculate scrollbar bounding box + ImRect bb = GetWindowScrollbarRect(window, axis); + ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone; + if (axis == ImGuiAxis_X) + { + rounding_corners |= ImDrawFlags_RoundCornersBottomLeft; + if (!window->ScrollbarY) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + else + { + if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) + rounding_corners |= ImDrawFlags_RoundCornersTopRight; + if (!window->ScrollbarX) + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; + } + float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; + float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; + ImS64 scroll = (ImS64)window->Scroll[axis]; + ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_avail, (ImS64)size_contents, rounding_corners); + window->Scroll[axis] = (float)scroll; +} + +// Vertical/Horizontal scrollbar +// The entire piece of code below is rather confusing because: +// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) +// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar +// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. +// Still, the code should probably be made simpler.. +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_avail_v, ImS64 size_contents_v, ImDrawFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_height = bb_frame.GetHeight(); + if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) + return false; + + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) + float alpha = 1.0f; + if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) + alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); + if (alpha <= 0.0f) + return false; + + const ImGuiStyle& style = g.Style; + const bool allow_interaction = (alpha >= 1.0f); + + ImRect bb = bb_frame; + bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); + + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), (ImS64)1); + const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_avail_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v); + const float grab_h_norm = grab_h_pixels / scrollbar_size_v; + + // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). + bool held = false; + bool hovered = false; + ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); + + const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_avail_v); + float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space + if (held && allow_interaction && grab_h_norm < 1.0f) + { + const float scrollbar_pos_v = bb.Min[axis]; + const float mouse_pos_v = g.IO.MousePos[axis]; + + // Click position in scrollbar normalized space (0.0f->1.0f) + const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); + SetHoveredID(id); + + bool seek_absolute = false; + if (g.ActiveIdIsJustActivated) + { + // On initial click calculate the distance between mouse and the center of the grab + seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm); + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = 0.0f; + else + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); + + // Update values for rendering + scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + + // Update distance to grab now that we have seeked and saturated + if (seek_absolute) + g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f; + } + + // Render + const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); + window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags); + ImRect grab_rect; + if (axis == ImGuiAxis_X) + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); + else + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); + window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); + + return held; +} + +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + if (border_col.w > 0.0f) + bb.Max += ImVec2(2, 2); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + return; + + if (border_col.w > 0.0f) + { + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f); + window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col)); + } + else + { + window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col)); + } +} + +// ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390) +// We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API. +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + // Render + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding)); + if (bg_col.w > 0.0f) + window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); + window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + + return pressed; +} + +// frame_padding < 0: uses FramePadding from style (default) +// frame_padding = 0: no framing +// frame_padding > 0: set framing size +bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + // Default to using texture ID as ID. User can still push string/integer prefixes. + PushID((void*)(intptr_t)user_texture_id); + const ImGuiID id = window->GetID("#image"); + PopID(); + + const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : g.Style.FramePadding; + return ImageButtonEx(id, user_texture_id, size, uv0, uv1, padding, bg_col, tint_col); +} + +bool ImGui::Checkbox(const char* label, bool* v) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + { + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return false; + } + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + { + *v = !(*v); + MarkItemEdited(id); + } + + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + RenderNavHighlight(total_bb, id); + RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); + ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + bool mixed_value = (g.LastItemData.InFlags & ImGuiItemFlags_MixedValue) != 0; + if (mixed_value) + { + // Undocumented tristate/mixed/indeterminate checkbox (#2644) + // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox) + ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f))); + window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); + } + else if (*v) + { + const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); + RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); + } + + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); + if (label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + return pressed; +} + +template +bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value) +{ + bool all_on = (*flags & flags_value) == flags_value; + bool any_on = (*flags & flags_value) != 0; + bool pressed; + if (!all_on && any_on) + { + ImGuiContext& g = *GImGui; + ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_MixedValue; + pressed = Checkbox(label, &all_on); + g.CurrentItemFlags = backup_item_flags; + } + else + { + pressed = Checkbox(label, &all_on); + + } + if (pressed) + { + if (all_on) + *flags |= flags_value; + else + *flags &= ~flags_value; + } + return pressed; +} + +bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value) +{ + return CheckboxFlagsT(label, flags, flags_value); +} + +bool ImGui::RadioButton(const char* label, bool active) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + const float square_sz = GetFrameHeight(); + const ImVec2 pos = window->DC.CursorPos; + const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id)) + return false; + + ImVec2 center = check_bb.GetCenter(); + center.x = IM_ROUND(center.x); + center.y = IM_ROUND(center.y); + const float radius = (square_sz - 1.0f) * 0.5f; + + bool hovered, held; + bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + if (pressed) + MarkItemEdited(id); + + RenderNavHighlight(total_bb, id); + window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); + if (active) + { + const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16); + } + + if (style.FrameBorderSize > 0.0f) + { + window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); + window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize); + } + + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); + if (g.LogEnabled) + LogRenderedText(&label_pos, active ? "(x)" : "( )"); + if (label_size.x > 0.0f) + RenderText(label_pos, label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; +} + +// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. +bool ImGui::RadioButton(const char* label, int* v, int v_button) +{ + const bool pressed = RadioButton(label, *v == v_button); + if (pressed) + *v = v_button; + return pressed; +} + +// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size +void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + ImVec2 pos = window->DC.CursorPos; + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f); + ImRect bb(pos, pos + size); + ItemSize(size, style.FramePadding.y); + if (!ItemAdd(bb, 0)) + return; + + // Render + fraction = ImSaturate(fraction); + RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); + const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y); + RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding); + + // Default displaying the fraction as percentage string, but user can override it + char overlay_buf[32]; + if (!overlay) + { + ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); + overlay = overlay_buf; + } + + ImVec2 overlay_size = CalcTextSize(overlay, NULL); + if (overlay_size.x > 0.0f) + RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); +} + +void ImGui::Bullet() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2), g.FontSize); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); + ItemSize(bb); + if (!ItemAdd(bb, 0)) + { + SameLine(0, style.FramePadding.x * 2); + return; + } + + // Render and stay on same line + ImU32 text_col = GetColorU32(ImGuiCol_Text); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col); + SameLine(0, style.FramePadding.x * 2.0f); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Low-level Layout helpers +//------------------------------------------------------------------------- +// - Spacing() +// - Dummy() +// - NewLine() +// - AlignTextToFramePadding() +// - SeparatorEx() [Internal] +// - Separator() +// - SplitterBehavior() [Internal] +// - ShrinkWidths() [Internal] +//------------------------------------------------------------------------- + +void ImGui::Spacing() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ItemSize(ImVec2(0, 0)); +} + +void ImGui::Dummy(const ImVec2& size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(size); + ItemAdd(bb, 0); +} + +void ImGui::NewLine() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. + ItemSize(ImVec2(0, 0)); + else + ItemSize(ImVec2(0.0f, g.FontSize)); + window->DC.LayoutType = backup_layout_type; +} + +void ImGui::AlignTextToFramePadding() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); +} + +// Horizontal/vertical separating line +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + ImGuiContext& g = *GImGui; + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + + float thickness_draw = 1.0f; + float thickness_layout = 0.0f; + if (flags & ImGuiSeparatorFlags_Vertical) + { + // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. + float y1 = window->DC.CursorPos.y; + float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness_draw, y2)); + ItemSize(ImVec2(thickness_layout, 0.0f)); + if (!ItemAdd(bb, 0)) + return; + + // Draw + window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogText(" |"); + } + else if (flags & ImGuiSeparatorFlags_Horizontal) + { + // Horizontal Separator + float x1 = window->Pos.x; + float x2 = window->Pos.x + window->Size.x; + + // FIXME-WORKRECT: old hack (#205) until we decide of consistent behavior with WorkRect/Indent and Separator + if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID) + x1 += window->DC.Indent.x; + + // FIXME-WORKRECT: In theory we should simply be using WorkRect.Min.x/Max.x everywhere but it isn't aesthetically what we want, + // need to introduce a variant of WorkRect for that purpose. (#4787) + if (ImGuiTable* table = g.CurrentTable) + { + x1 = table->Columns[table->CurrentColumn].MinX; + x2 = table->Columns[table->CurrentColumn].MaxX; + } + + ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; + if (columns) + PushColumnsBackground(); + + // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell) + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw)); + ItemSize(ImVec2(0.0f, thickness_layout)); + const bool item_visible = ItemAdd(bb, 0); + if (item_visible) + { + // Draw + window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); + if (g.LogEnabled) + LogRenderedText(&bb.Min, "--------------------------------\n"); + + } + if (columns) + { + PopColumnsBackground(); + columns->LineMinY = window->DC.CursorPos.y; + } + } +} + +void ImGui::Separator() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + // Those flags should eventually be overridable by the user + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + flags |= ImGuiSeparatorFlags_SpanAllColumns; // NB: this only applies to legacy Columns() api as they relied on Separator() a lot. + SeparatorEx(flags); +} + +// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; + bool item_add = ItemAdd(bb, id); + g.CurrentItemFlags = item_flags_backup; + if (!item_add) + return false; + + bool hovered, held; + ImRect bb_interact = bb; + bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); + ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap); + if (hovered) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb + if (g.ActiveId != id) + SetItemAllowOverlap(); + + if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); + + ImRect bb_render = bb; + if (held) + { + ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min; + float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x; + + // Minimum pane size + float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); + float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2); + if (mouse_delta < -size_1_maximum_delta) + mouse_delta = -size_1_maximum_delta; + if (mouse_delta > size_2_maximum_delta) + mouse_delta = size_2_maximum_delta; + + // Apply resize + if (mouse_delta != 0.0f) + { + if (mouse_delta < 0.0f) + IM_ASSERT(*size1 + mouse_delta >= min_size1); + if (mouse_delta > 0.0f) + IM_ASSERT(*size2 - mouse_delta >= min_size2); + *size1 += mouse_delta; + *size2 -= mouse_delta; + bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); + MarkItemEdited(id); + } + } + + // Render + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); + + return held; +} + +static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) +{ + const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs; + const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs; + if (int d = (int)(b->Width - a->Width)) + return d; + return (b->Index - a->Index); +} + +// Shrink excess width from a set of item, by removing width from the larger items first. +// Set items Width to -1.0f to disable shrinking this item. +void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) +{ + if (count == 1) + { + if (items[0].Width >= 0.0f) + items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); + return; + } + ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); + int count_same_width = 1; + while (width_excess > 0.0f && count_same_width < count) + { + while (count_same_width < count && items[0].Width <= items[count_same_width].Width) + count_same_width++; + float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + if (max_width_to_remove_per_item <= 0.0f) + break; + float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); + for (int item_n = 0; item_n < count_same_width; item_n++) + items[item_n].Width -= width_to_remove_per_item; + width_excess -= width_to_remove_per_item * count_same_width; + } + + // Round width and redistribute remainder left-to-right (could make it an option of the function?) + // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. + width_excess = 0.0f; + for (int n = 0; n < count; n++) + { + float width_rounded = ImFloor(items[n].Width); + width_excess += items[n].Width - width_rounded; + items[n].Width = width_rounded; + } + if (width_excess > 0.0f) + for (int n = 0; n < count; n++) + if (items[n].Index < (int)(width_excess + 0.01f)) + items[n].Width += 1.0f; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ComboBox +//------------------------------------------------------------------------- +// - CalcMaxPopupHeightFromItemCount() [Internal] +// - BeginCombo() +// - BeginComboPopup() [Internal] +// - EndCombo() +// - BeginComboPreview() [Internal] +// - EndComboPreview() [Internal] +// - Combo() +//------------------------------------------------------------------------- + +static float CalcMaxPopupHeightFromItemCount(int items_count) +{ + ImGuiContext& g = *GImGui; + if (items_count <= 0) + return FLT_MAX; + return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2); +} + +bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + + ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags; + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + + const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth(); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &bb)) + return false; + + // Open on click + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); + bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); + if (pressed && !popup_open) + { + OpenPopupEx(popup_id, ImGuiPopupFlags_None); + popup_open = true; + } + + // Render shape + const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); + RenderNavHighlight(bb, id); + if (!(flags & ImGuiComboFlags_NoPreview)) + window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); + if (!(flags & ImGuiComboFlags_NoArrowButton)) + { + ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 text_col = GetColorU32(ImGuiCol_Text); + window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); + if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x) + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); + } + RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding); + + // Custom preview + if (flags & ImGuiComboFlags_CustomPreview) + { + g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y); + IM_ASSERT(preview_value == NULL || preview_value[0] == 0); + preview_value = NULL; + } + + // Render preview and label + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) + { + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL); + } + if (label_size.x > 0) + RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label); + + if (!popup_open) + return false; + + g.NextWindowData.Flags = backup_next_window_data_flags; + return BeginComboPopup(popup_id, bb, flags); +} + +bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); + return false; + } + + // Set popup size + float w = bb.GetWidth(); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) + { + g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); + } + else + { + if ((flags & ImGuiComboFlags_HeightMask_) == 0) + flags |= ImGuiComboFlags_HeightRegular; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + int popup_max_height_in_items = -1; + if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; + else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; + else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; + SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + } + + // This is essentially a specialized version of BeginPopupEx() + char name[16]; + ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth + + // Set position given a custom constraint (peak into expected window size so we can position it) + // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? + // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()? + if (ImGuiWindow* popup_window = FindWindowByName(name)) + if (popup_window->WasActive) + { + // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. + ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window); + popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)" + ImRect r_outer = GetPopupAllowedExtentRect(popup_window); + ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox); + SetNextWindowPos(pos); + } + + // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text + bool ret = Begin(name, NULL, window_flags); + PopStyleVar(); + if (!ret) + { + EndPopup(); + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + return false; + } + return true; +} + +void ImGui::EndCombo() +{ + EndPopup(); +} + +// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements +// (Experimental, see GitHub issues: #1658, #4168) +bool ImGui::BeginComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + if (window->SkipItems || !window->ClipRect.Overlaps(g.LastItemData.Rect)) // FIXME: Because we don't have a ImGuiItemStatusFlags_Visible flag to test last ItemAdd() result + return false; + IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag? + if (!window->ClipRect.Contains(preview_data->PreviewRect)) // Narrower test (optional) + return false; + + // FIXME: This could be contained in a PushWorkRect() api + preview_data->BackupCursorPos = window->DC.CursorPos; + preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos; + preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + preview_data->BackupLayout = window->DC.LayoutType; + window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); + + return true; +} + +void ImGui::EndComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future + ImDrawList* draw_list = window->DrawList; + if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y) + if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command + { + draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect; + draw_list->_TryMergeDrawCmds(); + } + PopClipRect(); + window->DC.CursorPos = preview_data->BackupCursorPos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos); + window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine; + window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset; + window->DC.LayoutType = preview_data->BackupLayout; + preview_data->PreviewRect = ImRect(); +} + +// Getter for the old Combo() API: const char*[] +static bool Items_ArrayGetter(void* data, int idx, const char** out_text) +{ + const char* const* items = (const char* const*)data; + if (out_text) + *out_text = items[idx]; + return true; +} + +// Getter for the old Combo() API: "item1\0item2\0item3\0" +static bool Items_SingleStringGetter(void* data, int idx, const char** out_text) +{ + // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited. + const char* items_separated_by_zeros = (const char*)data; + int items_count = 0; + const char* p = items_separated_by_zeros; + while (*p) + { + if (idx == items_count) + break; + p += strlen(p) + 1; + items_count++; + } + if (!*p) + return false; + if (out_text) + *out_text = p; + return true; +} + +// Old API, prefer using BeginCombo() nowadays if you can. +bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Call the getter to obtain the preview string which is a parameter to BeginCombo() + const char* preview_value = NULL; + if (*current_item >= 0 && *current_item < items_count) + items_getter(data, *current_item, &preview_value); + + // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. + if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) + SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + + if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) + return false; + + // Display items + // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed) + bool value_changed = false; + for (int i = 0; i < items_count; i++) + { + PushID(i); + const bool item_selected = (i == *current_item); + const char* item_text; + if (!items_getter(data, i, &item_text)) + item_text = "*Unknown item*"; + if (Selectable(item_text, item_selected)) + { + value_changed = true; + *current_item = i; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + + EndCombo(); + + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +// Combo box helper allowing to pass an array of strings. +bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) +{ + const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); + return value_changed; +} + +// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" +bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) +{ + int items_count = 0; + const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open + while (*p) + { + p += strlen(p) + 1; + items_count++; + } + bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Data Type and Data Formatting Helpers [Internal] +//------------------------------------------------------------------------- +// - PatchFormatStringFloatToInt() +// - DataTypeGetInfo() +// - DataTypeFormatString() +// - DataTypeApplyOp() +// - DataTypeApplyOpFromText() +// - DataTypeClamp() +// - GetMinimumStepAtDecimalPrecision +// - RoundScalarWithFormat<>() +//------------------------------------------------------------------------- + +static const ImGuiDataTypeInfo GDataTypeInfo[] = +{ + { sizeof(char), "S8", "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "U8", "%u", "%u" }, + { sizeof(short), "S16", "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "U16", "%u", "%u" }, + { sizeof(int), "S32", "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "U32", "%u", "%u" }, +#ifdef _MSC_VER + { sizeof(ImS64), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%I64u","%I64u" }, +#else + { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%llu", "%llu" }, +#endif + { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double +}; +IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); + +// FIXME-LEGACY: Prior to 1.61 our DragInt() function internally used floats and because of this the compile-time default value for format was "%.0f". +// Even though we changed the compile-time default, we expect users to have carried %f around, which would break the display of DragInt() calls. +// To honor backward compatibility we are rewriting the format string, unless IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. What could possibly go wrong?! +static const char* PatchFormatStringFloatToInt(const char* fmt) +{ + if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && fmt[4] == 0) // Fast legacy path for "%.0f" which is expected to be the most common case. + return "%d"; + const char* fmt_start = ImParseFormatFindStart(fmt); // Find % (if any, and ignore %%) + const char* fmt_end = ImParseFormatFindEnd(fmt_start); // Find end of format specifier, which itself is an exercise of confidence/recklessness (because snprintf is dependent on libc or user). + if (fmt_end > fmt_start && fmt_end[-1] == 'f') + { +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (fmt_start == fmt && fmt_end[0] == 0) + return "%d"; + ImGuiContext& g = *GImGui; + ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%.*s%%d%s", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision. + return g.TempBuffer; +#else + IM_ASSERT(0 && "DragInt(): Invalid format string!"); // Old versions used a default parameter of "%.0f", please replace with e.g. "%d" +#endif + } + return fmt; +} + +const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) +{ + IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); + return &GDataTypeInfo[data_type]; +} + +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) +{ + // Signedness doesn't matter when pushing integer arguments + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) + return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data); + if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) + return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data); + if (data_type == ImGuiDataType_Float) + return ImFormatString(buf, buf_size, format, *(const float*)p_data); + if (data_type == ImGuiDataType_Double) + return ImFormatString(buf, buf_size, format, *(const double*)p_data); + if (data_type == ImGuiDataType_S8) + return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data); + if (data_type == ImGuiDataType_U8) + return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data); + if (data_type == ImGuiDataType_S16) + return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data); + if (data_type == ImGuiDataType_U16) + return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data); + IM_ASSERT(0); + return 0; +} + +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2) +{ + IM_ASSERT(op == '+' || op == '-'); + switch (data_type) + { + case ImGuiDataType_S8: + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + return; + case ImGuiDataType_U8: + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + return; + case ImGuiDataType_S16: + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + return; + case ImGuiDataType_U16: + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + return; + case ImGuiDataType_S32: + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + return; + case ImGuiDataType_U32: + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + return; + case ImGuiDataType_S64: + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + return; + case ImGuiDataType_U64: + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + return; + case ImGuiDataType_Float: + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } + return; + case ImGuiDataType_Double: + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } + return; + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); +} + +// User can input math operators (e.g. +100) to edit a numerical values. +// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. +bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format) +{ + while (ImCharIsBlankA(*buf)) + buf++; + if (!buf[0]) + return false; + + // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); + ImGuiDataTypeTempStorage data_backup; + memcpy(&data_backup, p_data, type_info->Size); + + if (format == NULL) + format = type_info->ScanFmt; + + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64 || data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + { + // For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + format = type_info->ScanFmt; + if (sscanf(buf, format, p_data) < 1) + return false; + } + else + { + // Small types need a 32-bit buffer to receive the result from scanf() + int v32; + if (sscanf(buf, format, &v32) < 1) + return false; + if (data_type == ImGuiDataType_S8) + *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); + else if (data_type == ImGuiDataType_U8) + *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX); + else if (data_type == ImGuiDataType_S16) + *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX); + else if (data_type == ImGuiDataType_U16) + *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX); + else + IM_ASSERT(0); + } + + return memcmp(&data_backup, p_data, type_info->Size) != 0; +} + +template +static int DataTypeCompareT(const T* lhs, const T* rhs) +{ + if (*lhs < *rhs) return -1; + if (*lhs > *rhs) return +1; + return 0; +} + +int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeCompareT((const ImS8* )arg_1, (const ImS8* )arg_2); + case ImGuiDataType_U8: return DataTypeCompareT((const ImU8* )arg_1, (const ImU8* )arg_2); + case ImGuiDataType_S16: return DataTypeCompareT((const ImS16* )arg_1, (const ImS16* )arg_2); + case ImGuiDataType_U16: return DataTypeCompareT((const ImU16* )arg_1, (const ImU16* )arg_2); + case ImGuiDataType_S32: return DataTypeCompareT((const ImS32* )arg_1, (const ImS32* )arg_2); + case ImGuiDataType_U32: return DataTypeCompareT((const ImU32* )arg_1, (const ImU32* )arg_2); + case ImGuiDataType_S64: return DataTypeCompareT((const ImS64* )arg_1, (const ImS64* )arg_2); + case ImGuiDataType_U64: return DataTypeCompareT((const ImU64* )arg_1, (const ImU64* )arg_2); + case ImGuiDataType_Float: return DataTypeCompareT((const float* )arg_1, (const float* )arg_2); + case ImGuiDataType_Double: return DataTypeCompareT((const double*)arg_1, (const double*)arg_2); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return 0; +} + +template +static bool DataTypeClampT(T* v, const T* v_min, const T* v_max) +{ + // Clamp, both sides are optional, return true if modified + if (v_min && *v < *v_min) { *v = *v_min; return true; } + if (v_max && *v > *v_max) { *v = *v_max; return true; } + return false; +} + +bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeClampT((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max); + case ImGuiDataType_U8: return DataTypeClampT((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max); + case ImGuiDataType_S16: return DataTypeClampT((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max); + case ImGuiDataType_U16: return DataTypeClampT((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max); + case ImGuiDataType_S32: return DataTypeClampT((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max); + case ImGuiDataType_U32: return DataTypeClampT((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max); + case ImGuiDataType_S64: return DataTypeClampT((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max); + case ImGuiDataType_U64: return DataTypeClampT((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max); + case ImGuiDataType_Float: return DataTypeClampT((float* )p_data, (const float* )p_min, (const float* )p_max); + case ImGuiDataType_Double: return DataTypeClampT((double*)p_data, (const double*)p_min, (const double*)p_max); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +static float GetMinimumStepAtDecimalPrecision(int decimal_precision) +{ + static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; + if (decimal_precision < 0) + return FLT_MIN; + return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; +} + +// Sanitize format +// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi +// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. +static void SanitizeFormatString(const char* fmt, char* fmt_out, size_t fmt_out_size) +{ + IM_UNUSED(fmt_out_size); + const char* fmt_end = ImParseFormatFindEnd(fmt); + IM_ASSERT((size_t)(fmt_end - fmt + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + while (fmt < fmt_end) + { + char c = *(fmt++); + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate +} + +template +TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) +{ + const char* fmt_start = ImParseFormatFindStart(format); + if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string + return v; + + // Sanitize format + char fmt_sanitized[32]; + SanitizeFormatString(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); + fmt_start = fmt_sanitized; + + // Format value with our rounding, and read back + char v_str[64]; + ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); + const char* p = v_str; + while (*p == ' ') + p++; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + v = (TYPE)ImAtof(p); + else + ImAtoi(p, (SIGNEDTYPE*)&v); + return v; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc. +//------------------------------------------------------------------------- +// - DragBehaviorT<>() [Internal] +// - DragBehavior() [Internal] +// - DragScalar() +// - DragScalarN() +// - DragFloat() +// - DragFloat2() +// - DragFloat3() +// - DragFloat4() +// - DragFloatRange2() +// - DragInt() +// - DragInt2() +// - DragInt3() +// - DragInt4() +// - DragIntRange2() +//------------------------------------------------------------------------- + +// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) +template +bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiContext& g = *GImGui; + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_clamped = (v_min < v_max); + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + + // Default tweak speed + if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX)) + v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); + + // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings + float adjust_delta = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + adjust_delta = g.IO.MouseDelta[axis]; + if (g.IO.KeyAlt) + adjust_delta *= 1.0f / 100.0f; + if (g.IO.KeyShift) + adjust_delta *= 10.0f; + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis]; + v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); + } + adjust_delta *= v_speed; + + // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. + if (axis == ImGuiAxis_Y) + adjust_delta = -adjust_delta; + + // For logarithmic use our range is effectively 0..1 so scale the delta into that range + if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0 + adjust_delta /= (float)(v_max - v_min); + + // Clear current value on activation + // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. + bool is_just_activated = g.ActiveIdIsJustActivated; + bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); + if (is_just_activated || is_already_past_limits_and_pushing_outward) + { + g.DragCurrentAccum = 0.0f; + g.DragCurrentAccumDirty = false; + } + else if (adjust_delta != 0.0f) + { + g.DragCurrentAccum += adjust_delta; + g.DragCurrentAccumDirty = true; + } + + if (!g.DragCurrentAccumDirty) + return false; + + TYPE v_cur = *v; + FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense) + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + + // Convert to parametric space, apply delta, convert back + float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float v_new_parametric = v_old_parametric + g.DragCurrentAccum; + v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + v_old_ref_for_accum_remainder = v_old_parametric; + } + else + { + v_cur += (SIGNEDTYPE)g.DragCurrentAccum; + } + + // Round to user desired precision based on format string + if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + + // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. + g.DragCurrentAccumDirty = false; + if (is_logarithmic) + { + // Convert to parametric space, apply delta, convert back + float v_new_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder); + } + else + { + g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v); + } + + // Lose zero sign for float/double + if (v_cur == (TYPE)-0) + v_cur = (TYPE)0; + + // Clamp values (+ handle overflow/wrap-around for integer types) + if (*v != v_cur && is_clamped) + { + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point)) + v_cur = v_min; + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point)) + v_cur = v_max; + } + + // Apply result + if (*v == v_cur) + return false; + *v = v_cur; + return true; +} + +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + { + if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) + ClearActiveID(); + else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + ClearActiveID(); + } + if (g.ActiveId != id) + return false; + if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. +// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) + format = PatchFormatStringFloatToInt(format); + + // Tabbing or CTRL-clicking on Drag turns it into an InputText + const bool hovered = ItemHoverable(frame_bb, id); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; + const bool clicked = (hovered && g.IO.MouseClicked[0]); + const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2); + if (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (temp_input_allowed) + if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id) + temp_input_is_active = true; + } + + // Experimental: simple click (without moving) turns Drag into an InputText + if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) + if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + g.NavActivateId = g.NavActivateInputId = id; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + temp_input_is_active = true; + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set + const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0 && (p_min == NULL || p_max == NULL || DataTypeCompare(data_type, p_min, p_max) < 0); + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); + + // Drag behavior + const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags); + if (value_changed) + MarkItemEdited(id); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return value_changed; +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + float min_min = (v_min >= v_max) ? -FLT_MAX : v_min; + float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + float max_max = (v_min >= v_max) ? FLT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +// NB: v_speed is float to allow adjusting the drag speed with more precision +bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags); +} + +bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags); +} + +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + PushID(label); + BeginGroup(); + PushMultiItemsWidths(2, CalcItemWidth()); + + int min_min = (v_min >= v_max) ? INT_MIN : v_min; + int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + int max_max = (v_min >= v_max) ? INT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags); + PopItemWidth(); + SameLine(0, g.Style.ItemInnerSpacing.x); + + TextEx(label, FindRenderedTextEnd(label)); + EndGroup(); + PopID(); + + return value_changed; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power) +{ + ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None; + if (power != 1.0f) + { + IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); + IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds + drag_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths + } + return DragScalar(label, data_type, p_data, v_speed, p_min, p_max, format, drag_flags); +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power) +{ + ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None; + if (power != 1.0f) + { + IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); + IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds + drag_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths + } + return DragScalarN(label, data_type, p_data, components, v_speed, p_min, p_max, format, drag_flags); +} + +#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +//------------------------------------------------------------------------- +// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. +//------------------------------------------------------------------------- +// - ScaleRatioFromValueT<> [Internal] +// - ScaleValueFromRatioT<> [Internal] +// - SliderBehaviorT<>() [Internal] +// - SliderBehavior() [Internal] +// - SliderScalar() +// - SliderScalarN() +// - SliderFloat() +// - SliderFloat2() +// - SliderFloat3() +// - SliderFloat4() +// - SliderAngle() +// - SliderInt() +// - SliderInt2() +// - SliderInt3() +// - SliderInt4() +// - VSliderScalar() +// - VSliderFloat() +// - VSliderInt() +//------------------------------------------------------------------------- + +// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT) +template +float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + if (v_min == v_max) + return 0.0f; + IM_UNUSED(data_type); + + const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); + if (is_logarithmic) + { + bool flipped = v_max < v_min; + + if (flipped) // Handle the case where the range is backwards + ImSwap(v_min, v_max); + + // Fudge min/max to avoid getting close to log(0) + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_min == 0.0f) && (v_max < 0.0f)) + v_min_fudged = -logarithmic_zero_epsilon; + else if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float result; + + if (v_clamped <= v_min_fudged) + result = 0.0f; // Workaround for values that are in-range but below our fudge + else if (v_clamped >= v_max_fudged) + result = 1.0f; // Workaround for values that are in-range but above our fudge + else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions + { + float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine) + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (v == 0.0f) + result = zero_point_center; // Special case for exactly zero + else if (v < 0.0f) + result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L; + else + result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R)); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged)); + else + result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged)); + + return flipped ? (1.0f - result) : result; + } + + // Linear slider + return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); +} + +// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) +template +TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + if (v_min == v_max) + return v_min; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + + TYPE result; + if (is_logarithmic) + { + // We special-case the extents because otherwise our fudging can lead to "mathematically correct" but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value + if (t <= 0.0f) + result = v_min; + else if (t >= 1.0f) + result = v_max; + else + { + bool flipped = v_max < v_min; // Check if range is "backwards" + + // Fudge min/max to avoid getting silly results close to zero + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + if (flipped) + ImSwap(v_min_fudged, v_max_fudged); + + // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range + + if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts + { + float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) + result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) + else if (t_with_flip < zero_point_center) + result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); + else + result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + else + result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); + } + } + else + { + // Linear slider + if (is_floating_point) + { + result = ImLerp(v_min, v_max, t); + } + else + { + // - For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 + // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. + if (t < 1.0) + { + FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; + result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); + } + else + { + result = v_max; + } + } + } + + return result; +} + +// FIXME: Move more of the code into SliderBehavior() +template +bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + + const float grab_padding = 2.0f; + const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; + float grab_sz = style.GrabMinSize; + SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); + if (!is_floating_point && v_range >= 0) // v_range < 0 may happen on integer overflows + grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + grab_sz = ImMin(grab_sz, slider_sz); + const float slider_usable_sz = slider_sz - grab_sz; + const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; + const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; + + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true + if (is_logarithmic) + { + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); + } + + // Process interacting with the slider + bool value_changed = false; + if (g.ActiveId == id) + { + bool set_new_value = false; + float clicked_t = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse) + { + if (!g.IO.MouseDown[0]) + { + ClearActiveID(); + } + else + { + const float mouse_abs_pos = g.IO.MousePos[axis]; + clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f; + if (axis == ImGuiAxis_Y) + clicked_t = 1.0f - clicked_t; + set_new_value = true; + } + } + else if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + if (g.ActiveIdIsJustActivated) + { + g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation + g.SliderCurrentAccumDirty = false; + } + + const ImVec2 input_delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f); + float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y; + if (input_delta != 0.0f) + { + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + if (decimal_precision > 0) + { + input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds + if (IsNavInputDown(ImGuiNavInput_TweakSlow)) + input_delta /= 10.0f; + } + else + { + if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow)) + input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps + else + input_delta /= 100.0f; + } + if (IsNavInputDown(ImGuiNavInput_TweakFast)) + input_delta *= 10.0f; + + g.SliderCurrentAccum += input_delta; + g.SliderCurrentAccumDirty = true; + } + + float delta = g.SliderCurrentAccum; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + { + ClearActiveID(); + } + else if (g.SliderCurrentAccumDirty) + { + clicked_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits + { + set_new_value = false; + g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate + } + else + { + set_new_value = true; + float old_clicked_t = clicked_t; + clicked_t = ImSaturate(clicked_t + delta); + + // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if (delta > 0) + g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta); + else + g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta); + } + + g.SliderCurrentAccumDirty = false; + } + } + + if (set_new_value) + { + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + // Round to user desired precision based on format string + if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + + // Apply result + if (*v != v_new) + { + *v = v_new; + value_changed = true; + } + } + } + + if (slider_sz < 1.0f) + { + *out_grab_bb = ImRect(bb.Min, bb.Min); + } + else + { + // Output grab position so it can be displayed by the caller + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + if (axis == ImGuiAxis_X) + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); + else + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); + } + + return value_changed; +} + +// For 32-bit and larger types, slider bounds are limited to half the natural type range. +// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. +// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) +{ + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flag! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + + ImGuiContext& g = *GImGui; + if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; + + switch (data_type) + { + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: + IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U32: + IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_S64: + IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_U64: + IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Float: + IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_Double: + IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return false; +} + +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + const float w = CalcItemWidth(); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) + format = PatchFormatStringFloatToInt(format); + + // Tabbing or CTRL-clicking on Slider turns it into an input box + const bool hovered = ItemHoverable(frame_bb, id); + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); + if (!temp_input_is_active) + { + const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; + const bool clicked = (hovered && g.IO.MouseClicked[0]); + if (input_requested_by_tabbing || clicked || g.NavActivateId == id || g.NavActivateInputId == id) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (temp_input_allowed && (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id)) + temp_input_is_active = true; + } + } + + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set + const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0; + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.x > grab_bb.Min.x) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return value_changed; +} + +// Add multiple sliders on 1 line for compact edition of multiple components +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags); + PopID(); + PopItemWidth(); + v = (void*)((char*)v + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags) +{ + if (format == NULL) + format = "%.0f deg"; + float v_deg = (*v_rad) * 360.0f / (2 * IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags); + *v_rad = v_deg * (2 * IM_PI) / 360.0f; + return value_changed; +} + +bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags); +} + +bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); + const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + + ItemSize(bb, style.FramePadding.y); + if (!ItemAdd(frame_bb, id)) + return false; + + // Default format string when passing NULL + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) + format = PatchFormatStringFloatToInt(format); + + const bool hovered = ItemHoverable(frame_bb, id); + if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavActivateInputId == id) + { + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + } + + // Draw frame + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); + + // Slider behavior + ImRect grab_bb; + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb); + if (value_changed) + MarkItemEdited(id); + + // Render grab + if (grab_bb.Max.y > grab_bb.Min.y) + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); + + // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. + // For the vertical slider we allow centered text to overlap the frame padding + char value_buf[64]; + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f)); + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + return value_changed; +} + +bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power) +{ + ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None; + if (power != 1.0f) + { + IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); + slider_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths + } + return SliderScalar(label, data_type, p_data, p_min, p_max, format, slider_flags); +} + +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power) +{ + ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None; + if (power != 1.0f) + { + IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); + slider_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths + } + return SliderScalarN(label, data_type, v, components, v_min, v_max, format, slider_flags); +} + +#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. +//------------------------------------------------------------------------- +// - ImParseFormatFindStart() [Internal] +// - ImParseFormatFindEnd() [Internal] +// - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatPrecision() [Internal] +// - TempInputTextScalar() [Internal] +// - InputScalar() +// - InputScalarN() +// - InputFloat() +// - InputFloat2() +// - InputFloat3() +// - InputFloat4() +// - InputInt() +// - InputInt2() +// - InputInt3() +// - InputInt4() +// - InputDouble() +//------------------------------------------------------------------------- + +// We don't use strchr() because our strings are usually very short and often start with '%' +const char* ImParseFormatFindStart(const char* fmt) +{ + while (char c = fmt[0]) + { + if (c == '%' && fmt[1] != '%') + return fmt; + else if (c == '%') + fmt++; + fmt++; + } + return fmt; +} + +const char* ImParseFormatFindEnd(const char* fmt) +{ + // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. + if (fmt[0] != '%') + return fmt; + const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); + const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); + for (char c; (c = *fmt) != 0; fmt++) + { + if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) + return fmt + 1; + if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0) + return fmt + 1; + } + return fmt; +} + +// Extract the format out of a format string with leading or trailing decorations +// fmt = "blah blah" -> return fmt +// fmt = "%.3f" -> return fmt +// fmt = "hello %.3f" -> return fmt + 6 +// fmt = "%.3f hello" -> return buf written with "%.3f" +const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size) +{ + const char* fmt_start = ImParseFormatFindStart(fmt); + if (fmt_start[0] != '%') + return fmt; + const char* fmt_end = ImParseFormatFindEnd(fmt_start); + if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. + return fmt_start; + ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); + return buf; +} + +// Parse display precision back from the display format string +// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. +int ImParseFormatPrecision(const char* fmt, int default_precision) +{ + fmt = ImParseFormatFindStart(fmt); + if (fmt[0] != '%') + return default_precision; + fmt++; + while (*fmt >= '0' && *fmt <= '9') + fmt++; + int precision = INT_MAX; + if (*fmt == '.') + { + fmt = ImAtoi(fmt + 1, &precision); + if (precision < 0 || precision > 99) + precision = default_precision; + } + if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation + precision = -1; + if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) + precision = -1; + return (precision == INT_MAX) ? default_precision : precision; +} + +// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) +// FIXME: Facilitate using this in variety of other situations. +bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags) +{ + // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. + // We clear ActiveID on the first frame to allow the InputText() taking it back. + ImGuiContext& g = *GImGui; + const bool init = (g.TempInputId != id); + if (init) + ClearActiveID(); + + g.CurrentWindow->DC.CursorPos = bb.Min; + bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem); + if (init) + { + // First frame we started displaying the InputText widget, we expect it to take the active id. + IM_ASSERT(g.ActiveId == id); + g.TempInputId = g.ActiveId; + } + return value_changed; +} + +// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set! +// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility. +// However this may not be ideal for all uses, as some user code may break on out of bound values. +bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) +{ + char fmt_buf[32]; + char data_buf[32]; + format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); + DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); + ImStrTrimBlanks(data_buf); + + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; + flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); + bool value_changed = false; + if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) + { + // Backup old value + size_t data_type_size = DataTypeGetInfo(data_type)->Size; + ImGuiDataTypeTempStorage data_backup; + memcpy(&data_backup, p_data, data_type_size); + + // Apply new value (or operations) then clamp + DataTypeApplyFromText(data_buf, data_type, p_data, NULL); + if (p_clamp_min || p_clamp_max) + { + if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) + ImSwap(p_clamp_min, p_clamp_max); + DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); + } + + // Only mark as edited if new value is different + value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; + if (value_changed) + MarkItemEdited(id); + } + return value_changed; +} + +// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. +// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + + if (format == NULL) + format = DataTypeGetInfo(data_type)->PrintFmt; + + char buf[64]; + DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); + + bool value_changed = false; + if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) + flags |= ImGuiInputTextFlags_CharsDecimal; + flags |= ImGuiInputTextFlags_AutoSelectAll; + flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + + if (p_step != NULL) + { + const float button_size = GetFrameHeight(); + + BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() + PushID(label); + SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); + if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); + + // Step buttons + const ImVec2 backup_frame_padding = style.FramePadding; + style.FramePadding.x = style.FramePadding.y; + ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; + if (flags & ImGuiInputTextFlags_ReadOnly) + BeginDisabled(); + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) + { + DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + SameLine(0, style.ItemInnerSpacing.x); + if (ButtonEx("+", ImVec2(button_size, button_size), button_flags)) + { + DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); + value_changed = true; + } + if (flags & ImGuiInputTextFlags_ReadOnly) + EndDisabled(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + style.FramePadding = backup_frame_padding; + + PopID(); + EndGroup(); + } + else + { + if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); + } + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + bool value_changed = false; + BeginGroup(); + PushID(label); + PushMultiItemsWidths(components, CalcItemWidth()); + size_t type_size = GDataTypeInfo[data_type].Size; + for (int i = 0; i < components; i++) + { + PushID(i); + if (i > 0) + SameLine(0, g.Style.ItemInnerSpacing.x); + value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags); + PopID(); + PopItemWidth(); + p_data = (void*)((char*)p_data + type_size); + } + PopID(); + + const char* label_end = FindRenderedTextEnd(label); + if (label != label_end) + { + SameLine(0.0f, g.Style.ItemInnerSpacing.x); + TextEx(label, label_end); + } + + EndGroup(); + return value_changed; +} + +bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) +{ + flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags); +} + +bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags); +} + +bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) +{ + // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. + const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags); +} + +bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags); +} + +bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) +{ + return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); +} + +bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) +{ + flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint +//------------------------------------------------------------------------- +// - InputText() +// - InputTextWithHint() +// - InputTextMultiline() +// - InputTextEx() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); +} + +bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +{ + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); +} + +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) +{ + int line_count = 0; + const char* s = text_begin; + while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding + if (c == '\n') + line_count++; + s--; + if (s[0] != '\n' && s[0] != '\r') + line_count++; + *out_text_end = s; + return line_count; +} + +static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) +{ + ImGuiContext& g = *GImGui; + ImFont* font = g.Font; + const float line_height = g.FontSize; + const float scale = line_height / font->FontSize; + + ImVec2 text_size = ImVec2(0, 0); + float line_width = 0.0f; + + const ImWchar* s = text_begin; + while (s < text_end) + { + unsigned int c = (unsigned int)(*s++); + if (c == '\n') + { + text_size.x = ImMax(text_size.x, line_width); + text_size.y += line_height; + line_width = 0.0f; + if (stop_on_new_line) + break; + continue; + } + if (c == '\r') + continue; + + const float char_width = font->GetCharAdvance((ImWchar)c) * scale; + line_width += char_width; + } + + if (text_size.x < line_width) + text_size.x = line_width; + + if (out_offset) + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + text_size.y += line_height; + + if (remaining) + *remaining = s; + + return text_size; +} + +// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) +namespace ImStb +{ + +static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenW; } +static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { return obj->TextW[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } +static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; } +static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) +{ + const ImWchar* text = obj->TextW.Data; + const ImWchar* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true); + r->x0 = 0.0f; + r->x1 = size.x; + r->baseline_y_delta = size.y; + r->ymin = 0.0f; + r->ymax = size.y; + r->num_chars = (int)(text_remaining - (text + line_start_idx)); +} + +// When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. +static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r'; } +static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; } +static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx])) : 1; } +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#ifdef __APPLE__ // FIXME: Move setting to IO structure +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_MAC +#else +static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_WIN +#endif + +static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) +{ + ImWchar* dst = obj->TextW.Data + pos; + + // We maintain our buffer length in both UTF-8 and wchar formats + obj->Edited = true; + obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n); + obj->CurLenW -= n; + + // Offset remaining text (FIXME-OPT: Use memmove) + const ImWchar* src = obj->TextW.Data + pos + n; + while (ImWchar c = *src++) + *dst++ = c; + *dst = '\0'; +} + +static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len) +{ + const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int text_len = obj->CurLenW; + IM_ASSERT(pos <= text_len); + + const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len); + if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA)) + return false; + + // Grow internal buffer if needed + if (new_text_len + text_len + 1 > obj->TextW.Size) + { + if (!is_resizable) + return false; + IM_ASSERT(text_len < obj->TextW.Size); + obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1); + } + + ImWchar* text = obj->TextW.Data; + if (pos != text_len) + memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar)); + memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar)); + + obj->Edited = true; + obj->CurLenW += new_text_len; + obj->CurLenA += new_text_len_utf8; + obj->TextW[obj->CurLenW] = '\0'; + + return true; +} + +// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) +#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_PGUP 0x20000E // keyboard input to move cursor up a page +#define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page +#define STB_TEXTEDIT_K_SHIFT 0x400000 + +#define STB_TEXTEDIT_IMPLEMENTATION +#include "imstb_textedit.h" + +// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling +// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) +static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len); + ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW); + if (text_len <= 0) + return; + if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) + { + state->cursor = text_len; + state->has_preferred_x = 0; + return; + } + IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() +} + +} // namespace ImStb + +void ImGuiInputTextState::OnKeyPressed(int key) +{ + stb_textedit_key(this, &Stb, key); + CursorFollow = true; + CursorAnimReset(); +} + +ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() +{ + memset(this, 0, sizeof(*this)); +} + +// Public API to manipulate UTF-8 text +// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar) +// FIXME: The existence of this rarely exercised code path is a bit of a nuisance. +void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) +{ + IM_ASSERT(pos + bytes_count <= BufTextLen); + char* dst = Buf + pos; + const char* src = Buf + pos + bytes_count; + while (char c = *src++) + *dst++ = c; + *dst = '\0'; + + if (CursorPos >= pos + bytes_count) + CursorPos -= bytes_count; + else if (CursorPos >= pos) + CursorPos = pos; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen -= bytes_count; +} + +void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) +{ + const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; + const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); + if (new_text_len + BufTextLen >= BufSize) + { + if (!is_resizable) + return; + + // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!) + ImGuiContext& g = *GImGui; + ImGuiInputTextState* edit_state = &g.InputTextState; + IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); + IM_ASSERT(Buf == edit_state->TextA.Data); + int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; + edit_state->TextA.reserve(new_buf_size + 1); + Buf = edit_state->TextA.Data; + BufSize = edit_state->BufCapacityA = new_buf_size; + } + + if (BufTextLen != pos) + memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos)); + memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char)); + Buf[BufTextLen + new_text_len] = '\0'; + + if (CursorPos >= pos) + CursorPos += new_text_len; + SelectionStart = SelectionEnd = CursorPos; + BufDirty = true; + BufTextLen += new_text_len; +} + +// Return false to discard a character. +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source) +{ + IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard); + unsigned int c = *p_char; + + // Filter non-printable (NB: isprint is unreliable! see #2467) + bool apply_named_filters = true; + if (c < 0x20) + { + bool pass = false; + pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); + pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput)); + if (!pass) + return false; + apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. + } + + if (input_source != ImGuiInputSource_Clipboard) + { + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; + + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) + return false; + } + + // Filter Unicode ranges we are not handling in this build + if (c > IM_UNICODE_CODEPOINT_MAX) + return false; + + // Generic named filters + if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))) + { + // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'. + // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. + // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. + // Change the default decimal_point with: + // ImGui::GetCurrentContext()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point; + // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. + ImGuiContext& g = *GImGui; + const unsigned c_decimal_point = (unsigned int)g.PlatformLocaleDecimalPoint; + + // Allow 0-9 . - + * / + if (flags & ImGuiInputTextFlags_CharsDecimal) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/')) + return false; + + // Allow 0-9 . - + * / e E + if (flags & ImGuiInputTextFlags_CharsScientific) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + return false; + + // Allow 0-9 a-F A-F + if (flags & ImGuiInputTextFlags_CharsHexadecimal) + if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) + return false; + + // Turn a-z into A-Z + if (flags & ImGuiInputTextFlags_CharsUppercase) + if (c >= 'a' && c <= 'z') + *p_char = (c += (unsigned int)('A' - 'a')); + + if (flags & ImGuiInputTextFlags_CharsNoBlank) + if (ImCharIsBlankW(c)) + return false; + } + + // Custom callback filter + if (flags & ImGuiInputTextFlags_CallbackCharFilter) + { + ImGuiInputTextCallbackData callback_data; + memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); + callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; + callback_data.EventChar = (ImWchar)c; + callback_data.Flags = flags; + callback_data.UserData = user_data; + if (callback(&callback_data) != 0) + return false; + *p_char = callback_data.EventChar; + if (!callback_data.EventChar) + return false; + } + + return true; +} + +// Edit a string of text +// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". +// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match +// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. +// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. +// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h +// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are +// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + IM_ASSERT(buf != NULL && buf_size >= 0); + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + const ImGuiStyle& style = g.Style; + + const bool RENDER_SELECTION_WHEN_INACTIVE = false; + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) + BeginGroup(); + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line + const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); + + ImGuiWindow* draw_window = window; + ImVec2 inner_size = frame_size; + ImGuiItemStatusFlags item_status_flags = 0; + ImGuiLastItemData item_data_backup; + if (is_multiline) + { + ImVec2 backup_pos = window->DC.CursorPos; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + { + EndGroup(); + return false; + } + item_status_flags = g.LastItemData.StatusFlags; + item_data_backup = g.LastItemData; + window->DC.CursorPos = backup_pos; + + // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. + // FIXME-NAV: Pressing NavActivate will trigger general child activation right before triggering our own below. Harmless but bizarre. + PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove); + PopStyleVar(3); + PopStyleColor(); + if (!child_visible) + { + EndChild(); + EndGroup(); + return false; + } + draw_window = g.CurrentWindow; // Child window + draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + draw_window->DC.CursorPos += style.FramePadding; + inner_size.x -= draw_window->ScrollbarSizes.x; + } + else + { + // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) + ItemSize(total_bb, style.FramePadding.y); + if (!(flags & ImGuiInputTextFlags_MergedItem)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + return false; + item_status_flags = g.LastItemData.StatusFlags; + } + const bool hovered = ItemHoverable(frame_bb, id); + if (hovered) + g.MouseCursor = ImGuiMouseCursor_TextInput; + + // We are only allowed to access the state if we are already the active widget. + ImGuiInputTextState* state = GetInputTextState(id); + + const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; + const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard)); + + const bool user_clicked = hovered && io.MouseClicked[0]; + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + bool clear_active_id = false; + bool select_all = false; + + float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; + + const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); + const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav || input_requested_by_tabbing); + const bool init_state = (init_make_active || user_scroll_active); + if ((init_state && g.ActiveId != id) || init_changed_specs) + { + // Access state even if we don't own it yet. + state = &g.InputTextState; + state->CursorAnimReset(); + + // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) + // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) + const int buf_len = (int)strlen(buf); + state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + memcpy(state->InitialTextA.Data, buf, buf_len + 1); + + // Start edition + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. + state->TextA.resize(0); + state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. + + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed. + const bool recycle_state = (state->ID == id && !init_changed_specs); + if (recycle_state) + { + // Recycle existing cursor/selection/undo stack but clamp position + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. + state->CursorClamp(); + } + else + { + state->ID = id; + state->ScrollX = 0.0f; + stb_textedit_initialize_state(&state->Stb, !is_multiline); + } + + if (!is_multiline) + { + if (flags & ImGuiInputTextFlags_AutoSelectAll) + select_all = true; + if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState))) + select_all = true; + if (input_requested_by_tabbing || (user_clicked && io.KeyCtrl)) + select_all = true; + } + + if (flags & ImGuiInputTextFlags_AlwaysOverwrite) + state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863) + } + + if (g.ActiveId != id && init_make_active) + { + IM_ASSERT(state && state->ID == id); + SetActiveID(id, window); + SetFocusID(id, window); + FocusWindow(window); + + // Declare our inputs + IM_ASSERT(ImGuiNavInput_COUNT < 32); + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); + if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) + g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); + SetActiveIdUsingKey(ImGuiKey_Home); + SetActiveIdUsingKey(ImGuiKey_End); + if (is_multiline) + { + SetActiveIdUsingKey(ImGuiKey_PageUp); + SetActiveIdUsingKey(ImGuiKey_PageDown); + } + if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. + { + SetActiveIdUsingKey(ImGuiKey_Tab); + } + } + + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) + if (g.ActiveId == id && state == NULL) + ClearActiveID(); + + // Release focus when we click outside + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + clear_active_id = true; + + // Lock the decision of whether we are going to take the path displaying the cursor or selection + const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool value_changed = false; + bool enter_pressed = false; + + // When read-only we always use the live data passed to the function + // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( + if (is_readonly && state != NULL && (render_cursor || render_selection)) + { + const char* buf_end = NULL; + state->TextW.resize(buf_size + 1); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); + state->CursorClamp(); + render_selection &= state->HasSelection(); + } + + // Select the buffer to render. + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; + const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); + + // Password pushes a temporary font with only a fallback glyph + if (is_password && !is_displaying_hint) + { + const ImFontGlyph* glyph = g.Font->FindGlyph('*'); + ImFont* password_font = &g.InputTextPasswordFont; + password_font->FontSize = g.Font->FontSize; + password_font->Scale = g.Font->Scale; + password_font->Ascent = g.Font->Ascent; + password_font->Descent = g.Font->Descent; + password_font->ContainerAtlas = g.Font->ContainerAtlas; + password_font->FallbackGlyph = glyph; + password_font->FallbackAdvanceX = glyph->AdvanceX; + IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); + PushFont(password_font); + } + + // Process mouse inputs and character inputs + int backup_current_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + backup_current_text_length = state->CurLenA; + state->Edited = false; + state->BufCapacityA = buf_size; + state->Flags = flags; + + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; + g.WantTextInputNextFrame = 1; + + // Edit in progress + const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); + + const bool is_osx = io.ConfigMacOSXBehaviors; + if (select_all) + { + state->SelectAll(); + state->SelectedAllMouseLock = true; + } + else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift) + { + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + const int multiclick_count = (io.MouseClickedCount[0] - 2); + if ((multiclick_count % 2) == 0) + { + // Double-click: Select word + // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant: + // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) + const bool is_bol = (state->Stb.cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor - 1) == '\n'; + if (STB_TEXT_HAS_SELECTION(&state->Stb) || !is_bol) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + if (!STB_TEXT_HAS_SELECTION(&state->Stb)) + ImStb::stb_textedit_prep_selection_at_cursor(&state->Stb); + state->Stb.cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb.cursor); + state->Stb.select_end = state->Stb.cursor; + ImStb::stb_textedit_clamp(state, &state->Stb); + } + else + { + // Triple-click: Select line + const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor) == '\n'; + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART); + state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT); + if (!is_eol && is_multiline) + { + ImSwap(state->Stb.select_start, state->Stb.select_end); + state->Stb.cursor = state->Stb.select_end; + } + state->CursorFollow = false; + } + state->CursorAnimReset(); + } + else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) + { + // FIXME: unselect on late click could be done release? + if (hovered) + { + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + } + } + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + { + stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + state->CursorAnimReset(); + state->CursorFollow = true; + } + if (state->SelectedAllMouseLock && !io.MouseDown[0]) + state->SelectedAllMouseLock = false; + + // It is ill-defined whether the backend needs to send a \t character when pressing the TAB keys. + // Win32 and GLFW naturally do it but not SDL. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); + if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressed(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) + if (!io.InputQueueCharacters.contains('\t')) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) + state->OnKeyPressed((int)c); + } + + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + if (io.InputQueueCharacters.Size > 0) + { + if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; + if (c == '\t' && io.KeyShift) + continue; + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) + state->OnKeyPressed((int)c); + } + + // Consume characters + io.InputQueueCharacters.resize(0); + } + } + + // Process other shortcuts/key-presses + bool cancel_edit = false; + if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) + { + IM_ASSERT(state != NULL); + IM_ASSERT(io.KeyMods == GetMergedKeyModFlags() && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); // We rarely do this check, but if anything let's do it here. + + const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); + state->Stb.row_count_per_page = row_count_per_page; + + const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_osx = io.ConfigMacOSXBehaviors; + const bool is_osx_shift_shortcut = is_osx && (io.KeyMods == (ImGuiKeyModFlags_Super | ImGuiKeyModFlags_Shift)); + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + const bool is_ctrl_key_only = (io.KeyMods == ImGuiKeyModFlags_Ctrl); + const bool is_shift_key_only = (io.KeyMods == ImGuiKeyModFlags_Shift); + const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiKeyModFlags_Super) : (io.KeyMods == ImGuiKeyModFlags_Ctrl); + + const bool is_cut = ((is_shortcut_key && IsKeyPressed(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = ((is_shortcut_key && IsKeyPressed(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = ((is_shortcut_key && IsKeyPressed(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_readonly; + const bool is_undo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Z)) && !is_readonly && is_undoable); + const bool is_redo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressed(ImGuiKey_Z))) && !is_readonly && is_undoable; + + // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. + const bool is_validate_enter = IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_KeypadEnter); + const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed) && !IsKeyPressed(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed); + const bool is_cancel = IsKeyPressed(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed); + + if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } + else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly) + { + if (!state->HasSelection()) + { + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); + else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); + } + else if (is_validate_enter) + { + bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; + if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + { + enter_pressed = clear_active_id = true; + } + else if (!is_readonly) + { + unsigned int c = '\n'; // Insert new line + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) + state->OnKeyPressed((int)c); + } + } + else if (is_validate_nav) + { + IM_ASSERT(!is_validate_enter); + enter_pressed = clear_active_id = true; + } + else if (is_cancel) + { + clear_active_id = cancel_edit = true; + } + else if (is_undo || is_redo) + { + state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); + state->ClearSelection(); + } + else if (is_shortcut_key && IsKeyPressed(ImGuiKey_A)) + { + state->SelectAll(); + state->CursorFollow = true; + } + else if (is_cut || is_copy) + { + // Cut, Copy + if (io.SetClipboardTextFn) + { + const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; + const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; + const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; + char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); + ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); + SetClipboardText(clipboard_data); + MemFree(clipboard_data); + } + if (is_cut) + { + if (!state->HasSelection()) + state->SelectAll(); + state->CursorFollow = true; + stb_textedit_cut(state, &state->Stb); + } + } + else if (is_paste) + { + if (const char* clipboard = GetClipboardText()) + { + // Filter pasted buffer + const int clipboard_len = (int)strlen(clipboard); + ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar)); + int clipboard_filtered_len = 0; + for (const char* s = clipboard; *s; ) + { + unsigned int c; + s += ImTextCharFromUtf8(&c, s, NULL); + if (c == 0) + break; + if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard)) + continue; + clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; + } + clipboard_filtered[clipboard_filtered_len] = 0; + if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation + { + stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); + state->CursorFollow = true; + } + MemFree(clipboard_filtered); + } + } + + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. + render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + } + + // Process callbacks and apply result back to user's buffer. + const char* apply_new_text = NULL; + int apply_new_text_length = 0; + if (g.ActiveId == id) + { + IM_ASSERT(state != NULL); + if (cancel_edit) + { + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. + if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) + { + // Push records into the undo stack so we can CTRL+Z the revert operation itself + apply_new_text = state->InitialTextA.Data; + apply_new_text_length = state->InitialTextA.Size - 1; + ImVector w_text; + if (apply_new_text_length > 0) + { + w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1); + ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length); + } + stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0); + } + } + + // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. + // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. + // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). + bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + if (apply_edit_back_to_user_buffer) + { + // Apply new value immediately - copy modified buffer back + // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. + // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. + if (!is_readonly) + { + state->TextAIsValid = true; + state->TextA.resize(state->TextW.Size * 4 + 1); + ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); + } + + // User callback + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) + { + IM_ASSERT(callback != NULL); + + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. + ImGuiInputTextFlags event_flag = 0; + ImGuiKey event_key = ImGuiKey_None; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressed(ImGuiKey_Tab)) + { + event_flag = ImGuiInputTextFlags_CallbackCompletion; + event_key = ImGuiKey_Tab; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_UpArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) + { + event_flag = ImGuiInputTextFlags_CallbackHistory; + event_key = ImGuiKey_DownArrow; + } + else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited) + { + event_flag = ImGuiInputTextFlags_CallbackEdit; + } + else if (flags & ImGuiInputTextFlags_CallbackAlways) + { + event_flag = ImGuiInputTextFlags_CallbackAlways; + } + + if (event_flag) + { + ImGuiInputTextCallbackData callback_data; + memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); + callback_data.EventFlag = event_flag; + callback_data.Flags = flags; + callback_data.UserData = callback_user_data; + + char* callback_buf = is_readonly ? buf : state->TextA.Data; + callback_data.EventKey = event_key; + callback_data.Buf = callback_buf; + callback_data.BufTextLen = state->CurLenA; + callback_data.BufSize = state->BufCapacityA; + callback_data.BufDirty = false; + + // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) + ImWchar* text = state->TextW.Data; + const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); + const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); + const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); + + // Call user code + callback(&callback_data); + + // Read back what user may have modified + callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback + IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields + IM_ASSERT(callback_data.BufSize == state->BufCapacityA); + IM_ASSERT(callback_data.Flags == flags); + const bool buf_dirty = callback_data.BufDirty; + if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb.select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb.cursor : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } + if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } + if (buf_dirty) + { + IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + if (callback_data.BufTextLen > backup_current_text_length && is_resizable) + state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); + state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->CursorAnimReset(); + } + } + } + + // Will copy result string if modified + if (!is_readonly && strcmp(state->TextA.Data, buf) != 0) + { + apply_new_text = state->TextA.Data; + apply_new_text_length = state->CurLenA; + } + } + + // Clear temporary user storage + state->Flags = ImGuiInputTextFlags_None; + } + + // Copy result to user buffer. This can currently only happen when (g.ActiveId == id) + if (apply_new_text != NULL) + { + // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size + // of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used + // without any storage on user's side. + IM_ASSERT(apply_new_text_length >= 0); + if (is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + //IMGUI_DEBUG_LOG("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + value_changed = true; + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) + if (clear_active_id && g.ActiveId == id) + ClearActiveID(); + + // Render frame + if (!is_multiline) + { + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + } + + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size + ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; + ImVec2 text_size(0.0f, 0.0f); + + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. + const int buf_display_max_length = 2 * 1024 * 1024; + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length + if (is_displaying_hint) + { + buf_display = hint; + buf_display_end = hint + strlen(hint); + } + + // Render text. We currently only render selection when the widget is active or while scrolling. + // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive. + if (render_cursor || render_selection) + { + IM_ASSERT(state != NULL); + if (!is_displaying_hint) + buf_display_end = buf_display + state->CurLenA; + + // Render text (with cursor and selection) + // This is going to be messy. We need to: + // - Display the text (this alone can be more easily clipped) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) + // - Measure text height (for scrollbar) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) + // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. + const ImWchar* text_begin = state->TextW.Data; + ImVec2 cursor_offset, select_start_offset; + + { + // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. + const ImWchar* searches_input_ptr[2] = { NULL, NULL }; + int searches_result_line_no[2] = { -1000, -1000 }; + int searches_remaining = 0; + if (render_cursor) + { + searches_input_ptr[0] = text_begin + state->Stb.cursor; + searches_result_line_no[0] = -1; + searches_remaining++; + } + if (render_selection) + { + searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + searches_result_line_no[1] = -1; + searches_remaining++; + } + + // Iterate all lines to find our line numbers + // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. + searches_remaining += is_multiline ? 1 : 0; + int line_count = 0; + //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bit + for (const ImWchar* s = text_begin; *s != 0; s++) + if (*s == '\n') + { + line_count++; + if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } + if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } + } + line_count++; + if (searches_result_line_no[0] == -1) + searches_result_line_no[0] = line_count; + if (searches_result_line_no[1] == -1) + searches_result_line_no[1] = line_count; + + // Calculate 2d position by finding the beginning of the line and measuring distance + cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; + cursor_offset.y = searches_result_line_no[0] * g.FontSize; + if (searches_result_line_no[1] >= 0) + { + select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; + select_start_offset.y = searches_result_line_no[1] * g.FontSize; + } + + // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) + if (is_multiline) + text_size = ImVec2(inner_size.x, line_count * g.FontSize); + } + + // Scroll + if (render_cursor && state->CursorFollow) + { + // Horizontal scroll in chunks of quarter width + if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) + { + const float scroll_increment_x = inner_size.x * 0.25f; + const float visible_width = inner_size.x - style.FramePadding.x; + if (cursor_offset.x < state->ScrollX) + state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + else if (cursor_offset.x - visible_width >= state->ScrollX) + state->ScrollX = IM_FLOOR(cursor_offset.x - visible_width + scroll_increment_x); + } + else + { + state->ScrollX = 0.0f; + } + + // Vertical scroll + if (is_multiline) + { + // Test if cursor is vertically visible + if (cursor_offset.y - g.FontSize < scroll_y) + scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); + else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y) + scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; + const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); + scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); + draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + draw_window->Scroll.y = scroll_y; + } + + state->CursorFollow = false; + } + + // Draw selection + const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); + if (render_selection) + { + const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); + + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. + float bg_offy_dn = is_multiline ? 0.0f : 2.0f; + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; + for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) + { + if (rect_pos.y > clip_rect.w + g.FontSize) + break; + if (rect_pos.y < clip_rect.y) + { + //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bit + //p = p ? p + 1 : text_selected_end; + while (p < text_selected_end) + if (*p++ == '\n') + break; + } + else + { + ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); + if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); + rect.ClipWith(clip_rect); + if (rect.Overlaps(clip_rect)) + draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + } + rect_pos.x = draw_pos.x - draw_scroll.x; + rect_pos.y += g.FontSize; + } + } + + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + + // Draw blinking cursor + if (render_cursor) + { + state->CursorAnim += io.DeltaTime; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + ImVec2 cursor_screen_pos = ImFloor(draw_pos + cursor_offset - draw_scroll); + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); + + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) + if (!is_readonly) + { + g.PlatformImeData.WantVisible = true; + g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + g.PlatformImeData.InputLineHeight = g.FontSize; + } + } + } + else + { + // Render text only (no selection, no cursor) + if (is_multiline) + text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width + else if (!is_displaying_hint && g.ActiveId == id) + buf_display_end = buf_display + state->CurLenA; + else if (!is_displaying_hint) + buf_display_end = buf_display + strlen(buf_display); + + if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) + { + ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + } + } + + if (is_password && !is_displaying_hint) + PopFont(); + + if (is_multiline) + { + // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (ref issue #4761)... + Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); + ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; + EndChild(); + item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow); + g.CurrentItemFlags = backup_item_flags; + + // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... + // FIXME: This quite messy/tricky, should attempt to get rid of the child window. + EndGroup(); + if (g.LastItemData.ID == 0) + { + g.LastItemData.ID = id; + g.LastItemData.InFlags = item_data_backup.InFlags; + g.LastItemData.StatusFlags = item_data_backup.StatusFlags; + } + } + + // Log as text + if (g.LogEnabled && (!is_password || is_displaying_hint)) + { + LogSetNextTextDecoration("{", "}"); + LogRenderedText(&draw_pos, buf_display, buf_display_end); + } + + if (label_size.x > 0) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + + if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) + MarkItemEdited(id); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) + return enter_pressed; + else + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. +//------------------------------------------------------------------------- +// - ColorEdit3() +// - ColorEdit4() +// - ColorPicker3() +// - RenderColorRectWithAlphaCheckerboard() [Internal] +// - ColorPicker4() +// - ColorButton() +// - SetColorEditOptions() +// - ColorTooltip() [Internal] +// - ColorEditOptionsPopup() [Internal] +// - ColorPickerOptionsPopup() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); +} + +// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation. +// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting. +static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) +{ + // This check is optional. Suppose we have two color widgets side by side, both widgets display different colors, but both colors have hue and/or saturation undefined. + // With color check: hue/saturation is preserved in one widget. Editing color in one widget would reset hue/saturation in another one. + // Without color check: common hue/saturation would be displayed in all widgets that have hue/saturation undefined. + // g.ColorEditLastColor is stored as ImU32 RGB value: this essentially gives us color equality check with reduced precision. + // Tiny external color changes would not be detected and this check would still pass. This is OK, since we only restore hue/saturation _only_ if they are undefined, + // therefore this change flipping hue/saturation from undefined to a very tiny value would still be represented in color picker. + ImGuiContext& g = *GImGui; + if (g.ColorEditLastColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + + // When S == 0, H is undefined. + // When H == 1 it wraps around to 0. + if (*S == 0.0f || (*H == 0.0f && g.ColorEditLastHue == 1)) + *H = g.ColorEditLastHue; + + // When V == 0, S is undefined. + if (*V == 0.0f) + *S = g.ColorEditLastSat; +} + +// Edit colors components (each component in 0.0f..1.0f range). +// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. +bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const float square_sz = GetFrameHeight(); + const float w_full = CalcItemWidth(); + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = w_full - w_button; + const char* label_display_end = FindRenderedTextEnd(label); + g.NextItemData.ClearFlags(); + + BeginGroup(); + PushID(label); + + // If we're not showing any slider there's no point in doing any HSV conversions + const ImGuiColorEditFlags flags_untouched = flags; + if (flags & ImGuiColorEditFlags_NoInputs) + flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; + + // Context menu: display and modify options (before defaults are applied) + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorEditOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_DisplayMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_); + if (!(flags & ImGuiColorEditFlags_DataTypeMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_); + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_); + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_); + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + + const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; + const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; + const int components = alpha ? 4 : 3; + + // Convert to the formats we need + float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; + if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) + { + // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + ColorEditRestoreHS(col, &f[0], &f[1], &f[2]); + } + int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; + + bool value_changed = false; + bool value_changed_as_float = false; + + const ImVec2 pos = window->DC.CursorPos; + const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; + window->DC.CursorPos.x = pos.x + inputs_offset_x; + + if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB/HSV 0..255 Sliders + const float w_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); + const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); + + const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; + static const char* fmt_table_int[3][4] = + { + { "%3d", "%3d", "%3d", "%3d" }, // Short display + { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA + { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA + }; + static const char* fmt_table_float[3][4] = + { + { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display + { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA + { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA + }; + const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; + + for (int n = 0; n < components; n++) + { + if (n > 0) + SameLine(0, style.ItemInnerSpacing.x); + SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); + + // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. + if (flags & ImGuiColorEditFlags_Float) + { + value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed_as_float |= value_changed; + } + else + { + value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + } + else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) + { + // RGB Hexadecimal Input + char buf[64]; + if (alpha) + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)); + else + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); + SetNextItemWidth(w_inputs); + if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) + { + value_changed = true; + char* p = buf; + while (*p == '#' || ImCharIsBlankA(*p)) + p++; + i[0] = i[1] = i[2] = 0; + i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) + int r; + if (alpha) + r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + else + r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + + ImGuiWindow* picker_active_window = NULL; + if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) + { + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); + + const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); + if (ColorButton("##ColorButton", col_v4, flags)) + { + if (!(flags & ImGuiColorEditFlags_NoPicker)) + { + // Store current color and open a picker + g.ColorPickerRef = col_v4; + OpenPopup("picker"); + SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y)); + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + if (BeginPopup("picker")) + { + picker_active_window = g.CurrentWindow; + if (label != label_display_end) + { + TextEx(label, label_display_end); + Spacing(); + } + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); + EndPopup(); + } + } + + if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) + { + const float text_offset_x = (flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x; + window->DC.CursorPos = ImVec2(pos.x + text_offset_x, pos.y + style.FramePadding.y); + TextEx(label, label_display_end); + } + + // Convert back + if (value_changed && picker_active_window == NULL) + { + if (!value_changed_as_float) + for (int n = 0; n < 4; n++) + f[n] = i[n] / 255.0f; + if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) + { + g.ColorEditLastHue = f[0]; + g.ColorEditLastSat = f[1]; + ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); + g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0)); + } + if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); + + col[0] = f[0]; + col[1] = f[1]; + col[2] = f[2]; + if (alpha) + col[3] = f[3]; + } + + PopID(); + EndGroup(); + + // Drag and Drop Target + // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + { + bool accepted_drag_drop = false; + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 + value_changed = accepted_drag_drop = true; + } + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * components); + value_changed = accepted_drag_drop = true; + } + + // Drag-drop payloads are always RGB + if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV)) + ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]); + EndDragDropTarget(); + } + + // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). + if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) + g.LastItemData.ID = g.ActiveId; + + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) +{ + float col4[4] = { col[0], col[1], col[2], 1.0f }; + if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) + return false; + col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; + return true; +} + +// Helper for ColorPicker4() +static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) +{ + ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); +} + +// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) +// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) +bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImDrawList* draw_list = window->DrawList; + ImGuiStyle& style = g.Style; + ImGuiIO& io = g.IO; + + const float width = CalcItemWidth(); + g.NextItemData.ClearFlags(); + + PushID(label); + BeginGroup(); + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + flags |= ImGuiColorEditFlags_NoSmallPreview; + + // Context menu: display and store options. + if (!(flags & ImGuiColorEditFlags_NoOptions)) + ColorPickerOptionsPopup(col, flags); + + // Read stored options + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_; + if (!(flags & ImGuiColorEditFlags_InputMask_)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_NoOptions)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); + + // Setup + int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; + bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); + ImVec2 picker_pos = window->DC.CursorPos; + float square_sz = GetFrameHeight(); + float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars + float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; + float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; + float bars_triangles_half_sz = IM_FLOOR(bars_width * 0.20f); + + float backup_initial_col[4]; + memcpy(backup_initial_col, col, components * sizeof(float)); + + float wheel_thickness = sv_picker_size * 0.08f; + float wheel_r_outer = sv_picker_size * 0.50f; + float wheel_r_inner = wheel_r_outer - wheel_thickness; + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f); + + // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. + float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); + ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. + ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. + ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. + + float H = col[0], S = col[1], V = col[2]; + float R = col[0], G = col[1], B = col[2]; + if (flags & ImGuiColorEditFlags_InputRGB) + { + // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + + bool value_changed = false, value_changed_h = false, value_changed_sv = false; + + PushItemFlag(ImGuiItemFlags_NoNav, true); + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Hue wheel + SV triangle logic + InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); + if (IsItemActive()) + { + ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; + ImVec2 current_off = g.IO.MousePos - wheel_center; + float initial_dist2 = ImLengthSqr(initial_off); + if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1)) + { + // Interactive with Hue wheel + H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f; + if (H < 0.0f) + H += 1.0f; + value_changed = value_changed_h = true; + } + float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); + if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) + { + // Interacting with SV triangle + ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); + if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) + current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); + float uu, vv, ww; + ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); + V = ImClamp(1.0f - vv, 0.0001f, 1.0f); + S = ImClamp(uu / V, 0.0001f, 1.0f); + value_changed = value_changed_sv = true; + } + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // SV rectangle logic + InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); + if (IsItemActive()) + { + S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); + V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + + // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. + if (g.ColorEditLastColor == ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + H = g.ColorEditLastHue; + value_changed = value_changed_sv = true; + } + if (!(flags & ImGuiColorEditFlags_NoOptions)) + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); + + // Hue bar logic + SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); + InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = value_changed_h = true; + } + } + + // Alpha bar logic + if (alpha_bar) + { + SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y)); + InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); + if (IsItemActive()) + { + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + value_changed = true; + } + } + PopItemFlag(); // ImGuiItemFlags_NoNav + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + SameLine(0, style.ItemInnerSpacing.x); + BeginGroup(); + } + + if (!(flags & ImGuiColorEditFlags_NoLabel)) + { + const char* label_display_end = FindRenderedTextEnd(label); + if (label != label_display_end) + { + if ((flags & ImGuiColorEditFlags_NoSidePreview)) + SameLine(0, style.ItemInnerSpacing.x); + TextEx(label, label_display_end); + } + } + + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) + { + PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if ((flags & ImGuiColorEditFlags_NoLabel)) + Text("Current"); + + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); + if (ref_col != NULL) + { + Text("Original"); + ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) + { + memcpy(col, ref_col, components * sizeof(float)); + value_changed = true; + } + } + PopItemFlag(); + EndGroup(); + } + + // Convert back color to RGB + if (value_changed_h || value_changed_sv) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]); + g.ColorEditLastHue = H; + g.ColorEditLastSat = S; + g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + col[0] = H; + col[1] = S; + col[2] = V; + } + } + + // R,G,B and H,S,V slider color editor + bool value_changed_fix_hue_wrap = false; + if ((flags & ImGuiColorEditFlags_NoInputs) == 0) + { + PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; + if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) + { + // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) + value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); + value_changed = true; + } + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) + value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); + PopItemWidth(); + } + + // Try to cancel hue wrap (after ColorEdit4 call), if any + if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB)) + { + float new_H, new_S, new_V; + ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V); + if (new_H <= 0 && H > 0) + { + if (new_V <= 0 && V != new_V) + ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]); + else if (new_S <= 0) + ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]); + } + } + + if (value_changed) + { + if (flags & ImGuiColorEditFlags_InputRGB) + { + R = col[0]; + G = col[1]; + B = col[2]; + ColorConvertRGBtoHSV(R, G, B, H, S, V); + ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately. + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + H = col[0]; + S = col[1]; + V = col[2]; + ColorConvertHSVtoRGB(H, S, V, R, G, B); + } + } + + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; + + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! + + ImVec2 sv_cursor_pos; + + if (flags & ImGuiColorEditFlags_PickerHueWheel) + { + // Render Hue Wheel + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); + for (int n = 0; n < 6; n++) + { + const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; + const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; + const int vert_start_idx = draw_list->VtxBuffer.Size; + draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); + draw_list->PathStroke(col_white, 0, wheel_thickness); + const int vert_end_idx = draw_list->VtxBuffer.Size; + + // Paint colors over existing vertices + ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); + ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]); + } + + // Render Cursor + preview on Hue Wheel + float cos_hue_angle = ImCos(H * 2.0f * IM_PI); + float sin_hue_angle = ImSin(H * 2.0f * IM_PI); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f); + float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; + int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32); + draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); + + // Render SV triangle (rotated according to hue) + ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); + ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); + ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); + ImVec2 uv_white = GetFontTexUvWhitePixel(); + draw_list->PrimReserve(6, 6); + draw_list->PrimVtx(tra, uv_white, hue_color32); + draw_list->PrimVtx(trb, uv_white, hue_color32); + draw_list->PrimVtx(trc, uv_white, col_white); + draw_list->PrimVtx(tra, uv_white, 0); + draw_list->PrimVtx(trb, uv_white, col_black); + draw_list->PrimVtx(trc, uv_white, 0); + draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); + sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); + } + else if (flags & ImGuiColorEditFlags_PickerHueBar) + { + // Render SV Square + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); + RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); + sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); + + // Render Hue Bar + for (int i = 0; i < 6; ++i) + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); + float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); + RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) + float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12); + + // Render alpha bar + if (alpha_bar) + { + float alpha = ImSaturate(col[3]); + ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); + RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); + float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); + RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); + } + + EndGroup(); + + if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) + value_changed = false; + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + PopID(); + + return value_changed; +} + +// A little color square. Return true when clicked. +// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. +// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. +// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(desc_id); + float default_size = GetFrameHeight(); + if (size.x == 0.0f) + size.x = default_size; + if (size.y == 0.0f) + size.y = default_size; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); + if (!ItemAdd(bb, id)) + return false; + + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + + if (flags & ImGuiColorEditFlags_NoAlpha) + flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf); + + ImVec4 col_rgb = col; + if (flags & ImGuiColorEditFlags_InputHSV) + ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z); + + ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); + float grid_step = ImMin(size.x, size.y) / 2.99f; + float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); + ImRect bb_inner = bb; + float off = 0.0f; + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. + bb_inner.Expand(off); + } + if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) + { + float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft); + } + else + { + // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha + ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; + if (col_source.w < 1.0f) + RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); + else + window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding); + } + RenderNavHighlight(bb, id); + if ((flags & ImGuiColorEditFlags_NoBorder) == 0) + { + if (g.Style.FrameBorderSize > 0.0f) + RenderFrameBorder(bb.Min, bb.Max, rounding); + else + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border + } + + // Drag and Drop Source + // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test. + if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource()) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once); + else + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once); + ColorButton(desc_id, col, flags); + SameLine(); + TextEx("Color"); + EndDragDropSource(); + } + + // Tooltip + if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + + return pressed; +} + +// Initialize/override default color options +void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_; + if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_; + if ((flags & ImGuiColorEditFlags_PickerMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_; + if ((flags & ImGuiColorEditFlags_InputMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check only 1 option is selected + g.ColorEditOptions = flags; +} + +// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags) +{ + ImGuiContext& g = *GImGui; + + BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None); + const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; + if (text_end > text) + { + TextEx(text, text_end); + Separator(); + } + + ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); + ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); + SameLine(); + if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_)) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); + else + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); + } + else if (flags & ImGuiColorEditFlags_InputHSV) + { + if (flags & ImGuiColorEditFlags_NoAlpha) + Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]); + else + Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]); + } + EndTooltip(); +} + +void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) +{ + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_); + bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_); + if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) + return; + ImGuiContext& g = *GImGui; + ImGuiColorEditFlags opts = g.ColorEditOptions; + if (allow_opt_inputs) + { + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex; + } + if (allow_opt_datatype) + { + if (allow_opt_inputs) Separator(); + if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8; + if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float; + } + + if (allow_opt_inputs || allow_opt_datatype) + Separator(); + if (Button("Copy as..", ImVec2(-1, 0))) + OpenPopup("Copy"); + if (BeginPopup("Copy")) + { + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + char buf[64]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb); + if (Selectable(buf)) + SetClipboardText(buf); + if (!(flags & ImGuiColorEditFlags_NoAlpha)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca); + if (Selectable(buf)) + SetClipboardText(buf); + } + EndPopup(); + } + + g.ColorEditOptions = opts; + EndPopup(); +} + +void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) +{ + bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_); + bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); + if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) + return; + ImGuiContext& g = *GImGui; + if (allow_opt_picker) + { + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function + PushItemWidth(picker_size.x); + for (int picker_type = 0; picker_type < 2; picker_type++) + { + // Draw small/thumbnail version of each picker type (over an invisible button for selection) + if (picker_type > 0) Separator(); + PushID(picker_type); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha); + if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; + ImVec2 backup_pos = GetCursorScreenPos(); + if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup + g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_); + SetCursorScreenPos(backup_pos); + ImVec4 previewing_ref_col; + memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags); + PopID(); + } + PopItemWidth(); + } + if (allow_opt_alpha_bar) + { + if (allow_opt_picker) Separator(); + CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); + } + EndPopup(); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: TreeNode, CollapsingHeader, etc. +//------------------------------------------------------------------------- +// - TreeNode() +// - TreeNodeV() +// - TreeNodeEx() +// - TreeNodeExV() +// - TreeNodeBehavior() [Internal] +// - TreePush() +// - TreePop() +// - GetTreeNodeToLabelSpacing() +// - SetNextItemOpen() +// - CollapsingHeader() +//------------------------------------------------------------------------- + +bool ImGui::TreeNode(const char* str_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, 0, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNode(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + return TreeNodeBehavior(window->GetID(label), 0, label, NULL); +} + +bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) +{ + return TreeNodeExV(str_id, 0, fmt, args); +} + +bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args) +{ + return TreeNodeExV(ptr_id, 0, fmt, args); +} + +bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + return TreeNodeBehavior(window->GetID(label), flags, label, NULL); +} + +bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(str_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + bool is_open = TreeNodeExV(ptr_id, flags, fmt, args); + va_end(args); + return is_open; +} + +bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end); +} + +bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end); +} + +bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) +{ + if (flags & ImGuiTreeNodeFlags_Leaf) + return true; + + // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function) + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStorage* storage = window->DC.StateStorage; + + bool is_open; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen) + { + if (g.NextItemData.OpenCond & ImGuiCond_Always) + { + is_open = g.NextItemData.OpenVal; + storage->SetInt(id, is_open); + } + else + { + // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. + const int stored_value = storage->GetInt(id, -1); + if (stored_value == -1) + { + is_open = g.NextItemData.OpenVal; + storage->SetInt(id, is_open); + } + else + { + is_open = stored_value != 0; + } + } + } + else + { + is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; + } + + // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). + // NB- If we are above max depth we still allow manually opened nodes to be logged. + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) + is_open = true; + + return is_open; +} + +bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); + + if (!label_end) + label_end = FindRenderedTextEnd(label); + const ImVec2 label_size = CalcTextSize(label, label_end, false); + + // We vertically grow up to current line height up the typical widget height. + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); + ImRect frame_bb; + frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.y = window->DC.CursorPos.y; + frame_bb.Max.x = window->WorkRect.Max.x; + frame_bb.Max.y = window->DC.CursorPos.y + frame_height; + if (display_frame) + { + // Framed header expand a little outside the default padding, to the edge of InnerClipRect + // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f) + frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f); + frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f); + } + + const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapser arrow width + Spacing + const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapser + ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); + ItemSize(ImVec2(text_width, frame_height), padding.y); + + // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing + ImRect interact_bb = frame_bb; + if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0) + interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f; + + // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; + bool is_open = TreeNodeBehaviorIsOpen(id, flags); + if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); + + bool item_add = ItemAdd(interact_bb, id); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + g.LastItemData.DisplayRect = frame_bb; + + if (!item_add) + { + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; + } + + ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; + if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) + button_flags |= ImGuiButtonFlags_AllowItemOverlap; + if (!is_leaf) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + + // We allow clicking on the arrow section with keyboard modifiers held, in order to easily + // allow browsing a tree while preserving selection with code implementing multi-selection patterns. + // When clicking on the rest of the tree node we always disallow keyboard modifiers. + const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x; + const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; + const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); + if (window != g.HoveredWindow || !is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_NoKeyModifiers; + + // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. + // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. + // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) + // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) + // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) + // It is rather standard that arrow click react on Down rather than Up. + // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. + if (is_mouse_x_over_arrow) + button_flags |= ImGuiButtonFlags_PressedOnClick; + else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; + else + button_flags |= ImGuiButtonFlags_PressedOnClickRelease; + + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + const bool was_selected = selected; + + bool hovered, held; + bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); + bool toggled = false; + if (!is_leaf) + { + if (pressed && g.DragDropHoldJustPressedId != id) + { + if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id)) + toggled = true; + if (flags & ImGuiTreeNodeFlags_OpenOnArrow) + toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) + toggled = true; + } + else if (pressed && g.DragDropHoldJustPressedId == id) + { + IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); + if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = true; + } + + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) + { + toggled = true; + NavMoveRequestCancel(); + } + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? + { + toggled = true; + NavMoveRequestCancel(); + } + + if (toggled) + { + is_open = !is_open; + window->DC.StateStorage->SetInt(id, is_open); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; + } + } + if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) + SetItemAllowOverlap(); + + // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. + if (selected != was_selected) //-V547 + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; + if (display_frame) + { + // Framed type + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); + RenderNavHighlight(frame_bb, id, nav_highlight_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + + if (g.LogEnabled) + LogSetNextTextDecoration("###", "###"); + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + } + else + { + // Unframed typed for tree nodes + if (hovered || selected) + { + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + } + RenderNavHighlight(frame_bb, id, nav_highlight_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogSetNextTextDecoration(">", NULL); + RenderText(text_pos, label, label_end, false); + } + + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + TreePushOverrideID(id); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + return is_open; +} + +void ImGui::TreePush(const char* str_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(str_id); +} + +void ImGui::TreePush(const void* ptr_id) +{ + ImGuiWindow* window = GetCurrentWindow(); + Indent(); + window->DC.TreeDepth++; + PushID(ptr_id); +} + +void ImGui::TreePushOverrideID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Indent(); + window->DC.TreeDepth++; + PushOverrideID(id); +} + +void ImGui::TreePop() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + Unindent(); + + window->DC.TreeDepth--; + ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); + + // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask)) + { + SetNavID(window->IDStack.back(), g.NavLayer, 0, ImRect()); + NavMoveRequestCancel(); + } + window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1; + + IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. + PopID(); +} + +// Horizontal distance preceding label when using TreeNode() or Bullet() +float ImGui::GetTreeNodeToLabelSpacing() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + (g.Style.FramePadding.x * 2.0f); +} + +// Set next TreeNode/CollapsingHeader open state. +void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + if (g.CurrentWindow->SkipItems) + return; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen; + g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always; +} + +// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). +// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). +bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label); +} + +// p_visible == NULL : regular collapsing header +// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false +// p_visible != NULL && *p_visible == false : do not show the header at all +// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen. +bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + if (p_visible && !*p_visible) + return false; + + ImGuiID id = window->GetID(label); + flags |= ImGuiTreeNodeFlags_CollapsingHeader; + if (p_visible) + flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton; + bool is_open = TreeNodeBehavior(id, flags, label); + if (p_visible != NULL) + { + // Create a small overlapping close button + // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. + // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. + ImGuiContext& g = *GImGui; + ImGuiLastItemData last_item_backup = g.LastItemData; + float button_size = g.FontSize; + float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); + float button_y = g.LastItemData.Rect.Min.y; + ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); + if (CloseButton(close_button_id, ImVec2(button_x, button_y))) + *p_visible = false; + g.LastItemData = last_item_backup; + } + + return is_open; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Selectable +//------------------------------------------------------------------------- +// - Selectable() +//------------------------------------------------------------------------- + +// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. +// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. +// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowItemOverlap are also frequently used flags. +// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. +bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + + // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. + ImGuiID id = window->GetID(label); + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); + ImVec2 pos = window->DC.CursorPos; + pos.y += window->DC.CurrLineTextBaseOffset; + ItemSize(size, 0.0f); + + // Fill horizontal space + // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. + const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; + const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; + const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; + if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) + size.x = ImMax(label_size.x, max_x - min_x); + + // Text stays at the submission position, but bounding box may be extended on both sides + const ImVec2 text_min = pos; + const ImVec2 text_max(min_x + size.x, pos.y + size.y); + + // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. + ImRect bb(min_x, pos.y, text_max.x, text_max.y); + if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) + { + const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = IM_FLOOR(spacing_x * 0.50f); + const float spacing_U = IM_FLOOR(spacing_y * 0.50f); + bb.Min.x -= spacing_L; + bb.Min.y -= spacing_U; + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); + } + //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } + + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackground for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + if (span_all_columns) + { + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + } + + const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; + const bool item_add = ItemAdd(bb, id, NULL, disabled_item ? ImGuiItemFlags_Disabled : ImGuiItemFlags_None); + if (span_all_columns) + { + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + + if (!item_add) + return false; + + const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (disabled_item && !disabled_global) // Only testing this as an optimization + BeginDisabled(); + + // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, + // which would be advantageous since most selectable are not selected. + if (span_all_columns && window->DC.CurrentColumns) + PushColumnsBackground(); + else if (span_all_columns && g.CurrentTable) + TablePushBackgroundChannel(); + + // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries + ImGuiButtonFlags button_flags = 0; + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } + if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } + if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } + if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } + if (flags & ImGuiSelectableFlags_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; } + + const bool was_selected = selected; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + + // Auto-select when moved into + // - This will be more fully fleshed in the range-select branch + // - This is not exposed as it won't nicely work with some user side handling of shift/control + // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons + // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) + // - (2) usage will fail with clipped items + // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. + if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == window->DC.NavFocusScopeIdCurrent) + if (g.NavJustMovedToId == id) + selected = pressed = true; + + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard + if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) + { + if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) + { + SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, WindowRectAbsToRel(window, bb)); // (bb == NavRect) + g.NavDisableHighlight = true; + } + } + if (pressed) + MarkItemEdited(id); + + if (flags & ImGuiSelectableFlags_AllowItemOverlap) + SetItemAllowOverlap(); + + // In this branch, Selectable() cannot toggle the selection so this will never trigger. + if (selected != was_selected) //-V547 + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + + // Render + if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld)) + hovered = true; + if (hovered || selected) + { + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + } + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + + if (span_all_columns && window->DC.CurrentColumns) + PopColumnsBackground(); + else if (span_all_columns && g.CurrentTable) + TablePopBackgroundChannel(); + + RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); + + // Automatically close popups + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.LastItemData.InFlags & ImGuiItemFlags_SelectableDontClosePopup)) + CloseCurrentPopup(); + + if (disabled_item && !disabled_global) + EndDisabled(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; //-V1020 +} + +bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) +{ + if (Selectable(label, *p_selected, flags, size_arg)) + { + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: ListBox +//------------------------------------------------------------------------- +// - BeginListBox() +// - EndListBox() +// - ListBox() +//------------------------------------------------------------------------- + +// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" +// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height). +bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Size default to hold ~7.25 items. + // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = ImFloor(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); + ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); + ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + g.NextItemData.ClearFlags(); + + if (!IsRectVisible(bb.Min, bb.Max)) + { + ItemSize(bb.GetSize(), style.FramePadding.y); + ItemAdd(bb, 0, &frame_bb); + return false; + } + + // FIXME-OPT: We could omit the BeginGroup() if label_size.x but would need to omit the EndGroup() as well. + BeginGroup(); + if (label_size.x > 0.0f) + { + ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y); + RenderText(label_pos, label); + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); + } + + BeginChildFrame(id, frame_bb.GetSize()); + return true; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// OBSOLETED in 1.81 (from February 2021) +bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) +{ + // If height_in_items == -1, default height is maximum 7. + ImGuiContext& g = *GImGui; + float height_in_items_f = (height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f; + ImVec2 size; + size.x = 0.0f; + size.y = GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f; + return BeginListBox(label, size); +} +#endif + +void ImGui::EndListBox() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); + IM_UNUSED(window); + + EndChildFrame(); + EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label +} + +bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) +{ + const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); + return value_changed; +} + +// This is merely a helper around BeginListBox(), EndListBox(). +// Considering using those directly to submit custom data or store selection differently. +bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items) +{ + ImGuiContext& g = *GImGui; + + // Calculate size from "height_in_items" + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + float height_in_items_f = height_in_items + 0.25f; + ImVec2 size(0.0f, ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); + + if (!BeginListBox(label, size)) + return false; + + // Assume all items have even height (= 1 line of text). If you need items of different height, + // you can create a custom version of ListBox() in your code without using the clipper. + bool value_changed = false; + ImGuiListClipper clipper; + clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + { + const char* item_text; + if (!items_getter(data, i, &item_text)) + item_text = "*Unknown item*"; + + PushID(i); + const bool item_selected = (i == *current_item); + if (Selectable(item_text, item_selected)) + { + *current_item = i; + value_changed = true; + } + if (item_selected) + SetItemDefaultFocus(); + PopID(); + } + EndListBox(); + + if (value_changed) + MarkItemEdited(g.LastItemData.ID); + + return value_changed; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: PlotLines, PlotHistogram +//------------------------------------------------------------------------- +// - PlotEx() [Internal] +// - PlotLines() +// - PlotHistogram() +//------------------------------------------------------------------------- +// Plot/Graph widgets are not very good. +// Consider writing your own, or using a third-party one, see: +// - ImPlot https://github.com/epezent/implot +// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions +//------------------------------------------------------------------------- + +int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return -1; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + + const ImVec2 label_size = CalcTextSize(label, NULL, true); + if (frame_size.x == 0.0f) + frame_size.x = CalcItemWidth(); + if (frame_size.y == 0.0f) + frame_size.y = label_size.y + (style.FramePadding.y * 2); + + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); + const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, 0, &frame_bb)) + return -1; + const bool hovered = ItemHoverable(frame_bb, id); + + // Determine scale from values if not specified + if (scale_min == FLT_MAX || scale_max == FLT_MAX) + { + float v_min = FLT_MAX; + float v_max = -FLT_MAX; + for (int i = 0; i < values_count; i++) + { + const float v = values_getter(data, i); + if (v != v) // Ignore NaN values + continue; + v_min = ImMin(v_min, v); + v_max = ImMax(v_max, v); + } + if (scale_min == FLT_MAX) + scale_min = v_min; + if (scale_max == FLT_MAX) + scale_max = v_max; + } + + RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + + const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; + int idx_hovered = -1; + if (values_count >= values_count_min) + { + int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + + // Tooltip on hover + if (hovered && inner_bb.Contains(g.IO.MousePos)) + { + const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); + const int v_idx = (int)(t * item_count); + IM_ASSERT(v_idx >= 0 && v_idx < values_count); + + const float v0 = values_getter(data, (v_idx + values_offset) % values_count); + const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); + if (plot_type == ImGuiPlotType_Lines) + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1); + else if (plot_type == ImGuiPlotType_Histogram) + SetTooltip("%d: %8.4g", v_idx, v0); + idx_hovered = v_idx; + } + + const float t_step = 1.0f / (float)res_w; + const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); + + float v0 = values_getter(data, (0 + values_offset) % values_count); + float t0 = 0.0f; + ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle + float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands + + const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); + const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); + + for (int n = 0; n < res_w; n++) + { + const float t1 = t0 + t_step; + const int v1_idx = (int)(t0 * item_count + 0.5f); + IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); + const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); + const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); + + // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. + ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); + ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); + if (plot_type == ImGuiPlotType_Lines) + { + window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + else if (plot_type == ImGuiPlotType_Histogram) + { + if (pos1.x >= pos0.x + 2.0f) + pos1.x -= 1.0f; + window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); + } + + t0 = t1; + tp0 = tp1; + } + } + + // Text overlay + if (overlay_text) + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f)); + + if (label_size.x > 0.0f) + RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); + + // Return hovered index or -1 if none are hovered. + // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx(). + return idx_hovered; +} + +struct ImGuiPlotArrayGetterData +{ + const float* Values; + int Stride; + + ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } +}; + +static float Plot_ArrayGetter(void* data, int idx) +{ + ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; + const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); + return v; +} + +void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) +{ + ImGuiPlotArrayGetterData data(values, stride); + PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) +{ + PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Value helpers +// Those is not very useful, legacy API. +//------------------------------------------------------------------------- +// - Value() +//------------------------------------------------------------------------- + +void ImGui::Value(const char* prefix, bool b) +{ + Text("%s: %s", prefix, (b ? "true" : "false")); +} + +void ImGui::Value(const char* prefix, int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, unsigned int v) +{ + Text("%s: %d", prefix, v); +} + +void ImGui::Value(const char* prefix, float v, const char* float_format) +{ + if (float_format) + { + char fmt[64]; + ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format); + Text(fmt, prefix, v); + } + else + { + Text("%s: %.3f", prefix, v); + } +} + +//------------------------------------------------------------------------- +// [SECTION] MenuItem, BeginMenu, EndMenu, etc. +//------------------------------------------------------------------------- +// - ImGuiMenuColumns [Internal] +// - BeginMenuBar() +// - EndMenuBar() +// - BeginMainMenuBar() +// - EndMainMenuBar() +// - BeginMenu() +// - EndMenu() +// - MenuItemEx() [Internal] +// - MenuItem() +//------------------------------------------------------------------------- + +// Helpers for internal use +void ImGuiMenuColumns::Update(float spacing, bool window_reappearing) +{ + if (window_reappearing) + memset(Widths, 0, sizeof(Widths)); + Spacing = (ImU16)spacing; + CalcNextTotalWidth(true); + memset(Widths, 0, sizeof(Widths)); + TotalWidth = NextTotalWidth; + NextTotalWidth = 0; +} + +void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets) +{ + ImU16 offset = 0; + bool want_spacing = false; + for (int i = 0; i < IM_ARRAYSIZE(Widths); i++) + { + ImU16 width = Widths[i]; + if (want_spacing && width > 0) + offset += Spacing; + want_spacing |= (width > 0); + if (update_offsets) + { + if (i == 1) { OffsetLabel = offset; } + if (i == 2) { OffsetShortcut = offset; } + if (i == 3) { OffsetMark = offset; } + } + offset += width; + } + NextTotalWidth = offset; +} + +float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark) +{ + Widths[0] = ImMax(Widths[0], (ImU16)w_icon); + Widths[1] = ImMax(Widths[1], (ImU16)w_label); + Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut); + Widths[3] = ImMax(Widths[3], (ImU16)w_mark); + CalcNextTotalWidth(false); + return (float)ImMax(TotalWidth, NextTotalWidth); +} + +// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. +// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. +// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. +bool ImGui::BeginMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + if (!(window->Flags & ImGuiWindowFlags_MenuBar)) + return false; + + IM_ASSERT(!window->DC.MenuBarAppending); + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore + PushID("##menubar"); + + // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. + // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. + ImRect bar_rect = window->MenuBarRect(); + ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y)); + clip_rect.ClipWith(window->OuterRectClipped); + PushClipRect(clip_rect.Min, clip_rect.Max, false); + + // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). + window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + window->DC.MenuBarAppending = true; + AlignTextToFramePadding(); + return true; +} + +void ImGui::EndMenuBar() +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + ImGuiContext& g = *GImGui; + + // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. + if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + { + // Try to find out if the request is for one of our child menu + ImGuiWindow* nav_earliest_child = g.NavWindow; + while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) + nav_earliest_child = nav_earliest_child->ParentWindow; + if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + { + // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. + // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering) + const ImGuiNavLayer layer = ImGuiNavLayer_Menu; + IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check + FocusWindow(window); + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. + g.NavDisableMouseHover = g.NavMousePosDirty = true; + NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat + } + } + + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); + IM_ASSERT(window->DC.MenuBarAppending); + PopClipRect(); + PopID(); + window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + g.GroupStack.back().EmitItem = false; + EndGroup(); // Restore position on layer 0 + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.MenuBarAppending = false; +} + +// Important: calling order matters! +// FIXME: Somehow overlapping with docking tech. +// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts) +bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags) +{ + IM_ASSERT(dir != ImGuiDir_None); + + ImGuiWindow* bar_window = FindWindowByName(name); + if (bar_window == NULL || bar_window->BeginCount == 0) + { + // Calculate and set window size/position + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); + ImRect avail_rect = viewport->GetBuildWorkRect(); + ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + ImVec2 pos = avail_rect.Min; + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + pos[axis] = avail_rect.Max[axis] - axis_size; + ImVec2 size = avail_rect.GetSize(); + size[axis] = axis_size; + SetNextWindowPos(pos); + SetNextWindowSize(size); + + // Report our size into work area (for next frame) using actual window size + if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) + viewport->BuildWorkOffsetMin[axis] += axis_size; + else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) + viewport->BuildWorkOffsetMax[axis] -= axis_size; + } + + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint + bool is_open = Begin(name, NULL, window_flags); + PopStyleVar(2); + + return is_open; +} + +bool ImGui::BeginMainMenuBar() +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + + // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. + // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea? + // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings. + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + float height = GetFrameHeight(); + bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); + + if (is_open) + BeginMenuBar(); + else + End(); + return is_open; +} + +void ImGui::EndMainMenuBar() +{ + EndMenuBar(); + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + // FIXME: With this strategy we won't be able to restore a NULL focus. + ImGuiContext& g = *GImGui; + if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) + FocusTopMostWindowUnderOne(g.NavWindow, NULL); + + End(); +} + +static bool IsRootOfOpenMenuSet() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu)) + return false; + + // Initially we used 'OpenParentId' to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) based on parent ID. + // This would however prevent the use of e.g. PuhsID() user code submitting menus. + // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag, + // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects. + // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup + // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first chilld menu. + const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size]; + return (/*upper_popup->OpenParentId == window->IDStack.back() &&*/ upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu)); +} + +bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; + const ImGuiID id = window->GetID(label); + bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); + + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + // The first menu in a hierarchy isn't so hovering doesn't get accross (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation. + ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + flags |= ImGuiWindowFlags_ChildWindow; + + // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). + // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. + // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used. + if (g.MenusIdSubmittedThisFrame.contains(id)) + { + if (menu_is_open) + menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + else + g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values + return menu_is_open; + } + + // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu + g.MenusIdSubmittedThisFrame.push_back(id); + + ImVec2 label_size = CalcTextSize(label, NULL, true); + + // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window) + const bool menuset_is_open = IsRootOfOpenMenuSet(); + ImGuiWindow* backed_nav_window = g.NavWindow; + if (menuset_is_open) + g.NavWindow = window; + + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. + ImVec2 popup_pos, pos = window->DC.CursorPos; + PushID(label); + if (!enabled) + BeginDisabled(); + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + bool pressed; + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Menu inside an horizontal menu bar + // Selectable extend their highlight by half ItemSpacing in each direction. + // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() + popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); + float w = label_size.x; + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, 0.0f)); + RenderText(text_pos, label); + PopStyleVar(); + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu inside a regular/vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float checkmark_w = IM_FLOOR(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame + float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); + RenderText(text_pos, label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); + } + if (!enabled) + EndDisabled(); + + const bool hovered = (g.HoveredId == id) && enabled; + if (menuset_is_open) + g.NavWindow = backed_nav_window; + + bool want_open = false; + bool want_close = false; + if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + { + // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu + // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. + bool moving_toward_other_child_menu = false; + ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar)) + { + float ref_unit = g.FontSize; // FIXME-DPI + ImRect next_window_rect = child_menu_window->Rect(); + ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); + ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // add a bit of extra slack. + ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues (FIXME: ??) + tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -ref_unit * 8.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale? + tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +ref_unit * 8.0f); + moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_other_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + } + if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu) + want_close = true; + + // Open + if (!menu_is_open && pressed) // Click/activate to open + want_open = true; + else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open + want_open = true; + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + else + { + // Menu bar + if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it + { + want_close = true; + want_open = menu_is_open = false; + } + else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others + { + want_open = true; + } + else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + { + want_open = true; + NavMoveRequestCancel(); + } + } + + if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' + want_close = true; + if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) + ClosePopupToLevel(g.BeginPopupStack.Size, true); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + PopID(); + + if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) + { + // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame. + OpenPopup(label); + return false; + } + + menu_is_open |= want_open; + if (want_open) + OpenPopup(label); + + if (menu_is_open) + { + SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: this is super misleading! The value will serve as reference for FindBestWindowPosForPopup(), not actual pos. + PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding + menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + PopStyleVar(); + } + else + { + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + } + + return menu_is_open; +} + +bool ImGui::BeginMenu(const char* label, bool enabled) +{ + return BeginMenuEx(label, NULL, enabled); +} + +void ImGui::EndMenu() +{ + // Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu). + // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs. + // However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical) + if (g.NavWindow && (g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow == window) + { + ClosePopupToLevel(g.BeginPopupStack.Size, true); + NavMoveRequestCancel(); + } + + EndPopup(); +} + +bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; + ImVec2 pos = window->DC.CursorPos; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + const bool menuset_is_open = IsRootOfOpenMenuSet(); + ImGuiWindow* backed_nav_window = g.NavWindow; + if (menuset_is_open) + g.NavWindow = window; + + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), + // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. + bool pressed; + PushID(label); + if (!enabled) + BeginDisabled(); + + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover; + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + { + // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful + // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. + float w = label_size.x; + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); + pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); + PopStyleVar(); + RenderText(text_pos, label); + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + } + else + { + // Menu item inside a vertical menu + // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; + float checkmark_w = IM_FLOOR(g.FontSize * 1.20f); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame + float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); + RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + if (shortcut_w > 0.0f) + { + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); + PopStyleColor(); + } + if (selected) + RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); + } + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + if (!enabled) + EndDisabled(); + PopID(); + if (menuset_is_open) + g.NavWindow = backed_nav_window; + + return pressed; +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +{ + return MenuItemEx(label, NULL, shortcut, selected, enabled); +} + +bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) +{ + if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled)) + { + if (p_selected) + *p_selected = !*p_selected; + return true; + } + return false; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabBar, EndTabBar, etc. +//------------------------------------------------------------------------- +// - BeginTabBar() +// - BeginTabBarEx() [Internal] +// - EndTabBar() +// - TabBarLayout() [Internal] +// - TabBarCalcTabID() [Internal] +// - TabBarCalcMaxTabWidth() [Internal] +// - TabBarFindTabById() [Internal] +// - TabBarRemoveTab() [Internal] +// - TabBarCloseTab() [Internal] +// - TabBarScrollClamp() [Internal] +// - TabBarScrollToTab() [Internal] +// - TabBarQueueChangeTabOrder() [Internal] +// - TabBarScrollingButtons() [Internal] +// - TabBarTabListPopupButton() [Internal] +//------------------------------------------------------------------------- + +struct ImGuiTabBarSection +{ + int TabCount; // Number of tabs in this section. + float Width; // Sum of width of tabs in this section (after shrinking down) + float Spacing; // Horizontal spacing at the end of the section. + + ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); } +}; + +namespace ImGui +{ + static void TabBarLayout(ImGuiTabBar* tab_bar); + static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label); + static float TabBarCalcMaxTabWidth(); + static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); + static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); + static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); +} + +ImGuiTabBar::ImGuiTabBar() +{ + memset(this, 0, sizeof(*this)); + CurrFrameVisible = PrevFrameVisible = -1; + LastTabItemIdx = -1; +} + +static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab) +{ + return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; +} + +static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + const int a_section = TabItemGetSectionIdx(a); + const int b_section = TabItemGetSectionIdx(b); + if (a_section != b_section) + return a_section - b_section; + return (int)(a->IndexDuringLayout - b->IndexDuringLayout); +} + +static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->BeginOrder - b->BeginOrder); +} + +static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) +{ + ImGuiContext& g = *GImGui; + return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index); +} + +static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + if (g.TabBars.Contains(tab_bar)) + return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar)); + return ImGuiPtrOrIndex(tab_bar); +} + +bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiID id = window->GetID(str_id); + ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + tab_bar->ID = id; + return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused); +} + +bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + if ((flags & ImGuiTabBarFlags_DockNode) == 0) + PushOverrideID(tab_bar->ID); + + // Add to stack + g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar)); + g.CurrentTabBar = tab_bar; + + // Append with multiple BeginTabBar()/EndTabBar() pairs. + tab_bar->BackupCursorPos = window->DC.CursorPos; + if (tab_bar->CurrFrameVisible == g.FrameCount) + { + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + tab_bar->BeginCount++; + return true; + } + + // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable + if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); + tab_bar->TabsAddedNew = false; + + // Flags + if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) + flags |= ImGuiTabBarFlags_FittingPolicyDefault_; + + tab_bar->Flags = flags; + tab_bar->BarRect = tab_bar_bb; + tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() + tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; + tab_bar->CurrFrameVisible = g.FrameCount; + tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight; + tab_bar->CurrTabsContentsHeight = 0.0f; + tab_bar->ItemSpacingY = g.Style.ItemSpacing.y; + tab_bar->FramePadding = g.Style.FramePadding; + tab_bar->TabsActiveCount = 0; + tab_bar->BeginCount = 1; + + // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); + + // Draw separator + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); + const float y = tab_bar->BarRect.Max.y - 1.0f; + { + const float separator_min_x = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f); + const float separator_max_x = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f); + window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); + } + return true; +} + +void ImGui::EndTabBar() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); + return; + } + + // Fallback in case no TabItem have been submitted + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) + { + tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight); + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight; + } + else + { + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight; + } + if (tab_bar->BeginCount > 1) + window->DC.CursorPos = tab_bar->BackupCursorPos; + + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + PopID(); + + g.CurrentTabBarStack.pop_back(); + g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); +} + +// This is called only once a frame before by the first call to ItemTab() +// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. +static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + tab_bar->WantLayout = false; + + // Garbage collect by compacting list + // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section) + int tab_dst_n = 0; + bool need_sort_by_section = false; + ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing + for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; + if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose) + { + // Remove tab + if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; } + continue; + } + if (tab_dst_n != tab_src_n) + tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; + + tab = &tab_bar->Tabs[tab_dst_n]; + tab->IndexDuringLayout = (ImS16)tab_dst_n; + + // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) + int curr_tab_section_n = TabItemGetSectionIdx(tab); + if (tab_dst_n > 0) + { + ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; + int prev_tab_section_n = TabItemGetSectionIdx(prev_tab); + if (curr_tab_section_n == 0 && prev_tab_section_n != 0) + need_sort_by_section = true; + if (prev_tab_section_n == 2 && curr_tab_section_n != 2) + need_sort_by_section = true; + } + + sections[curr_tab_section_n].TabCount++; + tab_dst_n++; + } + if (tab_bar->Tabs.Size != tab_dst_n) + tab_bar->Tabs.resize(tab_dst_n); + + if (need_sort_by_section) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection); + + // Calculate spacing between sections + sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + + // Setup next selected tab + ImGuiID scroll_to_tab_id = 0; + if (tab_bar->NextSelectedTabId) + { + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; + tab_bar->NextSelectedTabId = 0; + scroll_to_tab_id = tab_bar->SelectedTabId; + } + + // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). + if (tab_bar->ReorderRequestTabId != 0) + { + if (TabBarProcessReorder(tab_bar)) + if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) + scroll_to_tab_id = tab_bar->ReorderRequestTabId; + tab_bar->ReorderRequestTabId = 0; + } + + // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) + const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; + if (tab_list_popup_button) + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! + scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + + // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central + // (whereas our tabs are stored as: leading, central, trailing) + int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount }; + g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); + + // Compute ideal tabs widths + store them into shrink buffer + ImGuiTabItem* most_recently_selected_tab = NULL; + int curr_section_n = -1; + bool found_selected_tab_id = false; + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); + + if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button)) + most_recently_selected_tab = tab; + if (tab->ID == tab_bar->SelectedTabId) + found_selected_tab_id = true; + if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_to_tab_id = tab->ID; + + // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. + // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, + // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. + const char* tab_name = tab_bar->GetTabName(tab); + const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true; + tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x; + + int section_n = TabItemGetSectionIdx(tab); + ImGuiTabBarSection* section = §ions[section_n]; + section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); + curr_section_n = section_n; + + // Store data so we can build an array sorted by width if we need to shrink tabs down + IM_MSVC_WARNING_SUPPRESS(6385); + int shrink_buffer_index = shrink_buffer_indexes[section_n]++; + g.ShrinkWidthBuffer[shrink_buffer_index].Index = tab_n; + g.ShrinkWidthBuffer[shrink_buffer_index].Width = tab->ContentWidth; + + IM_ASSERT(tab->ContentWidth > 0.0f); + tab->Width = tab->ContentWidth; + } + + // Compute total ideal width (used for e.g. auto-resizing a window) + tab_bar->WidthAllTabsIdeal = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing; + + // Horizontal scrolling buttons + // (note that TabBarScrollButtons() will alter BarRect.Max.x) + if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) + if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) + { + scroll_to_tab_id = scroll_and_select_tab->ID; + if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0) + tab_bar->SelectedTabId = scroll_to_tab_id; + } + + // Shrink widths if full tabs don't fit in their allocated space + float section_0_w = sections[0].Width + sections[0].Spacing; + float section_1_w = sections[1].Width + sections[1].Spacing; + float section_2_w = sections[2].Width + sections[2].Spacing; + bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth(); + float width_excess; + if (central_section_is_visible) + width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section + else + width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section + + // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore + if (width_excess > 0.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) + { + int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); + int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0); + ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess); + + // Apply shrunk values into tabs and sections + for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index]; + float shrinked_width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width); + if (shrinked_width < 0.0f) + continue; + + int section_n = TabItemGetSectionIdx(tab); + sections[section_n].Width -= (tab->Width - shrinked_width); + tab->Width = shrinked_width; + } + } + + // Layout all active tabs + int section_tab_index = 0; + float tab_offset = 0.0f; + tab_bar->WidthAllTabs = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + { + ImGuiTabBarSection* section = §ions[section_n]; + if (section_n == 2) + tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset); + + for (int tab_n = 0; tab_n < section->TabCount; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; + tab->Offset = tab_offset; + tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f); + } + tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f); + tab_offset += section->Spacing; + section_tab_index += section->TabCount; + } + + // If we have lost the selected tab, select the next most recently active one + if (found_selected_tab_id == false) + tab_bar->SelectedTabId = 0; + if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) + scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + + // Lock in visible tab + tab_bar->VisibleTabId = tab_bar->SelectedTabId; + tab_bar->VisibleTabWasSubmitted = false; + + // Update scrolling + if (scroll_to_tab_id != 0) + TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); + tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); + if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) + { + // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. + // Teleport if we are aiming far off the visible line + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); + } + else + { + tab_bar->ScrollingSpeed = 0.0f; + } + tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing; + tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; + + // Clear name buffers + if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) + tab_bar->TabsNames.Buf.resize(0); + + // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos = tab_bar->BarRect.Min; + ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal); +} + +// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack. +static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label) +{ + if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) + { + ImGuiID id = ImHashStr(label); + KeepAliveID(id); + return id; + } + else + { + ImGuiWindow* window = GImGui->CurrentWindow; + return window->GetID(label); + } +} + +static float ImGui::TabBarCalcMaxTabWidth() +{ + ImGuiContext& g = *GImGui; + return g.FontSize * 20.0f; +} + +ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (tab_id != 0) + for (int n = 0; n < tab_bar->Tabs.Size; n++) + if (tab_bar->Tabs[n].ID == tab_id) + return &tab_bar->Tabs[n]; + return NULL; +} + +// The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. +void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab_bar->Tabs.erase(tab); + if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; } +} + +// Called on manual closure attempt +void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + IM_ASSERT(!(tab->Flags & ImGuiTabItemFlags_Button)); + if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + { + // This will remove a frame of lag for selecting another tab on closure. + // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure + tab->WantClose = true; + if (tab_bar->VisibleTabId == tab->ID) + { + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } + } + else + { + // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup) + if (tab_bar->VisibleTabId != tab->ID) + tab_bar->NextSelectedTabId = tab->ID; + } +} + +static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) +{ + scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth()); + return ImMax(scrolling, 0.0f); +} + +// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections) +{ + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id); + if (tab == NULL) + return; + if (tab->Flags & ImGuiTabItemFlags_SectionMask_) + return; + + ImGuiContext& g = *GImGui; + float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) + int order = tab_bar->GetTabOrder(tab); + + // Scrolling happens only in the central section (leading/trailing sections are not scrolling) + // FIXME: This is all confusing. + float scrollable_width = tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing; + + // We make all tabs positions all relative Sections[0].Width to make code simpler + float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f); + float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f); + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width)) + { + // Scroll to the left + tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); + tab_bar->ScrollingTarget = tab_x1; + } + else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width) + { + // Scroll to the right + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - scrollable_width; + } +} + +void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset) +{ + IM_ASSERT(offset != 0); + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + tab_bar->ReorderRequestTabId = tab->ID; + tab_bar->ReorderRequestOffset = (ImS16)offset; +} + +void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* src_tab, ImVec2 mouse_pos) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0) + return; + + const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); + + // Count number of contiguous tabs we are crossing over + const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1; + const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab); + int dst_idx = src_idx; + for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir) + { + // Reordered tabs must share the same section + const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i]; + if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder) + break; + if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_)) + break; + dst_idx = i; + + // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered. + const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x; + const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x; + //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255)); + if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2)) + break; + } + + if (dst_idx != src_idx) + TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx); +} + +bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId); + if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder)) + return false; + + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestOffset; + if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) + return false; + + // Reordered tabs must share the same section + // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too) + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + if (tab2->Flags & ImGuiTabItemFlags_NoReorder) + return false; + if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_)) + return false; + + ImGuiTabItem item_tmp = *tab1; + ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2; + ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1; + const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset; + memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem)); + *tab2 = item_tmp; + + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + return true; +} + +static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); + const float scrolling_buttons_width = arrow_button_size.x * 2.0f; + + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); + + int select_dir = 0; + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + const float backup_repeat_delay = g.IO.KeyRepeatDelay; + const float backup_repeat_rate = g.IO.KeyRepeatRate; + g.IO.KeyRepeatDelay = 0.250f; + g.IO.KeyRepeatRate = 0.200f; + float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width); + window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + select_dir = -1; + window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y); + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + select_dir = +1; + PopStyleColor(2); + g.IO.KeyRepeatRate = backup_repeat_rate; + g.IO.KeyRepeatDelay = backup_repeat_delay; + + ImGuiTabItem* tab_to_scroll_to = NULL; + if (select_dir != 0) + if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) + { + int selected_order = tab_bar->GetTabOrder(tab_item); + int target_order = selected_order + select_dir; + + // Skip tab item buttons until another tab item is found or end is reached + while (tab_to_scroll_to == NULL) + { + // If we are at the end of the list, still scroll to make our tab visible + tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; + + // Cross through buttons + // (even if first/last item is a button, return it so we can update the scroll) + if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button) + { + target_order += select_dir; + selected_order += select_dir; + tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; + } + } + } + window->DC.CursorPos = backup_cursor_pos; + tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; + + return tab_to_scroll_to; +} + +static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // We use g.Style.FramePadding.y to match the square ArrowButton size + const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; + const ImVec2 backup_cursor_pos = window->DC.CursorPos; + window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); + tab_bar->BarRect.Min.x += tab_list_popup_button_width; + + ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; + arrow_col.w *= 0.5f; + PushStyleColor(ImGuiCol_Text, arrow_col); + PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest); + PopStyleColor(2); + + ImGuiTabItem* tab_to_select = NULL; + if (open) + { + for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + + const char* tab_name = tab_bar->GetTabName(tab); + if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) + tab_to_select = tab; + } + EndCombo(); + } + + window->DC.CursorPos = backup_cursor_pos; + return tab_to_select; +} + +//------------------------------------------------------------------------- +// [SECTION] Widgets: BeginTabItem, EndTabItem, etc. +//------------------------------------------------------------------------- +// - BeginTabItem() +// - EndTabItem() +// - TabItemButton() +// - TabItemEx() [Internal] +// - SetTabItemClosed() +// - TabItemCalcSize() [Internal] +// - TabItemBackground() [Internal] +// - TabItemLabelAndCloseButton() [Internal] +//------------------------------------------------------------------------- + +bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + IM_ASSERT(!(flags & ImGuiTabItemFlags_Button)); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! + + bool ret = TabItemEx(tab_bar, label, p_open, flags); + if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) + { + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) + } + return ret; +} + +void ImGui::EndTabItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return; + } + IM_ASSERT(tab_bar->LastTabItemIdx >= 0); + ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; + if (!(tab->Flags & ImGuiTabItemFlags_NoPushId)) + PopID(); +} + +bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder); +} + +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags) +{ + // Layout whole tab bar if not already done + if (tab_bar->WantLayout) + TabBarLayout(tab_bar); + + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + const ImGuiStyle& style = g.Style; + const ImGuiID id = TabBarCalcTabID(tab_bar, label); + + // If the user called us with *p_open == false, we early out and don't render. + // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + if (p_open && !*p_open) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus); + return false; + } + + IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button)); + IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing + + // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented) + if (flags & ImGuiTabItemFlags_NoCloseButton) + p_open = NULL; + else if (p_open == NULL) + flags |= ImGuiTabItemFlags_NoCloseButton; + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, p_open != NULL); + + // Acquire tab data + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); + bool tab_is_new = false; + if (tab == NULL) + { + tab_bar->Tabs.push_back(ImGuiTabItem()); + tab = &tab_bar->Tabs.back(); + tab->ID = id; + tab->Width = size.x; + tab_bar->TabsAddedNew = true; + tab_is_new = true; + } + tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); + tab->ContentWidth = size.x; + tab->BeginOrder = tab_bar->TabsActiveCount++; + + const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); + const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; + const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; + tab->LastFrameVisible = g.FrameCount; + tab->Flags = flags; + + // Append name with zero-terminator + tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + strlen(label) + 1); + + // Update selected tab + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) + if (!is_tab_button) + tab_bar->NextSelectedTabId = id; // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar + if (!is_tab_button) + tab_bar->NextSelectedTabId = id; + + // Lock visibility + // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) + bool tab_contents_visible = (tab_bar->VisibleTabId == id); + if (tab_contents_visible) + tab_bar->VisibleTabWasSubmitted = true; + + // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches + if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing) + if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) + tab_contents_visible = true; + + // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted + // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. + if (tab_appearing && (!tab_bar_appearing || tab_is_new)) + { + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus); + if (is_tab_button) + return false; + return tab_contents_visible; + } + + if (tab_bar->SelectedTabId == id) + tab->LastFrameSelected = g.FrameCount; + + // Backup current layout position + const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; + + // Layout + const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + size.x = tab->Width; + if (is_central_section) + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f); + else + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f); + ImVec2 pos = window->DC.CursorPos; + ImRect bb(pos, pos + size); + + // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) + const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX); + if (want_clip_rect) + PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true); + + ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; + ItemSize(bb.GetSize(), style.FramePadding.y); + window->DC.CursorMaxPos = backup_cursor_max_pos; + + if (!ItemAdd(bb, id)) + { + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + return tab_contents_visible; + } + + // Click to Select a tab + ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowItemOverlap); + if (g.DragDropActive) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; + bool hovered, held; + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + if (pressed && !is_tab_button) + tab_bar->NextSelectedTabId = id; + + // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered) + if (g.ActiveId != id) + SetItemAllowOverlap(); + + // Drag and drop: re-order tabs + if (held && !tab_appearing && IsMouseDragging(0)) + { + if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)) + { + // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x + if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) + { + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) + { + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); + } + } + } + +#if 0 + if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) + { + // Enlarge tab display when hovering + bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); + display_draw_list = GetForegroundDrawList(window); + TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); + } +#endif + + // Render tab shape + ImDrawList* display_draw_list = window->DrawList; + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused)); + TabItemBackground(display_draw_list, bb, flags, tab_col); + RenderNavHighlight(bb, id); + + // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. + const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); + if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1))) + if (!is_tab_button) + tab_bar->NextSelectedTabId = id; + + if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) + flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + + // Render tab label, process close button + const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0; + bool just_closed; + bool text_clipped; + TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); + if (just_closed && p_open != NULL) + { + *p_open = false; + TabBarCloseTab(tab_bar, tab); + } + + // Restore main window position so user can draw there + if (want_clip_rect) + PopClipRect(); + window->DC.CursorPos = backup_main_cursor_pos; + + // Tooltip + // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) + // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) + // FIXME: This is a mess. + // FIXME: We may want disabled tab to still display the tooltip? + if (text_clipped && g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay && IsItemHovered()) + if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) + SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + + IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected + if (is_tab_button) + return pressed; + return tab_contents_visible; +} + +// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. +// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar(). +// Tabs closed by the close button will automatically be flagged to avoid this issue. +void ImGui::SetTabItemClosed(const char* label) +{ + ImGuiContext& g = *GImGui; + bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); + if (is_within_manual_tab_bar) + { + ImGuiTabBar* tab_bar = g.CurrentTabBar; + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label); + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab->WantClose = true; // Will be processed by next call to TabBarLayout() + } +} + +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); + if (has_close_button) + size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. + else + size.x += g.Style.FramePadding.x + 1.0f; + return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); +} + +void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) +{ + // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. + ImGuiContext& g = *GImGui; + const float width = bb.GetWidth(); + IM_UNUSED(flags); + IM_ASSERT(width > 0.0f); + const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f)); + const float y1 = bb.Min.y + 1.0f; + const float y2 = bb.Max.y - 1.0f; + draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x, y2)); + draw_list->PathFillConvex(col); + if (g.Style.TabBorderSize > 0.0f) + { + draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2)); + draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); + draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); + draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize); + } +} + +// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic +// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. +void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped) +{ + ImGuiContext& g = *GImGui; + ImVec2 label_size = CalcTextSize(label, NULL, true); + + if (out_just_closed) + *out_just_closed = false; + if (out_text_clipped) + *out_text_clipped = false; + + if (bb.GetWidth() <= 1.0f) + return; + + // In Style V2 we'll have full override of all colors per state (e.g. focused, selected) + // But right now if you want to alter text color of tabs this is what you need to do. +#if 0 + const float backup_alpha = g.Style.Alpha; + if (!is_contents_visible) + g.Style.Alpha *= 0.7f; +#endif + + // Render text label (with clipping + alpha gradient) + unsaved marker + ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); + ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; + + // Return clipped state ignoring the close button + if (out_text_clipped) + { + *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x; + //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); + } + + const float button_sz = g.FontSize; + const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x * 2.0f - button_sz), bb.Min.y); + + // Close Button & Unsaved Marker + // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() + // 'hovered' will be true when hovering the Tab but NOT when hovering the close button + // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button + // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false + bool close_button_pressed = false; + bool close_button_visible = false; + if (close_button_id != 0) + if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton)) + if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id) + close_button_visible = true; + bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x); + + if (close_button_visible) + { + ImGuiLastItemData last_item_backup = g.LastItemData; + PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); + if (CloseButton(close_button_id, button_pos)) + close_button_pressed = true; + PopStyleVar(); + g.LastItemData = last_item_backup; + + // Close with middle mouse button + if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) + close_button_pressed = true; + } + else if (unsaved_marker_visible) + { + const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz) + g.Style.FramePadding * 2.0f); + RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); + } + + // This is all rather complicated + // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position) + // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist.. + float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; + if (close_button_visible || unsaved_marker_visible) + { + text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f); + text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f; + ellipsis_max_x = text_pixel_clip_bb.Max.x; + } + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); + +#if 0 + if (!is_contents_visible) + g.Style.Alpha = backup_alpha; +#endif + + if (out_just_closed) + *out_just_closed = close_button_pressed; +} + + +#endif // #ifndef IMGUI_DISABLE + +``` + +`samples/common/libs/imgui/imstb_rectpack.h`: + +```h +// [DEAR IMGUI] +// This is a slightly modified version of stb_rect_pack.h 1.00. +// Those changes would need to be pushed into nothings/stb: +// - Added STBRP__CDECL +// Grep for [DEAR IMGUI] to find the changes. + +// stb_rect_pack.h - v1.00 - public domain - rectangle packing +// Sean Barrett 2014 +// +// Useful for e.g. packing rectangular textures into an atlas. +// Does not do rotation. +// +// Not necessarily the awesomest packing method, but better than +// the totally naive one in stb_truetype (which is primarily what +// this is meant to replace). +// +// Has only had a few tests run, may have issues. +// +// More docs to come. +// +// No memory allocations; uses qsort() and assert() from stdlib. +// Can override those by defining STBRP_SORT and STBRP_ASSERT. +// +// This library currently uses the Skyline Bottom-Left algorithm. +// +// Please note: better rectangle packers are welcome! Please +// implement them to the same API, but with a different init +// function. +// +// Credits +// +// Library +// Sean Barrett +// Minor features +// Martins Mozeiko +// github:IntellectualKitty +// +// Bugfixes / warning fixes +// Jeremy Jaussaud +// Fabian Giesen +// +// Version history: +// +// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles +// 0.99 (2019-02-07) warning fixes +// 0.11 (2017-03-03) return packing success/fail result +// 0.10 (2016-10-25) remove cast-away-const to avoid warnings +// 0.09 (2016-08-27) fix compiler warnings +// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0) +// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0) +// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort +// 0.05: added STBRP_ASSERT to allow replacing assert +// 0.04: fixed minor bug in STBRP_LARGE_RECTS support +// 0.01: initial release +// +// LICENSE +// +// See end of file for license information. + +////////////////////////////////////////////////////////////////////////////// +// +// INCLUDE SECTION +// + +#ifndef STB_INCLUDE_STB_RECT_PACK_H +#define STB_INCLUDE_STB_RECT_PACK_H + +#define STB_RECT_PACK_VERSION 1 + +#ifdef STBRP_STATIC +#define STBRP_DEF static +#else +#define STBRP_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +typedef struct stbrp_context stbrp_context; +typedef struct stbrp_node stbrp_node; +typedef struct stbrp_rect stbrp_rect; + +#ifdef STBRP_LARGE_RECTS +typedef int stbrp_coord; +#else +typedef unsigned short stbrp_coord; +#endif + +STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); +// Assign packed locations to rectangles. The rectangles are of type +// 'stbrp_rect' defined below, stored in the array 'rects', and there +// are 'num_rects' many of them. +// +// Rectangles which are successfully packed have the 'was_packed' flag +// set to a non-zero value and 'x' and 'y' store the minimum location +// on each axis (i.e. bottom-left in cartesian coordinates, top-left +// if you imagine y increasing downwards). Rectangles which do not fit +// have the 'was_packed' flag set to 0. +// +// You should not try to access the 'rects' array from another thread +// while this function is running, as the function temporarily reorders +// the array while it executes. +// +// To pack into another rectangle, you need to call stbrp_init_target +// again. To continue packing into the same rectangle, you can call +// this function again. Calling this multiple times with multiple rect +// arrays will probably produce worse packing results than calling it +// a single time with the full rectangle array, but the option is +// available. +// +// The function returns 1 if all of the rectangles were successfully +// packed and 0 otherwise. + +struct stbrp_rect +{ + // reserved for your use: + int id; + + // input: + stbrp_coord w, h; + + // output: + stbrp_coord x, y; + int was_packed; // non-zero if valid packing + +}; // 16 bytes, nominally + + +STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes); +// Initialize a rectangle packer to: +// pack a rectangle that is 'width' by 'height' in dimensions +// using temporary storage provided by the array 'nodes', which is 'num_nodes' long +// +// You must call this function every time you start packing into a new target. +// +// There is no "shutdown" function. The 'nodes' memory must stay valid for +// the following stbrp_pack_rects() call (or calls), but can be freed after +// the call (or calls) finish. +// +// Note: to guarantee best results, either: +// 1. make sure 'num_nodes' >= 'width' +// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1' +// +// If you don't do either of the above things, widths will be quantized to multiples +// of small integers to guarantee the algorithm doesn't run out of temporary storage. +// +// If you do #2, then the non-quantized algorithm will be used, but the algorithm +// may run out of temporary storage and be unable to pack some rectangles. + +STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem); +// Optionally call this function after init but before doing any packing to +// change the handling of the out-of-temp-memory scenario, described above. +// If you call init again, this will be reset to the default (false). + + +STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic); +// Optionally select which packing heuristic the library should use. Different +// heuristics will produce better/worse results for different data sets. +// If you call init again, this will be reset to the default. + +enum +{ + STBRP_HEURISTIC_Skyline_default=0, + STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, + STBRP_HEURISTIC_Skyline_BF_sortHeight +}; + + +////////////////////////////////////////////////////////////////////////////// +// +// the details of the following structures don't matter to you, but they must +// be visible so you can handle the memory allocations for them + +struct stbrp_node +{ + stbrp_coord x,y; + stbrp_node *next; +}; + +struct stbrp_context +{ + int width; + int height; + int align; + int init_mode; + int heuristic; + int num_nodes; + stbrp_node *active_head; + stbrp_node *free_head; + stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' +}; + +#ifdef __cplusplus +} +#endif + +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// IMPLEMENTATION SECTION +// + +#ifdef STB_RECT_PACK_IMPLEMENTATION +#ifndef STBRP_SORT +#include +#define STBRP_SORT qsort +#endif + +#ifndef STBRP_ASSERT +#include +#define STBRP_ASSERT assert +#endif + +// [DEAR IMGUI] Added STBRP__CDECL +#ifdef _MSC_VER +#define STBRP__NOTUSED(v) (void)(v) +#define STBRP__CDECL __cdecl +#else +#define STBRP__NOTUSED(v) (void)sizeof(v) +#define STBRP__CDECL +#endif + +enum +{ + STBRP__INIT_skyline = 1 +}; + +STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic) +{ + switch (context->init_mode) { + case STBRP__INIT_skyline: + STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); + context->heuristic = heuristic; + break; + default: + STBRP_ASSERT(0); + } +} + +STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem) +{ + if (allow_out_of_mem) + // if it's ok to run out of memory, then don't bother aligning them; + // this gives better packing, but may fail due to OOM (even though + // the rectangles easily fit). @TODO a smarter approach would be to only + // quantize once we've hit OOM, then we could get rid of this parameter. + context->align = 1; + else { + // if it's not ok to run out of memory, then quantize the widths + // so that num_nodes is always enough nodes. + // + // I.e. num_nodes * align >= width + // align >= width / num_nodes + // align = ceil(width/num_nodes) + + context->align = (context->width + context->num_nodes-1) / context->num_nodes; + } +} + +STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) +{ + int i; +#ifndef STBRP_LARGE_RECTS + STBRP_ASSERT(width <= 0xffff && height <= 0xffff); +#endif + + for (i=0; i < num_nodes-1; ++i) + nodes[i].next = &nodes[i+1]; + nodes[i].next = NULL; + context->init_mode = STBRP__INIT_skyline; + context->heuristic = STBRP_HEURISTIC_Skyline_default; + context->free_head = &nodes[0]; + context->active_head = &context->extra[0]; + context->width = width; + context->height = height; + context->num_nodes = num_nodes; + stbrp_setup_allow_out_of_mem(context, 0); + + // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) + context->extra[0].x = 0; + context->extra[0].y = 0; + context->extra[0].next = &context->extra[1]; + context->extra[1].x = (stbrp_coord) width; +#ifdef STBRP_LARGE_RECTS + context->extra[1].y = (1<<30); +#else + context->extra[1].y = 65535; +#endif + context->extra[1].next = NULL; +} + +// find minimum y position if it starts at x1 +static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste) +{ + stbrp_node *node = first; + int x1 = x0 + width; + int min_y, visited_width, waste_area; + + STBRP__NOTUSED(c); + + STBRP_ASSERT(first->x <= x0); + + #if 0 + // skip in case we're past the node + while (node->next->x <= x0) + ++node; + #else + STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency + #endif + + STBRP_ASSERT(node->x <= x0); + + min_y = 0; + waste_area = 0; + visited_width = 0; + while (node->x < x1) { + if (node->y > min_y) { + // raise min_y higher. + // we've accounted for all waste up to min_y, + // but we'll now add more waste for everything we've visted + waste_area += visited_width * (node->y - min_y); + min_y = node->y; + // the first time through, visited_width might be reduced + if (node->x < x0) + visited_width += node->next->x - x0; + else + visited_width += node->next->x - node->x; + } else { + // add waste area + int under_width = node->next->x - node->x; + if (under_width + visited_width > width) + under_width = width - visited_width; + waste_area += under_width * (min_y - node->y); + visited_width += under_width; + } + node = node->next; + } + + *pwaste = waste_area; + return min_y; +} + +typedef struct +{ + int x,y; + stbrp_node **prev_link; +} stbrp__findresult; + +static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height) +{ + int best_waste = (1<<30), best_x, best_y = (1 << 30); + stbrp__findresult fr; + stbrp_node **prev, *node, *tail, **best = NULL; + + // align to multiple of c->align + width = (width + c->align - 1); + width -= width % c->align; + STBRP_ASSERT(width % c->align == 0); + + // if it can't possibly fit, bail immediately + if (width > c->width || height > c->height) { + fr.prev_link = NULL; + fr.x = fr.y = 0; + return fr; + } + + node = c->active_head; + prev = &c->active_head; + while (node->x + width <= c->width) { + int y,waste; + y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); + if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL + // bottom left + if (y < best_y) { + best_y = y; + best = prev; + } + } else { + // best-fit + if (y + height <= c->height) { + // can only use it if it first vertically + if (y < best_y || (y == best_y && waste < best_waste)) { + best_y = y; + best_waste = waste; + best = prev; + } + } + } + prev = &node->next; + node = node->next; + } + + best_x = (best == NULL) ? 0 : (*best)->x; + + // if doing best-fit (BF), we also have to try aligning right edge to each node position + // + // e.g, if fitting + // + // ____________________ + // |____________________| + // + // into + // + // | | + // | ____________| + // |____________| + // + // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned + // + // This makes BF take about 2x the time + + if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) { + tail = c->active_head; + node = c->active_head; + prev = &c->active_head; + // find first node that's admissible + while (tail->x < width) + tail = tail->next; + while (tail) { + int xpos = tail->x - width; + int y,waste; + STBRP_ASSERT(xpos >= 0); + // find the left position that matches this + while (node->next->x <= xpos) { + prev = &node->next; + node = node->next; + } + STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); + y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); + if (y + height <= c->height) { + if (y <= best_y) { + if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { + best_x = xpos; + STBRP_ASSERT(y <= best_y); + best_y = y; + best_waste = waste; + best = prev; + } + } + } + tail = tail->next; + } + } + + fr.prev_link = best; + fr.x = best_x; + fr.y = best_y; + return fr; +} + +static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height) +{ + // find best position according to heuristic + stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); + stbrp_node *node, *cur; + + // bail if: + // 1. it failed + // 2. the best node doesn't fit (we don't always check this) + // 3. we're out of memory + if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) { + res.prev_link = NULL; + return res; + } + + // on success, create new node + node = context->free_head; + node->x = (stbrp_coord) res.x; + node->y = (stbrp_coord) (res.y + height); + + context->free_head = node->next; + + // insert the new node into the right starting point, and + // let 'cur' point to the remaining nodes needing to be + // stiched back in + + cur = *res.prev_link; + if (cur->x < res.x) { + // preserve the existing one, so start testing with the next one + stbrp_node *next = cur->next; + cur->next = node; + cur = next; + } else { + *res.prev_link = node; + } + + // from here, traverse cur and free the nodes, until we get to one + // that shouldn't be freed + while (cur->next && cur->next->x <= res.x + width) { + stbrp_node *next = cur->next; + // move the current node to the free list + cur->next = context->free_head; + context->free_head = cur; + cur = next; + } + + // stitch the list back in + node->next = cur; + + if (cur->x < res.x + width) + cur->x = (stbrp_coord) (res.x + width); + +#ifdef _DEBUG + cur = context->active_head; + while (cur->x < context->width) { + STBRP_ASSERT(cur->x < cur->next->x); + cur = cur->next; + } + STBRP_ASSERT(cur->next == NULL); + + { + int count=0; + cur = context->active_head; + while (cur) { + cur = cur->next; + ++count; + } + cur = context->free_head; + while (cur) { + cur = cur->next; + ++count; + } + STBRP_ASSERT(count == context->num_nodes+2); + } +#endif + + return res; +} + +// [DEAR IMGUI] Added STBRP__CDECL +static int STBRP__CDECL rect_height_compare(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + if (p->h > q->h) + return -1; + if (p->h < q->h) + return 1; + return (p->w > q->w) ? -1 : (p->w < q->w); +} + +// [DEAR IMGUI] Added STBRP__CDECL +static int STBRP__CDECL rect_original_order(const void *a, const void *b) +{ + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); +} + +#ifdef STBRP_LARGE_RECTS +#define STBRP__MAXVAL 0xffffffff +#else +#define STBRP__MAXVAL 0xffff +#endif + +STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) +{ + int i, all_rects_packed = 1; + + // we use the 'was_packed' field internally to allow sorting/unsorting + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = i; + } + + // sort according to heuristic + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare); + + for (i=0; i < num_rects; ++i) { + if (rects[i].w == 0 || rects[i].h == 0) { + rects[i].x = rects[i].y = 0; // empty rect needs no space + } else { + stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); + if (fr.prev_link) { + rects[i].x = (stbrp_coord) fr.x; + rects[i].y = (stbrp_coord) fr.y; + } else { + rects[i].x = rects[i].y = STBRP__MAXVAL; + } + } + } + + // unsort + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); + + // set was_packed flags and all_rects_packed status + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); + if (!rects[i].was_packed) + all_rects_packed = 0; + } + + // return the all_rects_packed status + return all_rects_packed; +} +#endif + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ + +``` + +`samples/common/libs/imgui/imstb_textedit.h`: + +```h +// [DEAR IMGUI] +// This is a slightly modified version of stb_textedit.h 1.13. +// Those changes would need to be pushed into nothings/stb: +// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) +// Grep for [DEAR IMGUI] to find the changes. + +// stb_textedit.h - v1.13 - public domain - Sean Barrett +// Development of this library was sponsored by RAD Game Tools +// +// This C header file implements the guts of a multi-line text-editing +// widget; you implement display, word-wrapping, and low-level string +// insertion/deletion, and stb_textedit will map user inputs into +// insertions & deletions, plus updates to the cursor position, +// selection state, and undo state. +// +// It is intended for use in games and other systems that need to build +// their own custom widgets and which do not have heavy text-editing +// requirements (this library is not recommended for use for editing large +// texts, as its performance does not scale and it has limited undo). +// +// Non-trivial behaviors are modelled after Windows text controls. +// +// +// LICENSE +// +// See end of file for license information. +// +// +// DEPENDENCIES +// +// Uses the C runtime function 'memmove', which you can override +// by defining STB_TEXTEDIT_memmove before the implementation. +// Uses no other functions. Performs no runtime allocations. +// +// +// VERSION HISTORY +// +// 1.13 (2019-02-07) fix bug in undo size management +// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash +// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield +// 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual +// 1.9 (2016-08-27) customizable move-by-word +// 1.8 (2016-04-02) better keyboard handling when mouse button is down +// 1.7 (2015-09-13) change y range handling in case baseline is non-0 +// 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove +// 1.5 (2014-09-10) add support for secondary keys for OS X +// 1.4 (2014-08-17) fix signed/unsigned warnings +// 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary +// 1.2 (2014-05-27) fix some RAD types that had crept into the new code +// 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE ) +// 1.0 (2012-07-26) improve documentation, initial public release +// 0.3 (2012-02-24) bugfixes, single-line mode; insert mode +// 0.2 (2011-11-28) fixes to undo/redo +// 0.1 (2010-07-08) initial version +// +// ADDITIONAL CONTRIBUTORS +// +// Ulf Winklemann: move-by-word in 1.1 +// Fabian Giesen: secondary key inputs in 1.5 +// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 +// +// Bugfixes: +// Scott Graham +// Daniel Keller +// Omar Cornut +// Dan Thompson +// +// USAGE +// +// This file behaves differently depending on what symbols you define +// before including it. +// +// +// Header-file mode: +// +// If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this, +// it will operate in "header file" mode. In this mode, it declares a +// single public symbol, STB_TexteditState, which encapsulates the current +// state of a text widget (except for the string, which you will store +// separately). +// +// To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a +// primitive type that defines a single character (e.g. char, wchar_t, etc). +// +// To save space or increase undo-ability, you can optionally define the +// following things that are used by the undo system: +// +// STB_TEXTEDIT_POSITIONTYPE small int type encoding a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// If you don't define these, they are set to permissive types and +// moderate sizes. The undo system does no memory allocations, so +// it grows STB_TexteditState by the worst-case storage which is (in bytes): +// +// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATE_COUNT +// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHAR_COUNT +// +// +// Implementation mode: +// +// If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it +// will compile the implementation of the text edit widget, depending +// on a large number of symbols which must be defined before the include. +// +// The implementation is defined only as static functions. You will then +// need to provide your own APIs in the same file which will access the +// static functions. +// +// The basic concept is that you provide a "string" object which +// behaves like an array of characters. stb_textedit uses indices to +// refer to positions in the string, implicitly representing positions +// in the displayed textedit. This is true for both plain text and +// rich text; even with rich text stb_truetype interacts with your +// code as if there was an array of all the displayed characters. +// +// Symbols that must be the same in header-file and implementation mode: +// +// STB_TEXTEDIT_CHARTYPE the character type +// STB_TEXTEDIT_POSITIONTYPE small type that is a valid cursor position +// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow +// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer +// +// Symbols you must define for implementation mode: +// +// STB_TEXTEDIT_STRING the type of object representing a string being edited, +// typically this is a wrapper object with other data you need +// +// STB_TEXTEDIT_STRINGLEN(obj) the length of the string (ideally O(1)) +// STB_TEXTEDIT_LAYOUTROW(&r,obj,n) returns the results of laying out a line of characters +// starting from character #n (see discussion below) +// STB_TEXTEDIT_GETWIDTH(obj,n,i) returns the pixel delta from the xpos of the i'th character +// to the xpos of the i+1'th char for a line of characters +// starting at character #n (i.e. accounts for kerning +// with previous char) +// STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character +// (return type is int, -1 means not valid to insert) +// STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based +// STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize +// as manually wordwrapping for end-of-line positioning +// +// STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i +// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*) +// +// STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key +// +// STB_TEXTEDIT_K_LEFT keyboard input to move cursor left +// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right +// STB_TEXTEDIT_K_UP keyboard input to move cursor up +// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down +// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page +// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page +// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME +// STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END +// STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME +// STB_TEXTEDIT_K_TEXTEND keyboard input to move cursor to end of text // e.g. ctrl-END +// STB_TEXTEDIT_K_DELETE keyboard input to delete selection or character under cursor +// STB_TEXTEDIT_K_BACKSPACE keyboard input to delete selection or character left of cursor +// STB_TEXTEDIT_K_UNDO keyboard input to perform undo +// STB_TEXTEDIT_K_REDO keyboard input to perform redo +// +// Optional: +// STB_TEXTEDIT_K_INSERT keyboard input to toggle insert mode +// STB_TEXTEDIT_IS_SPACE(ch) true if character is whitespace (e.g. 'isspace'), +// required for default WORDLEFT/WORDRIGHT handlers +// STB_TEXTEDIT_MOVEWORDLEFT(obj,i) custom handler for WORDLEFT, returns index to move cursor to +// STB_TEXTEDIT_MOVEWORDRIGHT(obj,i) custom handler for WORDRIGHT, returns index to move cursor to +// STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word // e.g. ctrl-LEFT +// STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word // e.g. ctrl-RIGHT +// STB_TEXTEDIT_K_LINESTART2 secondary keyboard input to move cursor to start of line +// STB_TEXTEDIT_K_LINEEND2 secondary keyboard input to move cursor to end of line +// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text +// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text +// +// Keyboard input must be encoded as a single integer value; e.g. a character code +// and some bitflags that represent shift states. to simplify the interface, SHIFT must +// be a bitflag, so we can test the shifted state of cursor movements to allow selection, +// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. +// +// You can encode other things, such as CONTROL or ALT, in additional bits, and +// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example, +// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN +// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit, +// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the +// API below. The control keys will only match WM_KEYDOWN events because of the +// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN +// bit so it only decodes WM_CHAR events. +// +// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed +// row of characters assuming they start on the i'th character--the width and +// the height and the number of characters consumed. This allows this library +// to traverse the entire layout incrementally. You need to compute word-wrapping +// here. +// +// Each textfield keeps its own insert mode state, which is not how normal +// applications work. To keep an app-wide insert mode, update/copy the +// "insert_mode" field of STB_TexteditState before/after calling API functions. +// +// API +// +// void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +// +// void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key) +// +// Each of these functions potentially updates the string and updates the +// state. +// +// initialize_state: +// set the textedit state to a known good default state when initially +// constructing the textedit. +// +// click: +// call this with the mouse x,y on a mouse down; it will update the cursor +// and reset the selection start/end to the cursor point. the x,y must +// be relative to the text widget, with (0,0) being the top left. +// +// drag: +// call this with the mouse x,y on a mouse drag/up; it will update the +// cursor and the selection end point +// +// cut: +// call this to delete the current selection; returns true if there was +// one. you should FIRST copy the current selection to the system paste buffer. +// (To copy, just copy the current selection out of the string yourself.) +// +// paste: +// call this to paste text at the current cursor point or over the current +// selection if there is one. +// +// key: +// call this for keyboard inputs sent to the textfield. you can use it +// for "key down" events or for "translated" key events. if you need to +// do both (as in Win32), or distinguish Unicode characters from control +// inputs, set a high bit to distinguish the two; then you can define the +// various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit +// set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is +// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to +// anything other type you wante before including. +// +// +// When rendering, you can read the cursor position and selection state from +// the STB_TexteditState. +// +// +// Notes: +// +// This is designed to be usable in IMGUI, so it allows for the possibility of +// running in an IMGUI that has NOT cached the multi-line layout. For this +// reason, it provides an interface that is compatible with computing the +// layout incrementally--we try to make sure we make as few passes through +// as possible. (For example, to locate the mouse pointer in the text, we +// could define functions that return the X and Y positions of characters +// and binary search Y and then X, but if we're doing dynamic layout this +// will run the layout algorithm many times, so instead we manually search +// forward in one pass. Similar logic applies to e.g. up-arrow and +// down-arrow movement.) +// +// If it's run in a widget that *has* cached the layout, then this is less +// efficient, but it's not horrible on modern computers. But you wouldn't +// want to edit million-line files with it. + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Header-file mode +//// +//// + +#ifndef INCLUDE_STB_TEXTEDIT_H +#define INCLUDE_STB_TEXTEDIT_H + +//////////////////////////////////////////////////////////////////////// +// +// STB_TexteditState +// +// Definition of STB_TexteditState which you should store +// per-textfield; it includes cursor position, selection state, +// and undo state. +// + +#ifndef STB_TEXTEDIT_UNDOSTATECOUNT +#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#endif +#ifndef STB_TEXTEDIT_UNDOCHARCOUNT +#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#endif +#ifndef STB_TEXTEDIT_CHARTYPE +#define STB_TEXTEDIT_CHARTYPE int +#endif +#ifndef STB_TEXTEDIT_POSITIONTYPE +#define STB_TEXTEDIT_POSITIONTYPE int +#endif + +typedef struct +{ + // private data + STB_TEXTEDIT_POSITIONTYPE where; + STB_TEXTEDIT_POSITIONTYPE insert_length; + STB_TEXTEDIT_POSITIONTYPE delete_length; + int char_storage; +} StbUndoRecord; + +typedef struct +{ + // private data + StbUndoRecord undo_rec [STB_TEXTEDIT_UNDOSTATECOUNT]; + STB_TEXTEDIT_CHARTYPE undo_char[STB_TEXTEDIT_UNDOCHARCOUNT]; + short undo_point, redo_point; + int undo_char_point, redo_char_point; +} StbUndoState; + +typedef struct +{ + ///////////////////// + // + // public data + // + + int cursor; + // position of the text cursor within the string + + int select_start; // selection start point + int select_end; + // selection start and end point in characters; if equal, no selection. + // note that start may be less than or greater than end (e.g. when + // dragging the mouse, start is where the initial click was, and you + // can drag in either direction) + + unsigned char insert_mode; + // each textfield keeps its own insert mode state. to keep an app-wide + // insert mode, copy this value in/out of the app state + + int row_count_per_page; + // page size in number of row. + // this value MUST be set to >0 for pageup or pagedown in multilines documents. + + ///////////////////// + // + // private data + // + unsigned char cursor_at_end_of_line; // not implemented yet + unsigned char initialized; + unsigned char has_preferred_x; + unsigned char single_line; + unsigned char padding1, padding2, padding3; + float preferred_x; // this determines where the cursor up/down tries to seek to along x + StbUndoState undostate; +} STB_TexteditState; + + +//////////////////////////////////////////////////////////////////////// +// +// StbTexteditRow +// +// Result of layout query, used by stb_textedit to determine where +// the text in each row is. + +// result of layout query +typedef struct +{ + float x0,x1; // starting x location, end x location (allows for align=right, etc) + float baseline_y_delta; // position of baseline relative to previous row's baseline + float ymin,ymax; // height of row above and below baseline + int num_chars; +} StbTexteditRow; +#endif //INCLUDE_STB_TEXTEDIT_H + + +//////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////// +//// +//// Implementation mode +//// +//// + + +// implementation isn't include-guarded, since it might have indirectly +// included just the "header" portion +#ifdef STB_TEXTEDIT_IMPLEMENTATION + +#ifndef STB_TEXTEDIT_memmove +#include +#define STB_TEXTEDIT_memmove memmove +#endif + + +///////////////////////////////////////////////////////////////////////////// +// +// Mouse input handling +// + +// traverse the layout to locate the nearest character to a display position +static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y) +{ + StbTexteditRow r; + int n = STB_TEXTEDIT_STRINGLEN(str); + float base_y = 0, prev_x; + int i=0, k; + + r.x0 = r.x1 = 0; + r.ymin = r.ymax = 0; + r.num_chars = 0; + + // search rows to find one that straddles 'y' + while (i < n) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (r.num_chars <= 0) + return n; + + if (i==0 && y < base_y + r.ymin) + return 0; + + if (y < base_y + r.ymax) + break; + + i += r.num_chars; + base_y += r.baseline_y_delta; + } + + // below all text, return 'after' last character + if (i >= n) + return n; + + // check if it's before the beginning of the line + if (x < r.x0) + return i; + + // check if it's before the end of the line + if (x < r.x1) { + // search characters in row for one that straddles 'x' + prev_x = r.x0; + for (k=0; k < r.num_chars; ++k) { + float w = STB_TEXTEDIT_GETWIDTH(str, i, k); + if (x < prev_x+w) { + if (x < prev_x+w/2) + return k+i; + else + return k+i+1; + } + prev_x += w; + } + // shouldn't happen, but if it does, fall through to end-of-line case + } + + // if the last character is a newline, return that. otherwise return 'after' the last character + if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) + return i+r.num_chars-1; + else + return i+r.num_chars; +} + +// API click: on mouse down, move the cursor to the clicked location, and reset the selection +static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + state->cursor = stb_text_locate_coord(str, x, y); + state->select_start = state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; +} + +// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location +static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +{ + int p = 0; + + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } + + if (state->select_start == state->select_end) + state->select_start = state->cursor; + + p = stb_text_locate_coord(str, x, y); + state->cursor = state->select_end = p; +} + +///////////////////////////////////////////////////////////////////////////// +// +// Keyboard input handling +// + +// forward declarations +static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); + +typedef struct +{ + float x,y; // position of n'th character + float height; // height of line + int first_char, length; // first char of row, and length + int prev_first; // first char of previous row +} StbFindState; + +// find the x/y location of a character, and remember info about the previous row in +// case we get a move-up event (for page up, we'll have to rescan) +static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *str, int n, int single_line) +{ + StbTexteditRow r; + int prev_start = 0; + int z = STB_TEXTEDIT_STRINGLEN(str); + int i=0, first; + + if (n == z) { + // if it's at the end, then find the last line -- simpler than trying to + // explicitly handle this case in the regular code + if (single_line) { + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + find->y = 0; + find->first_char = 0; + find->length = z; + find->height = r.ymax - r.ymin; + find->x = r.x1; + } else { + find->y = 0; + find->x = 0; + find->height = 1; + while (i < z) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + prev_start = i; + i += r.num_chars; + } + find->first_char = i; + find->length = 0; + find->prev_first = prev_start; + } + return; + } + + // search rows to find the one that straddles character n + find->y = 0; + + for(;;) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (n < i + r.num_chars) + break; + prev_start = i; + i += r.num_chars; + find->y += r.baseline_y_delta; + } + + find->first_char = first = i; + find->length = r.num_chars; + find->height = r.ymax - r.ymin; + find->prev_first = prev_start; + + // now scan to find xpos + find->x = r.x0; + for (i=0; first+i < n; ++i) + find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); +} + +#define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) + +// make the selection/cursor state valid if client altered the string +static void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + int n = STB_TEXTEDIT_STRINGLEN(str); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start > n) state->select_start = n; + if (state->select_end > n) state->select_end = n; + // if clamping forced them to be equal, move the cursor to match + if (state->select_start == state->select_end) + state->cursor = state->select_start; + } + if (state->cursor > n) state->cursor = n; +} + +// delete characters while updating undo +static void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) +{ + stb_text_makeundo_delete(str, state, where, len); + STB_TEXTEDIT_DELETECHARS(str, where, len); + state->has_preferred_x = 0; +} + +// delete the section +static void stb_textedit_delete_selection(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + stb_textedit_clamp(str, state); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start < state->select_end) { + stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start); + state->select_end = state->cursor = state->select_start; + } else { + stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end); + state->select_start = state->cursor = state->select_end; + } + state->has_preferred_x = 0; + } +} + +// canoncialize the selection so start <= end +static void stb_textedit_sortselection(STB_TexteditState *state) +{ + if (state->select_end < state->select_start) { + int temp = state->select_end; + state->select_end = state->select_start; + state->select_start = temp; + } +} + +// move cursor to first character of selection +static void stb_textedit_move_to_first(STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + state->cursor = state->select_start; + state->select_end = state->select_start; + state->has_preferred_x = 0; + } +} + +// move cursor to last character of selection +static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->select_start = state->select_end; + state->has_preferred_x = 0; + } +} + +#ifdef STB_TEXTEDIT_IS_SPACE +static int is_word_boundary( STB_TEXTEDIT_STRING *str, int idx ) +{ + return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1; +} + +#ifndef STB_TEXTEDIT_MOVEWORDLEFT +static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c ) +{ + --c; // always move at least one character + while( c >= 0 && !is_word_boundary( str, c ) ) + --c; + + if( c < 0 ) + c = 0; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous +#endif + +#ifndef STB_TEXTEDIT_MOVEWORDRIGHT +static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *str, int c ) +{ + const int len = STB_TEXTEDIT_STRINGLEN(str); + ++c; // always move at least one character + while( c < len && !is_word_boundary( str, c ) ) + ++c; + + if( c > len ) + c = len; + + return c; +} +#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next +#endif + +#endif + +// update selection and cursor to match each other +static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) +{ + if (!STB_TEXT_HAS_SELECTION(state)) + state->select_start = state->select_end = state->cursor; + else + state->cursor = state->select_end; +} + +// API cut: delete selection +static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_delete_selection(str,state); // implicitly clamps + state->has_preferred_x = 0; + return 1; + } + return 0; +} + +// API paste: replace existing selection with passed-in text +static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +{ + // if there's a selection, the paste should delete it + stb_textedit_clamp(str, state); + stb_textedit_delete_selection(str,state); + // try to insert the characters + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { + stb_text_makeundo_insert(state, state->cursor, len); + state->cursor += len; + state->has_preferred_x = 0; + return 1; + } + // [DEAR IMGUI] + //// remove the undo since we didn't actually insert the characters + //if (state->undostate.undo_point) + // --state->undostate.undo_point; + // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details) + return 0; +} + +#ifndef STB_TEXTEDIT_KEYTYPE +#define STB_TEXTEDIT_KEYTYPE int +#endif + +// API key: process a keyboard input +static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) +{ +retry: + switch (key) { + default: { + int c = STB_TEXTEDIT_KEYTOTEXT(key); + if (c > 0) { + STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE) c; + + // can't add newline in single-line mode + if (c == '\n' && state->single_line) + break; + + if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { + stb_text_makeundo_replace(str, state, state->cursor, 1, 1); + STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { + ++state->cursor; + state->has_preferred_x = 0; + } + } else { + stb_textedit_delete_selection(str,state); // implicitly clamps + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { + stb_text_makeundo_insert(state, state->cursor, 1); + ++state->cursor; + state->has_preferred_x = 0; + } + } + } + break; + } + +#ifdef STB_TEXTEDIT_K_INSERT + case STB_TEXTEDIT_K_INSERT: + state->insert_mode = !state->insert_mode; + break; +#endif + + case STB_TEXTEDIT_K_UNDO: + stb_text_undo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_REDO: + stb_text_redo(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT: + // if currently there's a selection, move cursor to start of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else + if (state->cursor > 0) + --state->cursor; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_RIGHT: + // if currently there's a selection, move cursor to end of selection + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else + ++state->cursor; + stb_textedit_clamp(str, state); + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + // move selection left + if (state->select_end > 0) + --state->select_end; + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_MOVEWORDLEFT + case STB_TEXTEDIT_K_WORDLEFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + +#ifdef STB_TEXTEDIT_MOVEWORDRIGHT + case STB_TEXTEDIT_K_WORDRIGHT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + else { + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + stb_textedit_clamp( str, state ); + } + break; + + case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) + stb_textedit_prep_selection_at_cursor(state); + + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + state->select_end = state->cursor; + + stb_textedit_clamp( str, state ); + break; +#endif + + case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + // move selection right + ++state->select_end; + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_DOWN: + case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGDOWN: + case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down in single-line behave like left&right + key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_last(str, state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + int start = find.first_char + find.length; + + if (find.length == 0) + break; + + // [DEAR IMGUI] + // going down while being on the last line shouldn't bring us to that line end + if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) + break; + + // now find character position down a row + state->cursor = start; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); + #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + ++state->cursor; + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to next line + find.first_char = find.first_char + find.length; + find.length = row.num_chars; + } + break; + } + + case STB_TEXTEDIT_K_UP: + case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGUP: + case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: { + StbFindState find; + StbTexteditRow row; + int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP; + int row_count = is_page ? state->row_count_per_page : 1; + + if (!is_page && state->single_line) { + // on windows, up&down become left&right + key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); + goto retry; + } + + if (sel) + stb_textedit_prep_selection_at_cursor(state); + else if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_move_to_first(state); + + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + + // can only go up if there's a previous row + if (find.prev_first == find.first_char) + break; + + // now find character position up a row + state->cursor = find.prev_first; + STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); + x = row.x0; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); + #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + ++state->cursor; + } + stb_textedit_clamp(str, state); + + state->has_preferred_x = 1; + state->preferred_x = goal_x; + + if (sel) + state->select_end = state->cursor; + + // go to previous line + // (we need to scan previous line the hard way. maybe we could expose this as a new API function?) + prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0; + while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE) + --prev_scan; + find.first_char = find.prev_first; + find.prev_first = prev_scan; + } + break; + } + + case STB_TEXTEDIT_K_DELETE: + case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + int n = STB_TEXTEDIT_STRINGLEN(str); + if (state->cursor < n) + stb_textedit_delete(str, state, state->cursor, 1); + } + state->has_preferred_x = 0; + break; + + case STB_TEXTEDIT_K_BACKSPACE: + case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) + stb_textedit_delete_selection(str, state); + else { + stb_textedit_clamp(str, state); + if (state->cursor > 0) { + stb_textedit_delete(str, state, state->cursor-1, 1); + --state->cursor; + } + } + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2: +#endif + case STB_TEXTEDIT_K_TEXTSTART: + state->cursor = state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2: +#endif + case STB_TEXTEDIT_K_TEXTEND: + state->cursor = STB_TEXTEDIT_STRINGLEN(str); + state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = 0; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str); + state->has_preferred_x = 0; + break; + + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2: +#endif + case STB_TEXTEDIT_K_LINESTART: + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2: +#endif + case STB_TEXTEDIT_K_LINEEND: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->has_preferred_x = 0; + break; + } + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = 0; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + } + } +} + +///////////////////////////////////////////////////////////////////////////// +// +// Undo processing +// +// @OPTIMIZE: the undo/redo buffer should be circular + +static void stb_textedit_flush_redo(StbUndoState *state) +{ + state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; + state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; +} + +// discard the oldest entry in the undo list +static void stb_textedit_discard_undo(StbUndoState *state) +{ + if (state->undo_point > 0) { + // if the 0th undo state has characters, clean those up + if (state->undo_rec[0].char_storage >= 0) { + int n = state->undo_rec[0].insert_length, i; + // delete n characters from all other records + state->undo_char_point -= n; + STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE))); + for (i=0; i < state->undo_point; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it + } + --state->undo_point; + STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); + } +} + +// discard the oldest entry in the redo list--it's bad if this +// ever happens, but because undo & redo have to store the actual +// characters in different cases, the redo character buffer can +// fill up even though the undo buffer didn't +static void stb_textedit_discard_redo(StbUndoState *state) +{ + int k = STB_TEXTEDIT_UNDOSTATECOUNT-1; + + if (state->redo_point <= k) { + // if the k'th undo state has characters, clean those up + if (state->undo_rec[k].char_storage >= 0) { + int n = state->undo_rec[k].insert_length, i; + // move the remaining redo character data to the end of the buffer + state->redo_char_point += n; + STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE))); + // adjust the position of all the other records to account for above memmove + for (i=state->redo_point; i < k; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage += n; + } + // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' + // [DEAR IMGUI] + size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; + const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; + IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); + IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); + STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); + + // now move redo_point to point to the new one + ++state->redo_point; + } +} + +static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars) +{ + // any time we create a new undo record, we discard redo + stb_textedit_flush_redo(state); + + // if we have no free records, we have to make room, by sliding the + // existing records down + if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + stb_textedit_discard_undo(state); + + // if the characters to store won't possibly fit in the buffer, we can't undo + if (numchars > STB_TEXTEDIT_UNDOCHARCOUNT) { + state->undo_point = 0; + state->undo_char_point = 0; + return NULL; + } + + // if we don't have enough free characters in the buffer, we have to make room + while (state->undo_char_point + numchars > STB_TEXTEDIT_UNDOCHARCOUNT) + stb_textedit_discard_undo(state); + + return &state->undo_rec[state->undo_point++]; +} + +static STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) +{ + StbUndoRecord *r = stb_text_create_undo_record(state, insert_len); + if (r == NULL) + return NULL; + + r->where = pos; + r->insert_length = (STB_TEXTEDIT_POSITIONTYPE) insert_len; + r->delete_length = (STB_TEXTEDIT_POSITIONTYPE) delete_len; + + if (insert_len == 0) { + r->char_storage = -1; + return NULL; + } else { + r->char_storage = state->undo_char_point; + state->undo_char_point += insert_len; + return &state->undo_char[r->char_storage]; + } +} + +static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord u, *r; + if (s->undo_point == 0) + return; + + // we need to do two things: apply the undo record, and create a redo record + u = s->undo_rec[s->undo_point-1]; + r = &s->undo_rec[s->redo_point-1]; + r->char_storage = -1; + + r->insert_length = u.delete_length; + r->delete_length = u.insert_length; + r->where = u.where; + + if (u.delete_length) { + // if the undo record says to delete characters, then the redo record will + // need to re-insert the characters that get deleted, so we need to store + // them. + + // there are three cases: + // there's enough room to store the characters + // characters stored for *redoing* don't leave room for redo + // characters stored for *undoing* don't leave room for redo + // if the last is true, we have to bail + + if (s->undo_char_point + u.delete_length >= STB_TEXTEDIT_UNDOCHARCOUNT) { + // the undo records take up too much character space; there's no space to store the redo characters + r->insert_length = 0; + } else { + int i; + + // there's definitely room to store the characters eventually + while (s->undo_char_point + u.delete_length > s->redo_char_point) { + // should never happen: + if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + return; + // there's currently not enough room, so discard a redo record + stb_textedit_discard_redo(s); + } + r = &s->undo_rec[s->redo_point-1]; + + r->char_storage = s->redo_char_point - u.delete_length; + s->redo_char_point = s->redo_char_point - u.delete_length; + + // now save the characters + for (i=0; i < u.delete_length; ++i) + s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i); + } + + // now we can carry out the deletion + STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length); + } + + // check type of recorded action: + if (u.insert_length) { + // easy case: was a deletion, so we need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); + s->undo_char_point -= u.insert_length; + } + + state->cursor = u.where + u.insert_length; + + s->undo_point--; + s->redo_point--; +} + +static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +{ + StbUndoState *s = &state->undostate; + StbUndoRecord *u, r; + if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + return; + + // we need to do two things: apply the redo record, and create an undo record + u = &s->undo_rec[s->undo_point]; + r = s->undo_rec[s->redo_point]; + + // we KNOW there must be room for the undo record, because the redo record + // was derived from an undo record + + u->delete_length = r.insert_length; + u->insert_length = r.delete_length; + u->where = r.where; + u->char_storage = -1; + + if (r.delete_length) { + // the redo record requires us to delete characters, so the undo record + // needs to store the characters + + if (s->undo_char_point + u->insert_length > s->redo_char_point) { + u->insert_length = 0; + u->delete_length = 0; + } else { + int i; + u->char_storage = s->undo_char_point; + s->undo_char_point = s->undo_char_point + u->insert_length; + + // now save the characters + for (i=0; i < u->insert_length; ++i) + s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i); + } + + STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length); + } + + if (r.insert_length) { + // easy case: need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); + s->redo_char_point += r.insert_length; + } + + state->cursor = r.where + r.insert_length; + + s->undo_point++; + s->redo_point++; +} + +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length) +{ + stb_text_createundo(&state->undostate, where, 0, length); +} + +static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) +{ + int i; + STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); + if (p) { + for (i=0; i < length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) +{ + int i; + STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); + if (p) { + for (i=0; i < old_length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } +} + +// reset the state to default +static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line) +{ + state->undostate.undo_point = 0; + state->undostate.undo_char_point = 0; + state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; + state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; + state->select_end = state->select_start = 0; + state->cursor = 0; + state->has_preferred_x = 0; + state->preferred_x = 0; + state->cursor_at_end_of_line = 0; + state->initialized = 1; + state->single_line = (unsigned char) is_single_line; + state->insert_mode = 0; + state->row_count_per_page = 0; +} + +// API initialize +static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) +{ + stb_textedit_clear_state(state, is_single_line); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +static int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len) +{ + return stb_textedit_paste_internal(str, state, (STB_TEXTEDIT_CHARTYPE *) ctext, len); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif//STB_TEXTEDIT_IMPLEMENTATION + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ + +``` + +`samples/common/libs/imgui/imstb_truetype.h`: + +```h +// [DEAR IMGUI] +// This is a slightly modified version of stb_truetype.h 1.20. +// Mostly fixing for compiler and static analyzer warnings. +// Grep for [DEAR IMGUI] to find the changes. + +// stb_truetype.h - v1.20 - public domain +// authored from 2009-2016 by Sean Barrett / RAD Game Tools +// +// This library processes TrueType files: +// parse files +// extract glyph metrics +// extract glyph shapes +// render glyphs to one-channel bitmaps with antialiasing (box filter) +// render glyphs to one-channel SDF bitmaps (signed-distance field/function) +// +// Todo: +// non-MS cmaps +// crashproof on bad data +// hinting? (no longer patented) +// cleartype-style AA? +// optimize: use simple memory allocator for intermediates +// optimize: build edge-list directly from curves +// optimize: rasterize directly from curves? +// +// ADDITIONAL CONTRIBUTORS +// +// Mikko Mononen: compound shape support, more cmap formats +// Tor Andersson: kerning, subpixel rendering +// Dougall Johnson: OpenType / Type 2 font handling +// Daniel Ribeiro Maciel: basic GPOS-based kerning +// +// Misc other: +// Ryan Gordon +// Simon Glass +// github:IntellectualKitty +// Imanol Celaya +// Daniel Ribeiro Maciel +// +// Bug/warning reports/fixes: +// "Zer" on mollyrocket Fabian "ryg" Giesen +// Cass Everitt Martins Mozeiko +// stoiko (Haemimont Games) Cap Petschulat +// Brian Hook Omar Cornut +// Walter van Niftrik github:aloucks +// David Gow Peter LaValle +// David Given Sergey Popov +// Ivan-Assen Ivanov Giumo X. Clanjor +// Anthony Pesch Higor Euripedes +// Johan Duparc Thomas Fields +// Hou Qiming Derek Vinyard +// Rob Loach Cort Stratton +// Kenney Phillis Jr. github:oyvindjam +// Brian Costabile github:vassvik +// +// VERSION HISTORY +// +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() +// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// variant PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// +// Full history can be found at the end of this file. +// +// LICENSE +// +// See end of file for license information. +// +// USAGE +// +// Include this file in whatever places need to refer to it. In ONE C/C++ +// file, write: +// #define STB_TRUETYPE_IMPLEMENTATION +// before the #include of this file. This expands out the actual +// implementation into that C/C++ file. +// +// To make the implementation private to the file that generates the implementation, +// #define STBTT_STATIC +// +// Simple 3D API (don't ship this, but it's fine for tools and quick start) +// stbtt_BakeFontBitmap() -- bake a font to a bitmap for use as texture +// stbtt_GetBakedQuad() -- compute quad to draw for a given char +// +// Improved 3D API (more shippable): +// #include "stb_rect_pack.h" -- optional, but you really want it +// stbtt_PackBegin() +// stbtt_PackSetOversampling() -- for improved quality on small fonts +// stbtt_PackFontRanges() -- pack and renders +// stbtt_PackEnd() +// stbtt_GetPackedQuad() +// +// "Load" a font file from a memory buffer (you have to keep the buffer loaded) +// stbtt_InitFont() +// stbtt_GetFontOffsetForIndex() -- indexing for TTC font collections +// stbtt_GetNumberOfFonts() -- number of fonts for TTC font collections +// +// Render a unicode codepoint to a bitmap +// stbtt_GetCodepointBitmap() -- allocates and returns a bitmap +// stbtt_MakeCodepointBitmap() -- renders into bitmap you provide +// stbtt_GetCodepointBitmapBox() -- how big the bitmap must be +// +// Character advance/positioning +// stbtt_GetCodepointHMetrics() +// stbtt_GetFontVMetrics() +// stbtt_GetFontVMetricsOS2() +// stbtt_GetCodepointKernAdvance() +// +// Starting with version 1.06, the rasterizer was replaced with a new, +// faster and generally-more-precise rasterizer. The new rasterizer more +// accurately measures pixel coverage for anti-aliasing, except in the case +// where multiple shapes overlap, in which case it overestimates the AA pixel +// coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If +// this turns out to be a problem, you can re-enable the old rasterizer with +// #define STBTT_RASTERIZER_VERSION 1 +// which will incur about a 15% speed hit. +// +// ADDITIONAL DOCUMENTATION +// +// Immediately after this block comment are a series of sample programs. +// +// After the sample programs is the "header file" section. This section +// includes documentation for each API function. +// +// Some important concepts to understand to use this library: +// +// Codepoint +// Characters are defined by unicode codepoints, e.g. 65 is +// uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is +// the hiragana for "ma". +// +// Glyph +// A visual character shape (every codepoint is rendered as +// some glyph) +// +// Glyph index +// A font-specific integer ID representing a glyph +// +// Baseline +// Glyph shapes are defined relative to a baseline, which is the +// bottom of uppercase characters. Characters extend both above +// and below the baseline. +// +// Current Point +// As you draw text to the screen, you keep track of a "current point" +// which is the origin of each character. The current point's vertical +// position is the baseline. Even "baked fonts" use this model. +// +// Vertical Font Metrics +// The vertical qualities of the font, used to vertically position +// and space the characters. See docs for stbtt_GetFontVMetrics. +// +// Font Size in Pixels or Points +// The preferred interface for specifying font sizes in stb_truetype +// is to specify how tall the font's vertical extent should be in pixels. +// If that sounds good enough, skip the next paragraph. +// +// Most font APIs instead use "points", which are a common typographic +// measurement for describing font size, defined as 72 points per inch. +// stb_truetype provides a point API for compatibility. However, true +// "per inch" conventions don't make much sense on computer displays +// since different monitors have different number of pixels per +// inch. For example, Windows traditionally uses a convention that +// there are 96 pixels per inch, thus making 'inch' measurements have +// nothing to do with inches, and thus effectively defining a point to +// be 1.333 pixels. Additionally, the TrueType font data provides +// an explicit scale factor to scale a given font's glyphs to points, +// but the author has observed that this scale factor is often wrong +// for non-commercial fonts, thus making fonts scaled in points +// according to the TrueType spec incoherently sized in practice. +// +// DETAILED USAGE: +// +// Scale: +// Select how high you want the font to be, in points or pixels. +// Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute +// a scale factor SF that will be used by all other functions. +// +// Baseline: +// You need to select a y-coordinate that is the baseline of where +// your text will appear. Call GetFontBoundingBox to get the baseline-relative +// bounding box for all characters. SF*-y0 will be the distance in pixels +// that the worst-case character could extend above the baseline, so if +// you want the top edge of characters to appear at the top of the +// screen where y=0, then you would set the baseline to SF*-y0. +// +// Current point: +// Set the current point where the first character will appear. The +// first character could extend left of the current point; this is font +// dependent. You can either choose a current point that is the leftmost +// point and hope, or add some padding, or check the bounding box or +// left-side-bearing of the first character to be displayed and set +// the current point based on that. +// +// Displaying a character: +// Compute the bounding box of the character. It will contain signed values +// relative to . I.e. if it returns x0,y0,x1,y1, +// then the character should be displayed in the rectangle from +// to = 32 && *text < 128) { + stbtt_aligned_quad q; + stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9 + glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y0); + glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y0); + glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y1); + glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y1); + } + ++text; + } + glEnd(); +} +#endif +// +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program (this compiles): get a single bitmap, print as ASCII art +// +#if 0 +#include +#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation +#include "stb_truetype.h" + +char ttf_buffer[1<<25]; + +int main(int argc, char **argv) +{ + stbtt_fontinfo font; + unsigned char *bitmap; + int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20); + + fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb")); + + stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0)); + bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0); + + for (j=0; j < h; ++j) { + for (i=0; i < w; ++i) + putchar(" .:ioVM@"[bitmap[j*w+i]>>5]); + putchar('\n'); + } + return 0; +} +#endif +// +// Output: +// +// .ii. +// @@@@@@. +// V@Mio@@o +// :i. V@V +// :oM@@M +// :@@@MM@M +// @@o o@M +// :@@. M@M +// @@@o@@@@ +// :M@@V:@@. +// +////////////////////////////////////////////////////////////////////////////// +// +// Complete program: print "Hello World!" banner, with bugs +// +#if 0 +char buffer[24<<20]; +unsigned char screen[20][79]; + +int main(int arg, char **argv) +{ + stbtt_fontinfo font; + int i,j,ascent,baseline,ch=0; + float scale, xpos=2; // leave a little padding in case the character extends left + char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness + + fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb")); + stbtt_InitFont(&font, buffer, 0); + + scale = stbtt_ScaleForPixelHeight(&font, 15); + stbtt_GetFontVMetrics(&font, &ascent,0,0); + baseline = (int) (ascent*scale); + + while (text[ch]) { + int advance,lsb,x0,y0,x1,y1; + float x_shift = xpos - (float) floor(xpos); + stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb); + stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1); + stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]); + // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong + // because this API is really for baking character bitmaps into textures. if you want to render + // a sequence of characters, you really need to render each bitmap to a temp buffer, then + // "alpha blend" that into the working buffer + xpos += (advance * scale); + if (text[ch+1]) + xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]); + ++ch; + } + + for (j=0; j < 20; ++j) { + for (i=0; i < 78; ++i) + putchar(" .:ioVM@"[screen[j][i]>>5]); + putchar('\n'); + } + + return 0; +} +#endif + + +////////////////////////////////////////////////////////////////////////////// +////////////////////////////////////////////////////////////////////////////// +//// +//// INTEGRATION WITH YOUR CODEBASE +//// +//// The following sections allow you to supply alternate definitions +//// of C library functions used by stb_truetype, e.g. if you don't +//// link with the C runtime library. + +#ifdef STB_TRUETYPE_IMPLEMENTATION + // #define your own (u)stbtt_int8/16/32 before including to override this + #ifndef stbtt_uint8 + typedef unsigned char stbtt_uint8; + typedef signed char stbtt_int8; + typedef unsigned short stbtt_uint16; + typedef signed short stbtt_int16; + typedef unsigned int stbtt_uint32; + typedef signed int stbtt_int32; + #endif + + typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1]; + typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1]; + + // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h + #ifndef STBTT_ifloor + #include + #define STBTT_ifloor(x) ((int) floor(x)) + #define STBTT_iceil(x) ((int) ceil(x)) + #endif + + #ifndef STBTT_sqrt + #include + #define STBTT_sqrt(x) sqrt(x) + #define STBTT_pow(x,y) pow(x,y) + #endif + + #ifndef STBTT_fmod + #include + #define STBTT_fmod(x,y) fmod(x,y) + #endif + + #ifndef STBTT_cos + #include + #define STBTT_cos(x) cos(x) + #define STBTT_acos(x) acos(x) + #endif + + #ifndef STBTT_fabs + #include + #define STBTT_fabs(x) fabs(x) + #endif + + // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h + #ifndef STBTT_malloc + #include + #define STBTT_malloc(x,u) ((void)(u),malloc(x)) + #define STBTT_free(x,u) ((void)(u),free(x)) + #endif + + #ifndef STBTT_assert + #include + #define STBTT_assert(x) assert(x) + #endif + + #ifndef STBTT_strlen + #include + #define STBTT_strlen(x) strlen(x) + #endif + + #ifndef STBTT_memcpy + #include + #define STBTT_memcpy memcpy + #define STBTT_memset memset + #endif +#endif + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// INTERFACE +//// +//// + +#ifndef __STB_INCLUDE_STB_TRUETYPE_H__ +#define __STB_INCLUDE_STB_TRUETYPE_H__ + +#ifdef STBTT_STATIC +#define STBTT_DEF static +#else +#define STBTT_DEF extern +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +// private structure +typedef struct +{ + unsigned char *data; + int cursor; + int size; +} stbtt__buf; + +////////////////////////////////////////////////////////////////////////////// +// +// TEXTURE BAKING API +// +// If you use this API, you only have to call two functions ever. +// + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; +} stbtt_bakedchar; + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata); // you allocate this, it's num_chars long +// if return is positive, the first unused row of the bitmap +// if return is negative, returns the negative of the number of characters that fit +// if return is 0, no characters fit and no rows were used +// This uses a very crappy packing. + +typedef struct +{ + float x0,y0,s0,t0; // top-left + float x1,y1,s1,t1; // bottom-right +} stbtt_aligned_quad; + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier +// Call GetBakedQuad with char_index = 'character - first_char', and it +// creates the quad you need to draw and advances the current position. +// +// The coordinate system used assumes y increases downwards. +// +// Characters will extend both above and below the current position; +// see discussion of "BASELINE" above. +// +// It's inefficient; you might want to c&p it and optimize it. + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap); +// Query the font vertical metrics without having to create a font first. + + +////////////////////////////////////////////////////////////////////////////// +// +// NEW TEXTURE BAKING API +// +// This provides options for packing multiple fonts into one atlas, not +// perfectly but better than nothing. + +typedef struct +{ + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; + float xoff2,yoff2; +} stbtt_packedchar; + +typedef struct stbtt_pack_context stbtt_pack_context; +typedef struct stbtt_fontinfo stbtt_fontinfo; +#ifndef STB_RECT_PACK_VERSION +typedef struct stbrp_rect stbrp_rect; +#endif + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context); +// Initializes a packing context stored in the passed-in stbtt_pack_context. +// Future calls using this context will pack characters into the bitmap passed +// in here: a 1-channel bitmap that is width * height. stride_in_bytes is +// the distance from one row to the next (or 0 to mean they are packed tightly +// together). "padding" is the amount of padding to leave between each +// character (normally you want '1' for bitmaps you'll use as textures with +// bilinear filtering). +// +// Returns 0 on failure, 1 on success. + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc); +// Cleans up the packing context and frees all memory. + +#define STBTT_POINT_SIZE(x) (-(x)) + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range); +// Creates character bitmaps from the font_index'th font found in fontdata (use +// font_index=0 if you don't know what that is). It creates num_chars_in_range +// bitmaps for characters with unicode values starting at first_unicode_char_in_range +// and increasing. Data for how to render them is stored in chardata_for_range; +// pass these to stbtt_GetPackedQuad to get back renderable quads. +// +// font_size is the full height of the character from ascender to descender, +// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed +// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE() +// and pass that result as 'font_size': +// ..., 20 , ... // font max minus min y is 20 pixels tall +// ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall + +typedef struct +{ + float font_size; + int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint + int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints + int num_chars; + stbtt_packedchar *chardata_for_range; // output + unsigned char h_oversample, v_oversample; // don't set these, they're used internally +} stbtt_pack_range; + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges); +// Creates character bitmaps from multiple ranges of characters stored in +// ranges. This will usually create a better-packed bitmap than multiple +// calls to stbtt_PackFontRange. Note that you can call this multiple +// times within a single PackBegin/PackEnd. + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample); +// Oversampling a font increases the quality by allowing higher-quality subpixel +// positioning, and is especially valuable at smaller text sizes. +// +// This function sets the amount of oversampling for all following calls to +// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given +// pack context. The default (no oversampling) is achieved by h_oversample=1 +// and v_oversample=1. The total number of pixels required is +// h_oversample*v_oversample larger than the default; for example, 2x2 +// oversampling requires 4x the storage of 1x1. For best results, render +// oversampled textures with bilinear filtering. Look at the readme in +// stb/tests/oversample for information about oversampled fonts +// +// To use with PackFontRangesGather etc., you must set it before calls +// call to PackFontRangesGatherRects. + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); +// If skip != 0, this tells stb_truetype to skip any codepoints for which +// there is no corresponding glyph. If skip=0, which is the default, then +// codepoints without a glyph recived the font's "missing character" glyph, +// typically an empty box by convention. + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int align_to_integer); + +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects); +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +// Calling these functions in sequence is roughly equivalent to calling +// stbtt_PackFontRanges(). If you more control over the packing of multiple +// fonts, or if you want to pack custom data into a font texture, take a look +// at the source to of stbtt_PackFontRanges() and create a custom version +// using these functions, e.g. call GatherRects multiple times, +// building up a single array of rects, then call PackRects once, +// then call RenderIntoRects repeatedly. This may result in a +// better packing than calling PackFontRanges multiple times +// (or it may not). + +// this is an opaque structure that you shouldn't mess with which holds +// all the context needed from PackBegin to PackEnd. +struct stbtt_pack_context { + void *user_allocator_context; + void *pack_info; + int width; + int height; + int stride_in_bytes; + int padding; + int skip_missing; + unsigned int h_oversample, v_oversample; + unsigned char *pixels; + void *nodes; +}; + +////////////////////////////////////////////////////////////////////////////// +// +// FONT LOADING +// +// + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data); +// This function will determine the number of fonts in a font file. TrueType +// collection (.ttc) files may contain multiple fonts, while TrueType font +// (.ttf) files only contain one font. The number of fonts can be used for +// indexing with the previous function where the index is between zero and one +// less than the total fonts. If an error occurs, -1 is returned. + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index); +// Each .ttf/.ttc file may have more than one font. Each font has a sequential +// index number starting from 0. Call this function to get the font offset for +// a given index; it returns -1 if the index is out of range. A regular .ttf +// file will only define one font and it always be at offset 0, so it will +// return '0' for index 0, and -1 for all other indices. + +// The following structure is defined publicly so you can declare one on +// the stack or as a global or etc, but you should treat it as opaque. +struct stbtt_fontinfo +{ + void * userdata; + unsigned char * data; // pointer to .ttf file + int fontstart; // offset of start of font + + int numGlyphs; // number of glyphs, needed for range checking + + int loca,head,glyf,hhea,hmtx,kern,gpos; // table locations as offset from start of .ttf + int index_map; // a cmap mapping for our chosen character encoding + int indexToLocFormat; // format needed to map from glyph index to glyph + + stbtt__buf cff; // cff font data + stbtt__buf charstrings; // the charstring index + stbtt__buf gsubrs; // global charstring subroutines index + stbtt__buf subrs; // private charstring subroutines index + stbtt__buf fontdicts; // array of font dicts + stbtt__buf fdselect; // map from glyph to fontdict +}; + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset); +// Given an offset into the file that defines a font, this function builds +// the necessary cached info for the rest of the system. You must allocate +// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't +// need to do anything special to free it, because the contents are pure +// value data with no additional data structures. Returns 0 on failure. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER TO GLYPH-INDEX CONVERSIOn + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint); +// If you're going to perform multiple operations on the same character +// and you want a speed-up, call this function with the character you're +// going to process, then use glyph-based functions instead of the +// codepoint-based functions. +// Returns 0 if the character codepoint is not defined in the font. + + +////////////////////////////////////////////////////////////////////////////// +// +// CHARACTER PROPERTIES +// + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose "height" is 'pixels' tall. +// Height is measured as the distance from the highest ascender to the lowest +// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics +// and computing: +// scale = pixels / (ascent - descent) +// so if you prefer to measure height by the ascent only, use a similar calculation. + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels); +// computes a scale factor to produce a font whose EM size is mapped to +// 'pixels' tall. This is probably what traditional APIs compute, but +// I'm not positive. + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap); +// ascent is the coordinate above the baseline the font extends; descent +// is the coordinate below the baseline the font extends (i.e. it is typically negative) +// lineGap is the spacing between one row's descent and the next row's ascent... +// so you should advance the vertical position by "*ascent - *descent + *lineGap" +// these are expressed in unscaled coordinates, so you must multiply by +// the scale factor for a given size + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap); +// analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2 +// table (specific to MS/Windows TTF files). +// +// Returns 1 on success (table present), 0 on failure. + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1); +// the bounding box around all possible characters + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing); +// leftSideBearing is the offset from the current horizontal position to the left edge of the character +// advanceWidth is the offset from the current horizontal position to the next horizontal position +// these are expressed in unscaled coordinates + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2); +// an additional amount to add to the 'advance' value between ch1 and ch2 + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1); +// Gets the bounding box of the visible part of the glyph, in unscaled coordinates + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing); +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2); +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); +// as above, but takes one or more glyph indices for greater efficiency + + +////////////////////////////////////////////////////////////////////////////// +// +// GLYPH SHAPES (you probably don't need these, but they have to go before +// the bitmaps for C declaration-order reasons) +// + +#ifndef STBTT_vmove // you can predefine these to use different values (but why?) + enum { + STBTT_vmove=1, + STBTT_vline, + STBTT_vcurve, + STBTT_vcubic + }; +#endif + +#ifndef stbtt_vertex // you can predefine this to use different values + // (we share this with other code at RAD) + #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file + typedef struct + { + stbtt_vertex_type x,y,cx,cy,cx1,cy1; + unsigned char type,padding; + } stbtt_vertex; +#endif + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index); +// returns non-zero if nothing is drawn for this glyph + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices); +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices); +// returns # of vertices and fills *vertices with the pointer to them +// these are expressed in "unscaled" coordinates +// +// The shape is a series of contours. Each one starts with +// a STBTT_moveto, then consists of a series of mixed +// STBTT_lineto and STBTT_curveto segments. A lineto +// draws a line from previous endpoint to its x,y; a curveto +// draws a quadratic bezier from previous endpoint to +// its x,y, using cx,cy as the bezier control point. + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices); +// frees the data allocated above + +////////////////////////////////////////////////////////////////////////////// +// +// BITMAP RENDERING +// + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata); +// frees the bitmap allocated below + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// allocates a large-enough single-channel 8bpp bitmap and renders the +// specified character/glyph at the specified scale into it, with +// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque). +// *width & *height are filled out with the width & height of the bitmap, +// which is stored left-to-right, top-to-bottom. +// +// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff); +// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); +// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap +// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap +// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the +// width and height and positioning info for it first. + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint); +// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel +// shift for the character + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint); +// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering +// is performed (see stbtt_PackSetOversampling) + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +// get the bbox of the bitmap centered around the glyph origin; so the +// bitmap width is ix1-ix0, height is iy1-iy0, and location to place +// the bitmap top left is (leftSideBearing*scale,iy0). +// (Note that the bitmap uses y-increases-down, but the shape uses +// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.) + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); +// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel +// shift for the character + +// the following functions are equivalent to the above functions, but operate +// on glyph indices instead of Unicode codepoints (for efficiency) +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph); +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); + + +// @TODO: don't expose this structure +typedef struct +{ + int w,h,stride; + unsigned char *pixels; +} stbtt__bitmap; + +// rasterize a shape with quadratic beziers into a bitmap +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap to draw into + float flatness_in_pixels, // allowable error of curve in pixels + stbtt_vertex *vertices, // array of vertices defining shape + int num_verts, // number of vertices in above array + float scale_x, float scale_y, // scale applied to input vertices + float shift_x, float shift_y, // translation applied to input vertices + int x_off, int y_off, // another translation applied to input + int invert, // if non-zero, vertically flip shape + void *userdata); // context for to STBTT_MALLOC + +////////////////////////////////////////////////////////////////////////////// +// +// Signed Distance Function (or Field) rendering + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata); +// frees the SDF bitmap allocated below + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +// These functions compute a discretized SDF field for a single character, suitable for storing +// in a single-channel texture, sampling with bilinear filtering, and testing against +// larger than some threshold to produce scalable fonts. +// info -- the font +// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap +// glyph/codepoint -- the character to generate the SDF for +// padding -- extra "pixels" around the character which are filled with the distance to the character (not 0), +// which allows effects like bit outlines +// onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character) +// pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale) +// if positive, > onedge_value is inside; if negative, < onedge_value is inside +// width,height -- output height & width of the SDF bitmap (including padding) +// xoff,yoff -- output origin of the character +// return value -- a 2D array of bytes 0..255, width*height in size +// +// pixel_dist_scale & onedge_value are a scale & bias that allows you to make +// optimal use of the limited 0..255 for your application, trading off precision +// and special effects. SDF values outside the range 0..255 are clamped to 0..255. +// +// Example: +// scale = stbtt_ScaleForPixelHeight(22) +// padding = 5 +// onedge_value = 180 +// pixel_dist_scale = 180/5.0 = 36.0 +// +// This will create an SDF bitmap in which the character is about 22 pixels +// high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled +// shape, sample the SDF at each pixel and fill the pixel if the SDF value +// is greater than or equal to 180/255. (You'll actually want to antialias, +// which is beyond the scope of this example.) Additionally, you can compute +// offset outlines (e.g. to stroke the character border inside & outside, +// or only outside). For example, to fill outside the character up to 3 SDF +// pixels, you would compare against (180-36.0*3)/255 = 72/255. The above +// choice of variables maps a range from 5 pixels outside the shape to +// 2 pixels inside the shape to 0..255; this is intended primarily for apply +// outside effects only (the interior range is needed to allow proper +// antialiasing of the font at *smaller* sizes) +// +// The function computes the SDF analytically at each SDF pixel, not by e.g. +// building a higher-res bitmap and approximating it. In theory the quality +// should be as high as possible for an SDF of this size & representation, but +// unclear if this is true in practice (perhaps building a higher-res bitmap +// and computing from that can allow drop-out prevention). +// +// The algorithm has not been optimized at all, so expect it to be slow +// if computing lots of characters or very large sizes. + + + +////////////////////////////////////////////////////////////////////////////// +// +// Finding the right font... +// +// You should really just solve this offline, keep your own tables +// of what font is what, and don't try to get it out of the .ttf file. +// That's because getting it out of the .ttf file is really hard, because +// the names in the file can appear in many possible encodings, in many +// possible languages, and e.g. if you need a case-insensitive comparison, +// the details of that depend on the encoding & language in a complex way +// (actually underspecified in truetype, but also gigantic). +// +// But you can use the provided functions in two possible ways: +// stbtt_FindMatchingFont() will use *case-sensitive* comparisons on +// unicode-encoded names to try to find the font you want; +// you can run this before calling stbtt_InitFont() +// +// stbtt_GetFontNameString() lets you get any of the various strings +// from the file yourself and do your own comparisons on them. +// You have to have called stbtt_InitFont() first. + + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags); +// returns the offset (not index) of the font that matches, or -1 if none +// if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold". +// if you use any other flag, use a font name like "Arial"; this checks +// the 'macStyle' header field; i don't know if fonts set this consistently +#define STBTT_MACSTYLE_DONTCARE 0 +#define STBTT_MACSTYLE_BOLD 1 +#define STBTT_MACSTYLE_ITALIC 2 +#define STBTT_MACSTYLE_UNDERSCORE 4 +#define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0 + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2); +// returns 1/0 whether the first string interpreted as utf8 is identical to +// the second string interpreted as big-endian utf16... useful for strings from next func + +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID); +// returns the string (which may be big-endian double byte, e.g. for unicode) +// and puts the length in bytes in *length. +// +// some of the values for the IDs are below; for more see the truetype spec: +// http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html +// http://www.microsoft.com/typography/otspec/name.htm + +enum { // platformID + STBTT_PLATFORM_ID_UNICODE =0, + STBTT_PLATFORM_ID_MAC =1, + STBTT_PLATFORM_ID_ISO =2, + STBTT_PLATFORM_ID_MICROSOFT =3 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_UNICODE + STBTT_UNICODE_EID_UNICODE_1_0 =0, + STBTT_UNICODE_EID_UNICODE_1_1 =1, + STBTT_UNICODE_EID_ISO_10646 =2, + STBTT_UNICODE_EID_UNICODE_2_0_BMP=3, + STBTT_UNICODE_EID_UNICODE_2_0_FULL=4 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT + STBTT_MS_EID_SYMBOL =0, + STBTT_MS_EID_UNICODE_BMP =1, + STBTT_MS_EID_SHIFTJIS =2, + STBTT_MS_EID_UNICODE_FULL =10 +}; + +enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes + STBTT_MAC_EID_ROMAN =0, STBTT_MAC_EID_ARABIC =4, + STBTT_MAC_EID_JAPANESE =1, STBTT_MAC_EID_HEBREW =5, + STBTT_MAC_EID_CHINESE_TRAD =2, STBTT_MAC_EID_GREEK =6, + STBTT_MAC_EID_KOREAN =3, STBTT_MAC_EID_RUSSIAN =7 +}; + +enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID... + // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs + STBTT_MS_LANG_ENGLISH =0x0409, STBTT_MS_LANG_ITALIAN =0x0410, + STBTT_MS_LANG_CHINESE =0x0804, STBTT_MS_LANG_JAPANESE =0x0411, + STBTT_MS_LANG_DUTCH =0x0413, STBTT_MS_LANG_KOREAN =0x0412, + STBTT_MS_LANG_FRENCH =0x040c, STBTT_MS_LANG_RUSSIAN =0x0419, + STBTT_MS_LANG_GERMAN =0x0407, STBTT_MS_LANG_SPANISH =0x0409, + STBTT_MS_LANG_HEBREW =0x040d, STBTT_MS_LANG_SWEDISH =0x041D +}; + +enum { // languageID for STBTT_PLATFORM_ID_MAC + STBTT_MAC_LANG_ENGLISH =0 , STBTT_MAC_LANG_JAPANESE =11, + STBTT_MAC_LANG_ARABIC =12, STBTT_MAC_LANG_KOREAN =23, + STBTT_MAC_LANG_DUTCH =4 , STBTT_MAC_LANG_RUSSIAN =32, + STBTT_MAC_LANG_FRENCH =1 , STBTT_MAC_LANG_SPANISH =6 , + STBTT_MAC_LANG_GERMAN =2 , STBTT_MAC_LANG_SWEDISH =5 , + STBTT_MAC_LANG_HEBREW =10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33, + STBTT_MAC_LANG_ITALIAN =3 , STBTT_MAC_LANG_CHINESE_TRAD =19 +}; + +#ifdef __cplusplus +} +#endif + +#endif // __STB_INCLUDE_STB_TRUETYPE_H__ + +/////////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// +//// +//// IMPLEMENTATION +//// +//// + +#ifdef STB_TRUETYPE_IMPLEMENTATION + +#ifndef STBTT_MAX_OVERSAMPLE +#define STBTT_MAX_OVERSAMPLE 8 +#endif + +#if STBTT_MAX_OVERSAMPLE > 255 +#error "STBTT_MAX_OVERSAMPLE cannot be > 255" +#endif + +typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1]; + +#ifndef STBTT_RASTERIZER_VERSION +#define STBTT_RASTERIZER_VERSION 2 +#endif + +#ifdef _MSC_VER +#define STBTT__NOTUSED(v) (void)(v) +#else +#define STBTT__NOTUSED(v) (void)sizeof(v) +#endif + +////////////////////////////////////////////////////////////////////////// +// +// stbtt__buf helpers to parse data from file +// + +static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor++]; +} + +static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b) +{ + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor]; +} + +static void stbtt__buf_seek(stbtt__buf *b, int o) +{ + STBTT_assert(!(o > b->size || o < 0)); + b->cursor = (o > b->size || o < 0) ? b->size : o; +} + +static void stbtt__buf_skip(stbtt__buf *b, int o) +{ + stbtt__buf_seek(b, b->cursor + o); +} + +static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n) +{ + stbtt_uint32 v = 0; + int i; + STBTT_assert(n >= 1 && n <= 4); + for (i = 0; i < n; i++) + v = (v << 8) | stbtt__buf_get8(b); + return v; +} + +static stbtt__buf stbtt__new_buf(const void *p, size_t size) +{ + stbtt__buf r; + STBTT_assert(size < 0x40000000); + r.data = (stbtt_uint8*) p; + r.size = (int) size; + r.cursor = 0; + return r; +} + +#define stbtt__buf_get16(b) stbtt__buf_get((b), 2) +#define stbtt__buf_get32(b) stbtt__buf_get((b), 4) + +static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s) +{ + stbtt__buf r = stbtt__new_buf(NULL, 0); + if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r; + r.data = b->data + o; + r.size = s; + return r; +} + +static stbtt__buf stbtt__cff_get_index(stbtt__buf *b) +{ + int count, start, offsize; + start = b->cursor; + count = stbtt__buf_get16(b); + if (count) { + offsize = stbtt__buf_get8(b); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(b, offsize * count); + stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1); + } + return stbtt__buf_range(b, start, b->cursor - start); +} + +static stbtt_uint32 stbtt__cff_int(stbtt__buf *b) +{ + int b0 = stbtt__buf_get8(b); + if (b0 >= 32 && b0 <= 246) return b0 - 139; + else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108; + else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108; + else if (b0 == 28) return stbtt__buf_get16(b); + else if (b0 == 29) return stbtt__buf_get32(b); + STBTT_assert(0); + return 0; +} + +static void stbtt__cff_skip_operand(stbtt__buf *b) { + int v, b0 = stbtt__buf_peek8(b); + STBTT_assert(b0 >= 28); + if (b0 == 30) { + stbtt__buf_skip(b, 1); + while (b->cursor < b->size) { + v = stbtt__buf_get8(b); + if ((v & 0xF) == 0xF || (v >> 4) == 0xF) + break; + } + } else { + stbtt__cff_int(b); + } +} + +static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key) +{ + stbtt__buf_seek(b, 0); + while (b->cursor < b->size) { + int start = b->cursor, end, op; + while (stbtt__buf_peek8(b) >= 28) + stbtt__cff_skip_operand(b); + end = b->cursor; + op = stbtt__buf_get8(b); + if (op == 12) op = stbtt__buf_get8(b) | 0x100; + if (op == key) return stbtt__buf_range(b, start, end-start); + } + return stbtt__buf_range(b, 0, 0); +} + +static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out) +{ + int i; + stbtt__buf operands = stbtt__dict_get(b, key); + for (i = 0; i < outcount && operands.cursor < operands.size; i++) + out[i] = stbtt__cff_int(&operands); +} + +static int stbtt__cff_index_count(stbtt__buf *b) +{ + stbtt__buf_seek(b, 0); + return stbtt__buf_get16(b); +} + +static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i) +{ + int count, offsize, start, end; + stbtt__buf_seek(&b, 0); + count = stbtt__buf_get16(&b); + offsize = stbtt__buf_get8(&b); + STBTT_assert(i >= 0 && i < count); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(&b, i*offsize); + start = stbtt__buf_get(&b, offsize); + end = stbtt__buf_get(&b, offsize); + return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start); +} + +////////////////////////////////////////////////////////////////////////// +// +// accessors to parse data from file +// + +// on platforms that don't allow misaligned reads, if we want to allow +// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE + +#define ttBYTE(p) (* (stbtt_uint8 *) (p)) +#define ttCHAR(p) (* (stbtt_int8 *) (p)) +#define ttFixed(p) ttLONG(p) + +static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_int16 ttSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_uint32 ttULONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } +static stbtt_int32 ttLONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } + +#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3)) +#define stbtt_tag(p,str) stbtt_tag4(p,str[0],str[1],str[2],str[3]) + +static int stbtt__isfont(stbtt_uint8 *font) +{ + // check the version number + if (stbtt_tag4(font, '1',0,0,0)) return 1; // TrueType 1 + if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this! + if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF + if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0 + if (stbtt_tag(font, "true")) return 1; // Apple specification for TrueType fonts + return 0; +} + +// @OPTIMIZE: binary search +static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag) +{ + stbtt_int32 num_tables = ttUSHORT(data+fontstart+4); + stbtt_uint32 tabledir = fontstart + 12; + stbtt_int32 i; + for (i=0; i < num_tables; ++i) { + stbtt_uint32 loc = tabledir + 16*i; + if (stbtt_tag(data+loc+0, tag)) + return ttULONG(data+loc+8); + } + return 0; +} + +static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index) +{ + // if it's just a font, there's only one valid index + if (stbtt__isfont(font_collection)) + return index == 0 ? 0 : -1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + stbtt_int32 n = ttLONG(font_collection+8); + if (index >= n) + return -1; + return ttULONG(font_collection+12+index*4); + } + } + return -1; +} + +static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection) +{ + // if it's just a font, there's only one valid font + if (stbtt__isfont(font_collection)) + return 1; + + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + return ttLONG(font_collection+8); + } + } + return 0; +} + +static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict) +{ + stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 }; + stbtt__buf pdict; + stbtt__dict_get_ints(&fontdict, 18, 2, private_loc); + if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0); + pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]); + stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff); + if (!subrsoff) return stbtt__new_buf(NULL, 0); + stbtt__buf_seek(&cff, private_loc[1]+subrsoff); + return stbtt__cff_get_index(&cff); +} + +static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart) +{ + stbtt_uint32 cmap, t; + stbtt_int32 i,numTables; + + info->data = data; + info->fontstart = fontstart; + info->cff = stbtt__new_buf(NULL, 0); + + cmap = stbtt__find_table(data, fontstart, "cmap"); // required + info->loca = stbtt__find_table(data, fontstart, "loca"); // required + info->head = stbtt__find_table(data, fontstart, "head"); // required + info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required + info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required + info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required + info->kern = stbtt__find_table(data, fontstart, "kern"); // not required + info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required + + if (!cmap || !info->head || !info->hhea || !info->hmtx) + return 0; + if (info->glyf) { + // required for truetype + if (!info->loca) return 0; + } else { + // initialization for CFF / Type2 fonts (OTF) + stbtt__buf b, topdict, topdictidx; + stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0; + stbtt_uint32 cff; + + cff = stbtt__find_table(data, fontstart, "CFF "); + if (!cff) return 0; + + info->fontdicts = stbtt__new_buf(NULL, 0); + info->fdselect = stbtt__new_buf(NULL, 0); + + // @TODO this should use size from table (not 512MB) + info->cff = stbtt__new_buf(data+cff, 512*1024*1024); + b = info->cff; + + // read the header + stbtt__buf_skip(&b, 2); + stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize + + // @TODO the name INDEX could list multiple fonts, + // but we just use the first one. + stbtt__cff_get_index(&b); // name INDEX + topdictidx = stbtt__cff_get_index(&b); + topdict = stbtt__cff_index_get(topdictidx, 0); + stbtt__cff_get_index(&b); // string INDEX + info->gsubrs = stbtt__cff_get_index(&b); + + stbtt__dict_get_ints(&topdict, 17, 1, &charstrings); + stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype); + stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff); + stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff); + info->subrs = stbtt__get_subrs(b, topdict); + + // we only support Type 2 charstrings + if (cstype != 2) return 0; + if (charstrings == 0) return 0; + + if (fdarrayoff) { + // looks like a CID font + if (!fdselectoff) return 0; + stbtt__buf_seek(&b, fdarrayoff); + info->fontdicts = stbtt__cff_get_index(&b); + info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff); + } + + stbtt__buf_seek(&b, charstrings); + info->charstrings = stbtt__cff_get_index(&b); + } + + t = stbtt__find_table(data, fontstart, "maxp"); + if (t) + info->numGlyphs = ttUSHORT(data+t+4); + else + info->numGlyphs = 0xffff; + + // find a cmap encoding table we understand *now* to avoid searching + // later. (todo: could make this installable) + // the same regardless of glyph. + numTables = ttUSHORT(data + cmap + 2); + info->index_map = 0; + for (i=0; i < numTables; ++i) { + stbtt_uint32 encoding_record = cmap + 4 + 8 * i; + // find an encoding we understand: + switch(ttUSHORT(data+encoding_record)) { + case STBTT_PLATFORM_ID_MICROSOFT: + switch (ttUSHORT(data+encoding_record+2)) { + case STBTT_MS_EID_UNICODE_BMP: + case STBTT_MS_EID_UNICODE_FULL: + // MS/Unicode + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + break; + case STBTT_PLATFORM_ID_UNICODE: + // Mac/iOS has these + // all the encodingIDs are unicode, so we don't bother to check it + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; + } + } + if (info->index_map == 0) + return 0; + + info->indexToLocFormat = ttUSHORT(data+info->head + 50); + return 1; +} + +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint) +{ + stbtt_uint8 *data = info->data; + stbtt_uint32 index_map = info->index_map; + + stbtt_uint16 format = ttUSHORT(data + index_map + 0); + if (format == 0) { // apple byte encoding + stbtt_int32 bytes = ttUSHORT(data + index_map + 2); + if (unicode_codepoint < bytes-6) + return ttBYTE(data + index_map + 6 + unicode_codepoint); + return 0; + } else if (format == 6) { + stbtt_uint32 first = ttUSHORT(data + index_map + 6); + stbtt_uint32 count = ttUSHORT(data + index_map + 8); + if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count) + return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2); + return 0; + } else if (format == 2) { + STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean + return 0; + } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges + stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1; + stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1; + stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10); + stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1; + + // do a binary search of the segments + stbtt_uint32 endCount = index_map + 14; + stbtt_uint32 search = endCount; + + if (unicode_codepoint > 0xffff) + return 0; + + // they lie from endCount .. endCount + segCount + // but searchRange is the nearest power of two, so... + if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2)) + search += rangeShift*2; + + // now decrement to bias correctly to find smallest + search -= 2; + while (entrySelector) { + stbtt_uint16 end; + searchRange >>= 1; + end = ttUSHORT(data + search + searchRange*2); + if (unicode_codepoint > end) + search += searchRange*2; + --entrySelector; + } + search += 2; + + { + stbtt_uint16 offset, start; + stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1); + + STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item)); + start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); + if (unicode_codepoint < start) + return 0; + + offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); + if (offset == 0) + return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item)); + + return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item); + } + } else if (format == 12 || format == 13) { + stbtt_uint32 ngroups = ttULONG(data+index_map+12); + stbtt_int32 low,high; + low = 0; high = (stbtt_int32)ngroups; + // Binary search the right group. + while (low < high) { + stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high + stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12); + stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4); + if ((stbtt_uint32) unicode_codepoint < start_char) + high = mid; + else if ((stbtt_uint32) unicode_codepoint > end_char) + low = mid+1; + else { + stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8); + if (format == 12) + return start_glyph + unicode_codepoint-start_char; + else // format == 13 + return start_glyph; + } + } + return 0; // not found + } + // @TODO + STBTT_assert(0); + return 0; +} + +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices) +{ + return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices); +} + +static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy) +{ + v->type = type; + v->x = (stbtt_int16) x; + v->y = (stbtt_int16) y; + v->cx = (stbtt_int16) cx; + v->cy = (stbtt_int16) cy; +} + +static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index) +{ + int g1,g2; + + STBTT_assert(!info->cff.size); + + if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range + if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format + + if (info->indexToLocFormat == 0) { + g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2; + g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2; + } else { + g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4); + g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4); + } + + return g1==g2 ? -1 : g1; // if length is 0, return -1 +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); + +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + if (info->cff.size) { + stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1); + } else { + int g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 0; + + if (x0) *x0 = ttSHORT(info->data + g + 2); + if (y0) *y0 = ttSHORT(info->data + g + 4); + if (x1) *x1 = ttSHORT(info->data + g + 6); + if (y1) *y1 = ttSHORT(info->data + g + 8); + } + return 1; +} + +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1) +{ + return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1); +} + +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt_int16 numberOfContours; + int g; + if (info->cff.size) + return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0; + g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 1; + numberOfContours = ttSHORT(info->data + g); + return numberOfContours == 0; +} + +static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off, + stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy) +{ + if (start_off) { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy); + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy); + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0); + } + return num_vertices; +} + +static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + stbtt_int16 numberOfContours; + stbtt_uint8 *endPtsOfContours; + stbtt_uint8 *data = info->data; + stbtt_vertex *vertices=0; + int num_vertices=0; + int g = stbtt__GetGlyfOffset(info, glyph_index); + + *pvertices = NULL; + + if (g < 0) return 0; + + numberOfContours = ttSHORT(data + g); + + if (numberOfContours > 0) { + stbtt_uint8 flags=0,flagcount; + stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0; + stbtt_int32 x,y,cx,cy,sx,sy, scx,scy; + stbtt_uint8 *points; + endPtsOfContours = (data + g + 10); + ins = ttUSHORT(data + g + 10 + numberOfContours * 2); + points = data + g + 10 + numberOfContours * 2 + 2 + ins; + + n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2); + + m = n + 2*numberOfContours; // a loose bound on how many vertices we might need + vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata); + if (vertices == 0) + return 0; + + next_move = 0; + flagcount=0; + + // in first pass, we load uninterpreted data into the allocated array + // above, shifted to the end of the array so we won't overwrite it when + // we create our final data starting from the front + + off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated + + // first load flags + + for (i=0; i < n; ++i) { + if (flagcount == 0) { + flags = *points++; + if (flags & 8) + flagcount = *points++; + } else + --flagcount; + vertices[off+i].type = flags; + } + + // now load x coordinates + x=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 2) { + stbtt_int16 dx = *points++; + x += (flags & 16) ? dx : -dx; // ??? + } else { + if (!(flags & 16)) { + x = x + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].x = (stbtt_int16) x; + } + + // now load y coordinates + y=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 4) { + stbtt_int16 dy = *points++; + y += (flags & 32) ? dy : -dy; // ??? + } else { + if (!(flags & 32)) { + y = y + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; + } + } + vertices[off+i].y = (stbtt_int16) y; + } + + // now convert them to our format + num_vertices=0; + sx = sy = cx = cy = scx = scy = 0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + x = (stbtt_int16) vertices[off+i].x; + y = (stbtt_int16) vertices[off+i].y; + + if (next_move == i) { + if (i != 0) + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + + // now start the new one + start_off = !(flags & 1); + if (start_off) { + // if we start off with an off-curve point, then when we need to find a point on the curve + // where we can start, and we need to save some state for when we wraparound. + scx = x; + scy = y; + if (!(vertices[off+i+1].type & 1)) { + // next point is also a curve point, so interpolate an on-point curve + sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1; + sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1; + } else { + // otherwise just use the next point as our start point + sx = (stbtt_int32) vertices[off+i+1].x; + sy = (stbtt_int32) vertices[off+i+1].y; + ++i; // we're using point i+1 as the starting point, so skip it + } + } else { + sx = x; + sy = y; + } + stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0); + was_off = 0; + next_move = 1 + ttUSHORT(endPtsOfContours+j*2); + ++j; + } else { + if (!(flags & 1)) { // if it's a curve + if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy); + cx = x; + cy = y; + was_off = 1; + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0); + was_off = 0; + } + } + } + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + } else if (numberOfContours == -1) { + // Compound shapes. + int more = 1; + stbtt_uint8 *comp = data + g + 10; + num_vertices = 0; + vertices = 0; + while (more) { + stbtt_uint16 flags, gidx; + int comp_num_verts = 0, i; + stbtt_vertex *comp_verts = 0, *tmp = 0; + float mtx[6] = {1,0,0,1,0,0}, m, n; + + flags = ttSHORT(comp); comp+=2; + gidx = ttSHORT(comp); comp+=2; + + if (flags & 2) { // XY values + if (flags & 1) { // shorts + mtx[4] = ttSHORT(comp); comp+=2; + mtx[5] = ttSHORT(comp); comp+=2; + } else { + mtx[4] = ttCHAR(comp); comp+=1; + mtx[5] = ttCHAR(comp); comp+=1; + } + } + else { + // @TODO handle matching point + STBTT_assert(0); + } + if (flags & (1<<3)) { // WE_HAVE_A_SCALE + mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[2] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } + + // Find transformation scales. + m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]); + n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]); + + // Get indexed glyph. + comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts); + if (comp_num_verts > 0) { + // Transform vertices. + for (i = 0; i < comp_num_verts; ++i) { + stbtt_vertex* v = &comp_verts[i]; + stbtt_vertex_type x,y; + x=v->x; y=v->y; + v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + x=v->cx; y=v->cy; + v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + } + // Append vertices. + tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata); + if (!tmp) { + if (vertices) STBTT_free(vertices, info->userdata); + if (comp_verts) STBTT_free(comp_verts, info->userdata); + return 0; + } + if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); //-V595 + STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); + if (vertices) STBTT_free(vertices, info->userdata); + vertices = tmp; + STBTT_free(comp_verts, info->userdata); + num_vertices += comp_num_verts; + } + // More components ? + more = flags & (1<<5); + } + } else if (numberOfContours < 0) { + // @TODO other compound variations? + STBTT_assert(0); + } else { + // numberOfCounters == 0, do nothing + } + + *pvertices = vertices; + return num_vertices; +} + +typedef struct +{ + int bounds; + int started; + float first_x, first_y; + float x, y; + stbtt_int32 min_x, max_x, min_y, max_y; + + stbtt_vertex *pvertices; + int num_vertices; +} stbtt__csctx; + +#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0} + +static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y) +{ + if (x > c->max_x || !c->started) c->max_x = x; + if (y > c->max_y || !c->started) c->max_y = y; + if (x < c->min_x || !c->started) c->min_x = x; + if (y < c->min_y || !c->started) c->min_y = y; + c->started = 1; +} + +static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1) +{ + if (c->bounds) { + stbtt__track_vertex(c, x, y); + if (type == STBTT_vcubic) { + stbtt__track_vertex(c, cx, cy); + stbtt__track_vertex(c, cx1, cy1); + } + } else { + stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy); + c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1; + c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1; + } + c->num_vertices++; +} + +static void stbtt__csctx_close_shape(stbtt__csctx *ctx) +{ + if (ctx->first_x != ctx->x || ctx->first_y != ctx->y) + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy) +{ + stbtt__csctx_close_shape(ctx); + ctx->first_x = ctx->x = ctx->x + dx; + ctx->first_y = ctx->y = ctx->y + dy; + stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy) +{ + ctx->x += dx; + ctx->y += dy; + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); +} + +static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3) +{ + float cx1 = ctx->x + dx1; + float cy1 = ctx->y + dy1; + float cx2 = cx1 + dx2; + float cy2 = cy1 + dy2; + ctx->x = cx2 + dx3; + ctx->y = cy2 + dy3; + stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2); +} + +static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n) +{ + int count = stbtt__cff_index_count(&idx); + int bias = 107; + if (count >= 33900) + bias = 32768; + else if (count >= 1240) + bias = 1131; + n += bias; + if (n < 0 || n >= count) + return stbtt__new_buf(NULL, 0); + return stbtt__cff_index_get(idx, n); +} + +static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index) +{ + stbtt__buf fdselect = info->fdselect; + int nranges, start, end, v, fmt, fdselector = -1, i; + + stbtt__buf_seek(&fdselect, 0); + fmt = stbtt__buf_get8(&fdselect); + if (fmt == 0) { + // untested + stbtt__buf_skip(&fdselect, glyph_index); + fdselector = stbtt__buf_get8(&fdselect); + } else if (fmt == 3) { + nranges = stbtt__buf_get16(&fdselect); + start = stbtt__buf_get16(&fdselect); + for (i = 0; i < nranges; i++) { + v = stbtt__buf_get8(&fdselect); + end = stbtt__buf_get16(&fdselect); + if (glyph_index >= start && glyph_index < end) { + fdselector = v; + break; + } + start = end; + } + } + if (fdselector == -1) stbtt__new_buf(NULL, 0); + return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); +} + +static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c) +{ + int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0; + int has_subrs = 0, clear_stack; + float s[48]; + stbtt__buf subr_stack[10], subrs = info->subrs, b; + float f; + +#define STBTT__CSERR(s) (0) + + // this currently ignores the initial width value, which isn't needed if we have hmtx + b = stbtt__cff_index_get(info->charstrings, glyph_index); + while (b.cursor < b.size) { + i = 0; + clear_stack = 1; + b0 = stbtt__buf_get8(&b); + switch (b0) { + // @TODO implement hinting + case 0x13: // hintmask + case 0x14: // cntrmask + if (in_header) + maskbits += (sp / 2); // implicit "vstem" + in_header = 0; + stbtt__buf_skip(&b, (maskbits + 7) / 8); + break; + + case 0x01: // hstem + case 0x03: // vstem + case 0x12: // hstemhm + case 0x17: // vstemhm + maskbits += (sp / 2); + break; + + case 0x15: // rmoveto + in_header = 0; + if (sp < 2) return STBTT__CSERR("rmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]); + break; + case 0x04: // vmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("vmoveto stack"); + stbtt__csctx_rmove_to(c, 0, s[sp-1]); + break; + case 0x16: // hmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("hmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-1], 0); + break; + + case 0x05: // rlineto + if (sp < 2) return STBTT__CSERR("rlineto stack"); + for (; i + 1 < sp; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical + // starting from a different place. + + case 0x07: // vlineto + if (sp < 1) return STBTT__CSERR("vlineto stack"); + goto vlineto; + case 0x06: // hlineto + if (sp < 1) return STBTT__CSERR("hlineto stack"); + for (;;) { + if (i >= sp) break; + stbtt__csctx_rline_to(c, s[i], 0); + i++; + vlineto: + if (i >= sp) break; + stbtt__csctx_rline_to(c, 0, s[i]); + i++; + } + break; + + case 0x1F: // hvcurveto + if (sp < 4) return STBTT__CSERR("hvcurveto stack"); + goto hvcurveto; + case 0x1E: // vhcurveto + if (sp < 4) return STBTT__CSERR("vhcurveto stack"); + for (;;) { + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f); + i += 4; + hvcurveto: + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]); + i += 4; + } + break; + + case 0x08: // rrcurveto + if (sp < 6) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x18: // rcurveline + if (sp < 8) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp - 2; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack"); + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; + + case 0x19: // rlinecurve + if (sp < 8) return STBTT__CSERR("rlinecurve stack"); + for (; i + 1 < sp - 6; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack"); + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; + + case 0x1A: // vvcurveto + case 0x1B: // hhcurveto + if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack"); + f = 0.0; + if (sp & 1) { f = s[i]; i++; } + for (; i + 3 < sp; i += 4) { + if (b0 == 0x1B) + stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0); + else + stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]); + f = 0.0; + } + break; + + case 0x0A: // callsubr + if (!has_subrs) { + if (info->fdselect.size) + subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); + has_subrs = 1; + } + // fallthrough + case 0x1D: // callgsubr + if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); + v = (int) s[--sp]; + if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit"); + subr_stack[subr_stack_height++] = b; + b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v); + if (b.size == 0) return STBTT__CSERR("subr not found"); + b.cursor = 0; + clear_stack = 0; + break; + + case 0x0B: // return + if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr"); + b = subr_stack[--subr_stack_height]; + clear_stack = 0; + break; + + case 0x0E: // endchar + stbtt__csctx_close_shape(c); + return 1; + + case 0x0C: { // two-byte escape + float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6; + float dx, dy; + int b1 = stbtt__buf_get8(&b); + switch (b1) { + // @TODO These "flex" implementations ignore the flex-depth and resolution, + // and always draw beziers. + case 0x22: // hflex + if (sp < 7) return STBTT__CSERR("hflex stack"); + dx1 = s[0]; + dx2 = s[1]; + dy2 = s[2]; + dx3 = s[3]; + dx4 = s[4]; + dx5 = s[5]; + dx6 = s[6]; + stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0); + break; + + case 0x23: // flex + if (sp < 13) return STBTT__CSERR("flex stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = s[10]; + dy6 = s[11]; + //fd is s[12] + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + case 0x24: // hflex1 + if (sp < 9) return STBTT__CSERR("hflex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dx4 = s[5]; + dx5 = s[6]; + dy5 = s[7]; + dx6 = s[8]; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5)); + break; + + case 0x25: // flex1 + if (sp < 11) return STBTT__CSERR("flex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = dy6 = s[10]; + dx = dx1+dx2+dx3+dx4+dx5; + dy = dy1+dy2+dy3+dy4+dy5; + if (STBTT_fabs(dx) > STBTT_fabs(dy)) + dy6 = -dy; + else + dx6 = -dx; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + default: + return STBTT__CSERR("unimplemented"); + } + } break; + + default: + if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254)) //-V560 + return STBTT__CSERR("reserved operator"); + + // push immediate + if (b0 == 255) { + f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000; + } else { + stbtt__buf_skip(&b, -1); + f = (float)(stbtt_int16)stbtt__cff_int(&b); + } + if (sp >= 48) return STBTT__CSERR("push stack overflow"); + s[sp++] = f; + clear_stack = 0; + break; + } + if (clear_stack) sp = 0; + } + return STBTT__CSERR("no endchar"); + +#undef STBTT__CSERR +} + +static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + // runs the charstring twice, once to count and once to output (to avoid realloc) + stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1); + stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0); + if (stbtt__run_charstring(info, glyph_index, &count_ctx)) { + *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata); + output_ctx.pvertices = *pvertices; + if (stbtt__run_charstring(info, glyph_index, &output_ctx)) { + STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices); + return output_ctx.num_vertices; + } + } + *pvertices = NULL; + return 0; +} + +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) +{ + stbtt__csctx c = STBTT__CSCTX_INIT(1); + int r = stbtt__run_charstring(info, glyph_index, &c); + if (x0) *x0 = r ? c.min_x : 0; + if (y0) *y0 = r ? c.min_y : 0; + if (x1) *x1 = r ? c.max_x : 0; + if (y1) *y1 = r ? c.max_y : 0; + return r ? c.num_vertices : 0; +} + +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) +{ + if (!info->cff.size) + return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices); + else + return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices); +} + +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing) +{ + stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34); + if (glyph_index < numOfLongHorMetrics) { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*glyph_index); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2); + } else { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1)); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics)); + } +} + +static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint8 *data = info->data + info->kern; + stbtt_uint32 needle, straw; + int l, r, m; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + l = 0; + r = ttUSHORT(data+10) - 1; + needle = glyph1 << 16 | glyph2; + while (l <= r) { + m = (l + r) >> 1; + straw = ttULONG(data+18+(m*6)); // note: unaligned read + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else + return ttSHORT(data+22+(m*6)); + } + return 0; +} + +static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) +{ + stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); + switch(coverageFormat) { + case 1: { + stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); + + // Binary search. + stbtt_int32 l=0, r=glyphCount-1, m; + int straw, needle=glyph; + while (l <= r) { + stbtt_uint8 *glyphArray = coverageTable + 4; + stbtt_uint16 glyphID; + m = (l + r) >> 1; + glyphID = ttUSHORT(glyphArray + 2 * m); + straw = glyphID; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + return m; + } + } + } break; + + case 2: { + stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); + stbtt_uint8 *rangeArray = coverageTable + 4; + + // Binary search. + stbtt_int32 l=0, r=rangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *rangeRecord; + m = (l + r) >> 1; + rangeRecord = rangeArray + 6 * m; + strawStart = ttUSHORT(rangeRecord); + strawEnd = ttUSHORT(rangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else { + stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); + return startCoverageIndex + glyph - strawStart; + } + } + } break; + + default: { + // There are no other cases. + STBTT_assert(0); + } break; + } + + return -1; +} + +static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) +{ + stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); + switch(classDefFormat) + { + case 1: { + stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); + stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); + stbtt_uint8 *classDef1ValueArray = classDefTable + 6; + + if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) + return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + + // [DEAR IMGUI] Commented to fix static analyzer warning + //classDefTable = classDef1ValueArray + 2 * glyphCount; + } break; + + case 2: { + stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); + stbtt_uint8 *classRangeRecords = classDefTable + 4; + + // Binary search. + stbtt_int32 l=0, r=classRangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *classRangeRecord; + m = (l + r) >> 1; + classRangeRecord = classRangeRecords + 6 * m; + strawStart = ttUSHORT(classRangeRecord); + strawEnd = ttUSHORT(classRangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else + return (stbtt_int32)ttUSHORT(classRangeRecord + 4); + } + + // [DEAR IMGUI] Commented to fix static analyzer warning + //classDefTable = classRangeRecords + 6 * classRangeCount; + } break; + + default: { + // There are no other cases. + STBTT_assert(0); + } break; + } + + return -1; +} + +// Define to STBTT_assert(x) if you want to break on unimplemented formats. +#define STBTT_GPOS_TODO_assert(x) + +static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint16 lookupListOffset; + stbtt_uint8 *lookupList; + stbtt_uint16 lookupCount; + stbtt_uint8 *data; + stbtt_int32 i; + + if (!info->gpos) return 0; + + data = info->data + info->gpos; + + if (ttUSHORT(data+0) != 1) return 0; // Major version 1 + if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 + + lookupListOffset = ttUSHORT(data+8); + lookupList = data + lookupListOffset; + lookupCount = ttUSHORT(lookupList); + + for (i=0; i> 1; + pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; + secondGlyph = ttUSHORT(pairValue); + straw = secondGlyph; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + stbtt_int16 xAdvance = ttSHORT(pairValue + 2); + return xAdvance; + } + } + } break; + + case 2: { + stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); + stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + + stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); + stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); + int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); + int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); + + stbtt_uint16 class1Count = ttUSHORT(table + 12); + stbtt_uint16 class2Count = ttUSHORT(table + 14); + STBTT_assert(glyph1class < class1Count); + STBTT_assert(glyph2class < class2Count); + + // TODO: Support more formats. + STBTT_GPOS_TODO_assert(valueFormat1 == 4); + if (valueFormat1 != 4) return 0; + STBTT_GPOS_TODO_assert(valueFormat2 == 0); + if (valueFormat2 != 0) return 0; + + if (glyph1class >= 0 && glyph1class < class1Count && glyph2class >= 0 && glyph2class < class2Count) { + stbtt_uint8 *class1Records = table + 16; + stbtt_uint8 *class2Records = class1Records + 2 * (glyph1class * class2Count); + stbtt_int16 xAdvance = ttSHORT(class2Records + 2 * glyph2class); + return xAdvance; + } + } break; + + default: { + // There are no other cases. + STBTT_assert(0); + break; + } // [DEAR IMGUI] removed ; + } + } + break; + } // [DEAR IMGUI] removed ; + + default: + // TODO: Implement other stuff. + break; + } + } + + return 0; +} + +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) +{ + int xAdvance = 0; + + if (info->gpos) + xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); + + if (info->kern) + xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); + + return xAdvance; +} + +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2) +{ + if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs + return 0; + return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2)); +} + +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing) +{ + stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing); +} + +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap) +{ + if (ascent ) *ascent = ttSHORT(info->data+info->hhea + 4); + if (descent) *descent = ttSHORT(info->data+info->hhea + 6); + if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8); +} + +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap) +{ + int tab = stbtt__find_table(info->data, info->fontstart, "OS/2"); + if (!tab) + return 0; + if (typoAscent ) *typoAscent = ttSHORT(info->data+tab + 68); + if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70); + if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72); + return 1; +} + +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1) +{ + *x0 = ttSHORT(info->data + info->head + 36); + *y0 = ttSHORT(info->data + info->head + 38); + *x1 = ttSHORT(info->data + info->head + 40); + *y1 = ttSHORT(info->data + info->head + 42); +} + +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height) +{ + int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6); + return (float) height / fheight; +} + +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels) +{ + int unitsPerEm = ttUSHORT(info->data + info->head + 18); + return pixels / unitsPerEm; +} + +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v) +{ + STBTT_free(v, info->userdata); +} + +////////////////////////////////////////////////////////////////////////////// +// +// antialiasing software rasterizer +// + +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning + if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) { + // e.g. space character + if (ix0) *ix0 = 0; + if (iy0) *iy0 = 0; + if (ix1) *ix1 = 0; + if (iy1) *iy1 = 0; + } else { + // move to integral bboxes (treating pixels as little squares, what pixels get touched)? + if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x); + if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y); + if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x); + if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y); + } +} + +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1); +} + +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) +{ + stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1); +} + +////////////////////////////////////////////////////////////////////////////// +// +// Rasterizer + +typedef struct stbtt__hheap_chunk +{ + struct stbtt__hheap_chunk *next; +} stbtt__hheap_chunk; + +typedef struct stbtt__hheap +{ + struct stbtt__hheap_chunk *head; + void *first_free; + int num_remaining_in_head_chunk; +} stbtt__hheap; + +static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata) +{ + if (hh->first_free) { + void *p = hh->first_free; + hh->first_free = * (void **) p; + return p; + } else { + if (hh->num_remaining_in_head_chunk == 0) { + int count = (size < 32 ? 2000 : size < 128 ? 800 : 100); + stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata); + if (c == NULL) + return NULL; + c->next = hh->head; + hh->head = c; + hh->num_remaining_in_head_chunk = count; + } + --hh->num_remaining_in_head_chunk; + return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk; + } +} + +static void stbtt__hheap_free(stbtt__hheap *hh, void *p) +{ + *(void **) p = hh->first_free; + hh->first_free = p; +} + +static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata) +{ + stbtt__hheap_chunk *c = hh->head; + while (c) { + stbtt__hheap_chunk *n = c->next; + STBTT_free(c, userdata); + c = n; + } +} + +typedef struct stbtt__edge { + float x0,y0, x1,y1; + int invert; +} stbtt__edge; + + +typedef struct stbtt__active_edge +{ + struct stbtt__active_edge *next; + #if STBTT_RASTERIZER_VERSION==1 + int x,dx; + float ey; + int direction; + #elif STBTT_RASTERIZER_VERSION==2 + float fx,fdx,fdy; + float direction; + float sy; + float ey; + #else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" + #endif +} stbtt__active_edge; + +#if STBTT_RASTERIZER_VERSION == 1 +#define STBTT_FIXSHIFT 10 +#define STBTT_FIX (1 << STBTT_FIXSHIFT) +#define STBTT_FIXMASK (STBTT_FIX-1) + +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + if (!z) return z; + + // round dx down to avoid overshooting + if (dxdy < 0) + z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); + else + z->dx = STBTT_ifloor(STBTT_FIX * dxdy); + + z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount + z->x -= off_x * STBTT_FIX; + + z->ey = e->y1; + z->next = 0; + z->direction = e->invert ? 1 : -1; + return z; +} +#elif STBTT_RASTERIZER_VERSION == 2 +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) +{ + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + //STBTT_assert(e->y0 <= start_point); + if (!z) return z; + z->fdx = dxdy; + z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f; + z->fx = e->x0 + dxdy * (start_point - e->y0); + z->fx -= off_x; + z->direction = e->invert ? 1.0f : -1.0f; + z->sy = e->y0; + z->ey = e->y1; + z->next = 0; + return z; +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#if STBTT_RASTERIZER_VERSION == 1 +// note: this routine clips fills that extend off the edges... ideally this +// wouldn't happen, but it could happen if the truetype glyph bounding boxes +// are wrong, or if the user supplies a too-small bitmap +static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight) +{ + // non-zero winding fill + int x0=0, w=0; + + while (e) { + if (w == 0) { + // if we're currently at zero, we need to record the edge start point + x0 = e->x; w += e->direction; + } else { + int x1 = e->x; w += e->direction; + // if we went to zero, we need to draw + if (w == 0) { + int i = x0 >> STBTT_FIXSHIFT; + int j = x1 >> STBTT_FIXSHIFT; + + if (i < len && j >= 0) { + if (i == j) { + // x0,x1 are the same pixel, so compute combined coverage + scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT); + } else { + if (i >= 0) // add antialiasing for x0 + scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT); + else + i = -1; // clip + + if (j < len) // add antialiasing for x1 + scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT); + else + j = len; // clip + + for (++i; i < j; ++i) // fill pixels between x0 and x1 + scanline[i] = scanline[i] + (stbtt_uint8) max_weight; + } + } + } + } + + e = e->next; + } +} + +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0; + int max_weight = (255 / vsubsample); // weight per vertical scanline + int s; // vertical subsample index + unsigned char scanline_data[512], *scanline; + + if (result->w > 512) + scanline = (unsigned char *) STBTT_malloc(result->w, userdata); + else + scanline = scanline_data; + + y = off_y * vsubsample; + e[n].y0 = (off_y + result->h) * (float) vsubsample + 1; + + while (j < result->h) { + STBTT_memset(scanline, 0, result->w); + for (s=0; s < vsubsample; ++s) { + // find center of pixel for this scanline + float scan_y = y + 0.5f; + stbtt__active_edge **step = &active; + + // update all active edges; + // remove all active edges that terminate before the center of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + z->x += z->dx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + } + + // resort the list if needed + for(;;) { + int changed=0; + step = &active; + while (*step && (*step)->next) { + if ((*step)->x > (*step)->next->x) { + stbtt__active_edge *t = *step; + stbtt__active_edge *q = t->next; + + t->next = q->next; + q->next = t; + *step = q; + changed = 1; + } + step = &(*step)->next; + } + if (!changed) break; + } + + // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline + while (e->y0 <= scan_y) { + if (e->y1 > scan_y) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata); + if (z != NULL) { + // find insertion point + if (active == NULL) + active = z; + else if (z->x < active->x) { + // insert at front + z->next = active; + active = z; + } else { + // find thing to insert AFTER + stbtt__active_edge *p = active; + while (p->next && p->next->x < z->x) + p = p->next; + // at this point, p->next->x is NOT < z->x + z->next = p->next; + p->next = z; + } + } + } + ++e; + } + + // now process all active edges in XOR fashion + if (active) + stbtt__fill_active_edges(scanline, result->w, active, max_weight); + + ++y; + } + STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w); + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} + +#elif STBTT_RASTERIZER_VERSION == 2 + +// the edge passed in here does not cross the vertical line at x or the vertical line at x+1 +// (i.e. it has already been clipped to those) +static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1) +{ + if (y0 == y1) return; + STBTT_assert(y0 < y1); + STBTT_assert(e->sy <= e->ey); + if (y0 > e->ey) return; + if (y1 < e->sy) return; + if (y0 < e->sy) { + x0 += (x1-x0) * (e->sy - y0) / (y1-y0); + y0 = e->sy; + } + if (y1 > e->ey) { + x1 += (x1-x0) * (e->ey - y1) / (y1-y0); + y1 = e->ey; + } + + if (x0 == x) + STBTT_assert(x1 <= x+1); + else if (x0 == x+1) + STBTT_assert(x1 >= x); + else if (x0 <= x) + STBTT_assert(x1 <= x); + else if (x0 >= x+1) + STBTT_assert(x1 >= x+1); + else + STBTT_assert(x1 >= x && x1 <= x+1); + + if (x0 <= x && x1 <= x) + scanline[x] += e->direction * (y1-y0); + else if (x0 >= x+1 && x1 >= x+1) + ; + else { + STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1); + scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position + } +} + +static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top) +{ + float y_bottom = y_top+1; + + while (e) { + // brute force every pixel + + // compute intersection points with top & bottom + STBTT_assert(e->ey >= y_top); + + if (e->fdx == 0) { + float x0 = e->fx; + if (x0 < len) { + if (x0 >= 0) { + stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom); + stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom); + } else { + stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom); + } + } + } else { + float x0 = e->fx; + float dx = e->fdx; + float xb = x0 + dx; + float x_top, x_bottom; + float sy0,sy1; + float dy = e->fdy; + STBTT_assert(e->sy <= y_bottom && e->ey >= y_top); + + // compute endpoints of line segment clipped to this scanline (if the + // line segment starts on this scanline. x0 is the intersection of the + // line with y_top, but that may be off the line segment. + if (e->sy > y_top) { + x_top = x0 + dx * (e->sy - y_top); + sy0 = e->sy; + } else { + x_top = x0; + sy0 = y_top; + } + if (e->ey < y_bottom) { + x_bottom = x0 + dx * (e->ey - y_top); + sy1 = e->ey; + } else { + x_bottom = xb; + sy1 = y_bottom; + } + + if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) { + // from here on, we don't have to range check x values + + if ((int) x_top == (int) x_bottom) { + float height; + // simple case, only spans one pixel + int x = (int) x_top; + height = sy1 - sy0; + STBTT_assert(x >= 0 && x < len); + scanline[x] += e->direction * (1-((x_top - x) + (x_bottom-x))/2) * height; + scanline_fill[x] += e->direction * height; // everything right of this pixel is filled + } else { + int x,x1,x2; + float y_crossing, step, sign, area; + // covers 2+ pixels + if (x_top > x_bottom) { + // flip scanline vertically; signed area is the same + float t; + sy0 = y_bottom - (sy0 - y_top); + sy1 = y_bottom - (sy1 - y_top); + t = sy0, sy0 = sy1, sy1 = t; + t = x_bottom, x_bottom = x_top, x_top = t; + dx = -dx; + dy = -dy; + t = x0, x0 = xb, xb = t; + // [DEAR IMGUI] Fix static analyzer warning + (void)dx; // [ImGui: fix static analyzer warning] + } + + x1 = (int) x_top; + x2 = (int) x_bottom; + // compute intersection with y axis at x1+1 + y_crossing = (x1+1 - x0) * dy + y_top; + + sign = e->direction; + // area of the rectangle covered from y0..y_crossing + area = sign * (y_crossing-sy0); + // area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing) + scanline[x1] += area * (1-((x_top - x1)+(x1+1-x1))/2); + + step = sign * dy; + for (x = x1+1; x < x2; ++x) { + scanline[x] += area + step/2; + area += step; + } + y_crossing += dy * (x2 - (x1+1)); + + STBTT_assert(STBTT_fabs(area) <= 1.01f); + + scanline[x2] += area + sign * (1-((x2-x2)+(x_bottom-x2))/2) * (sy1-y_crossing); + + scanline_fill[x2] += sign * (sy1-sy0); + } + } else { + // if edge goes outside of box we're drawing, we require + // clipping logic. since this does not match the intended use + // of this library, we use a different, very slow brute + // force implementation + int x; + for (x=0; x < len; ++x) { + // cases: + // + // there can be up to two intersections with the pixel. any intersection + // with left or right edges can be handled by splitting into two (or three) + // regions. intersections with top & bottom do not necessitate case-wise logic. + // + // the old way of doing this found the intersections with the left & right edges, + // then used some simple logic to produce up to three segments in sorted order + // from top-to-bottom. however, this had a problem: if an x edge was epsilon + // across the x border, then the corresponding y position might not be distinct + // from the other y segment, and it might ignored as an empty segment. to avoid + // that, we need to explicitly produce segments based on x positions. + + // rename variables to clearly-defined pairs + float y0 = y_top; + float x1 = (float) (x); + float x2 = (float) (x+1); + float x3 = xb; + float y3 = y_bottom; + + // x = e->x + e->dx * (y-y_top) + // (y-y_top) = (x - e->x) / e->dx + // y = (x - e->x) / e->dx + y_top + float y1 = (x - x0) / dx + y_top; + float y2 = (x+1 - x0) / dx + y_top; + + if (x0 < x1 && x3 > x2) { // three segments descending down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x1 && x0 > x2) { // three segments descending down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x1 && x3 > x1) { // two segments across x, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x3 < x1 && x0 > x1) { // two segments across x, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x2 && x3 > x2) { // two segments across x+1, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x2 && x0 > x2) { // two segments across x+1, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else { // one segment + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3); + } + } + } + } + e = e->next; + } +} + +// directly AA rasterize edges w/o supersampling +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) +{ + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0, i; + float scanline_data[129], *scanline, *scanline2; + + STBTT__NOTUSED(vsubsample); + + if (result->w > 64) + scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata); + else + scanline = scanline_data; + + scanline2 = scanline + result->w; + + y = off_y; + e[n].y0 = (float) (off_y + result->h) + 1; + + while (j < result->h) { + // find center of pixel for this scanline + float scan_y_top = y + 0.0f; + float scan_y_bottom = y + 1.0f; + stbtt__active_edge **step = &active; + + STBTT_memset(scanline , 0, result->w*sizeof(scanline[0])); + STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0])); + + // update all active edges; + // remove all active edges that terminate before the top of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y_top) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + step = &((*step)->next); // advance through list + } + } + + // insert all edges that start before the bottom of this scanline + while (e->y0 <= scan_y_bottom) { + if (e->y0 != e->y1) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); + if (z != NULL) { + if (j == 0 && off_y != 0) { + if (z->ey < scan_y_top) { + // this can happen due to subpixel positioning and some kind of fp rounding error i think + z->ey = scan_y_top; + } + } + STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds + // insert at front + z->next = active; + active = z; + } + } + ++e; + } + + // now process all active edges + if (active) + stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top); + + { + float sum = 0; + for (i=0; i < result->w; ++i) { + float k; + int m; + sum += scanline2[i]; + k = scanline[i] + sum; + k = (float) STBTT_fabs(k)*255 + 0.5f; + m = (int) k; + if (m > 255) m = 255; + result->pixels[j*result->stride + i] = (unsigned char) m; + } + } + // advance all the edges + step = &active; + while (*step) { + stbtt__active_edge *z = *step; + z->fx += z->fdx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } + + ++y; + ++j; + } + + stbtt__hheap_cleanup(&hh, userdata); + + if (scanline != scanline_data) + STBTT_free(scanline, userdata); +} +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + +#define STBTT__COMPARE(a,b) ((a)->y0 < (b)->y0) + +static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n) +{ + int i,j; + for (i=1; i < n; ++i) { + stbtt__edge t = p[i], *a = &t; + j = i; + while (j > 0) { + stbtt__edge *b = &p[j-1]; + int c = STBTT__COMPARE(a,b); + if (!c) break; + p[j] = p[j-1]; + --j; + } + if (i != j) + p[j] = t; + } +} + +static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n) +{ + /* threshold for transitioning to insertion sort */ + while (n > 12) { + stbtt__edge t; + int c01,c12,c,m,i,j; + + /* compute median of three */ + m = n >> 1; + c01 = STBTT__COMPARE(&p[0],&p[m]); + c12 = STBTT__COMPARE(&p[m],&p[n-1]); + /* if 0 >= mid >= end, or 0 < mid < end, then use mid */ + if (c01 != c12) { + /* otherwise, we'll need to swap something else to middle */ + int z; + c = STBTT__COMPARE(&p[0],&p[n-1]); + /* 0>mid && midn => n; 0 0 */ + /* 0n: 0>n => 0; 0 n */ + z = (c == c12) ? 0 : n-1; + t = p[z]; + p[z] = p[m]; + p[m] = t; + } + /* now p[m] is the median-of-three */ + /* swap it to the beginning so it won't move around */ + t = p[0]; + p[0] = p[m]; + p[m] = t; + + /* partition loop */ + i=1; + j=n-1; + for(;;) { + /* handling of equality is crucial here */ + /* for sentinels & efficiency with duplicates */ + for (;;++i) { + if (!STBTT__COMPARE(&p[i], &p[0])) break; + } + for (;;--j) { + if (!STBTT__COMPARE(&p[0], &p[j])) break; + } + /* make sure we haven't crossed */ + if (i >= j) break; + t = p[i]; + p[i] = p[j]; + p[j] = t; + + ++i; + --j; + } + /* recurse on smaller side, iterate on larger */ + if (j < (n-i)) { + stbtt__sort_edges_quicksort(p,j); + p = p+i; + n = n-i; + } else { + stbtt__sort_edges_quicksort(p+i, n-i); + n = j; + } + } +} + +static void stbtt__sort_edges(stbtt__edge *p, int n) +{ + stbtt__sort_edges_quicksort(p, n); + stbtt__sort_edges_ins_sort(p, n); +} + +typedef struct +{ + float x,y; +} stbtt__point; + +static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata) +{ + float y_scale_inv = invert ? -scale_y : scale_y; + stbtt__edge *e; + int n,i,j,k,m; +#if STBTT_RASTERIZER_VERSION == 1 + int vsubsample = result->h < 8 ? 15 : 5; +#elif STBTT_RASTERIZER_VERSION == 2 + int vsubsample = 1; +#else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + // vsubsample should divide 255 evenly; otherwise we won't reach full opacity + + // now we have to blow out the windings into explicit edge lists + n = 0; + for (i=0; i < windings; ++i) + n += wcount[i]; + + e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel + if (e == 0) return; + n = 0; + + m=0; + for (i=0; i < windings; ++i) { + stbtt__point *p = pts + m; + m += wcount[i]; + j = wcount[i]-1; + for (k=0; k < wcount[i]; j=k++) { + int a=k,b=j; + // skip the edge if horizontal + if (p[j].y == p[k].y) + continue; + // add edge from j to k to the list + e[n].invert = 0; + if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) { + e[n].invert = 1; + a=j,b=k; + } + e[n].x0 = p[a].x * scale_x + shift_x; + e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample; + e[n].x1 = p[b].x * scale_x + shift_x; + e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample; + ++n; + } + } + + // now sort the edges by their highest point (should snap to integer, and then by x) + //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare); + stbtt__sort_edges(e, n); + + // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule + stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata); + + STBTT_free(e, userdata); +} + +static void stbtt__add_point(stbtt__point *points, int n, float x, float y) +{ + if (!points) return; // during first pass, it's unallocated + points[n].x = x; + points[n].y = y; +} + +// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching +static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n) +{ + // midpoint + float mx = (x0 + 2*x1 + x2)/4; + float my = (y0 + 2*y1 + y2)/4; + // versus directly drawn line + float dx = (x0+x2)/2 - mx; + float dy = (y0+y2)/2 - my; + if (n > 16) // 65536 segments on one curve better be enough! + return 1; + if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA + stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x2,y2); + *num_points = *num_points+1; + } + return 1; +} + +static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n) +{ + // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough + float dx0 = x1-x0; + float dy0 = y1-y0; + float dx1 = x2-x1; + float dy1 = y2-y1; + float dx2 = x3-x2; + float dy2 = y3-y2; + float dx = x3-x0; + float dy = y3-y0; + float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2)); + float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy); + float flatness_squared = longlen*longlen-shortlen*shortlen; + + if (n > 16) // 65536 segments on one curve better be enough! + return; + + if (flatness_squared > objspace_flatness_squared) { + float x01 = (x0+x1)/2; + float y01 = (y0+y1)/2; + float x12 = (x1+x2)/2; + float y12 = (y1+y2)/2; + float x23 = (x2+x3)/2; + float y23 = (y2+y3)/2; + + float xa = (x01+x12)/2; + float ya = (y01+y12)/2; + float xb = (x12+x23)/2; + float yb = (y12+y23)/2; + + float mx = (xa+xb)/2; + float my = (ya+yb)/2; + + stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x3,y3); + *num_points = *num_points+1; + } +} + +// returns number of contours +static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata) +{ + stbtt__point *points=0; + int num_points=0; + + float objspace_flatness_squared = objspace_flatness * objspace_flatness; + int i,n=0,start=0, pass; + + // count how many "moves" there are to get the contour count + for (i=0; i < num_verts; ++i) + if (vertices[i].type == STBTT_vmove) + ++n; + + *num_contours = n; + if (n == 0) return 0; + + *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata); + + if (*contour_lengths == 0) { + *num_contours = 0; + return 0; + } + + // make two passes through the points so we don't need to realloc + for (pass=0; pass < 2; ++pass) { + float x=0,y=0; + if (pass == 1) { + points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata); + if (points == NULL) goto error; + } + num_points = 0; + n= -1; + for (i=0; i < num_verts; ++i) { + switch (vertices[i].type) { + case STBTT_vmove: + // start the next contour + if (n >= 0) + (*contour_lengths)[n] = num_points - start; + ++n; + start = num_points; + + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x,y); + break; + case STBTT_vline: + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x, y); + break; + case STBTT_vcurve: + stbtt__tesselate_curve(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + case STBTT_vcubic: + stbtt__tesselate_cubic(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].cx1, vertices[i].cy1, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + } + } + (*contour_lengths)[n] = num_points - start; + } + + return points; +error: + STBTT_free(points, userdata); + STBTT_free(*contour_lengths, userdata); + *contour_lengths = 0; + *num_contours = 0; + return NULL; +} + +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata) +{ + float scale = scale_x > scale_y ? scale_y : scale_x; + int winding_count = 0; + int *winding_lengths = NULL; + stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata); + if (windings) { + stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata); + STBTT_free(winding_lengths, userdata); + STBTT_free(windings, userdata); + } +} + +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + int ix0,iy0,ix1,iy1; + stbtt__bitmap gbm; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) { + STBTT_free(vertices, info->userdata); + return NULL; + } + scale_y = scale_x; + } + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1); + + // now we get the size + gbm.w = (ix1 - ix0); + gbm.h = (iy1 - iy0); + gbm.pixels = NULL; // in case we error + + if (width ) *width = gbm.w; + if (height) *height = gbm.h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + if (gbm.w && gbm.h) { + gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata); + if (gbm.pixels) { + gbm.stride = gbm.w; + + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata); + } + } + STBTT_free(vertices, info->userdata); + return gbm.pixels; +} + +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph) +{ + int ix0,iy0; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + stbtt__bitmap gbm; + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); + gbm.pixels = output; + gbm.w = out_w; + gbm.h = out_h; + gbm.stride = out_stride; + + if (gbm.w && gbm.h) + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata); + + STBTT_free(vertices, info->userdata); +} + +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint)); +} + +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff); +} + +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) +{ + stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint); +} + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-CRAPPY packing to keep source code small + +static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata) +{ + float scale; + int x,y,bottom_y, i; + stbtt_fontinfo f; + f.userdata = NULL; + if (!stbtt_InitFont(&f, data, offset)) + return -1; + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + x=y=1; + bottom_y = 1; + + scale = stbtt_ScaleForPixelHeight(&f, pixel_height); + + for (i=0; i < num_chars; ++i) { + int advance, lsb, x0,y0,x1,y1,gw,gh; + int g = stbtt_FindGlyphIndex(&f, first_char + i); + stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb); + stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1); + gw = x1-x0; + gh = y1-y0; + if (x + gw + 1 >= pw) + y = bottom_y, x = 1; // advance to next row + if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row + return -i; + STBTT_assert(x+gw < pw); + STBTT_assert(y+gh < ph); + stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g); + chardata[i].x0 = (stbtt_int16) x; + chardata[i].y0 = (stbtt_int16) y; + chardata[i].x1 = (stbtt_int16) (x + gw); + chardata[i].y1 = (stbtt_int16) (y + gh); + chardata[i].xadvance = scale * advance; + chardata[i].xoff = (float) x0; + chardata[i].yoff = (float) y0; + x = x + gw + 1; + if (y+gh+1 > bottom_y) + bottom_y = y+gh+1; + } + return bottom_y; +} + +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule) +{ + float d3d_bias = opengl_fillrule ? 0 : -0.5f; + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_bakedchar *b = chardata + char_index; + int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f); + int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f); + + q->x0 = round_x + d3d_bias; + q->y0 = round_y + d3d_bias; + q->x1 = round_x + b->x1 - b->x0 + d3d_bias; + q->y1 = round_y + b->y1 - b->y0 + d3d_bias; + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// rectangle packing replacement routines if you don't have stb_rect_pack.h +// + +#ifndef STB_RECT_PACK_VERSION + +typedef int stbrp_coord; + +//////////////////////////////////////////////////////////////////////////////////// +// // +// // +// COMPILER WARNING ?!?!? // +// // +// // +// if you get a compile warning due to these symbols being defined more than // +// once, move #include "stb_rect_pack.h" before #include "stb_truetype.h" // +// // +//////////////////////////////////////////////////////////////////////////////////// + +typedef struct +{ + int width,height; + int x,y,bottom_y; +} stbrp_context; + +typedef struct +{ + unsigned char x; +} stbrp_node; + +struct stbrp_rect +{ + stbrp_coord x,y; + int id,w,h,was_packed; +}; + +static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes) +{ + con->width = pw; + con->height = ph; + con->x = 0; + con->y = 0; + con->bottom_y = 0; + STBTT__NOTUSED(nodes); + STBTT__NOTUSED(num_nodes); +} + +static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) +{ + int i; + for (i=0; i < num_rects; ++i) { + if (con->x + rects[i].w > con->width) { + con->x = 0; + con->y = con->bottom_y; + } + if (con->y + rects[i].h > con->height) + break; + rects[i].x = con->x; + rects[i].y = con->y; + rects[i].was_packed = 1; + con->x += rects[i].w; + if (con->y + rects[i].h > con->bottom_y) + con->bottom_y = con->y + rects[i].h; + } + for ( ; i < num_rects; ++i) + rects[i].was_packed = 0; +} +#endif + +////////////////////////////////////////////////////////////////////////////// +// +// bitmap baking +// +// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If +// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy. + +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context) +{ + stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context) ,alloc_context); + int num_nodes = pw - padding; + stbrp_node *nodes = (stbrp_node *) STBTT_malloc(sizeof(*nodes ) * num_nodes,alloc_context); + + if (context == NULL || nodes == NULL) { + if (context != NULL) STBTT_free(context, alloc_context); + if (nodes != NULL) STBTT_free(nodes , alloc_context); + return 0; + } + + spc->user_allocator_context = alloc_context; + spc->width = pw; + spc->height = ph; + spc->pixels = pixels; + spc->pack_info = context; + spc->nodes = nodes; + spc->padding = padding; + spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; + spc->h_oversample = 1; + spc->v_oversample = 1; + spc->skip_missing = 0; + + stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes); + + if (pixels) + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + + return 1; +} + +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc) +{ + STBTT_free(spc->nodes , spc->user_allocator_context); + STBTT_free(spc->pack_info, spc->user_allocator_context); +} + +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample) +{ + STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE); + STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE); + if (h_oversample <= STBTT_MAX_OVERSAMPLE) + spc->h_oversample = h_oversample; + if (v_oversample <= STBTT_MAX_OVERSAMPLE) + spc->v_oversample = v_oversample; +} + +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip) +{ + spc->skip_missing = skip; +} + +#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1) + +static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_w = w - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < h; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < w; ++i) { + STBTT_assert(pixels[i] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i] = (unsigned char) (total / kernel_width); + } + + pixels += stride_in_bytes; + } +} + +static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +{ + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_h = h - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < w; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); + + total = 0; + + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 2); + } + break; + case 3: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 3); + } + break; + case 4: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 4); + } + break; + case 5: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 5); + } + break; + default: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + break; + } + + for (; i < h; ++i) { + STBTT_assert(pixels[i*stride_in_bytes] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } + + pixels += 1; + } +} + +static float stbtt__oversample_shift(int oversample) +{ + if (!oversample) + return 0.0f; + + // The prefilter is a box filter of width "oversample", + // which shifts phase by (oversample - 1)/2 pixels in + // oversampled space. We want to shift in the opposite + // direction to counter this. + return (float)-(oversample - 1) / (2.0f * (float)oversample); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k; + + k=0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + ranges[i].h_oversample = (unsigned char) spc->h_oversample; + ranges[i].v_oversample = (unsigned char) spc->v_oversample; + for (j=0; j < ranges[i].num_chars; ++j) { + int x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + if (glyph == 0 && spc->skip_missing) { + rects[k].w = rects[k].h = 0; + } else { + stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + &x0,&y0,&x1,&y1); + rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); + rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + } + ++k; + } + } + + return k; +} + +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, + output, + out_w - (prefilter_x - 1), + out_h - (prefilter_y - 1), + out_stride, + scale_x, + scale_y, + shift_x, + shift_y, + glyph); + + if (prefilter_x > 1) + stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x); + + if (prefilter_y > 1) + stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y); + + *sub_x = stbtt__oversample_shift(prefilter_x); + *sub_y = stbtt__oversample_shift(prefilter_y); +} + +// rects array must be big enough to accommodate all characters in the given ranges +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) +{ + int i,j,k, return_value = 1; + + // save current values + int old_h_over = spc->h_oversample; + int old_v_over = spc->v_oversample; + + k = 0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + float recip_h,recip_v,sub_x,sub_y; + spc->h_oversample = ranges[i].h_oversample; + spc->v_oversample = ranges[i].v_oversample; + recip_h = 1.0f / spc->h_oversample; + recip_v = 1.0f / spc->v_oversample; + sub_x = stbtt__oversample_shift(spc->h_oversample); + sub_y = stbtt__oversample_shift(spc->v_oversample); + for (j=0; j < ranges[i].num_chars; ++j) { + stbrp_rect *r = &rects[k]; + if (r->was_packed && r->w != 0 && r->h != 0) { + stbtt_packedchar *bc = &ranges[i].chardata_for_range[j]; + int advance, lsb, x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + stbrp_coord pad = (stbrp_coord) spc->padding; + + // pad on left and top + r->x += pad; + r->y += pad; + r->w -= pad; + r->h -= pad; + stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb); + stbtt_GetGlyphBitmapBox(info, glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + &x0,&y0,&x1,&y1); + stbtt_MakeGlyphBitmapSubpixel(info, + spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w - spc->h_oversample+1, + r->h - spc->v_oversample+1, + spc->stride_in_bytes, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + glyph); + + if (spc->h_oversample > 1) + stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->h_oversample); + + if (spc->v_oversample > 1) + stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->v_oversample); + + bc->x0 = (stbtt_int16) r->x; + bc->y0 = (stbtt_int16) r->y; + bc->x1 = (stbtt_int16) (r->x + r->w); + bc->y1 = (stbtt_int16) (r->y + r->h); + bc->xadvance = scale * advance; + bc->xoff = (float) x0 * recip_h + sub_x; + bc->yoff = (float) y0 * recip_v + sub_y; + bc->xoff2 = (x0 + r->w) * recip_h + sub_x; + bc->yoff2 = (y0 + r->h) * recip_v + sub_y; + } else { + return_value = 0; // if any fail, report failure + } + + ++k; + } + } + + // restore original values + spc->h_oversample = old_h_over; + spc->v_oversample = old_v_over; + + return return_value; +} + +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects) +{ + stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects); +} + +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) +{ + stbtt_fontinfo info; + int i,j,n, return_value; // [DEAR IMGUI] removed = 1 + //stbrp_context *context = (stbrp_context *) spc->pack_info; + stbrp_rect *rects; + + // flag all characters as NOT packed + for (i=0; i < num_ranges; ++i) + for (j=0; j < ranges[i].num_chars; ++j) + ranges[i].chardata_for_range[j].x0 = + ranges[i].chardata_for_range[j].y0 = + ranges[i].chardata_for_range[j].x1 = + ranges[i].chardata_for_range[j].y1 = 0; + + n = 0; + for (i=0; i < num_ranges; ++i) + n += ranges[i].num_chars; + + rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); + if (rects == NULL) + return 0; + + info.userdata = spc->user_allocator_context; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index)); + + n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); + + stbtt_PackFontRangesPackRects(spc, rects, n); + + return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); + + STBTT_free(rects, spc->user_allocator_context); + return return_value; +} + +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range) +{ + stbtt_pack_range range; + range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range; + range.array_of_unicode_codepoints = NULL; + range.num_chars = num_chars_in_range; + range.chardata_for_range = chardata_for_range; + range.font_size = font_size; + return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); +} + +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap) +{ + int i_ascent, i_descent, i_lineGap; + float scale; + stbtt_fontinfo info; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); + scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); + stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); + *ascent = (float) i_ascent * scale; + *descent = (float) i_descent * scale; + *lineGap = (float) i_lineGap * scale; +} + +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) +{ + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_packedchar *b = chardata + char_index; + + if (align_to_integer) { + float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f); + float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f); + q->x0 = x; + q->y0 = y; + q->x1 = x + b->xoff2 - b->xoff; + q->y1 = y + b->yoff2 - b->yoff; + } else { + q->x0 = *xpos + b->xoff; + q->y0 = *ypos + b->yoff; + q->x1 = *xpos + b->xoff2; + q->y1 = *ypos + b->yoff2; + } + + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; + + *xpos += b->xadvance; +} + +////////////////////////////////////////////////////////////////////////////// +// +// sdf computation +// + +#define STBTT_min(a,b) ((a) < (b) ? (a) : (b)) +#define STBTT_max(a,b) ((a) < (b) ? (b) : (a)) + +static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2]) +{ + float q0perp = q0[1]*ray[0] - q0[0]*ray[1]; + float q1perp = q1[1]*ray[0] - q1[0]*ray[1]; + float q2perp = q2[1]*ray[0] - q2[0]*ray[1]; + float roperp = orig[1]*ray[0] - orig[0]*ray[1]; + + float a = q0perp - 2*q1perp + q2perp; + float b = q1perp - q0perp; + float c = q0perp - roperp; + + float s0 = 0., s1 = 0.; + int num_s = 0; + + if (a != 0.0) { + float discr = b*b - a*c; + if (discr > 0.0) { + float rcpna = -1 / a; + float d = (float) STBTT_sqrt(discr); + s0 = (b+d) * rcpna; + s1 = (b-d) * rcpna; + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) { + if (num_s == 0) s0 = s1; + ++num_s; + } + } + } else { + // 2*b*s + c = 0 + // s = -c / (2*b) + s0 = c / (-2 * b); + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + } + + if (num_s == 0) + return 0; + else { + float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]); + float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2; + + float q0d = q0[0]*rayn_x + q0[1]*rayn_y; + float q1d = q1[0]*rayn_x + q1[1]*rayn_y; + float q2d = q2[0]*rayn_x + q2[1]*rayn_y; + float rod = orig[0]*rayn_x + orig[1]*rayn_y; + + float q10d = q1d - q0d; + float q20d = q2d - q0d; + float q0rd = q0d - rod; + + hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d; + hits[0][1] = a*s0+b; + + if (num_s > 1) { + hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d; + hits[1][1] = a*s1+b; + return 2; + } else { + return 1; + } + } +} + +static int equal(float *a, float *b) +{ + return (a[0] == b[0] && a[1] == b[1]); +} + +static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts) +{ + int i; + float orig[2], ray[2] = { 1, 0 }; + float y_frac; + int winding = 0; + + orig[0] = x; + //orig[1] = y; // [DEAR IMGUI] commented double assignment + + // make sure y never passes through a vertex of the shape + y_frac = (float) STBTT_fmod(y, 1.0f); + if (y_frac < 0.01f) + y += 0.01f; + else if (y_frac > 0.99f) + y -= 0.01f; + orig[1] = y; + + // test a ray from (-infinity,y) to (x,y) + for (i=0; i < nverts; ++i) { + if (verts[i].type == STBTT_vline) { + int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y; + int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } + if (verts[i].type == STBTT_vcurve) { + int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ; + int x1 = (int) verts[i ].cx, y1 = (int) verts[i ].cy; + int x2 = (int) verts[i ].x , y2 = (int) verts[i ].y ; + int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2)); + int by = STBTT_max(y0,STBTT_max(y1,y2)); + if (y > ay && y < by && x > ax) { + float q0[2],q1[2],q2[2]; + float hits[2][2]; + q0[0] = (float)x0; + q0[1] = (float)y0; + q1[0] = (float)x1; + q1[1] = (float)y1; + q2[0] = (float)x2; + q2[1] = (float)y2; + if (equal(q0,q1) || equal(q1,q2)) { + x0 = (int)verts[i-1].x; + y0 = (int)verts[i-1].y; + x1 = (int)verts[i ].x; + y1 = (int)verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } else { + int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits); + if (num_hits >= 1) + if (hits[0][0] < 0) + winding += (hits[0][1] < 0 ? -1 : 1); + if (num_hits >= 2) + if (hits[1][0] < 0) + winding += (hits[1][1] < 0 ? -1 : 1); + } + } + } + } + return winding; +} + +static float stbtt__cuberoot( float x ) +{ + if (x<0) + return -(float) STBTT_pow(-x,1.0f/3.0f); + else + return (float) STBTT_pow( x,1.0f/3.0f); +} + +// x^3 + c*x^2 + b*x + a = 0 +static int stbtt__solve_cubic(float a, float b, float c, float* r) +{ + float s = -a / 3; + float p = b - a*a / 3; + float q = a * (2*a*a - 9*b) / 27 + c; + float p3 = p*p*p; + float d = q*q + 4*p3 / 27; + if (d >= 0) { + float z = (float) STBTT_sqrt(d); + float u = (-q + z) / 2; + float v = (-q - z) / 2; + u = stbtt__cuberoot(u); + v = stbtt__cuberoot(v); + r[0] = s + u + v; + return 1; + } else { + float u = (float) STBTT_sqrt(-p/3); + float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative + float m = (float) STBTT_cos(v); + float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f; + r[0] = s + u * 2 * m; + r[1] = s - u * (m + n); + r[2] = s - u * (m - n); + + //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? + //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); + //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); + return 3; + } +} + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + float scale_x = scale, scale_y = scale; + int ix0,iy0,ix1,iy1; + int w,h; + unsigned char *data; + + // if one scale is 0, use same scale for both + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) return NULL; // if both scales are 0, return NULL + scale_y = scale_x; + } + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); + + // if empty, return NULL + if (ix0 == ix1 || iy0 == iy1) + return NULL; + + ix0 -= padding; + iy0 -= padding; + ix1 += padding; + iy1 += padding; + + w = (ix1 - ix0); + h = (iy1 - iy0); + + if (width ) *width = w; + if (height) *height = h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + // invert for y-downwards bitmaps + scale_y = -scale_y; + + { + int x,y,i,j; + float *precompute; + stbtt_vertex *verts; + int num_verts = stbtt_GetGlyphShape(info, glyph, &verts); + data = (unsigned char *) STBTT_malloc(w * h, info->userdata); + precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata); + + for (i=0,j=num_verts-1; i < num_verts; j=i++) { + if (verts[i].type == STBTT_vline) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y; + float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)); + precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y; + float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y; + float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float len2 = bx*bx + by*by; + if (len2 != 0.0f) + precompute[i] = 1.0f / (bx*bx + by*by); + else + precompute[i] = 0.0f; + } else + precompute[i] = 0.0f; + } + + for (y=iy0; y < iy1; ++y) { + for (x=ix0; x < ix1; ++x) { + float val; + float min_dist = 999999.0f; + float sx = (float) x + 0.5f; + float sy = (float) y + 0.5f; + float x_gspace = (sx / scale_x); + float y_gspace = (sy / scale_y); + + int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path + + for (i=0; i < num_verts; ++i) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + + // check against every point here rather than inside line/curve primitives -- @TODO: wrong if multiple 'moves' in a row produce a garbage point, and given culling, probably more efficient to do within line/curve + float dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + if (verts[i].type == STBTT_vline) { + float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; + + // coarse culling against bbox + //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && + // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) + float dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; + STBTT_assert(i != 0); + if (dist < min_dist) { + // check position along line + // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0) + // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy) + float dx = x1-x0, dy = y1-y0; + float px = x0-sx, py = y0-sy; + // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy + // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve + float t = -(px*dx + py*dy) / (dx*dx + dy*dy); + if (t >= 0.0f && t <= 1.0f) + min_dist = dist; + } + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y; + float x1 = verts[i ].cx*scale_x, y1 = verts[i ].cy*scale_y; + float box_x0 = STBTT_min(STBTT_min(x0,x1),x2); + float box_y0 = STBTT_min(STBTT_min(y0,y1),y2); + float box_x1 = STBTT_max(STBTT_max(x0,x1),x2); + float box_y1 = STBTT_max(STBTT_max(y0,y1),y2); + // coarse culling against bbox to avoid computing cubic unnecessarily + if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) { + int num=0; + float ax = x1-x0, ay = y1-y0; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float mx = x0 - sx, my = y0 - sy; + float res[3],px,py,t,it; + float a_inv = precompute[i]; + if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula + float a = 3*(ax*bx + ay*by); + float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by); + float c = mx*ax+my*ay; + if (a == 0.0) { // if a is 0, it's linear + if (b != 0.0) { + res[num++] = -c/b; + } + } else { + float discriminant = b*b - 4*a*c; + if (discriminant < 0) + num = 0; + else { + float root = (float) STBTT_sqrt(discriminant); + res[0] = (-b - root)/(2*a); + res[1] = (-b + root)/(2*a); + num = 2; // don't bother distinguishing 1-solution case, as code below will still work + } + } + } else { + float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point + float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv; + float d = (mx*ax+my*ay) * a_inv; + num = stbtt__solve_cubic(b, c, d, res); + } + if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { + t = res[0], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) { + t = res[1], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) { + t = res[2], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + } + } + } + if (winding == 0) + min_dist = -min_dist; // if outside the shape, value is negative + val = onedge_value + pixel_dist_scale * min_dist; + if (val < 0) + val = 0; + else if (val > 255) + val = 255; + data[(y-iy0)*w+(x-ix0)] = (unsigned char) val; + } + } + STBTT_free(precompute, info->userdata); + STBTT_free(verts, info->userdata); + } + return data; +} + +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} + +////////////////////////////////////////////////////////////////////////////// +// +// font name matching -- recommended not to use this +// + +// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string +static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) +{ + stbtt_int32 i=0; + + // convert utf16 to utf8 and compare the results while converting + while (len2) { + stbtt_uint16 ch = s2[0]*256 + s2[1]; + if (ch < 0x80) { + if (i >= len1) return -1; + if (s1[i++] != ch) return -1; + } else if (ch < 0x800) { + if (i+1 >= len1) return -1; + if (s1[i++] != 0xc0 + (ch >> 6)) return -1; + if (s1[i++] != 0x80 + (ch & 0x3f)) return -1; + } else if (ch >= 0xd800 && ch < 0xdc00) { + stbtt_uint32 c; + stbtt_uint16 ch2 = s2[2]*256 + s2[3]; + if (i+3 >= len1) return -1; + c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000; + if (s1[i++] != 0xf0 + (c >> 18)) return -1; + if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c ) & 0x3f)) return -1; + s2 += 2; // plus another 2 below + len2 -= 2; + } else if (ch >= 0xdc00 && ch < 0xe000) { + return -1; + } else { + if (i+2 >= len1) return -1; + if (s1[i++] != 0xe0 + (ch >> 12)) return -1; + if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((ch ) & 0x3f)) return -1; + } + s2 += 2; + len2 -= 2; + } + return i; +} + +static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) +{ + return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2); +} + +// returns results in whatever encoding you request... but note that 2-byte encodings +// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID) +{ + stbtt_int32 i,count,stringOffset; + stbtt_uint8 *fc = font->data; + stbtt_uint32 offset = font->fontstart; + stbtt_uint32 nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return NULL; + + count = ttUSHORT(fc+nm+2); + stringOffset = nm + ttUSHORT(fc+nm+4); + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2) + && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) { + *length = ttUSHORT(fc+loc+8); + return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10)); + } + } + return NULL; +} + +static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id) +{ + stbtt_int32 i; + stbtt_int32 count = ttUSHORT(fc+nm+2); + stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4); + + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + stbtt_int32 id = ttUSHORT(fc+loc+6); + if (id == target_id) { + // find the encoding + stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4); + + // is this a Unicode encoding? + if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) { + stbtt_int32 slen = ttUSHORT(fc+loc+8); + stbtt_int32 off = ttUSHORT(fc+loc+10); + + // check if there's a prefix match + stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen); + if (matchlen >= 0) { + // check for target_id+1 immediately following, with same encoding & language + if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) { + slen = ttUSHORT(fc+loc+12+8); + off = ttUSHORT(fc+loc+12+10); + if (slen == 0) { + if (matchlen == nlen) + return 1; + } else if (matchlen < nlen && name[matchlen] == ' ') { + ++matchlen; + if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen)) + return 1; + } + } else { + // if nothing immediately following + if (matchlen == nlen) + return 1; + } + } + } + + // @TODO handle other encodings + } + } + return 0; +} + +static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags) +{ + stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name); + stbtt_uint32 nm,hd; + if (!stbtt__isfont(fc+offset)) return 0; + + // check italics/bold/underline flags in macStyle... + if (flags) { + hd = stbtt__find_table(fc, offset, "head"); + if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0; + } + + nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return 0; + + if (flags) { + // if we checked the macStyle flags, then just check the family and ignore the subfamily + if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } else { + if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } + + return 0; +} + +static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags) +{ + stbtt_int32 i; + for (i=0;;++i) { + stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i); + if (off < 0) return off; + if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags)) + return off; + } +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif + +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, + float pixel_height, unsigned char *pixels, int pw, int ph, + int first_char, int num_chars, stbtt_bakedchar *chardata) +{ + return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata); +} + +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index) +{ + return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); +} + +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data) +{ + return stbtt_GetNumberOfFonts_internal((unsigned char *) data); +} + +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset) +{ + return stbtt_InitFont_internal(info, (unsigned char *) data, offset); +} + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags) +{ + return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags); +} + +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2) +{ + return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2); +} + +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif // STB_TRUETYPE_IMPLEMENTATION + + +// FULL VERSION HISTORY +// +// 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts +// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual +// 1.11 (2016-04-02) fix unused-variable warning +// 1.10 (2016-04-02) allow user-defined fabs() replacement +// fix memory leak if fontsize=0.0 +// fix warning from duplicate typedef +// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges +// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges +// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints; +// allow PackFontRanges to pack and render in separate phases; +// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?); +// fixed an assert() bug in the new rasterizer +// replace assert() with STBTT_assert() in new rasterizer +// 1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine) +// also more precise AA rasterizer, except if shapes overlap +// remove need for STBTT_sort +// 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC +// 1.04 (2015-04-15) typo in example +// 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes +// 1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++ +// 1.01 (2014-12-08) fix subpixel position when oversampling to exactly match +// non-oversampled; STBTT_POINT_SIZE for packed case only +// 1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling +// 0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg) +// 0.9 (2014-08-07) support certain mac/iOS fonts without an MS platformID +// 0.8b (2014-07-07) fix a warning +// 0.8 (2014-05-25) fix a few more warnings +// 0.7 (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back +// 0.6c (2012-07-24) improve documentation +// 0.6b (2012-07-20) fix a few more warnings +// 0.6 (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels, +// stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty +// 0.5 (2011-12-09) bugfixes: +// subpixel glyph renderer computed wrong bounding box +// first vertex of shape can be off-curve (FreeSans) +// 0.4b (2011-12-03) fixed an error in the font baking example +// 0.4 (2011-12-01) kerning, subpixel rendering (tor) +// bugfixes for: +// codepoint-to-glyph conversion using table fmt=12 +// codepoint-to-glyph conversion using table fmt=4 +// stbtt_GetBakedQuad with non-square texture (Zer) +// updated Hello World! sample to use kerning and subpixel +// fixed some warnings +// 0.3 (2009-06-24) cmap fmt=12, compound shapes (MM) +// userdata, malloc-from-userdata, non-zero fill (stb) +// 0.2 (2009-03-11) Fix unsigned/signed char warnings +// 0.1 (2009-03-09) First public release +// + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ + +``` + +`samples/common/src/GuiRenderer.zig`: + +```zig +pub const GuiRenderer = @This(); + +const std = @import("std"); +const assert = std.debug.assert; + +const zwindows = @import("zwindows"); +const windows = zwindows.windows; +const d3d12 = zwindows.d3d12; +const hrPanic = zwindows.hrPanic; +const hrPanicOnFail = zwindows.hrPanicOnFail; + +const zd3d12 = @import("zd3d12"); + +const common = @import("common.zig"); +const c = common.c; + +font: zd3d12.ResourceHandle, +font_srv: d3d12.CPU_DESCRIPTOR_HANDLE, +pipeline: zd3d12.PipelineHandle, +vb: [zd3d12.GraphicsContext.max_num_buffered_frames]zd3d12.ResourceHandle, +ib: [zd3d12.GraphicsContext.max_num_buffered_frames]zd3d12.ResourceHandle, +vb_cpu_addr: [zd3d12.GraphicsContext.max_num_buffered_frames][]align(8) u8, +ib_cpu_addr: [zd3d12.GraphicsContext.max_num_buffered_frames][]align(8) u8, + +pub fn init( + arena: std.mem.Allocator, + gctx: *zd3d12.GraphicsContext, + num_msaa_samples: u32, + comptime content_dir: []const u8, +) GuiRenderer { + assert(gctx.is_cmdlist_opened); + assert(c.igGetCurrentContext() != null); + + const io = c.igGetIO().?; + + const full_path = std.fs.path.joinZ(arena, &.{ + std.fs.selfExeDirPathAlloc(arena) catch unreachable, + content_dir ++ "Roboto-Medium.ttf", + }) catch unreachable; + + _ = c.ImFontAtlas_AddFontFromFileTTF(io.*.Fonts, full_path, 25.0, null, null); + const font_info = blk: { + var pp: [*c]u8 = undefined; + var ww: i32 = undefined; + var hh: i32 = undefined; + c.ImFontAtlas_GetTexDataAsRGBA32(io.*.Fonts, &pp, &ww, &hh, null); + break :blk .{ + .pixels = pp[0..@as(usize, @intCast(ww * hh * 4))], + .width = @as(u32, @intCast(ww)), + .height = @as(u32, @intCast(hh)), + }; + }; + + const font = gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initTex2d(.R8G8B8A8_UNORM, font_info.width, font_info.height, 1), + .{ .COPY_DEST = true }, + null, + ) catch |err| hrPanic(err); + + gctx.updateTex2dSubresource(font, 0, font_info.pixels, font_info.width * 4); + gctx.addTransitionBarrier(font, .{ .PIXEL_SHADER_RESOURCE = true }); + + const font_srv = gctx.allocShaderResourceView(font, null); + + const pipeline = blk: { + const input_layout_desc = [_]d3d12.INPUT_ELEMENT_DESC{ + d3d12.INPUT_ELEMENT_DESC.init("POSITION", 0, .R32G32_FLOAT, 0, 0, .PER_VERTEX_DATA, 0), + d3d12.INPUT_ELEMENT_DESC.init("_Uv", 0, .R32G32_FLOAT, 0, 8, .PER_VERTEX_DATA, 0), + d3d12.INPUT_ELEMENT_DESC.init("_Color", 0, .R8G8B8A8_UNORM, 0, 16, .PER_VERTEX_DATA, 0), + }; + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.RasterizerState.CullMode = .NONE; + pso_desc.DepthStencilState.DepthEnable = windows.FALSE; + pso_desc.BlendState.RenderTarget[0].BlendEnable = windows.TRUE; + pso_desc.BlendState.RenderTarget[0].SrcBlend = .SRC_ALPHA; + pso_desc.BlendState.RenderTarget[0].DestBlend = .INV_SRC_ALPHA; + pso_desc.BlendState.RenderTarget[0].BlendOp = .ADD; + pso_desc.BlendState.RenderTarget[0].SrcBlendAlpha = .INV_SRC_ALPHA; + pso_desc.BlendState.RenderTarget[0].DestBlendAlpha = .ZERO; + pso_desc.BlendState.RenderTarget[0].BlendOpAlpha = .ADD; + pso_desc.InputLayout = .{ + .pInputElementDescs = &input_layout_desc, + .NumElements = input_layout_desc.len, + }; + pso_desc.RTVFormats[0] = .R8G8B8A8_UNORM; + pso_desc.NumRenderTargets = 1; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.SampleDesc = .{ .Count = num_msaa_samples, .Quality = 0 }; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(common.readContentDirFileAlloc(arena, content_dir, "shaders/imgui.vs.cso", null) catch unreachable); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(common.readContentDirFileAlloc(arena, content_dir, "shaders/imgui.ps.cso", null) catch unreachable); + break :blk gctx.createGraphicsShaderPipeline(&pso_desc); + }; + return GuiRenderer{ + .font = font, + .font_srv = font_srv, + .pipeline = pipeline, + .vb = .{zd3d12.ResourceHandle{}} ** zd3d12.GraphicsContext.max_num_buffered_frames, + .ib = .{zd3d12.ResourceHandle{}} ** zd3d12.GraphicsContext.max_num_buffered_frames, + .vb_cpu_addr = [_][]align(8) u8{&.{}} ** zd3d12.GraphicsContext.max_num_buffered_frames, + .ib_cpu_addr = [_][]align(8) u8{&.{}} ** zd3d12.GraphicsContext.max_num_buffered_frames, + }; +} + +pub fn deinit(gui: *GuiRenderer, gctx: *zd3d12.GraphicsContext) void { + gctx.finishGpuCommands(); + gctx.destroyResource(gui.font); + for (gui.vb) |vb| + gctx.destroyResource(vb); + for (gui.ib) |ib| + gctx.destroyResource(ib); + gui.* = undefined; +} + +pub fn draw(gui: *GuiRenderer, gctx: *zd3d12.GraphicsContext) void { + assert(gctx.is_cmdlist_opened); + assert(c.igGetCurrentContext() != null); + + c.igRender(); + const draw_data = c.igGetDrawData(); + if (draw_data == null or draw_data.?.*.TotalVtxCount == 0) { + return; + } + const num_vertices = @as(u32, @intCast(draw_data.?.*.TotalVtxCount)); + const num_indices = @as(u32, @intCast(draw_data.?.*.TotalIdxCount)); + + var vb = gui.vb[gctx.frame_index]; + var ib = gui.ib[gctx.frame_index]; + + if (gctx.getResourceSize(vb) < num_vertices * @sizeOf(c.ImDrawVert)) { + gctx.destroyResource(vb); + const new_size = (num_vertices + 5_000) * @sizeOf(c.ImDrawVert); + vb = gctx.createCommittedResource( + .UPLOAD, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(new_size), + d3d12.RESOURCE_STATES.GENERIC_READ, + null, + ) catch |err| hrPanic(err); + gui.vb[gctx.frame_index] = vb; + gui.vb_cpu_addr[gctx.frame_index] = blk: { + var ptr: ?[*]align(8) u8 = null; + hrPanicOnFail(gctx.lookupResource(vb).?.Map( + 0, + &.{ .Begin = 0, .End = 0 }, + @as(*?*anyopaque, @ptrCast(&ptr)), + )); + break :blk ptr.?[0..new_size]; + }; + } + if (gctx.getResourceSize(ib) < num_indices * @sizeOf(c.ImDrawIdx)) { + gctx.destroyResource(ib); + const new_size = (num_indices + 10_000) * @sizeOf(c.ImDrawIdx); + ib = gctx.createCommittedResource( + .UPLOAD, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(new_size), + d3d12.RESOURCE_STATES.GENERIC_READ, + null, + ) catch |err| hrPanic(err); + gui.ib[gctx.frame_index] = ib; + gui.ib_cpu_addr[gctx.frame_index] = blk: { + var ptr: ?[*]align(8) u8 = null; + hrPanicOnFail(gctx.lookupResource(ib).?.Map( + 0, + &.{ .Begin = 0, .End = 0 }, + @as(*?*anyopaque, @ptrCast(&ptr)), + )); + break :blk ptr.?[0..new_size]; + }; + } + // Update vertex and index buffers. + { + var vb_slice = std.mem.bytesAsSlice(c.ImDrawVert, gui.vb_cpu_addr[gctx.frame_index]); + var ib_slice = std.mem.bytesAsSlice(c.ImDrawIdx, gui.ib_cpu_addr[gctx.frame_index]); + var vb_idx: u32 = 0; + var ib_idx: u32 = 0; + var cmdlist_idx: u32 = 0; + const num_cmdlists = @as(u32, @intCast(draw_data.?.*.CmdListsCount)); + while (cmdlist_idx < num_cmdlists) : (cmdlist_idx += 1) { + const list = draw_data.?.*.CmdLists[cmdlist_idx]; + const list_vb_size = @as(u32, @intCast(list.*.VtxBuffer.Size)); + const list_ib_size = @as(u32, @intCast(list.*.IdxBuffer.Size)); + @memcpy( + vb_slice[vb_idx .. vb_idx + list_vb_size], + list.*.VtxBuffer.Data[0..list_vb_size], + ); + @memcpy( + ib_slice[ib_idx .. ib_idx + list_ib_size], + list.*.IdxBuffer.Data[0..list_ib_size], + ); + vb_idx += list_vb_size; + ib_idx += list_ib_size; + } + } + + const display_x = draw_data.?.*.DisplayPos.x; + const display_y = draw_data.?.*.DisplayPos.y; + const display_w = draw_data.?.*.DisplaySize.x; + const display_h = draw_data.?.*.DisplaySize.y; + gctx.cmdlist.RSSetViewports(1, &.{ + .{ + .TopLeftX = 0.0, + .TopLeftY = 0.0, + .Width = display_w, + .Height = display_h, + .MinDepth = 0.0, + .MaxDepth = 1.0, + }, + }); + gctx.cmdlist.IASetPrimitiveTopology(.TRIANGLELIST); + gctx.setCurrentPipeline(gui.pipeline); + { + const l = draw_data.?.*.DisplayPos.x; + const r = draw_data.?.*.DisplayPos.x + draw_data.?.*.DisplaySize.x; + const t = draw_data.?.*.DisplayPos.y; + const b = draw_data.?.*.DisplayPos.y + draw_data.?.*.DisplaySize.y; + + const mem = gctx.allocateUploadMemory([4][4]f32, 1); + mem.cpu_slice[0] = [4][4]f32{ + [4]f32{ 2.0 / (r - l), 0.0, 0.0, 0.0 }, + [4]f32{ 0.0, 2.0 / (t - b), 0.0, 0.0 }, + [4]f32{ 0.0, 0.0, 0.5, 0.0 }, + [4]f32{ (r + l) / (l - r), (t + b) / (b - t), 0.5, 1.0 }, + }; + gctx.cmdlist.SetGraphicsRootConstantBufferView(0, mem.gpu_base); + } + gctx.cmdlist.SetGraphicsRootDescriptorTable(1, gctx.copyDescriptorsToGpuHeap(1, gui.font_srv)); + gctx.cmdlist.IASetVertexBuffers(0, 1, &.{ + .{ + .BufferLocation = gctx.lookupResource(vb).?.GetGPUVirtualAddress(), + .SizeInBytes = num_vertices * @sizeOf(c.ImDrawVert), + .StrideInBytes = @sizeOf(c.ImDrawVert), + }, + }); + gctx.cmdlist.IASetIndexBuffer(&.{ + .BufferLocation = gctx.lookupResource(ib).?.GetGPUVirtualAddress(), + .SizeInBytes = num_indices * @sizeOf(c.ImDrawIdx), + .Format = if (@sizeOf(c.ImDrawIdx) == 2) .R16_UINT else .R32_UINT, + }); + + var global_vtx_offset: i32 = 0; + var global_idx_offset: u32 = 0; + + var cmdlist_idx: u32 = 0; + const num_cmdlists = @as(u32, @intCast(draw_data.?.*.CmdListsCount)); + while (cmdlist_idx < num_cmdlists) : (cmdlist_idx += 1) { + const cmdlist = draw_data.?.*.CmdLists[cmdlist_idx]; + + var cmd_idx: u32 = 0; + const num_cmds = cmdlist.*.CmdBuffer.Size; + while (cmd_idx < num_cmds) : (cmd_idx += 1) { + const cmd = &cmdlist.*.CmdBuffer.Data[cmd_idx]; + + if (cmd.*.UserCallback != null) { + // TODO(mziulek): Call the callback. + } else { + const rect = [1]d3d12.RECT{.{ + .left = @as(i32, @intFromFloat(cmd.*.ClipRect.x - display_x)), + .top = @as(i32, @intFromFloat(cmd.*.ClipRect.y - display_y)), + .right = @as(i32, @intFromFloat(cmd.*.ClipRect.z - display_x)), + .bottom = @as(i32, @intFromFloat(cmd.*.ClipRect.w - display_y)), + }}; + if (rect[0].right > rect[0].left and rect[0].bottom > rect[0].top) { + gctx.cmdlist.RSSetScissorRects(1, &rect); + gctx.cmdlist.DrawIndexedInstanced( + cmd.*.ElemCount, + 1, + cmd.*.IdxOffset + global_idx_offset, + @as(i32, @intCast(cmd.*.VtxOffset)) + global_vtx_offset, + 0, + ); + } + } + } + global_idx_offset += @as(u32, @intCast(cmdlist.*.IdxBuffer.Size)); + global_vtx_offset += cmdlist.*.VtxBuffer.Size; + } +} + +``` + +`samples/common/src/common.zig`: + +```zig +const std = @import("std"); +const panic = std.debug.panic; +const assert = std.debug.assert; +const L = std.unicode.utf8ToUtf16LeStringLiteral; + +const zwindows = @import("zwindows"); +const windows = zwindows.windows; +const dwrite = zwindows.dwrite; +const d2d1 = zwindows.d2d1; + +pub const GuiRenderer = @import("GuiRenderer.zig"); +pub const vectormath = @import("vectormath.zig"); + +pub const c = @cImport({ + @cDefine("CIMGUI_DEFINE_ENUMS_AND_STRUCTS", ""); + @cDefine("CIMGUI_NO_EXPORT", ""); + @cInclude("cimgui.h"); + @cInclude("cgltf.h"); + //@cInclude("stb_image.h"); +}); + +pub const FrameStats = struct { + time: f64, + delta_time: f32, + fps: f32, + average_cpu_time: f32, + timer: std.time.Timer, + previous_time_ns: u64, + fps_refresh_time_ns: u64, + frame_counter: u64, + + pub fn init() FrameStats { + return .{ + .time = 0.0, + .delta_time = 0.0, + .fps = 0.0, + .average_cpu_time = 0.0, + .timer = std.time.Timer.start() catch unreachable, + .previous_time_ns = 0, + .fps_refresh_time_ns = 0, + .frame_counter = 0, + }; + } + + pub fn update(self: *FrameStats, window: windows.HWND, window_name: []const u8) void { + const now_ns = self.timer.read(); + self.time = @as(f64, @floatFromInt(now_ns)) / std.time.ns_per_s; + self.delta_time = @as(f32, @floatFromInt(now_ns - self.previous_time_ns)) / std.time.ns_per_s; + self.previous_time_ns = now_ns; + + if ((now_ns - self.fps_refresh_time_ns) >= std.time.ns_per_s) { + const t = @as(f64, @floatFromInt(now_ns - self.fps_refresh_time_ns)) / std.time.ns_per_s; + const fps = @as(f64, @floatFromInt(self.frame_counter)) / t; + const ms = (1.0 / fps) * 1000.0; + + self.fps = @as(f32, @floatCast(fps)); + self.average_cpu_time = @as(f32, @floatCast(ms)); + self.fps_refresh_time_ns = now_ns; + self.frame_counter = 0; + + var buffer = [_]u8{0} ** 128; + const text = std.fmt.bufPrint( + buffer[0..], + "FPS: {d:.1} CPU time: {d:.3} ms | {s}", + .{ self.fps, self.average_cpu_time, window_name }, + ) catch unreachable; + _ = windows.SetWindowTextA(window, @as([*:0]const u8, @ptrCast(text.ptr))); + } + self.frame_counter += 1; + } +}; + +fn processWindowMessage( + window: windows.HWND, + message: windows.UINT, + wparam: windows.WPARAM, + lparam: windows.LPARAM, +) callconv(windows.WINAPI) windows.LRESULT { + assert(c.igGetCurrentContext() != null); + const ui = c.igGetIO().?; + const ui_backend = @as(*GuiBackendState, @ptrCast(@alignCast(ui.*.BackendPlatformUserData))); + switch (message) { + windows.WM_LBUTTONDOWN, + windows.WM_RBUTTONDOWN, + windows.WM_MBUTTONDOWN, + windows.WM_LBUTTONDBLCLK, + windows.WM_RBUTTONDBLCLK, + windows.WM_MBUTTONDBLCLK, + => { + var button: u32 = 0; + if (message == windows.WM_LBUTTONDOWN or message == windows.WM_LBUTTONDBLCLK) button = 0; + if (message == windows.WM_RBUTTONDOWN or message == windows.WM_RBUTTONDBLCLK) button = 1; + if (message == windows.WM_MBUTTONDOWN or message == windows.WM_MBUTTONDBLCLK) button = 2; + if (ui_backend.*.mouse_buttons_down == 0 and windows.GetCapture() == null) { + _ = windows.SetCapture(window); + } + ui_backend.*.mouse_buttons_down |= @as(u32, 1) << @as(u5, @intCast(button)); + c.ImGuiIO_AddMouseButtonEvent(ui, @as(i32, @intCast(button)), true); + }, + windows.WM_LBUTTONUP, + windows.WM_RBUTTONUP, + windows.WM_MBUTTONUP, + => { + var button: u32 = 0; + if (message == windows.WM_LBUTTONUP) button = 0; + if (message == windows.WM_RBUTTONUP) button = 1; + if (message == windows.WM_MBUTTONUP) button = 2; + ui_backend.*.mouse_buttons_down &= ~(@as(u32, 1) << @as(u5, @intCast(button))); + if (ui_backend.*.mouse_buttons_down == 0 and windows.GetCapture() == window) { + _ = windows.ReleaseCapture(); + } + c.ImGuiIO_AddMouseButtonEvent(ui, @as(i32, @intCast(button)), false); + }, + windows.WM_MOUSEWHEEL => { + c.ImGuiIO_AddMouseWheelEvent( + ui, + 0.0, + @as(f32, @floatFromInt(windows.GET_WHEEL_DELTA_WPARAM(wparam))) / @as(f32, @floatFromInt(windows.WHEEL_DELTA)), + ); + }, + windows.WM_MOUSEMOVE => { + ui_backend.*.mouse_window = window; + if (ui_backend.*.mouse_tracked == false) { + var tme = windows.TRACKMOUSEEVENT{ + .cbSize = @sizeOf(windows.TRACKMOUSEEVENT), + .dwFlags = windows.TME_LEAVE, + .hwndTrack = window, + .dwHoverTime = 0, + }; + _ = windows.TrackMouseEvent(&tme); + ui_backend.*.mouse_tracked = true; + } + c.ImGuiIO_AddMousePosEvent( + ui, + @as(f32, @floatFromInt(windows.GET_X_LPARAM(lparam))), + @as(f32, @floatFromInt(windows.GET_Y_LPARAM(lparam))), + ); + }, + windows.WM_MOUSELEAVE => { + if (ui_backend.*.mouse_window == window) { + ui_backend.*.mouse_window = null; + } + ui_backend.*.mouse_tracked = false; + c.ImGuiIO_AddMousePosEvent(ui, -c.igGET_FLT_MAX(), -c.igGET_FLT_MAX()); + }, + windows.WM_KEYDOWN, + windows.WM_KEYUP, + windows.WM_SYSKEYDOWN, + windows.WM_SYSKEYUP, + => { + if (wparam == windows.VK_ESCAPE) { + windows.PostQuitMessage(0); + } + const down = if (message == windows.WM_KEYDOWN or message == windows.WM_SYSKEYDOWN) true else false; + if (wparam < 256) { + c.ImGuiIO_AddKeyEvent(ui, c.ImGuiKey_ModCtrl, isVkKeyDown(windows.VK_CONTROL)); + c.ImGuiIO_AddKeyEvent(ui, c.ImGuiKey_ModShift, isVkKeyDown(windows.VK_SHIFT)); + c.ImGuiIO_AddKeyEvent(ui, c.ImGuiKey_ModAlt, isVkKeyDown(windows.VK_MENU)); + c.ImGuiIO_AddKeyEvent(ui, c.ImGuiKey_ModSuper, isVkKeyDown(windows.VK_APPS)); + + var vk = @as(i32, @intCast(wparam)); + if (wparam == windows.VK_RETURN and (((lparam >> 16) & 0xffff) & windows.KF_EXTENDED) != 0) { + vk = windows.IM_VK_KEYPAD_ENTER; + } + const key = vkKeyToImGuiKey(wparam); + + if (key != c.ImGuiKey_None) + c.ImGuiIO_AddKeyEvent(ui, key, down); + + if (vk == windows.VK_SHIFT) { + if (isVkKeyDown(windows.VK_LSHIFT) == down) + c.ImGuiIO_AddKeyEvent(ui, c.ImGuiKey_LeftShift, down); + if (isVkKeyDown(windows.VK_RSHIFT) == down) + c.ImGuiIO_AddKeyEvent(ui, c.ImGuiKey_RightShift, down); + } else if (vk == windows.VK_CONTROL) { + if (isVkKeyDown(windows.VK_LCONTROL) == down) + c.ImGuiIO_AddKeyEvent(ui, c.ImGuiKey_LeftCtrl, down); + if (isVkKeyDown(windows.VK_RCONTROL) == down) + c.ImGuiIO_AddKeyEvent(ui, c.ImGuiKey_RightCtrl, down); + } else if (vk == windows.VK_MENU) { + if (isVkKeyDown(windows.VK_LMENU) == down) + c.ImGuiIO_AddKeyEvent(ui, c.ImGuiKey_LeftAlt, down); + if (isVkKeyDown(windows.VK_RMENU) == down) + c.ImGuiIO_AddKeyEvent(ui, c.ImGuiKey_RightAlt, down); + } + } + }, + windows.WM_SETFOCUS, + windows.WM_KILLFOCUS, + => { + c.ImGuiIO_AddFocusEvent(ui, if (message == windows.WM_SETFOCUS) true else false); + }, + windows.WM_CHAR => { + if (wparam > 0 and wparam < 0x10000) { + c.ImGuiIO_AddInputCharacterUTF16(ui, @as(u16, @intCast(wparam & 0xffff))); + } + }, + windows.WM_DESTROY => { + windows.PostQuitMessage(0); + }, + else => { + return windows.DefWindowProcA(window, message, wparam, lparam); + }, + } + return 0; +} + +const GuiBackendState = struct { + window: ?windows.HWND, + mouse_window: ?windows.HWND, + mouse_tracked: bool, + mouse_buttons_down: u32, +}; + +pub fn initWindow(allocator: std.mem.Allocator, name: [*:0]const u8, width: u32, height: u32) !windows.HWND { + assert(c.igGetCurrentContext() == null); + _ = c.igCreateContext(null); + + const ui = c.igGetIO().?; + assert(ui.*.BackendPlatformUserData == null); + + const ui_backend = allocator.create(GuiBackendState) catch unreachable; + errdefer allocator.destroy(ui_backend); + ui_backend.* = .{ + .window = null, + .mouse_window = null, + .mouse_tracked = false, + .mouse_buttons_down = 0, + }; + + ui.*.BackendPlatformUserData = ui_backend; + ui.*.BackendFlags |= c.ImGuiBackendFlags_RendererHasVtxOffset; + + const winclass = windows.WNDCLASSEXA{ + .style = 0, + .lpfnWndProc = processWindowMessage, + .cbClsExtra = 0, + .cbWndExtra = 0, + .hInstance = @as(windows.HINSTANCE, @ptrCast(windows.GetModuleHandleA(null))), + .hIcon = null, + .hCursor = windows.LoadCursorA(null, @as(windows.LPCSTR, @ptrFromInt(32512))), + .hbrBackground = null, + .lpszMenuName = null, + .lpszClassName = name, + .hIconSm = null, + }; + _ = windows.RegisterClassExA(&winclass); + + const style = windows.WS_OVERLAPPED + + windows.WS_SYSMENU + + windows.WS_CAPTION + + windows.WS_MINIMIZEBOX; + + var rect = windows.RECT{ .left = 0, .top = 0, .right = @as(i32, @intCast(width)), .bottom = @as(i32, @intCast(height)) }; + // HACK(mziulek): For exact FullHD window size it is better to stick to requested total window size + // (looks better on 1920x1080 displays). + if (width != 1920 and height != 1080) { + _ = windows.AdjustWindowRectEx(&rect, style, windows.FALSE, 0); + } + + const window = windows.CreateWindowExA( + 0, + name, + name, + style + windows.WS_VISIBLE, + -1, + -1, + rect.right - rect.left, + rect.bottom - rect.top, + null, + null, + winclass.hInstance, + null, + ).?; + ui_backend.*.window = window; + + c.igGetStyle().?.*.WindowRounding = 0.0; + + return window; +} + +pub fn deinitWindow(allocator: std.mem.Allocator) void { + const ui = c.igGetIO().?; + assert(ui.*.BackendPlatformUserData != null); + allocator.destroy(@as(*GuiBackendState, @ptrCast(@alignCast(ui.*.BackendPlatformUserData)))); + c.igDestroyContext(null); +} + +pub fn handleWindowEvents() bool { + var message = std.mem.zeroes(windows.MSG); + while (windows.PeekMessageA(&message, null, 0, 0, windows.PM_REMOVE) == windows.TRUE) { + _ = windows.TranslateMessage(&message); + _ = windows.DispatchMessageA(&message); + if (message.message == windows.WM_QUIT) { + return false; + } + } + return true; +} + +fn isVkKeyDown(vk: c_int) bool { + return (@as(u16, @bitCast(windows.GetKeyState(vk))) & 0x8000) != 0; +} + +fn vkKeyToImGuiKey(wparam: windows.WPARAM) c.ImGuiKey { + switch (wparam) { + windows.VK_TAB => return c.ImGuiKey_Tab, + windows.VK_LEFT => return c.ImGuiKey_LeftArrow, + windows.VK_RIGHT => return c.ImGuiKey_RightArrow, + windows.VK_UP => return c.ImGuiKey_UpArrow, + windows.VK_DOWN => return c.ImGuiKey_DownArrow, + windows.VK_PRIOR => return c.ImGuiKey_PageUp, + windows.VK_NEXT => return c.ImGuiKey_PageDown, + windows.VK_HOME => return c.ImGuiKey_Home, + windows.VK_END => return c.ImGuiKey_End, + windows.VK_INSERT => return c.ImGuiKey_Insert, + windows.VK_DELETE => return c.ImGuiKey_Delete, + windows.VK_BACK => return c.ImGuiKey_Backspace, + windows.VK_SPACE => return c.ImGuiKey_Space, + windows.VK_RETURN => return c.ImGuiKey_Enter, + windows.VK_ESCAPE => return c.ImGuiKey_Escape, + windows.VK_OEM_7 => return c.ImGuiKey_Apostrophe, + windows.VK_OEM_COMMA => return c.ImGuiKey_Comma, + windows.VK_OEM_MINUS => return c.ImGuiKey_Minus, + windows.VK_OEM_PERIOD => return c.ImGuiKey_Period, + windows.VK_OEM_2 => return c.ImGuiKey_Slash, + windows.VK_OEM_1 => return c.ImGuiKey_Semicolon, + windows.VK_OEM_PLUS => return c.ImGuiKey_Equal, + windows.VK_OEM_4 => return c.ImGuiKey_LeftBracket, + windows.VK_OEM_5 => return c.ImGuiKey_Backslash, + windows.VK_OEM_6 => return c.ImGuiKey_RightBracket, + windows.VK_OEM_3 => return c.ImGuiKey_GraveAccent, + windows.VK_CAPITAL => return c.ImGuiKey_CapsLock, + windows.VK_SCROLL => return c.ImGuiKey_ScrollLock, + windows.VK_NUMLOCK => return c.ImGuiKey_NumLock, + windows.VK_SNAPSHOT => return c.ImGuiKey_PrintScreen, + windows.VK_PAUSE => return c.ImGuiKey_Pause, + windows.VK_NUMPAD0 => return c.ImGuiKey_Keypad0, + windows.VK_NUMPAD1 => return c.ImGuiKey_Keypad1, + windows.VK_NUMPAD2 => return c.ImGuiKey_Keypad2, + windows.VK_NUMPAD3 => return c.ImGuiKey_Keypad3, + windows.VK_NUMPAD4 => return c.ImGuiKey_Keypad4, + windows.VK_NUMPAD5 => return c.ImGuiKey_Keypad5, + windows.VK_NUMPAD6 => return c.ImGuiKey_Keypad6, + windows.VK_NUMPAD7 => return c.ImGuiKey_Keypad7, + windows.VK_NUMPAD8 => return c.ImGuiKey_Keypad8, + windows.VK_NUMPAD9 => return c.ImGuiKey_Keypad9, + windows.VK_DECIMAL => return c.ImGuiKey_KeypadDecimal, + windows.VK_DIVIDE => return c.ImGuiKey_KeypadDivide, + windows.VK_MULTIPLY => return c.ImGuiKey_KeypadMultiply, + windows.VK_SUBTRACT => return c.ImGuiKey_KeypadSubtract, + windows.VK_ADD => return c.ImGuiKey_KeypadAdd, + windows.IM_VK_KEYPAD_ENTER => return c.ImGuiKey_KeypadEnter, + windows.VK_LSHIFT => return c.ImGuiKey_LeftShift, + windows.VK_LCONTROL => return c.ImGuiKey_LeftCtrl, + windows.VK_LMENU => return c.ImGuiKey_LeftAlt, + windows.VK_LWIN => return c.ImGuiKey_LeftSuper, + windows.VK_RSHIFT => return c.ImGuiKey_RightShift, + windows.VK_RCONTROL => return c.ImGuiKey_RightCtrl, + windows.VK_RMENU => return c.ImGuiKey_RightAlt, + windows.VK_RWIN => return c.ImGuiKey_RightSuper, + windows.VK_APPS => return c.ImGuiKey_Menu, + '0' => return c.ImGuiKey_0, + '1' => return c.ImGuiKey_1, + '2' => return c.ImGuiKey_2, + '3' => return c.ImGuiKey_3, + '4' => return c.ImGuiKey_4, + '5' => return c.ImGuiKey_5, + '6' => return c.ImGuiKey_6, + '7' => return c.ImGuiKey_7, + '8' => return c.ImGuiKey_8, + '9' => return c.ImGuiKey_9, + 'A' => return c.ImGuiKey_A, + 'B' => return c.ImGuiKey_B, + 'C' => return c.ImGuiKey_C, + 'D' => return c.ImGuiKey_D, + 'E' => return c.ImGuiKey_E, + 'F' => return c.ImGuiKey_F, + 'G' => return c.ImGuiKey_G, + 'H' => return c.ImGuiKey_H, + 'I' => return c.ImGuiKey_I, + 'J' => return c.ImGuiKey_J, + 'K' => return c.ImGuiKey_K, + 'L' => return c.ImGuiKey_L, + 'M' => return c.ImGuiKey_M, + 'N' => return c.ImGuiKey_N, + 'O' => return c.ImGuiKey_O, + 'P' => return c.ImGuiKey_P, + 'Q' => return c.ImGuiKey_Q, + 'R' => return c.ImGuiKey_R, + 'S' => return c.ImGuiKey_S, + 'T' => return c.ImGuiKey_T, + 'U' => return c.ImGuiKey_U, + 'V' => return c.ImGuiKey_V, + 'W' => return c.ImGuiKey_W, + 'X' => return c.ImGuiKey_X, + 'Y' => return c.ImGuiKey_Y, + 'Z' => return c.ImGuiKey_Z, + windows.VK_F1 => return c.ImGuiKey_F1, + windows.VK_F2 => return c.ImGuiKey_F2, + windows.VK_F3 => return c.ImGuiKey_F3, + windows.VK_F4 => return c.ImGuiKey_F4, + windows.VK_F5 => return c.ImGuiKey_F5, + windows.VK_F6 => return c.ImGuiKey_F6, + windows.VK_F7 => return c.ImGuiKey_F7, + windows.VK_F8 => return c.ImGuiKey_F8, + windows.VK_F9 => return c.ImGuiKey_F9, + windows.VK_F10 => return c.ImGuiKey_F10, + windows.VK_F11 => return c.ImGuiKey_F11, + windows.VK_F12 => return c.ImGuiKey_F12, + else => return c.ImGuiKey_None, + } +} + +pub fn newImGuiFrame(delta_time: f32) void { + assert(c.igGetCurrentContext() != null); + + const ui = c.igGetIO().?; + const ui_backend = @as(*GuiBackendState, @ptrCast(@alignCast(ui.*.BackendPlatformUserData))); + assert(ui_backend.*.window != null); + + var rect: windows.RECT = undefined; + _ = windows.GetClientRect(ui_backend.*.window.?, &rect); + const viewport_width = @as(f32, @floatFromInt(rect.right - rect.left)); + const viewport_height = @as(f32, @floatFromInt(rect.bottom - rect.top)); + + ui.*.DisplaySize = c.ImVec2{ .x = viewport_width, .y = viewport_height }; + ui.*.DeltaTime = delta_time; + c.igNewFrame(); + + if (c.igIsKeyDown(c.ImGuiKey_LeftShift) and !isVkKeyDown(windows.VK_LSHIFT)) { + c.ImGuiIO_AddKeyEvent(ui, c.ImGuiKey_LeftShift, false); + } + if (c.igIsKeyDown(c.ImGuiKey_RightShift) and !isVkKeyDown(windows.VK_RSHIFT)) { + c.ImGuiIO_AddKeyEvent(ui, c.ImGuiKey_RightShift, false); + } + + if (c.igIsKeyDown(c.ImGuiKey_LeftSuper) and !isVkKeyDown(windows.VK_LWIN)) { + c.ImGuiIO_AddKeyEvent(ui, c.ImGuiKey_LeftSuper, false); + } + if (c.igIsKeyDown(c.ImGuiKey_LeftSuper) and !isVkKeyDown(windows.VK_RWIN)) { + c.ImGuiIO_AddKeyEvent(ui, c.ImGuiKey_RightSuper, false); + } +} + +pub fn drawText( + devctx: *d2d1.IDeviceContext6, + text: []const u8, + format: *dwrite.ITextFormat, + layout_rect: *const d2d1.RECT_F, + brush: *d2d1.IBrush, +) void { + var utf16: [128:0]u16 = undefined; + assert(text.len < utf16.len); + const len = std.unicode.utf8ToUtf16Le(utf16[0..], text) catch unreachable; + utf16[len] = 0; + devctx.DrawText( + &utf16, + @as(u32, @intCast(len)), + format, + layout_rect, + brush, + d2d1.DRAW_TEXT_OPTIONS_NONE, + .NATURAL, + ); +} + +pub fn readContentDirFileAlloc(allocator: std.mem.Allocator, content_dir: []const u8, relpath: []const u8, max_bytes: ?usize) ![]u8 { + const self_exe_dir_path = try std.fs.selfExeDirPathAlloc(allocator); + defer allocator.free(self_exe_dir_path); + + const content_dir_path = try std.fs.path.join(allocator, &.{ self_exe_dir_path, content_dir }); + defer allocator.free(content_dir_path); + + const self_exe_dir = try std.fs.openDirAbsolute(content_dir_path, .{}); + + return self_exe_dir.readFileAlloc(allocator, relpath, max_bytes orelse 256 * 1024); +} + +pub fn init() void { + _ = windows.CoInitializeEx(null, windows.COINIT_APARTMENTTHREADED | windows.COINIT_DISABLE_OLE1DDE); + _ = windows.SetProcessDPIAware(); + + if (false and @import("builtin").target.os.tag == .windows) { + // Check if Windows version is supported. + var version: windows.OSVERSIONINFOW = undefined; + _ = windows.RtlGetVersion(&version); + + var os_is_supported = false; + if (version.dwMajorVersion > 10) { + os_is_supported = true; + } else if (version.dwMajorVersion == 10 and version.dwBuildNumber >= 18363) { + os_is_supported = true; + } + + const d3d12core_dll = windows.LoadLibraryA("D3D12Core.dll"); + if (d3d12core_dll == null) { + os_is_supported = false; + } else { + _ = windows.FreeLibrary(d3d12core_dll.?); + } + + if (!os_is_supported) { + _ = windows.MessageBoxA( + null, + \\This application can't run on currently installed version of Windows. + \\Following versions are supported: + \\ + \\Windows 10 May 2021 (Build 19043) or newer + \\Windows 10 October 2020 (Build 19042.789+) + \\Windows 10 May 2020 (Build 19041.789+) + \\Windows 10 November 2019 (Build 18363.1350+) + \\ + \\Please update your Windows version and try again. + , + "Error", + windows.MB_OK | windows.MB_ICONERROR, + ); + windows.ExitProcess(0); + } + + // Check if 'd3d12' folder is present next to an executable. + const local_d3d12core_dll = windows.LoadLibraryA("d3d12/D3D12Core.dll"); + if (local_d3d12core_dll == null) { + _ = windows.MessageBoxA( + null, + \\Looks like 'd3d12' folder is missing. It has to be distributed together with an application. + , + "Error", + windows.MB_OK | windows.MB_ICONERROR, + ); + windows.ExitProcess(0); + } else { + _ = windows.FreeLibrary(local_d3d12core_dll.?); + } + } +} + +pub fn deinit() void { + windows.CoUninitialize(); +} + +``` + +`samples/common/src/hlsl/common.hlsl`: + +```hlsl +#if defined(PSO__IMGUI) + +#define root_signature \ + "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT), " \ + "CBV(b0, visibility = SHADER_VISIBILITY_VERTEX), " \ + "DescriptorTable(SRV(t0), visibility = SHADER_VISIBILITY_PIXEL), " \ + "StaticSampler(s0, filter = FILTER_MIN_MAG_MIP_LINEAR, visibility = SHADER_VISIBILITY_PIXEL)" + +struct Const { + float4x4 screen_to_clip; +}; +ConstantBuffer cbv_const : register(b0); +Texture2D srv_t0 : register(t0); +SamplerState sam_s0 : register(s0); + +[RootSignature(root_signature)] +void vsImGui( + float2 position : POSITION, + float2 uv : _Uv, + float4 color : _Color, + out float4 out_position : SV_Position, + out float2 out_uv : _Uv, + out float4 out_color : _Color +) { + out_position = mul(cbv_const.screen_to_clip, float4(position, 0.0f, 1.0f)); + out_uv = uv; + out_color = color; +} + +[RootSignature(root_signature)] +void psImGui( + float4 position : SV_Position, + float2 uv : _Uv, + float4 color : _Color, + out float4 out_color : SV_Target0 +) { + out_color = color * srv_t0.Sample(sam_s0, uv); +} + +#elif defined(PSO__GENERATE_MIPMAPS) + +#define root_signature \ + "RootConstants(b0, num32BitConstants = 2), " \ + "DescriptorTable(SRV(t0), UAV(u0, numDescriptors = 4))" + +Texture2D srv_src_mipmap : register(t0); +RWTexture2D uav_mipmap1 : register(u0); +RWTexture2D uav_mipmap2 : register(u1); +RWTexture2D uav_mipmap3 : register(u2); +RWTexture2D uav_mipmap4 : register(u3); + +struct Const { + uint src_mip_level; + uint num_mip_levels; +}; +ConstantBuffer cbv_const : register(b0); + +groupshared float gs_red[64]; +groupshared float gs_green[64]; +groupshared float gs_blue[64]; +groupshared float gs_alpha[64]; + +void storeColor(uint idx, float4 color) { + gs_red[idx] = color.r; + gs_green[idx] = color.g; + gs_blue[idx] = color.b; + gs_alpha[idx] = color.a; +} + +float4 loadColor(uint idx) { + return float4(gs_red[idx], gs_green[idx], gs_blue[idx], gs_alpha[idx]); +} + +[RootSignature(root_signature)] +[numthreads(8, 8, 1)] +void csGenerateMipmaps( + uint3 dispatch_id : SV_DispatchThreadID, + uint group_idx : SV_GroupIndex +) { + const uint x = dispatch_id.x * 2; + const uint y = dispatch_id.y * 2; + + float4 s00 = srv_src_mipmap.mips[cbv_const.src_mip_level][uint2(x, y)]; + float4 s10 = srv_src_mipmap.mips[cbv_const.src_mip_level][uint2(x + 1, y)]; + float4 s01 = srv_src_mipmap.mips[cbv_const.src_mip_level][uint2(x, y + 1)]; + float4 s11 = srv_src_mipmap.mips[cbv_const.src_mip_level][uint2(x + 1, y + 1)]; + s00 = 0.25f * (s00 + s01 + s10 + s11); + + uav_mipmap1[dispatch_id.xy] = s00; + storeColor(group_idx, s00); + if (cbv_const.num_mip_levels == 1) { + return; + } + GroupMemoryBarrierWithGroupSync(); + + if ((group_idx & 0x9) == 0) { + s10 = loadColor(group_idx + 1); + s01 = loadColor(group_idx + 8); + s11 = loadColor(group_idx + 9); + s00 = 0.25f * (s00 + s01 + s10 + s11); + uav_mipmap2[dispatch_id.xy / 2] = s00; + storeColor(group_idx, s00); + } + if (cbv_const.num_mip_levels == 2) { + return; + } + GroupMemoryBarrierWithGroupSync(); + + if ((group_idx & 0x1B) == 0) { + s10 = loadColor(group_idx + 2); + s01 = loadColor(group_idx + 16); + s11 = loadColor(group_idx + 18); + s00 = 0.25f * (s00 + s01 + s10 + s11); + uav_mipmap3[dispatch_id.xy / 4] = s00; + storeColor(group_idx, s00); + } + if (cbv_const.num_mip_levels == 3) { + return; + } + GroupMemoryBarrierWithGroupSync(); + + if (group_idx == 0) { + s10 = loadColor(group_idx + 4); + s01 = loadColor(group_idx + 32); + s11 = loadColor(group_idx + 36); + s00 = 0.25f * (s00 + s01 + s10 + s11); + uav_mipmap4[dispatch_id.xy / 8] = s00; + storeColor(group_idx, s00); + } +} + +#endif + +``` + +`samples/common/src/vectormath.zig`: + +```zig +// Most of below code is ported from DirectXMath: https://github.com/microsoft/DirectXMath +const std = @import("std"); +const assert = std.debug.assert; +const math = std.math; + +const epsilon: f32 = 0.00001; + +pub fn modAngle(in_angle: f32) f32 { + const angle = in_angle + math.pi; + var temp: f32 = @abs(angle); + temp = temp - (2.0 * math.pi * @as(f32, @floatFromInt(@as(i32, @intFromFloat(temp / math.pi))))); + temp = temp - math.pi; + if (angle < 0.0) { + temp = -temp; + } + return temp; +} + +pub const Vec2 = extern struct { + c: [2]f32, + + pub inline fn init(x: f32, y: f32) Vec2 { + return .{ .c = [_]f32{ x, y } }; + } + + pub inline fn initS(s: f32) Vec2 { + return init(s, s); + } + + pub inline fn initZero() Vec2 { + const static = struct { + const zero = init(0.0, 0.0); + }; + return static.zero; + } + + pub inline fn toVec3(v: Vec2) Vec3 { + return Vec3.init(v.c[0], v.c[1], 0.0); + } + + pub inline fn toVec4(v: Vec2) Vec4 { + return Vec4.init(v.c[0], v.c[1], 0.0, 1.0); + } + + pub inline fn approxEq(v0: Vec2, v1: Vec2, eps: f32) bool { + return math.approxEqAbs(f32, v0.c[0], v1.c[0], eps) and + math.approxEqAbs(f32, v0.c[1], v1.c[1], eps); + } + + pub inline fn add(v0: Vec2, v1: Vec2) Vec2 { + return init( + v0.c[0] + v1.c[0], + v0.c[1] + v1.c[1], + ); + } + + pub inline fn sub(v0: Vec2, v1: Vec2) Vec2 { + return init( + v0.c[0] - v1.c[0], + v0.c[1] - v1.c[1], + ); + } + + pub inline fn mul(v0: Vec2, v1: Vec2) Vec2 { + return init( + v0.c[0] * v1.c[0], + v0.c[1] * v1.c[1], + ); + } + + pub inline fn div(v0: Vec2, v1: Vec2) Vec2 { + assert(!approxEq(v1, initZero(), epsilon)); + return init( + v0.c[0] / v1.c[0], + v0.c[1] / v1.c[1], + ); + } + + pub inline fn scale(v: Vec2, s: f32) Vec2 { + return init( + v.c[0] * s, + v.c[1] * s, + ); + } + + pub inline fn neg(v: Vec2) Vec2 { + return init( + -v.c[0], + -v.c[1], + ); + } + + pub inline fn mulAdd(v0: Vec2, v1: Vec2, v2: Vec2) Vec2 { + return init( + v0.c[0] * v1.c[0] + v2.c[0], + v0.c[1] * v1.c[1] + v2.c[1], + ); + } + + pub inline fn negMulAdd(v0: Vec2, v1: Vec2, v2: Vec2) Vec2 { + return init( + -v0.c[0] * v1.c[0] + v2.c[0], + -v0.c[1] * v1.c[1] + v2.c[1], + ); + } + + pub inline fn mulSub(v0: Vec2, v1: Vec2, v2: Vec2) Vec2 { + return init( + v0.c[0] * v1.c[0] - v2.c[0], + v0.c[1] * v1.c[1] - v2.c[1], + ); + } + + pub inline fn negMulSub(v0: Vec2, v1: Vec2, v2: Vec2) Vec2 { + return init( + -v0.c[0] * v1.c[0] - v2.c[0], + -v0.c[1] * v1.c[1] - v2.c[1], + ); + } + + pub inline fn lerp(v0: Vec2, v1: Vec2, t: f32) Vec2 { + const tt = initS(t); + const v0v1 = v1.sub(v0); + return v0v1.mulAdd(tt, v0); + } + + pub inline fn rcp(v: Vec2) Vec2 { + assert(!approxEq(v, initZero(), epsilon)); + return init( + 1.0 / v.c[0], + 1.0 / v.c[1], + ); + } + + pub inline fn dot(v0: Vec2, v1: Vec2) f32 { + return v0.c[0] * v1.c[0] + + v0.c[1] * v1.c[1]; + } + + pub inline fn length(v: Vec2) f32 { + return math.sqrt(dot(v, v)); + } + + pub inline fn lengthSq(v: Vec2) f32 { + return dot(v, v); + } + + pub inline fn normalize(v: Vec2) Vec2 { + const len = length(v); + assert(!math.approxEqAbs(f32, len, 0.0, epsilon)); + const rcplen = 1.0 / len; + return v.scale(rcplen); + } + + pub inline fn transform(v: Vec2, m: Mat4) Vec2 { + return init( + v.c[0] * m.r[0].c[0] + v.c[1] * m.r[1].c[0] + m.r[3].c[0], + v.c[0] * m.r[0].c[1] + v.c[1] * m.r[1].c[1] + m.r[3].c[1], + ); + } + + pub inline fn transformNormal(v: Vec2, m: Mat4) Vec2 { + return init( + v.c[0] * m.r[0].c[0] + v.c[1] * m.r[1].c[0], + v.c[0] * m.r[0].c[1] + v.c[1] * m.r[1].c[1], + ); + } +}; + +pub const Vec3 = extern struct { + c: [3]f32, + + pub inline fn init(x: f32, y: f32, z: f32) Vec3 { + return .{ .c = [_]f32{ x, y, z } }; + } + + pub inline fn initS(s: f32) Vec3 { + return init(s, s, s); + } + + pub inline fn initZero() Vec3 { + const static = struct { + const zero = init(0.0, 0.0, 0.0); + }; + return static.zero; + } + + pub inline fn toVec2(v: Vec3) Vec2 { + return Vec2.init(v.c[0], v.c[1]); + } + + pub inline fn toVec4(v: Vec3) Vec4 { + return Vec4.init(v.c[0], v.c[1], v.c[2], 1.0); + } + + pub inline fn approxEq(v0: Vec3, v1: Vec3, eps: f32) bool { + return math.approxEqAbs(f32, v0.c[0], v1.c[0], eps) and + math.approxEqAbs(f32, v0.c[1], v1.c[1], eps) and + math.approxEqAbs(f32, v0.c[2], v1.c[2], eps); + } + + pub inline fn dot(v0: Vec3, v1: Vec3) f32 { + return v0.c[0] * v1.c[0] + + v0.c[1] * v1.c[1] + + v0.c[2] * v1.c[2]; + } + + pub inline fn cross(v0: Vec3, v1: Vec3) Vec3 { + return init( + v0.c[1] * v1.c[2] - v0.c[2] * v1.c[1], + v0.c[2] * v1.c[0] - v0.c[0] * v1.c[2], + v0.c[0] * v1.c[1] - v0.c[1] * v1.c[0], + ); + } + + pub inline fn add(v0: Vec3, v1: Vec3) Vec3 { + return init( + v0.c[0] + v1.c[0], + v0.c[1] + v1.c[1], + v0.c[2] + v1.c[2], + ); + } + + pub inline fn sub(v0: Vec3, v1: Vec3) Vec3 { + return init( + v0.c[0] - v1.c[0], + v0.c[1] - v1.c[1], + v0.c[2] - v1.c[2], + ); + } + + pub inline fn mul(v0: Vec3, v1: Vec3) Vec3 { + return init( + v0.c[0] * v1.c[0], + v0.c[1] * v1.c[1], + v0.c[2] * v1.c[2], + ); + } + + pub inline fn div(v0: Vec3, v1: Vec3) Vec3 { + assert(!approxEq(v1, initZero(), epsilon)); + return init( + v0.c[0] / v1.c[0], + v0.c[1] / v1.c[1], + v0.c[2] / v1.c[2], + ); + } + + pub inline fn scale(v: Vec3, s: f32) Vec3 { + return init( + v.c[0] * s, + v.c[1] * s, + v.c[2] * s, + ); + } + + pub inline fn neg(v: Vec3) Vec3 { + return init( + -v.c[0], + -v.c[1], + -v.c[2], + ); + } + + pub inline fn mulAdd(v0: Vec3, v1: Vec3, v2: Vec3) Vec3 { + return init( + v0.c[0] * v1.c[0] + v2.c[0], + v0.c[1] * v1.c[1] + v2.c[1], + v0.c[2] * v1.c[2] + v2.c[2], + ); + } + + pub inline fn negMulAdd(v0: Vec3, v1: Vec3, v2: Vec3) Vec3 { + return init( + -v0.c[0] * v1.c[0] + v2.c[0], + -v0.c[1] * v1.c[1] + v2.c[1], + -v0.c[2] * v1.c[2] + v2.c[2], + ); + } + + pub inline fn mulSub(v0: Vec3, v1: Vec3, v2: Vec3) Vec3 { + return init( + v0.c[0] * v1.c[0] - v2.c[0], + v0.c[1] * v1.c[1] - v2.c[1], + v0.c[2] * v1.c[2] - v2.c[2], + ); + } + + pub inline fn negMulSub(v0: Vec3, v1: Vec3, v2: Vec3) Vec3 { + return init( + -v0.c[0] * v1.c[0] - v2.c[0], + -v0.c[1] * v1.c[1] - v2.c[1], + -v0.c[2] * v1.c[2] - v2.c[2], + ); + } + + pub inline fn lerp(v0: Vec3, v1: Vec3, t: f32) Vec3 { + const ttt = Vec3.initS(t); + const v0v1 = v1.sub(v0); + return v0v1.mulAdd(ttt, v0); + } + + pub inline fn rcp(v: Vec3) Vec3 { + assert(!approxEq(v, initZero(), epsilon)); + return init( + 1.0 / v.c[0], + 1.0 / v.c[1], + 1.0 / v.c[2], + ); + } + + pub inline fn length(v: Vec3) f32 { + return math.sqrt(dot(v, v)); + } + + pub inline fn lengthSq(v: Vec3) f32 { + return dot(v, v); + } + + pub inline fn normalize(v: Vec3) Vec3 { + const len = length(v); + assert(!math.approxEqAbs(f32, len, 0.0, epsilon)); + const rcplen = 1.0 / len; + return v.scale(rcplen); + } + + pub inline fn transform(v: Vec3, m: Mat4) Vec3 { + return init( + v.c[0] * m.r[0].c[0] + v.c[1] * m.r[1].c[0] + v.c[2] * m.r[2].c[0] + m.r[3].c[0], + v.c[0] * m.r[0].c[1] + v.c[1] * m.r[1].c[1] + v.c[2] * m.r[2].c[1] + m.r[3].c[1], + v.c[0] * m.r[0].c[2] + v.c[1] * m.r[1].c[2] + v.c[2] * m.r[2].c[2] + m.r[3].c[2], + ); + } + + pub inline fn transformNormal(v: Vec3, m: Mat4) Vec3 { + return init( + v.c[0] * m.r[0].c[0] + v.c[1] * m.r[1].c[0] + v.c[2] * m.r[2].c[0], + v.c[0] * m.r[0].c[1] + v.c[1] * m.r[1].c[1] + v.c[2] * m.r[2].c[1], + v.c[0] * m.r[0].c[2] + v.c[1] * m.r[1].c[2] + v.c[2] * m.r[2].c[2], + ); + } +}; + +pub const Vec4 = extern struct { + c: [4]f32, + + pub inline fn init(x: f32, y: f32, z: f32, w: f32) Vec4 { + return .{ .c = [_]f32{ x, y, z, w } }; + } + + pub inline fn initS(s: f32) Vec4 { + return init(s, s, s, s); + } + + pub inline fn initZero() Vec4 { + const static = struct { + const zero = init(0.0, 0.0, 0.0, 0.0); + }; + return static.zero; + } + + pub inline fn toVec2(v: Vec4) Vec2 { + return Vec2.init(v.c[0], v.c[1]); + } + + pub inline fn toVec3(v: Vec4) Vec3 { + return Vec3.init(v.c[0], v.c[1], v.c[2]); + } + + pub inline fn approxEq(v0: Vec4, v1: Vec4, eps: f32) bool { + return math.approxEqAbs(f32, v0.c[0], v1.c[0], eps) and + math.approxEqAbs(f32, v0.c[1], v1.c[1], eps) and + math.approxEqAbs(f32, v0.c[2], v1.c[2], eps) and + math.approxEqAbs(f32, v0.c[3], v1.c[3], eps); + } + + pub inline fn add(v0: Vec4, v1: Vec4) Vec4 { + return init( + v0.c[0] + v1.c[0], + v0.c[1] + v1.c[1], + v0.c[2] + v1.c[2], + v0.c[3] + v1.c[3], + ); + } + + pub inline fn sub(v0: Vec4, v1: Vec4) Vec4 { + return init( + v0.c[0] - v1.c[0], + v0.c[1] - v1.c[1], + v0.c[2] - v1.c[2], + v0.c[3] - v1.c[3], + ); + } + + pub inline fn mul(v0: Vec4, v1: Vec4) Vec4 { + return init( + v0.c[0] * v1.c[0], + v0.c[1] * v1.c[1], + v0.c[2] * v1.c[2], + v0.c[3] * v1.c[3], + ); + } + + pub inline fn div(v0: Vec4, v1: Vec4) Vec4 { + assert(!approxEq(v1, initZero(), epsilon)); + return init( + v0.c[0] / v1.c[0], + v0.c[1] / v1.c[1], + v0.c[2] / v1.c[2], + v0.c[3] / v1.c[3], + ); + } + + pub inline fn scale(v: Vec4, s: f32) Vec4 { + return init( + v.c[0] * s, + v.c[1] * s, + v.c[2] * s, + v.c[3] * s, + ); + } + + pub inline fn neg(v: Vec4) Vec4 { + return init( + -v.c[0], + -v.c[1], + -v.c[2], + -v.c[3], + ); + } + + pub inline fn mulAdd(v0: Vec4, v1: Vec4, v2: Vec4) Vec4 { + return init( + v0.c[0] * v1.c[0] + v2.c[0], + v0.c[1] * v1.c[1] + v2.c[1], + v0.c[2] * v1.c[2] + v2.c[2], + v0.c[3] * v1.c[3] + v2.c[3], + ); + } + + pub inline fn negMulAdd(v0: Vec4, v1: Vec4, v2: Vec4) Vec4 { + return init( + -v0.c[0] * v1.c[0] + v2.c[0], + -v0.c[1] * v1.c[1] + v2.c[1], + -v0.c[2] * v1.c[2] + v2.c[2], + -v0.c[3] * v1.c[3] + v2.c[3], + ); + } + + pub inline fn mulSub(v0: Vec4, v1: Vec4, v2: Vec4) Vec4 { + return init( + v0.c[0] * v1.c[0] - v2.c[0], + v0.c[1] * v1.c[1] - v2.c[1], + v0.c[2] * v1.c[2] - v2.c[2], + v0.c[3] * v1.c[3] - v2.c[3], + ); + } + + pub inline fn negMulSub(v0: Vec4, v1: Vec4, v2: Vec4) Vec4 { + return init( + -v0.c[0] * v1.c[0] - v2.c[0], + -v0.c[1] * v1.c[1] - v2.c[1], + -v0.c[2] * v1.c[2] - v2.c[2], + -v0.c[3] * v1.c[3] - v2.c[3], + ); + } + + pub inline fn lerp(v0: Vec4, v1: Vec4, t: f32) Vec4 { + const tttt = Vec4.initS(t); + const v0v1 = v1.sub(v0); + return v0v1.mulAdd(tttt, v0); + } + + pub inline fn rcp(v: Vec4) Vec4 { + assert(!approxEq(v, initZero(), epsilon)); + return init( + 1.0 / v.c[0], + 1.0 / v.c[1], + 1.0 / v.c[2], + 1.0 / v.c[3], + ); + } + + pub inline fn dot(v0: Vec4, v1: Vec4) f32 { + return v0.c[0] * v1.c[0] + + v0.c[1] * v1.c[1] + + v0.c[2] * v1.c[2] + + v0.c[3] * v1.c[3]; + } + + pub inline fn length(v: Vec4) f32 { + return math.sqrt(dot(v, v)); + } + + pub inline fn lengthSq(v: Vec4) f32 { + return dot(v, v); + } + + pub inline fn normalize(v: Vec4) Vec4 { + const len = length(v); + assert(!math.approxEqAbs(f32, len, 0.0, epsilon)); + const rcplen = 1.0 / len; + return v.scale(rcplen); + } + + pub inline fn transform(v: Vec4, m: Mat4) Vec4 { + return init( + v.c[0] * m.r[0].c[0] + v.c[1] * m.r[1].c[0] + v.c[2] * m.r[2].c[0] + v.c[3] * m.r[3].c[0], + v.c[0] * m.r[0].c[1] + v.c[1] * m.r[1].c[1] + v.c[2] * m.r[2].c[1] + v.c[3] * m.r[3].c[1], + v.c[0] * m.r[0].c[2] + v.c[1] * m.r[1].c[2] + v.c[2] * m.r[2].c[2] + v.c[3] * m.r[3].c[2], + v.c[0] * m.r[0].c[3] + v.c[1] * m.r[1].c[3] + v.c[2] * m.r[2].c[3] + v.c[3] * m.r[3].c[3], + ); + } +}; + +pub const Quat = extern struct { + q: [4]f32, + + pub inline fn init(x: f32, y: f32, z: f32, w: f32) Quat { + return .{ .q = [_]f32{ x, y, z, w } }; + } + + pub inline fn initZero() Quat { + const static = struct { + const zero = init(0.0, 0.0, 0.0, 0.0); + }; + return static.zero; + } + + pub inline fn initIdentity() Quat { + const static = struct { + const identity = init(0.0, 0.0, 0.0, 1.0); + }; + return static.identity; + } + + pub inline fn approxEq(a: Quat, b: Quat, eps: f32) bool { + return math.approxEqAbs(f32, a.q[0], b.q[0], eps) and + math.approxEqAbs(f32, a.q[1], b.q[1], eps) and + math.approxEqAbs(f32, a.q[2], b.q[2], eps) and + math.approxEqAbs(f32, a.q[3], b.q[3], eps); + } + + pub inline fn add(a: Quat, b: Quat) Quat { + return init( + a.q[0] + b.q[0], + a.q[1] + b.q[1], + a.q[2] + b.q[2], + a.q[3] + b.q[3], + ); + } + + pub inline fn mul(a: Quat, b: Quat) Quat { + // Returns the product b * a (which is the concatenation of a rotation 'a' followed by the rotation 'b'). + return init( + (b.q[3] * a.q[0]) + (b.q[0] * a.q[3]) + (b.q[1] * a.q[2]) - (b.q[2] * a.q[1]), + (b.q[3] * a.q[1]) - (b.q[0] * a.q[2]) + (b.q[1] * a.q[3]) + (b.q[2] * a.q[0]), + (b.q[3] * a.q[2]) + (b.q[0] * a.q[1]) - (b.q[1] * a.q[0]) + (b.q[2] * a.q[3]), + (b.q[3] * a.q[3]) - (b.q[0] * a.q[0]) - (b.q[1] * a.q[1]) - (b.q[2] * a.q[2]), + ); + } + + pub inline fn scale(a: Quat, b: f32) Quat { + return init( + a.q[0] * b, + a.q[1] * b, + a.q[2] * b, + a.q[3] * b, + ); + } + + pub inline fn dot(a: Quat, b: Quat) f32 { + return a.q[0] * b.q[0] + + a.q[1] * b.q[1] + + a.q[2] * b.q[2] + + a.q[3] * b.q[3]; + } + + pub inline fn length(a: Quat) f32 { + return math.sqrt(dot(a, a)); + } + + pub inline fn lengthSq(a: Quat) f32 { + return dot(a, a); + } + + pub inline fn normalize(a: Quat) Quat { + const len = length(a); + assert(!math.approxEqAbs(f32, len, 0.0, epsilon)); + const rcplen = 1.0 / len; + return a.scale(rcplen); + } + + pub inline fn conj(a: Quat) Quat { + return init( + -a.q[0], + -a.q[1], + -a.q[2], + a.q[3], + ); + } + + pub inline fn inv(a: Quat) Quat { + const lensq = lengthSq(a); + const con = conj(a); + assert(!math.approxEqAbs(f32, lensq, 0.0, epsilon)); + const rcp_lensq = 1.0 / lensq; + return con.scale(rcp_lensq); + } + + pub inline fn slerp(a: Quat, b: Quat, t: f32) Quat { + const cos_angle = dot(a, b); + const angle = math.acos(cos_angle); + + const fa = @sin((1.0 - t) * angle); + const fb = @sin(t * angle); + + const sin_angle = @sin(angle); + assert(!math.approxEqAbs(f32, sin_angle, 0.0, epsilon)); + const rcp_sin_angle = 1.0 / sin_angle; + + const ra = a.scale(fa); + const rb = b.scale(fb); + return ra.add(rb).scale(rcp_sin_angle); + } + + pub fn initRotationMat4(m: Mat4) Quat { + var q: Quat = undefined; + const r22 = m.r[2].c[2]; + if (r22 <= 0.0) // x^2 + y^2 >= z^2 + w^2 + { + const dif10 = m.r[1].c[1] - m.r[0].c[0]; + const omr22 = 1.0 - r22; + if (dif10 <= 0.0) // x^2 >= y^2 + { + const fourXSqr = omr22 - dif10; + const inv4x = 0.5 / math.sqrt(fourXSqr); + q.q[0] = fourXSqr * inv4x; + q.q[1] = (m.r[0].c[1] + m.r[1].c[0]) * inv4x; + q.q[2] = (m.r[0].c[2] + m.r[2].c[0]) * inv4x; + q.q[3] = (m.r[1].c[2] - m.r[2].c[1]) * inv4x; + } else // y^2 >= x^2 + { + const fourYSqr = omr22 + dif10; + const inv4y = 0.5 / math.sqrt(fourYSqr); + q.q[0] = (m.r[0].c[1] + m.r[1].c[0]) * inv4y; + q.q[1] = fourYSqr * inv4y; + q.q[2] = (m.r[1].c[2] + m.r[2].c[1]) * inv4y; + q.q[3] = (m.r[2].c[0] - m.r[0].c[2]) * inv4y; + } + } else // z^2 + w^2 >= x^2 + y^2 + { + const sum10 = m.r[1].c[1] + m.r[0].c[0]; + const opr22 = 1.0 + r22; + if (sum10 <= 0.0) // z^2 >= w^2 + { + const fourZSqr = opr22 - sum10; + const inv4z = 0.5 / math.sqrt(fourZSqr); + q.q[0] = (m.r[0].c[2] + m.r[2].c[0]) * inv4z; + q.q[1] = (m.r[1].c[2] + m.r[2].c[1]) * inv4z; + q.q[2] = fourZSqr * inv4z; + q.q[3] = (m.r[0].c[1] - m.r[1].c[0]) * inv4z; + } else // w^2 >= z^2 + { + const fourWSqr = opr22 + sum10; + const inv4w = 0.5 / math.sqrt(fourWSqr); + q.q[0] = (m.r[1].c[2] - m.r[2].c[1]) * inv4w; + q.q[1] = (m.r[2].c[0] - m.r[0].c[2]) * inv4w; + q.q[2] = (m.r[0].c[1] - m.r[1].c[0]) * inv4w; + q.q[3] = fourWSqr * inv4w; + } + } + return q; + } + + pub fn initRotationNormal(normal_axis: Vec3, angle: f32) Quat { + const half_angle = 0.5 * angle; + const sinv = @sin(half_angle); + const cosv = @cos(half_angle); + + return init( + normal_axis.c[0] * sinv, + normal_axis.c[1] * sinv, + normal_axis.c[2] * sinv, + cosv, + ); + } + + pub fn initRotationAxis(axis: Vec3, angle: f32) Quat { + assert(!axis.approxEq(Vec3.initZero(), epsilon)); + const n = axis.normalize(); + return initRotationNormal(n, angle); + } +}; + +pub const Mat4 = extern struct { + r: [4]Vec4, + + pub fn init( + // zig fmt: off + r0x: f32, r0y: f32, r0z: f32, r0w: f32, + r1x: f32, r1y: f32, r1z: f32, r1w: f32, + r2x: f32, r2y: f32, r2z: f32, r2w: f32, + r3x: f32, r3y: f32, r3z: f32, r3w: f32, + // zig fmt: on + ) Mat4 { + return initVec4( + Vec4.init(r0x, r0y, r0z, r0w), + Vec4.init(r1x, r1y, r1z, r1w), + Vec4.init(r2x, r2y, r2z, r2w), + Vec4.init(r3x, r3y, r3z, r3w), + ); + } + + pub fn initVec4(r0: Vec4, r1: Vec4, r2: Vec4, r3: Vec4) Mat4 { + return .{ .r = [4]Vec4{ r0, r1, r2, r3 } }; + } + + pub fn initArray4x3(a: [4][3]f32) Mat4 { + // zig fmt: off + return init( + a[0][0], a[0][1], a[0][2], 0.0, + a[1][0], a[1][1], a[1][2], 0.0, + a[2][0], a[2][1], a[2][2], 0.0, + a[3][0], a[3][1], a[3][2], 1.0, + ); + // zig fmt: on + } + + pub fn toArray4x3(m: Mat4) [4][3]f32 { + return [4][3]f32{ + [3]f32{ m.r[0].c[0], m.r[0].c[1], m.r[0].c[2] }, + [3]f32{ m.r[1].c[0], m.r[1].c[1], m.r[1].c[2] }, + [3]f32{ m.r[2].c[0], m.r[2].c[1], m.r[2].c[2] }, + [3]f32{ m.r[3].c[0], m.r[3].c[1], m.r[3].c[2] }, + }; + } + + pub inline fn approxEq(a: Mat4, b: Mat4, eps: f32) bool { + return math.approxEqAbs(f32, a.r[0].c[0], b.r[0].c[0], eps) and + math.approxEqAbs(f32, a.r[0].c[1], b.r[0].c[1], eps) and + math.approxEqAbs(f32, a.r[0].c[2], b.r[0].c[2], eps) and + math.approxEqAbs(f32, a.r[0].c[3], b.r[0].c[3], eps) and + math.approxEqAbs(f32, a.r[1].c[0], b.r[1].c[0], eps) and + math.approxEqAbs(f32, a.r[1].c[1], b.r[1].c[1], eps) and + math.approxEqAbs(f32, a.r[1].c[2], b.r[1].c[2], eps) and + math.approxEqAbs(f32, a.r[1].c[3], b.r[1].c[3], eps) and + math.approxEqAbs(f32, a.r[2].c[0], b.r[2].c[0], eps) and + math.approxEqAbs(f32, a.r[2].c[1], b.r[2].c[1], eps) and + math.approxEqAbs(f32, a.r[2].c[2], b.r[2].c[2], eps) and + math.approxEqAbs(f32, a.r[2].c[3], b.r[2].c[3], eps) and + math.approxEqAbs(f32, a.r[3].c[0], b.r[3].c[0], eps) and + math.approxEqAbs(f32, a.r[3].c[1], b.r[3].c[1], eps) and + math.approxEqAbs(f32, a.r[3].c[2], b.r[3].c[2], eps) and + math.approxEqAbs(f32, a.r[3].c[3], b.r[3].c[3], eps); + } + + pub fn transpose(a: Mat4) Mat4 { + return initVec4( + Vec4.init(a.r[0].c[0], a.r[1].c[0], a.r[2].c[0], a.r[3].c[0]), + Vec4.init(a.r[0].c[1], a.r[1].c[1], a.r[2].c[1], a.r[3].c[1]), + Vec4.init(a.r[0].c[2], a.r[1].c[2], a.r[2].c[2], a.r[3].c[2]), + Vec4.init(a.r[0].c[3], a.r[1].c[3], a.r[2].c[3], a.r[3].c[3]), + ); + } + + pub fn scale(m: Mat4, s: f32) Mat4 { + return initVec4( + m.r[0].scale(s), + m.r[1].scale(s), + m.r[2].scale(s), + m.r[3].scale(s), + ); + } + + pub fn mul(a: Mat4, b: Mat4) Mat4 { + // zig fmt: off + return init( + a.r[0].c[0] * b.r[0].c[0] + a.r[0].c[1] * b.r[1].c[0] + a.r[0].c[2] * b.r[2].c[0] + a.r[0].c[3] * b.r[3].c[0], + a.r[0].c[0] * b.r[0].c[1] + a.r[0].c[1] * b.r[1].c[1] + a.r[0].c[2] * b.r[2].c[1] + a.r[0].c[3] * b.r[3].c[1], + a.r[0].c[0] * b.r[0].c[2] + a.r[0].c[1] * b.r[1].c[2] + a.r[0].c[2] * b.r[2].c[2] + a.r[0].c[3] * b.r[3].c[2], + a.r[0].c[0] * b.r[0].c[3] + a.r[0].c[1] * b.r[1].c[3] + a.r[0].c[2] * b.r[2].c[3] + a.r[0].c[3] * b.r[3].c[3], + a.r[1].c[0] * b.r[0].c[0] + a.r[1].c[1] * b.r[1].c[0] + a.r[1].c[2] * b.r[2].c[0] + a.r[1].c[3] * b.r[3].c[0], + a.r[1].c[0] * b.r[0].c[1] + a.r[1].c[1] * b.r[1].c[1] + a.r[1].c[2] * b.r[2].c[1] + a.r[1].c[3] * b.r[3].c[1], + a.r[1].c[0] * b.r[0].c[2] + a.r[1].c[1] * b.r[1].c[2] + a.r[1].c[2] * b.r[2].c[2] + a.r[1].c[3] * b.r[3].c[2], + a.r[1].c[0] * b.r[0].c[3] + a.r[1].c[1] * b.r[1].c[3] + a.r[1].c[2] * b.r[2].c[3] + a.r[1].c[3] * b.r[3].c[3], + a.r[2].c[0] * b.r[0].c[0] + a.r[2].c[1] * b.r[1].c[0] + a.r[2].c[2] * b.r[2].c[0] + a.r[2].c[3] * b.r[3].c[0], + a.r[2].c[0] * b.r[0].c[1] + a.r[2].c[1] * b.r[1].c[1] + a.r[2].c[2] * b.r[2].c[1] + a.r[2].c[3] * b.r[3].c[1], + a.r[2].c[0] * b.r[0].c[2] + a.r[2].c[1] * b.r[1].c[2] + a.r[2].c[2] * b.r[2].c[2] + a.r[2].c[3] * b.r[3].c[2], + a.r[2].c[0] * b.r[0].c[3] + a.r[2].c[1] * b.r[1].c[3] + a.r[2].c[2] * b.r[2].c[3] + a.r[2].c[3] * b.r[3].c[3], + a.r[3].c[0] * b.r[0].c[0] + a.r[3].c[1] * b.r[1].c[0] + a.r[3].c[2] * b.r[2].c[0] + a.r[3].c[3] * b.r[3].c[0], + a.r[3].c[0] * b.r[0].c[1] + a.r[3].c[1] * b.r[1].c[1] + a.r[3].c[2] * b.r[2].c[1] + a.r[3].c[3] * b.r[3].c[1], + a.r[3].c[0] * b.r[0].c[2] + a.r[3].c[1] * b.r[1].c[2] + a.r[3].c[2] * b.r[2].c[2] + a.r[3].c[3] * b.r[3].c[2], + a.r[3].c[0] * b.r[0].c[3] + a.r[3].c[1] * b.r[1].c[3] + a.r[3].c[2] * b.r[2].c[3] + a.r[3].c[3] * b.r[3].c[3], + ); + // zig fmt: on + } + + pub fn inv(m: Mat4, out_det: ?*f32) Mat4 { + const mt = m.transpose(); + var v0: [4]Vec4 = undefined; + var v1: [4]Vec4 = undefined; + + v0[0] = Vec4.init(mt.r[2].c[0], mt.r[2].c[0], mt.r[2].c[1], mt.r[2].c[1]); + v1[0] = Vec4.init(mt.r[3].c[2], mt.r[3].c[3], mt.r[3].c[2], mt.r[3].c[3]); + v0[1] = Vec4.init(mt.r[0].c[0], mt.r[0].c[0], mt.r[0].c[1], mt.r[0].c[1]); + v1[1] = Vec4.init(mt.r[1].c[2], mt.r[1].c[3], mt.r[1].c[2], mt.r[1].c[3]); + v0[2] = Vec4.init(mt.r[2].c[0], mt.r[2].c[2], mt.r[0].c[0], mt.r[0].c[2]); + v1[2] = Vec4.init(mt.r[3].c[1], mt.r[3].c[3], mt.r[1].c[1], mt.r[1].c[3]); + + var d0 = v0[0].mul(v1[0]); + var d1 = v0[1].mul(v1[1]); + var d2 = v0[2].mul(v1[2]); + + v0[0] = Vec4.init(mt.r[2].c[2], mt.r[2].c[3], mt.r[2].c[2], mt.r[2].c[3]); + v1[0] = Vec4.init(mt.r[3].c[0], mt.r[3].c[0], mt.r[3].c[1], mt.r[3].c[1]); + v0[1] = Vec4.init(mt.r[0].c[2], mt.r[0].c[3], mt.r[0].c[2], mt.r[0].c[3]); + v1[1] = Vec4.init(mt.r[1].c[0], mt.r[1].c[0], mt.r[1].c[1], mt.r[1].c[1]); + v0[2] = Vec4.init(mt.r[2].c[1], mt.r[2].c[3], mt.r[0].c[1], mt.r[0].c[3]); + v1[2] = Vec4.init(mt.r[3].c[0], mt.r[3].c[2], mt.r[1].c[0], mt.r[1].c[2]); + + d0 = v0[0].negMulAdd(v1[0], d0); + d1 = v0[1].negMulAdd(v1[1], d1); + d2 = v0[2].negMulAdd(v1[2], d2); + + v0[0] = Vec4.init(mt.r[1].c[1], mt.r[1].c[2], mt.r[1].c[0], mt.r[1].c[1]); + v1[0] = Vec4.init(d2.c[1], d0.c[1], d0.c[3], d0.c[0]); + v0[1] = Vec4.init(mt.r[0].c[2], mt.r[0].c[0], mt.r[0].c[1], mt.r[0].c[0]); + v1[1] = Vec4.init(d0.c[3], d2.c[1], d0.c[1], d0.c[2]); + v0[2] = Vec4.init(mt.r[3].c[1], mt.r[3].c[2], mt.r[3].c[0], mt.r[3].c[1]); + v1[2] = Vec4.init(d2.c[3], d1.c[1], d1.c[3], d1.c[0]); + v0[3] = Vec4.init(mt.r[2].c[2], mt.r[2].c[0], mt.r[2].c[1], mt.r[2].c[0]); + v1[3] = Vec4.init(d1.c[3], d2.c[3], d1.c[1], d1.c[2]); + + var c0 = v0[0].mul(v1[0]); + var c2 = v0[1].mul(v1[1]); + var c4 = v0[2].mul(v1[2]); + var c6 = v0[3].mul(v1[3]); + + v0[0] = Vec4.init(mt.r[1].c[2], mt.r[1].c[3], mt.r[1].c[1], mt.r[1].c[2]); + v1[0] = Vec4.init(d0.c[3], d0.c[0], d0.c[1], d2.c[0]); + v0[1] = Vec4.init(mt.r[0].c[3], mt.r[0].c[2], mt.r[0].c[3], mt.r[0].c[1]); + v1[1] = Vec4.init(d0.c[2], d0.c[1], d2.c[0], d0.c[0]); + v0[2] = Vec4.init(mt.r[3].c[2], mt.r[3].c[3], mt.r[3].c[1], mt.r[3].c[2]); + v1[2] = Vec4.init(d1.c[3], d1.c[0], d1.c[1], d2.c[2]); + v0[3] = Vec4.init(mt.r[2].c[3], mt.r[2].c[2], mt.r[2].c[3], mt.r[2].c[1]); + v1[3] = Vec4.init(d1.c[2], d1.c[1], d2.c[2], d1.c[0]); + + c0 = v0[0].negMulAdd(v1[0], c0); + c2 = v0[1].negMulAdd(v1[1], c2); + c4 = v0[2].negMulAdd(v1[2], c4); + c6 = v0[3].negMulAdd(v1[3], c6); + + v0[0] = Vec4.init(mt.r[1].c[3], mt.r[1].c[0], mt.r[1].c[3], mt.r[1].c[0]); + v1[0] = Vec4.init(d0.c[2], d2.c[1], d2.c[0], d0.c[2]); + v0[1] = Vec4.init(mt.r[0].c[1], mt.r[0].c[3], mt.r[0].c[0], mt.r[0].c[2]); + v1[1] = Vec4.init(d2.c[1], d0.c[0], d0.c[3], d2.c[0]); + v0[2] = Vec4.init(mt.r[3].c[3], mt.r[3].c[0], mt.r[3].c[3], mt.r[3].c[0]); + v1[2] = Vec4.init(d1.c[2], d2.c[3], d2.c[2], d1.c[2]); + v0[3] = Vec4.init(mt.r[2].c[1], mt.r[2].c[3], mt.r[2].c[0], mt.r[2].c[2]); + v1[3] = Vec4.init(d2.c[3], d1.c[0], d1.c[3], d2.c[2]); + + const c1 = v0[0].negMulAdd(v1[0], c0); + c0 = v0[0].mulAdd(v1[0], c0); + + const c3 = v0[1].mulAdd(v1[1], c2); + c2 = v0[1].negMulAdd(v1[1], c2); + + const c5 = v0[2].negMulAdd(v1[2], c4); + c4 = v0[2].mulAdd(v1[2], c4); + + const c7 = v0[3].mulAdd(v1[3], c6); + c6 = v0[3].negMulAdd(v1[3], c6); + + var mr = Mat4.initVec4( + Vec4.init(c0.c[0], c1.c[1], c0.c[2], c1.c[3]), + Vec4.init(c2.c[0], c3.c[1], c2.c[2], c3.c[3]), + Vec4.init(c4.c[0], c5.c[1], c4.c[2], c5.c[3]), + Vec4.init(c6.c[0], c7.c[1], c6.c[2], c7.c[3]), + ); + + const d = mr.r[0].dot(mt.r[0]); + if (out_det != null) { + out_det.?.* = d; + } + + if (math.approxEqAbs(f32, d, 0.0, epsilon)) { + return initZero(); + } + + return mr.scale(1.0 / d); + } + + pub fn det(a: Mat4) f32 { + const static = struct { + const sign = Vec4.init(1.0, -1.0, 1.0, -1.0); + }; + + var v0 = Vec4.init(a.r[2].c[1], a.r[2].c[0], a.r[2].c[0], a.r[2].c[0]); + var v1 = Vec4.init(a.r[3].c[2], a.r[3].c[2], a.r[3].c[1], a.r[3].c[1]); + var v2 = Vec4.init(a.r[2].c[1], a.r[2].c[0], a.r[2].c[0], a.r[2].c[0]); + var v3 = Vec4.init(a.r[3].c[3], a.r[3].c[3], a.r[3].c[3], a.r[3].c[2]); + var v4 = Vec4.init(a.r[2].c[2], a.r[2].c[2], a.r[2].c[1], a.r[2].c[1]); + var v5 = Vec4.init(a.r[3].c[3], a.r[3].c[3], a.r[3].c[3], a.r[3].c[2]); + + var p0 = v0.mul(v1); + var p1 = v2.mul(v3); + var p2 = v4.mul(v5); + + v0 = Vec4.init(a.r[2].c[2], a.r[2].c[2], a.r[2].c[1], a.r[2].c[1]); + v1 = Vec4.init(a.r[3].c[1], a.r[3].c[0], a.r[3].c[0], a.r[3].c[0]); + v2 = Vec4.init(a.r[2].c[3], a.r[2].c[3], a.r[2].c[3], a.r[2].c[2]); + v3 = Vec4.init(a.r[3].c[1], a.r[3].c[0], a.r[3].c[0], a.r[3].c[0]); + v4 = Vec4.init(a.r[2].c[3], a.r[2].c[3], a.r[2].c[3], a.r[2].c[2]); + v5 = Vec4.init(a.r[3].c[2], a.r[3].c[2], a.r[3].c[1], a.r[3].c[1]); + + p0 = v0.negMulAdd(v1, p0); + p1 = v2.negMulAdd(v3, p1); + p2 = v4.negMulAdd(v5, p2); + + v0 = Vec4.init(a.r[1].c[3], a.r[1].c[3], a.r[1].c[3], a.r[1].c[2]); + v1 = Vec4.init(a.r[1].c[2], a.r[1].c[2], a.r[1].c[1], a.r[1].c[1]); + v2 = Vec4.init(a.r[1].c[1], a.r[1].c[0], a.r[1].c[0], a.r[1].c[0]); + + var s = a.r[0].mul(static.sign); + var r = v0.mul(p0); + r = v1.negMulAdd(p1, r); + r = v2.mulAdd(p2, r); + + return s.dot(r); + } + + pub fn initRotationX(angle: f32) Mat4 { + const sinv = @sin(angle); + const cosv = @cos(angle); + // zig fmt: off + return init( + 1.0, 0.0, 0.0, 0.0, + 0.0, cosv, sinv, 0.0, + 0.0, -sinv, cosv, 0.0, + 0.0, 0.0, 0.0, 1.0, + ); + // zig fmt: on + } + + pub fn initRotationY(angle: f32) Mat4 { + const sinv = @sin(angle); + const cosv = @cos(angle); + // zig fmt: off + return init( + cosv, 0.0, -sinv, 0.0, + 0.0, 1.0, 0.0, 0.0, + sinv, 0.0, cosv, 0.0, + 0.0, 0.0, 0.0, 1.0, + ); + // zig fmt: on + } + + pub fn initRotationZ(angle: f32) Mat4 { + const sinv = @sin(angle); + const cosv = @cos(angle); + // zig fmt: off + return init( + cosv, sinv, 0.0, 0.0, + -sinv, cosv, 0.0, 0.0, + 0.0, 0.0, 1.0, 0.0, + 0.0, 0.0, 0.0, 1.0, + ); + // zig fmt: on + } + + pub fn initRotationQuat(q: Quat) Mat4 { + const static = struct { + const const1110 = Vec4.init(1.0, 1.0, 1.0, 0.0); + }; + const vin = Vec4.init(q.q[0], q.q[1], q.q[2], q.q[3]); + + const q0 = vin.add(vin); + const q1 = vin.mul(q0); + + var v0 = Vec4.init(q1.c[1], q1.c[0], q1.c[0], static.const1110.c[3]); + var v1 = Vec4.init(q1.c[2], q1.c[2], q1.c[1], static.const1110.c[3]); + var r0 = static.const1110.sub(v0); + r0 = r0.sub(v1); + + v0 = Vec4.init(vin.c[0], vin.c[0], vin.c[1], vin.c[3]); + v1 = Vec4.init(q0.c[2], q0.c[1], q0.c[2], q0.c[3]); + v0 = v0.mul(v1); + + v1 = Vec4.init(vin.c[3], vin.c[3], vin.c[3], vin.c[3]); + const v2 = Vec4.init(q0.c[1], q0.c[2], q0.c[0], q0.c[3]); + v1 = v1.mul(v2); + + const r1 = v0.add(v1); + const r2 = v0.sub(v1); + + v0 = Vec4.init(r1.c[1], r2.c[0], r2.c[1], r1.c[2]); + v1 = Vec4.init(r1.c[0], r2.c[2], r1.c[0], r2.c[2]); + + return Mat4.initVec4( + Vec4.init(r0.c[0], v0.c[0], v0.c[1], r0.c[3]), + Vec4.init(v0.c[2], r0.c[1], v0.c[3], r0.c[3]), + Vec4.init(v1.c[0], v1.c[1], r0.c[2], r0.c[3]), + Vec4.init(0.0, 0.0, 0.0, 1.0), + ); + } + + pub fn initPerspectiveFovLh(fovy: f32, aspect: f32, near: f32, far: f32) Mat4 { + const sinfov = @sin(0.5 * fovy); + const cosfov = @cos(0.5 * fovy); + + assert(near > 0.0 and far > 0.0 and far > near); + assert(!math.approxEqAbs(f32, sinfov, 0.0, 0.001)); + assert(!math.approxEqAbs(f32, far, near, 0.001)); + assert(!math.approxEqAbs(f32, aspect, 0.0, 0.01)); + + const h = cosfov / sinfov; + const w = h / aspect; + const r = far / (far - near); + // zig fmt: off + return init( + w, 0.0, 0.0, 0.0, + 0.0, h, 0.0, 0.0, + 0.0, 0.0, r, 1.0, + 0.0, 0.0, -r * near, 0.0, + ); + // zig fmt: on + } + + pub inline fn initZero() Mat4 { + const static = struct { + // zig fmt: off + const zero = init( + 0.0, 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, 0.0, + 0.0, 0.0, 0.0, 0.0, + ); + // zig fmt: on + }; + return static.zero; + } + + pub inline fn initIdentity() Mat4 { + const static = struct { + // zig fmt: off + const identity = init( + 1.0, 0.0, 0.0, 0.0, + 0.0, 1.0, 0.0, 0.0, + 0.0, 0.0, 1.0, 0.0, + 0.0, 0.0, 0.0, 1.0, + ); + // zig fmt: on + }; + return static.identity; + } + + pub fn initTranslation(v: Vec3) Mat4 { + // zig fmt: off + return init( + 1.0, 0.0, 0.0, 0.0, + 0.0, 1.0, 0.0, 0.0, + 0.0, 0.0, 1.0, 0.0, + v.c[0], v.c[1], v.c[2], 1.0, + ); + // zig fmt: on + } + + pub fn initScaling(v: Vec3) Mat4 { + // zig fmt: off + return init( + v.c[0], 0.0, 0.0, 0.0, + 0.0, v.c[1], 0.0, 0.0, + 0.0, 0.0, v.c[2], 0.0, + 0.0, 0.0, 0.0, 1.0, + ); + // zig fmt: on + } + + pub fn initDiagonal(s: f32) Mat4 { + // zig fmt: off + return init( + s, 0.0, 0.0, 0.0, + 0.0, s, 0.0, 0.0, + 0.0, 0.0, s, 0.0, + 0.0, 0.0, 0.0, s, + ); + // zig fmt: on + } + + pub fn initLookToLh(eye_pos: Vec3, eye_dir: Vec3, up_dir: Vec3) Mat4 { + const az = Vec3.normalize(eye_dir); + const ax = Vec3.normalize(Vec3.cross(up_dir, az)); + const ay = Vec3.normalize(Vec3.cross(az, ax)); + // zig fmt: off + return init( + ax.c[0], ay.c[0], az.c[0], 0.0, + ax.c[1], ay.c[1], az.c[1], 0.0, + ax.c[2], ay.c[2], az.c[2], 0.0, + -Vec3.dot(ax, eye_pos), -Vec3.dot(ay, eye_pos), -Vec3.dot(az, eye_pos), 1.0, + ); + // zig fmt: on + } + + pub inline fn initLookAtLh(eye_pos: Vec3, focus_pos: Vec3, up_dir: Vec3) Mat4 { + return initLookToLh(eye_pos, focus_pos.sub(eye_pos), up_dir); + } + + pub fn initOrthoOffCenterLh( + view_left: f32, + view_right: f32, + view_bottom: f32, + view_top: f32, + near_z: f32, + far_z: f32, + ) Mat4 { + assert(!math.approxEqAbs(f32, view_right, view_left, 0.001)); + assert(!math.approxEqAbs(f32, view_top, view_bottom, 0.001)); + assert(!math.approxEqAbs(f32, far_z, near_z, 0.001)); + + const rcp_w = 1.0 / (view_right - view_left); + const rcp_h = 1.0 / (view_top - view_bottom); + const range = 1.0 / (far_z - near_z); + + // zig fmt: off + return init( + rcp_w + rcp_w, 0.0, 0.0, 0.0, + 0.0, rcp_h + rcp_h, 0.0, 0.0, + 0.0, 0.0, range, 0.0, + -(view_left + view_right) * rcp_w, -(view_top + view_bottom) * rcp_h, -range * near_z, 1.0, + ); + // zig fmt: on + } +}; + +test "dot" { + { + const a = Vec2.init(1.0, 2.0); + const b = Vec2.init(3.0, 4.0); + assert(math.approxEqAbs(f32, a.dot(b), 11.0, epsilon)); + } + { + const a = Vec3.init(1.0, 2.0, 3.0); + const b = Vec3.init(4.0, 5.0, 6.0); + assert(math.approxEqAbs(f32, a.dot(b), 32.0, epsilon)); + } + { + const a = Vec4.init(1.0, 2.0, 3.0, 4.0); + const b = Vec4.init(5.0, 6.0, 7.0, 8.0); + assert(math.approxEqAbs(f32, a.dot(b), 70.0, epsilon)); + } +} + +test "cross" { + { + const a = Vec3.init(1.0, 0.0, 0.0); + const b = Vec3.init(0.0, 1.0, 0.0); + assert(a.cross(b).approxEq(Vec3.init(0.0, 0.0, 1.0), epsilon)); + } + { + const a = Vec3.init(0.0, 0.0, -1.0); + const b = Vec3.init(1.0, 0.0, 0.0); + assert(a.cross(b).approxEq(Vec3.init(0.0, -1.0, 0.0), epsilon)); + } +} + +test "VecN add, sub, scale" { + { + const a = Vec2.init(1.0, 2.0); + const b = Vec2.init(3.0, 4.0); + assert(a.add(b).approxEq(Vec2.init(4.0, 6.0), epsilon)); + } + { + const a = Vec3.init(1.0, 2.0, 3.0); + const b = Vec3.init(3.0, 4.0, 5.0); + assert(a.add(b).approxEq(Vec3.init(4.0, 6.0, 8.0), epsilon)); + } + { + const a = Vec4.init(1.0, 2.0, 3.0, -1.0); + const b = Vec4.init(3.0, 4.0, 5.0, 2.0); + assert(a.add(b).approxEq(Vec4.init(4.0, 6.0, 8.0, 1.0), epsilon)); + } + { + const a = Vec2.init(1.0, 2.0); + const b = Vec2.init(3.0, 4.0); + assert(a.sub(b).approxEq(Vec2.init(-2.0, -2.0), epsilon)); + } + { + const a = Vec3.init(1.0, 2.0, 3.0); + const b = Vec3.init(3.0, 4.0, 5.0); + assert(a.sub(b).approxEq(Vec3.init(-2.0, -2.0, -2.0), epsilon)); + } + { + const a = Vec4.init(1.0, 2.0, 3.0, -1.0); + const b = Vec4.init(3.0, 4.0, 5.0, 2.0); + assert(a.sub(b).approxEq(Vec4.init(-2.0, -2.0, -2.0, -3.0), epsilon)); + } + { + const a = Vec2.init(1.0, 2.0); + assert(a.scale(2.0).approxEq(Vec2.init(2.0, 4.0), epsilon)); + } + { + const a = Vec3.init(1.0, 2.0, 3.0); + assert(a.scale(-1.0).approxEq(Vec3.init(-1.0, -2.0, -3.0), epsilon)); + } + { + const a = Vec4.init(1.0, 2.0, 3.0, -1.0); + assert(a.scale(3.0).approxEq(Vec4.init(3.0, 6.0, 9.0, -3.0), epsilon)); + } +} + +test "length, normalize" { + { + const a = Vec2.init(2.0, 3.0).length(); + assert(math.approxEqAbs(f32, a, 3.60555, epsilon)); + } + { + const a = Vec3.init(1.0, 1.0, 1.0).length(); + assert(math.approxEqAbs(f32, a, 1.73205, epsilon)); + } + { + const a = Vec4.init(1.0, 1.0, 1.0, 1.0).length(); + assert(math.approxEqAbs(f32, a, 2.0, epsilon)); + } + { + const a = Vec2.init(2.0, 4.0).normalize(); + assert(Vec2.approxEq(a, Vec2.init(0.447214, 0.894427), epsilon)); + } + { + const a = Vec3.init(2.0, -5.0, 4.0).normalize(); + assert(Vec3.approxEq(a, Vec3.init(0.298142, -0.745356, 0.596285), epsilon)); + } + { + const a = Vec4.init(-1.0, 2.0, -5.0, 4.0).normalize(); + assert(Vec4.approxEq(a, Vec4.init(-0.147442, 0.294884, -0.73721, 0.589768), epsilon)); + } + { + const a = Quat.init(-1.0, 2.0, -5.0, 4.0).normalize(); + assert(Quat.approxEq(a, Quat.init(-0.147442, 0.294884, -0.73721, 0.589768), epsilon)); + } +} + +test "Mat4 transpose" { + const m = Mat4.initVec4( + Vec4.init(1.0, 2.0, 3.0, 4.0), + Vec4.init(5.0, 6.0, 7.0, 8.0), + Vec4.init(9.0, 10.0, 11.0, 12.0), + Vec4.init(13.0, 14.0, 15.0, 16.0), + ); + const mt = m.transpose(); + assert( + mt.approxEq( + Mat4.init(1.0, 5.0, 9.0, 13.0, 2.0, 6.0, 10.0, 14.0, 3.0, 7.0, 11.0, 15.0, 4.0, 8.0, 12.0, 16.0), + epsilon, + ), + ); +} + +test "Mat4 mul" { + const a = Mat4.initVec4( + Vec4.init(0.1, 0.2, 0.3, 0.4), + Vec4.init(0.5, 0.6, 0.7, 0.8), + Vec4.init(0.9, 1.0, 1.1, 1.2), + Vec4.init(1.3, 1.4, 1.5, 1.6), + ); + const b = Mat4.initVec4( + Vec4.init(1.7, 1.8, 1.9, 2.0), + Vec4.init(2.1, 2.2, 2.3, 2.4), + Vec4.init(2.5, 2.6, 2.7, 2.8), + Vec4.init(2.9, 3.0, 3.1, 3.2), + ); + const c = a.mul(b); + assert(c.approxEq( + Mat4.initVec4( + Vec4.init(2.5, 2.6, 2.7, 2.8), + Vec4.init(6.18, 6.44, 6.7, 6.96), + Vec4.init(9.86, 10.28, 10.7, 11.12), + Vec4.init(13.54, 14.12, 14.7, 15.28), + ), + epsilon, + )); +} + +test "Mat4 inv, det" { + var m = Mat4.initVec4( + Vec4.init(10.0, -9.0, -12.0, 1.0), + Vec4.init(7.0, -12.0, 11.0, 1.0), + Vec4.init(-10.0, 10.0, 3.0, 1.0), + Vec4.init(1.0, 2.0, 3.0, 4.0), + ); + assert(math.approxEqAbs(f32, m.det(), 2939.0, epsilon)); + + var det: f32 = 0.0; + m = m.inv(&det); + assert(math.approxEqAbs(f32, det, 2939.0, epsilon)); + assert(m.approxEq( + Mat4.initVec4( + Vec4.init(-0.170806, -0.13576, -0.349439, 0.164001), + Vec4.init(-0.163661, -0.14801, -0.253147, 0.141204), + Vec4.init(-0.0871045, 0.00646478, -0.0785982, 0.0398095), + Vec4.init(0.18986, 0.103096, 0.272882, 0.10854), + ), + epsilon, + )); +} + +test "Quat mul, inv" { + { + const a = Quat.init(2.0, 3.0, 4.0, 1.0); + const b = Quat.init(6.0, 7.0, 8.0, 5.0); + assert(a.mul(b).approxEq(Quat.init(20.0, 14.0, 32.0, -60.0), epsilon)); + assert(b.mul(a).approxEq(Quat.init(12.0, 30.0, 24.0, -60.0), epsilon)); + } + { + const a = Quat.init(2.0, 3.0, 4.0, 1.0); + const b = a.inv(); + assert(a.approxEq(Quat.init(2.0, 3.0, 4.0, 1.0), epsilon)); + assert(b.approxEq(Quat.init(-0.0666667, -0.1, -0.133333, 0.0333333), epsilon)); + } +} + +test "Mat4 transforms" { + const a = Mat4.initTranslation(Vec3.init(1.0, 0.0, 0.0)); + const b = Mat4.initRotationY(math.pi * 0.5); + const c = Vec3.init(1.0, 0.0, 0.0); + const e = Mat4.initTranslation(Vec3.init(0.0, 1.0, 0.0)); + const d = c.transform(a.mul(b).mul(e)); + assert(d.approxEq(Vec3.init(0.0, 1.0, -2.0), epsilon)); +} + +test "Mat4 <-> Quat" { + { + const a = Quat.initRotationMat4(Mat4.initIdentity()); + assert(a.approxEq(Quat.initIdentity(), epsilon)); + const b = Mat4.initRotationQuat(a); + assert(b.approxEq(Mat4.initIdentity(), epsilon)); + } + { + const a = Quat.initRotationMat4(Mat4.initTranslation(Vec3.init(1.0, 2.0, 3.0))); + assert(a.approxEq(Quat.initIdentity(), epsilon)); + const b = Mat4.initRotationQuat(a); + assert(b.approxEq(Mat4.initIdentity(), epsilon)); + } + { + const a = Quat.initRotationMat4(Mat4.initRotationY(math.pi * 0.5)); + const b = Mat4.initRotationQuat(a); + assert(b.approxEq(Mat4.initRotationY(math.pi * 0.5), epsilon)); + } + { + const a = Quat.initRotationMat4(Mat4.initRotationY(math.pi * 0.25)); + const b = Quat.initRotationAxis(Vec3.init(0.0, 1.0, 0.0), math.pi * 0.25); + assert(a.approxEq(b, epsilon)); + } + { + const m0 = Mat4.initRotationX(math.pi * 0.125); + const m1 = Mat4.initRotationY(math.pi * 0.25); + const m2 = Mat4.initRotationZ(math.pi * 0.5); + + const q0 = Quat.initRotationMat4(m0); + const q1 = Quat.initRotationMat4(m1); + const q2 = Quat.initRotationMat4(m2); + + const mr = m0.mul(m1).mul(m2); + const qr = q0.mul(q1).mul(q2); + + assert(mr.approxEq(Mat4.initRotationQuat(qr), epsilon)); + assert(qr.approxEq(Quat.initRotationMat4(mr), epsilon)); + } +} + +test "slerp" { + const from = Quat.init(0.0, 0.0, 0.0, 1.0); + const to = Quat.init(0.5, 0.5, -0.5, 0.5); + const result = from.slerp(to, 0.5); + assert(result.approxEq(Quat.init(0.28867513, 0.28867513, -0.28867513, 0.86602540), epsilon)); +} + +``` + +`samples/directml_convolution_test/README.md`: + +```md +## DirectML convolution test + +This sample demonstrates how to perform GPU-accelerated convolution operation using DirectML. + +![image](screenshot.png) + +``` + +`samples/directml_convolution_test/build.zig`: + +```zig +const builtin = @import("builtin"); +const std = @import("std"); + +pub const demo_name = "directml_convolution_test"; +pub const content_dir = demo_name ++ "_content/"; + +// in future zig version e342433 +pub fn pathResolve(b: *std.Build, paths: []const []const u8) []u8 { + return std.fs.path.resolve(b.allocator, paths) catch @panic("OOM"); +} + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zwindows = b.dependency("zwindows", .{ + .zxaudio2_debug_layer = options.zxaudio2_debug_layer, + .zd3d12_debug_layer = options.zd3d12_debug_layer, + .zd3d12_gbv = options.zd3d12_gbv, + }); + const zwindows_module = zwindows.module("zwindows"); + const zd3d12_module = zwindows.module("zd3d12"); + + exe.root_module.addImport("zwindows", zwindows_module); + exe.root_module.addImport("zd3d12", zd3d12_module); + + @import("../common/build.zig").link(exe, .{ + .zwindows = zwindows_module, + .zd3d12 = zd3d12_module, + }); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + exe_options.addOption(bool, "zd3d12_debug_layer", options.zd3d12_debug_layer); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + if (builtin.os.tag == .windows or builtin.os.tag == .linux) { + const compile_shaders = @import("zwindows").addCompileShaders(b, demo_name, zwindows, .{ .shader_ver = "6_6" }); + const root_path = pathResolve(b, &.{ @src().file, "..", "..", ".." }); + const shaders_path = b.pathJoin(&.{ root_path, content_path, "shaders" }); + + const common_hlsl_path = b.pathJoin(&.{ root_path, "samples", "common/src/hlsl/common.hlsl" }); + compile_shaders.addVsShader(common_hlsl_path, "vsImGui", b.pathJoin(&.{ shaders_path, "imgui.vs.cso" }), "PSO__IMGUI"); + compile_shaders.addPsShader(common_hlsl_path, "psImGui", b.pathJoin(&.{ shaders_path, "imgui.ps.cso" }), "PSO__IMGUI"); + + const hlsl_path = b.pathJoin(&.{ root_path, src_path, demo_name ++ ".hlsl" }); + compile_shaders.addVsShader(hlsl_path, "vsDrawTexture", b.pathJoin(&.{ shaders_path, "draw_texture.vs.cso" }), "PSO__DRAW_TEXTURE"); + compile_shaders.addPsShader(hlsl_path, "psDrawTexture", b.pathJoin(&.{ shaders_path, "draw_texture.ps.cso" }), "PSO__DRAW_TEXTURE"); + compile_shaders.addCsShader(hlsl_path, "csTextureToBuffer", b.pathJoin(&.{ shaders_path, "texture_to_buffer.cs.cso" }), "PSO__TEXTURE_TO_BUFFER"); + compile_shaders.addCsShader(hlsl_path, "csBufferToTexture", b.pathJoin(&.{ shaders_path, "buffer_to_texture.cs.cso" }), "PSO__BUFFER_TO_TEXTURE"); + + install_content_step.step.dependOn(compile_shaders.step); + } + exe.step.dependOn(&install_content_step.step); + + // This is needed to export symbols from an .exe file. + // We export D3D12SDKVersion and D3D12SDKPath symbols which + // is required by DirectX 12 Agility SDK. + exe.rdynamic = true; + + @import("zwindows").install_directml(&exe.step, zwindows, .bin); + + return exe; +} + +``` + +`samples/directml_convolution_test/src/directml_convolution_test.hlsl`: + +```hlsl +#if defined(PSO__TEXTURE_TO_BUFFER) + +#define root_signature \ + "DescriptorTable(SRV(t0, flags = DESCRIPTORS_VOLATILE), UAV(u0))" + +Texture2D srv_texture : register(t0); +RWBuffer uav_buffer : register(u0); + +[RootSignature(root_signature)] +[numthreads(8, 8, 1)] +void csTextureToBuffer( + uint3 dispatch_id : SV_DispatchThreadID +) { + const uint2 tid = dispatch_id.xy; + uint w, h; + srv_texture.GetDimensions(w, h); + + if (dispatch_id.x >= w || dispatch_id.y >= h) return; + + const float3 c = srv_texture[tid].rgb; + const float luminance = c.r * 0.3 + c.g * 0.59 + c.b * 0.11; + + uav_buffer[w * tid.y + tid.x] = luminance; +} + +#elif defined(PSO__BUFFER_TO_TEXTURE) + +#define root_signature \ + "DescriptorTable(SRV(t0), UAV(u0))" + +Buffer srv_buffer : register(t0); +RWTexture2D uav_texture : register(u0); + +[RootSignature(root_signature)] +[numthreads(8, 8, 1)] +void csBufferToTexture( + uint3 dispatch_id : SV_DispatchThreadID +) { + const uint2 tid = dispatch_id.xy; + uint w, h; + uav_texture.GetDimensions(w, h); + + if (dispatch_id.x >= w || dispatch_id.y >= h) return; + + const float luminance = srv_buffer[w * tid.y + tid.x]; + uav_texture[tid] = luminance; +} + +#elif defined(PSO__DRAW_TEXTURE) + +#define root_signature \ + "DescriptorTable(SRV(t0, flags = DESCRIPTORS_VOLATILE), visibility = SHADER_VISIBILITY_PIXEL), " \ + "StaticSampler(s0, filter = FILTER_MIN_MAG_LINEAR_MIP_POINT, visibility = SHADER_VISIBILITY_PIXEL)" + +[RootSignature(root_signature)] +void vsDrawTexture( + uint vertex_id: SV_VertexID, + out float4 out_position : SV_Position, + out float2 out_uv : _Texcoords0 +) { + const float2 positions[3] = { float2(-1.0, -1.0), float2(-1.0, 3.0), float2(3.0, -1.0) }; + const float2 position = positions[vertex_id]; + + out_position = float4(position, 0.0, 1.0); + out_uv = 0.5 + 0.5 * position; + out_uv = float2(out_uv.x, 1.0 - out_uv.y); +} + +Texture2D srv_texture : register(t0); +SamplerState sam_sampler : register(s0); + +[RootSignature(root_signature)] +void psDrawTexture( + float4 position_window : SV_Position, + float2 uv : _Texcoords0, + out float4 out_color : SV_Target0 +) { + float3 color = srv_texture.Sample(sam_sampler, uv).rgb; + out_color = float4(color, 1.0); +} + +#endif + +``` + +`samples/directml_convolution_test/src/directml_convolution_test.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const assert = std.debug.assert; +const L = std.unicode.utf8ToUtf16LeStringLiteral; + +const zwindows = @import("zwindows"); +const windows = zwindows.windows; +const d3d12 = zwindows.d3d12; +const dml = zwindows.directml; +const hrPanic = zwindows.hrPanic; +const hrPanicOnFail = zwindows.hrPanicOnFail; + +const zd3d12 = @import("zd3d12"); + +const common = @import("common"); +const c = common.c; +const vm = common.vectormath; +const GuiRenderer = common.GuiRenderer; + +pub export const D3D12SDKVersion: u32 = 610; +pub export const D3D12SDKPath: [*:0]const u8 = ".\\d3d12\\"; + +const build_options = @import("build_options"); +const content_dir = build_options.content_dir; + +const window_name = "zig-gamedev: DirectML convolution test"; +const window_width = 1800; +const window_height = 900; +const image_size = 1024; + +const filter_tensor = [_][3][3]f16{ + [3][3]f16{ + [3]f16{ -2.0, -2.0, 0.0 }, + [3]f16{ -2.0, 6.0, 0.0 }, + [3]f16{ 0.0, 0.0, 0.0 }, + }, + [3][3]f16{ // edge detection + [3]f16{ -1.0, -1.0, -1.0 }, + [3]f16{ 0.0, 0.0, 0.0 }, + [3]f16{ 1.0, 1.0, 1.0 }, + }, + [3][3]f16{ // edge detection 2 + [3]f16{ -1.0, -1.0, -1.0 }, + [3]f16{ -1.0, 8.0, -1.0 }, + [3]f16{ -1.0, -1.0, -1.0 }, + }, +}; + +const OperatorState = struct { + cop: *dml.ICompiledOperator, + dtbl: *dml.IBindingTable, + info: dml.BINDING_PROPERTIES, +}; + +const DemoState = struct { + gctx: zd3d12.GraphicsContext, + guir: GuiRenderer, + frame_stats: common.FrameStats, + + dml_device: *dml.IDevice1, + + conv_op_state: OperatorState, + + temp_buffer: ?zd3d12.ResourceHandle, + persistent_buffer: ?zd3d12.ResourceHandle, + + input_buffer: zd3d12.ResourceHandle, + input_buffer_srv: d3d12.CPU_DESCRIPTOR_HANDLE, + + filter_buffer: zd3d12.ResourceHandle, + + output_buffer: zd3d12.ResourceHandle, + output_buffer_srv: d3d12.CPU_DESCRIPTOR_HANDLE, + + dml_cmd_recorder: *dml.ICommandRecorder, + + texture_to_buffer_pso: zd3d12.PipelineHandle, + buffer_to_texture_pso: zd3d12.PipelineHandle, + draw_texture_pso: zd3d12.PipelineHandle, + + image_texture: zd3d12.ResourceHandle, + image_texture_srv: d3d12.CPU_DESCRIPTOR_HANDLE, + image_texture_uav: d3d12.CPU_DESCRIPTOR_HANDLE, +}; + +fn init(allocator: std.mem.Allocator) !DemoState { + const window = try common.initWindow(allocator, window_name, window_width, window_height); + + var arena_allocator_state = std.heap.ArenaAllocator.init(allocator); + defer arena_allocator_state.deinit(); + const arena_allocator = arena_allocator_state.allocator(); + + var gctx = zd3d12.GraphicsContext.init(.{ + .allocator = allocator, + .window = window, + }); + + const draw_texture_pso = blk: { + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.RTVFormats[0] = .R8G8B8A8_UNORM; + pso_desc.NumRenderTargets = 1; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.DepthStencilState.DepthEnable = windows.FALSE; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/draw_texture.vs.cso", null)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/draw_texture.ps.cso", null)); + + break :blk gctx.createGraphicsShaderPipeline(&pso_desc); + }; + + const texture_to_buffer_pso = blk: { + var desc = d3d12.COMPUTE_PIPELINE_STATE_DESC.initDefault(); + desc.CS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/texture_to_buffer.cs.cso", null)); + break :blk gctx.createComputeShaderPipeline(&desc); + }; + const buffer_to_texture_pso = blk: { + var desc = d3d12.COMPUTE_PIPELINE_STATE_DESC.initDefault(); + desc.CS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/buffer_to_texture.cs.cso", null)); + break :blk gctx.createComputeShaderPipeline(&desc); + }; + + var dml_device: *dml.IDevice1 = undefined; + hrPanicOnFail(dml.createDevice( + @as(*d3d12.IDevice, @ptrCast(gctx.device)), + .{ .DEBUG = build_options.zd3d12_debug_layer }, + .@"4_1", + &dml.IID_IDevice1, + @as(*?*anyopaque, @ptrCast(&dml_device)), + )); + + const input_tensor_desc = dml.TENSOR_DESC{ + .Type = .BUFFER, + .Desc = &dml.BUFFER_TENSOR_DESC{ + .DataType = .FLOAT16, + .Flags = .{}, + .DimensionCount = 4, + .Sizes = &.{ 1, 1, image_size, image_size }, + .Strides = &.{ image_size * image_size, image_size, image_size, 1 }, + .TotalTensorSizeInBytes = image_size * image_size * @sizeOf(f16), + .GuaranteedBaseOffsetAlignment = 256, + }, + }; + + const output_tensor_desc = dml.TENSOR_DESC{ + .Type = .BUFFER, + .Desc = &dml.BUFFER_TENSOR_DESC{ + .DataType = .FLOAT16, + .Flags = .{}, + .DimensionCount = 4, + .Sizes = &.{ 1, 1, image_size - 2, image_size - 2 }, + .Strides = &.{ image_size * image_size, image_size, image_size, 1 }, + .TotalTensorSizeInBytes = image_size * image_size * @sizeOf(f16), + .GuaranteedBaseOffsetAlignment = 256, + }, + }; + + const filter_tensor_desc = dml.TENSOR_DESC{ + .Type = .BUFFER, + .Desc = &dml.BUFFER_TENSOR_DESC{ + .DataType = .FLOAT16, + .Flags = .{}, + .DimensionCount = 4, + .Sizes = &.{ 1, 1, 3, 3 }, + .Strides = null, + .TotalTensorSizeInBytes = std.mem.alignForward( + windows.UINT64, + filter_tensor.len * filter_tensor.len * @sizeOf(f16), + 32, + ), + .GuaranteedBaseOffsetAlignment = 256, + }, + }; + + const conv_op = blk: { + const desc = dml.OPERATOR_DESC{ + .Type = .CONVOLUTION, + .Desc = &dml.CONVOLUTION_OPERATOR_DESC{ + .InputTensor = &input_tensor_desc, + .FilterTensor = &filter_tensor_desc, + .BiasTensor = null, + .OutputTensor = &output_tensor_desc, + .Mode = .CONVOLUTION, + .Direction = .FORWARD, + .DimensionCount = 2, + .Strides = &.{ 1, 1 }, + .Dilations = &.{ 1, 1 }, + .StartPadding = &.{ 0, 0 }, + .EndPadding = &.{ 0, 0 }, + .OutputPadding = &.{ 0, 0 }, + .GroupCount = 1, + .FusedActivation = null, + }, + }; + + var op: *dml.IOperator = undefined; + hrPanicOnFail(dml_device.CreateOperator(&desc, &dml.IID_IOperator, @as(*?*anyopaque, @ptrCast(&op)))); + break :blk op; + }; + defer _ = conv_op.Release(); + + const conv_cop = blk: { + var cop: *dml.ICompiledOperator = undefined; + hrPanicOnFail(dml_device.CompileOperator( + conv_op, + .{}, + &dml.IID_ICompiledOperator, + @as(*?*anyopaque, @ptrCast(&cop)), + )); + break :blk cop; + }; + + const init_op = blk: { + const operators = [_]*dml.ICompiledOperator{conv_cop}; + + var iop: *dml.IOperatorInitializer = undefined; + hrPanicOnFail(dml_device.CreateOperatorInitializer( + operators.len, + &operators, + &dml.IID_IOperatorInitializer, + @as(*?*anyopaque, @ptrCast(&iop)), + )); + break :blk iop; + }; + defer _ = init_op.Release(); + + const conv_info = conv_cop.GetBindingProperties(); + const init_info = init_op.GetBindingProperties(); + + const temp_resource_size: u64 = @max(init_info.TemporaryResourceSize, conv_info.TemporaryResourceSize); + const persistent_resource_size: u64 = conv_info.PersistentResourceSize; + + const temp_buffer = if (temp_resource_size > 0) gctx.createCommittedResource( + .DEFAULT, + .{}, + &blk: { + var desc = d3d12.RESOURCE_DESC.initBuffer(temp_resource_size); + desc.Flags = .{ .ALLOW_UNORDERED_ACCESS = true }; + break :blk desc; + }, + d3d12.RESOURCE_STATES.COMMON, + null, + ) catch |err| hrPanic(err) else null; + + const persistent_buffer = if (persistent_resource_size > 0) gctx.createCommittedResource( + .DEFAULT, + .{}, + &blk: { + var desc = d3d12.RESOURCE_DESC.initBuffer(persistent_resource_size); + desc.Flags = .{ .ALLOW_UNORDERED_ACCESS = true }; + break :blk desc; + }, + d3d12.RESOURCE_STATES.COMMON, + null, + ) catch |err| hrPanic(err) else null; + + const input_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &blk: { + var desc = d3d12.RESOURCE_DESC.initBuffer(image_size * image_size * @sizeOf(f16)); + desc.Flags = .{ .ALLOW_UNORDERED_ACCESS = true }; + break :blk desc; + }, + .{ .UNORDERED_ACCESS = true }, + null, + ) catch |err| hrPanic(err); + + const input_buffer_srv = gctx.allocShaderResourceView( + input_buffer, + &d3d12.SHADER_RESOURCE_VIEW_DESC.initTypedBuffer(.R16_FLOAT, 0, image_size * image_size), + ); + + const input_buffer_uav = gctx.allocUnorderedAccessView( + input_buffer, + null, + &d3d12.UNORDERED_ACCESS_VIEW_DESC.initTypedBuffer(.R16_FLOAT, 0, image_size * image_size, 0), + ); + + const filter_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &blk: { + var desc = d3d12.RESOURCE_DESC.initBuffer( + std.mem.alignForward(windows.UINT64, filter_tensor.len * filter_tensor.len * @sizeOf(f16), 32), + ); + desc.Flags = .{ .ALLOW_UNORDERED_ACCESS = true }; + break :blk desc; + }, + .{ .UNORDERED_ACCESS = true }, + null, + ) catch |err| hrPanic(err); + + const output_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &blk: { + var desc = d3d12.RESOURCE_DESC.initBuffer(image_size * image_size * @sizeOf(f16)); + desc.Flags = .{ .ALLOW_UNORDERED_ACCESS = true }; + break :blk desc; + }, + .{ .UNORDERED_ACCESS = true }, + null, + ) catch |err| hrPanic(err); + + const output_buffer_srv = gctx.allocShaderResourceView( + output_buffer, + &d3d12.SHADER_RESOURCE_VIEW_DESC.initTypedBuffer(.R16_FLOAT, 0, image_size * image_size), + ); + + const dml_cmd_recorder = blk: { + var dml_cmd_recorder: *dml.ICommandRecorder = undefined; + hrPanicOnFail(dml_device.CreateCommandRecorder( + &dml.IID_ICommandRecorder, + @as(*?*anyopaque, @ptrCast(&dml_cmd_recorder)), + )); + break :blk dml_cmd_recorder; + }; + + // + // Begin frame to init/upload resources to the GPU. + // + gctx.beginFrame(); + gctx.endFrame(); + gctx.beginFrame(); + + const guir = GuiRenderer.init(arena_allocator, &gctx, 1, content_dir); + + const image_texture = gctx.createAndUploadTex2dFromFile( + content_dir ++ "genart_0025_5.png", + .{ + .num_mip_levels = 1, + .texture_flags = .{ .ALLOW_UNORDERED_ACCESS = true }, + }, + ) catch |err| hrPanic(err); + + const image_texture_srv = gctx.allocShaderResourceView(image_texture, null); + + const image_texture_uav = gctx.allocUnorderedAccessView(image_texture, null, null); + + gctx.addTransitionBarrier(image_texture, .{ .NON_PIXEL_SHADER_RESOURCE = true }); + gctx.addTransitionBarrier(input_buffer, .{ .UNORDERED_ACCESS = true }); + gctx.flushResourceBarriers(); + + gctx.setCurrentPipeline(texture_to_buffer_pso); + gctx.setComputeRootDescriptorTable(0, &.{ + image_texture_srv, + input_buffer_uav, + }); + gctx.cmdlist.Dispatch((image_size + 7) / 8, (image_size + 7) / 8, 1); + + gctx.addTransitionBarrier(image_texture, .{ .PIXEL_SHADER_RESOURCE = true }); + gctx.addTransitionBarrier(input_buffer, .{ .UNORDERED_ACCESS = true }); + gctx.flushResourceBarriers(); + + const conv_op_state = blk: { + const base_descriptor = gctx.allocateGpuDescriptors(conv_info.RequiredDescriptorCount); + const desc = dml.BINDING_TABLE_DESC{ + .Dispatchable = @as(*dml.IDispatchable, @ptrCast(conv_cop)), + .CPUDescriptorHandle = base_descriptor.cpu_handle, + .GPUDescriptorHandle = base_descriptor.gpu_handle, + .SizeInDescriptors = conv_info.RequiredDescriptorCount, + }; + + var table: *dml.IBindingTable = undefined; + hrPanicOnFail(dml_device.CreateBindingTable(&desc, &dml.IID_IBindingTable, @as(*?*anyopaque, @ptrCast(&table)))); + + break :blk OperatorState{ + .cop = conv_cop, + .dtbl = table, + .info = conv_info, + }; + }; + + const init_dtbl = blk: { + const base_descriptor = gctx.allocateGpuDescriptors(init_info.RequiredDescriptorCount + 1); + const desc = dml.BINDING_TABLE_DESC{ + .Dispatchable = @as(*dml.IDispatchable, @ptrCast(init_op)), + .CPUDescriptorHandle = base_descriptor.cpu_handle, + .GPUDescriptorHandle = base_descriptor.gpu_handle, + .SizeInDescriptors = init_info.RequiredDescriptorCount, + }; + + var table: *dml.IBindingTable = undefined; + hrPanicOnFail(dml_device.CreateBindingTable(&desc, &dml.IID_IBindingTable, @as(*?*anyopaque, @ptrCast(&table)))); + break :blk table; + }; + defer _ = init_dtbl.Release(); + + if (temp_buffer != null and init_info.TemporaryResourceSize > 0) { + init_dtbl.BindTemporaryResource(&.{ + .Type = .BUFFER, + .Desc = &dml.BUFFER_BINDING{ + .Buffer = gctx.lookupResource(temp_buffer.?).?, + .Offset = 0, + .SizeInBytes = init_info.TemporaryResourceSize, + }, + }); + } + + if (persistent_buffer != null) { + var offset: u64 = 0; + const binding0 = if (conv_info.PersistentResourceSize == 0) dml.BINDING_DESC{ + .Type = .NONE, + .Desc = null, + } else dml.BINDING_DESC{ + .Type = .BUFFER, + .Desc = &dml.BUFFER_BINDING{ + .Buffer = gctx.lookupResource(persistent_buffer.?).?, + .Offset = offset, + .SizeInBytes = conv_info.PersistentResourceSize, + }, + }; + offset += conv_info.PersistentResourceSize; + + init_dtbl.BindOutputs(1, &.{binding0}); + } + + dml_cmd_recorder.RecordDispatch( + @as(*d3d12.ICommandList, @ptrCast(gctx.cmdlist)), + @as(*dml.IDispatchable, @ptrCast(init_op)), + init_dtbl, + ); + + gctx.endFrame(); + gctx.finishGpuCommands(); + + return DemoState{ + .gctx = gctx, + .guir = guir, + .frame_stats = common.FrameStats.init(), + .dml_device = dml_device, + .conv_op_state = conv_op_state, + .temp_buffer = temp_buffer, + .persistent_buffer = persistent_buffer, + .input_buffer = input_buffer, + .input_buffer_srv = input_buffer_srv, + .filter_buffer = filter_buffer, + .output_buffer = output_buffer, + .output_buffer_srv = output_buffer_srv, + .dml_cmd_recorder = dml_cmd_recorder, + .draw_texture_pso = draw_texture_pso, + .texture_to_buffer_pso = texture_to_buffer_pso, + .buffer_to_texture_pso = buffer_to_texture_pso, + .image_texture = image_texture, + .image_texture_srv = image_texture_srv, + .image_texture_uav = image_texture_uav, + }; +} + +fn deinit(demo: *DemoState, allocator: std.mem.Allocator) void { + demo.gctx.finishGpuCommands(); + _ = demo.dml_cmd_recorder.Release(); + _ = demo.conv_op_state.cop.Release(); + _ = demo.conv_op_state.dtbl.Release(); + _ = demo.dml_device.Release(); + demo.guir.deinit(&demo.gctx); + demo.gctx.deinit(allocator); + common.deinitWindow(allocator); + demo.* = undefined; +} + +fn update(demo: *DemoState) void { + demo.frame_stats.update(demo.gctx.window, window_name); + common.newImGuiFrame(demo.frame_stats.delta_time); +} + +fn dispatchConvOperator(demo: *DemoState) void { + var gctx = &demo.gctx; + + // Reset DML binding table. + { + const num_descriptors = demo.conv_op_state.info.RequiredDescriptorCount; + const base_descriptor = gctx.allocateGpuDescriptors(num_descriptors); + + hrPanicOnFail(demo.conv_op_state.dtbl.Reset(&dml.BINDING_TABLE_DESC{ + .Dispatchable = @as(*dml.IDispatchable, @ptrCast(demo.conv_op_state.cop)), + .CPUDescriptorHandle = base_descriptor.cpu_handle, + .GPUDescriptorHandle = base_descriptor.gpu_handle, + .SizeInDescriptors = num_descriptors, + })); + } + + // If necessary, bind temporary buffer. + if (demo.temp_buffer != null and demo.conv_op_state.info.TemporaryResourceSize > 0) { + demo.conv_op_state.dtbl.BindTemporaryResource(&.{ + .Type = .BUFFER, + .Desc = &dml.BUFFER_BINDING{ + .Buffer = gctx.lookupResource(demo.temp_buffer.?).?, + .Offset = 0, + .SizeInBytes = demo.conv_op_state.info.TemporaryResourceSize, + }, + }); + } + + // If necessary, bind persistent buffer. + if (demo.persistent_buffer != null and demo.conv_op_state.info.PersistentResourceSize > 0) { + demo.conv_op_state.dtbl.BindPersistentResource(&.{ + .Type = .BUFFER, + .Desc = &dml.BUFFER_BINDING{ + .Buffer = gctx.lookupResource(demo.persistent_buffer.?).?, + .Offset = 0, + .SizeInBytes = demo.conv_op_state.info.PersistentResourceSize, + }, + }); + } + + // Bind input buffers. + demo.conv_op_state.dtbl.BindInputs(3, &.{ + .{ // InputTensor + .Type = .BUFFER, + .Desc = &dml.BUFFER_BINDING{ + .Buffer = gctx.lookupResource(demo.input_buffer).?, + .Offset = 0, + .SizeInBytes = gctx.getResourceSize(demo.input_buffer), + }, + }, + .{ // FilterTensor + .Type = .BUFFER, + .Desc = &dml.BUFFER_BINDING{ + .Buffer = gctx.lookupResource(demo.filter_buffer).?, + .Offset = 0, + .SizeInBytes = gctx.getResourceSize(demo.filter_buffer), + }, + }, + .{ // BiasTensor + .Type = .NONE, + .Desc = null, + }, + }); + + // Bind output buffer. + demo.conv_op_state.dtbl.BindOutputs(1, &.{.{ + .Type = .BUFFER, + .Desc = &dml.BUFFER_BINDING{ + .Buffer = gctx.lookupResource(demo.output_buffer).?, + .Offset = 0, + .SizeInBytes = gctx.getResourceSize(demo.output_buffer), + }, + }}); + + demo.dml_cmd_recorder.RecordDispatch( + @as(*d3d12.ICommandList, @ptrCast(gctx.cmdlist)), + @as(*dml.IDispatchable, @ptrCast(demo.conv_op_state.cop)), + demo.conv_op_state.dtbl, + ); +} + +fn dispatchBarriers(demo: *DemoState) void { + var gctx = &demo.gctx; + gctx.cmdlist.ResourceBarrier( + 2, + &.{ + d3d12.RESOURCE_BARRIER.initUav(gctx.lookupResource(demo.input_buffer).?), + d3d12.RESOURCE_BARRIER.initUav(gctx.lookupResource(demo.output_buffer).?), + }, + ); +} + +fn draw(demo: *DemoState) void { + var gctx = &demo.gctx; + gctx.beginFrame(); + + const back_buffer = gctx.getBackBuffer(); + + gctx.addTransitionBarrier(back_buffer.resource_handle, .{ .RENDER_TARGET = true }); + gctx.addTransitionBarrier(demo.filter_buffer, .{ .COPY_DEST = true }); + gctx.flushResourceBarriers(); + + // Upload the input tensor to the GPU. + { + const upload = gctx.allocateUploadBufferRegion(f16, 9); + const kernel_index = 0; + upload.cpu_slice[0] = filter_tensor[kernel_index][0][0]; + upload.cpu_slice[1] = filter_tensor[kernel_index][0][1]; + upload.cpu_slice[2] = filter_tensor[kernel_index][0][2]; + upload.cpu_slice[3] = filter_tensor[kernel_index][1][0]; + upload.cpu_slice[4] = filter_tensor[kernel_index][1][1]; + upload.cpu_slice[5] = filter_tensor[kernel_index][1][2]; + upload.cpu_slice[6] = filter_tensor[kernel_index][2][0]; + upload.cpu_slice[7] = filter_tensor[kernel_index][2][1]; + upload.cpu_slice[8] = filter_tensor[kernel_index][2][2]; + + gctx.cmdlist.CopyBufferRegion( + gctx.lookupResource(demo.filter_buffer).?, + 0, + upload.buffer, + upload.buffer_offset, + upload.cpu_slice.len * @sizeOf(@TypeOf(upload.cpu_slice[0])), + ); + } + + gctx.addTransitionBarrier(demo.input_buffer, .{ .UNORDERED_ACCESS = true }); + gctx.addTransitionBarrier(demo.filter_buffer, .{ .UNORDERED_ACCESS = true }); + gctx.addTransitionBarrier(demo.output_buffer, .{ .UNORDERED_ACCESS = true }); + gctx.flushResourceBarriers(); + + dispatchConvOperator(demo); + dispatchBarriers(demo); + + gctx.cmdlist.OMSetRenderTargets( + 1, + &.{back_buffer.descriptor_handle}, + windows.TRUE, + null, + ); + gctx.cmdlist.ClearRenderTargetView( + back_buffer.descriptor_handle, + &[4]f32{ 0.1, 0.2, 0.4, 1.0 }, + 0, + null, + ); + + // + // Draw input buffer. + // + gctx.addTransitionBarrier(demo.input_buffer, .{ .NON_PIXEL_SHADER_RESOURCE = true }); + gctx.addTransitionBarrier(demo.image_texture, .{ .UNORDERED_ACCESS = true }); + gctx.flushResourceBarriers(); + + gctx.setCurrentPipeline(demo.buffer_to_texture_pso); + gctx.setComputeRootDescriptorTable(0, &.{ + demo.input_buffer_srv, + demo.image_texture_uav, + }); + + gctx.cmdlist.Dispatch((image_size + 7) / 8, (image_size + 7) / 8, 1); + + gctx.addTransitionBarrier(demo.image_texture, .{ .PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + + gctx.cmdlist.RSSetViewports(1, &.{ + .{ + .TopLeftX = 0.0, + .TopLeftY = 0.0, + .Width = @as(f32, @floatFromInt(gctx.viewport_width / 2)), + .Height = @as(f32, @floatFromInt(gctx.viewport_width / 2)), + .MinDepth = 0.0, + .MaxDepth = 1.0, + }, + }); + + gctx.setCurrentPipeline(demo.draw_texture_pso); + gctx.cmdlist.IASetPrimitiveTopology(.TRIANGLELIST); + gctx.cmdlist.SetGraphicsRootDescriptorTable(0, gctx.copyDescriptorsToGpuHeap(1, demo.image_texture_srv)); + gctx.cmdlist.DrawInstanced(3, 1, 0, 0); + + // + // Draw output buffer. + // + gctx.addTransitionBarrier(demo.output_buffer, .{ .NON_PIXEL_SHADER_RESOURCE = true }); + gctx.addTransitionBarrier(demo.image_texture, .{ .UNORDERED_ACCESS = true }); + gctx.flushResourceBarriers(); + + gctx.setCurrentPipeline(demo.buffer_to_texture_pso); + gctx.setComputeRootDescriptorTable(0, &.{ + demo.output_buffer_srv, + demo.image_texture_uav, + }); + gctx.cmdlist.Dispatch((image_size + 7) / 8, (image_size + 7) / 8, 1); + + gctx.addTransitionBarrier(demo.image_texture, .{ .PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + + gctx.cmdlist.RSSetViewports(1, &.{ + .{ + .TopLeftX = @as(f32, @floatFromInt(gctx.viewport_width / 2)), + .TopLeftY = 0.0, + .Width = @as(f32, @floatFromInt(gctx.viewport_width / 2)), + .Height = @as(f32, @floatFromInt(gctx.viewport_width / 2)), + .MinDepth = 0.0, + .MaxDepth = 1.0, + }, + }); + + gctx.setCurrentPipeline(demo.draw_texture_pso); + gctx.cmdlist.IASetPrimitiveTopology(.TRIANGLELIST); + gctx.cmdlist.SetGraphicsRootDescriptorTable(0, gctx.copyDescriptorsToGpuHeap(1, demo.image_texture_srv)); + gctx.cmdlist.DrawInstanced(3, 1, 0, 0); + + demo.guir.draw(gctx); + + gctx.addTransitionBarrier(back_buffer.resource_handle, d3d12.RESOURCE_STATES.PRESENT); + gctx.flushResourceBarriers(); + + gctx.endFrame(); +} + +pub fn main() !void { + common.init(); + defer common.deinit(); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + var demo = try init(allocator); + defer deinit(&demo, allocator); + + while (common.handleWindowEvents()) { + update(&demo); + draw(&demo); + } +} + +``` + +`samples/frame_pacing_wgpu/README.md`: + +```md +## frame pacing (wgpu) + +Demo of windowed vsync on, fullscreen vsync off and frame limiters + +![image](screenshot.png) + +``` + +`samples/frame_pacing_wgpu/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "frame_pacing_wgpu"; +pub const content_dir = demo_name ++ "_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + @import("zgpu").addLibraryPathsTo(exe); + const zgpu = b.dependency("zgpu", .{ + .target = options.target, + }); + exe.root_module.addImport("zgpu", zgpu.module("root")); + exe.linkLibrary(zgpu.artifact("zdawn")); + + const zgui = b.dependency("zgui", .{ + .target = options.target, + .backend = .glfw_wgpu, + .with_implot = true, + }); + exe.root_module.addImport("zgui", zgui.module("root")); + exe.linkLibrary(zgui.artifact("imgui")); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + exe.step.dependOn(&install_content_step.step); + + if (options.target.result.os.tag == .macos) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("macos12/usr/lib")); + exe.addSystemFrameworkPath(system_sdk.path("macos12/System/Library/Frameworks")); + } + } else if (options.target.result.os.tag == .linux) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("linux/lib/x86_64-linux-gnu")); + } + } + + return exe; +} + +``` + +`samples/frame_pacing_wgpu/src/frame_pacing_wgpu.zig`: + +```zig +const std = @import("std"); + +const zglfw = @import("zglfw"); +const zgpu = @import("zgpu"); +const wgpu = zgpu.wgpu; +const zgui = @import("zgui"); + +const content_dir = @import("build_options").content_dir; +const window_title = "zig-gamedev: frame pacing (wgpu)"; + +const Surface = struct { + window: *zglfw.Window, + gctx: *zgpu.GraphicsContext, + scale_factor: f32, + + const Self = @This(); + + fn init(allocator: std.mem.Allocator, monitor_video_mode: ?MonitorVideoMode) !Self { + var width: i32 = 1280; + var height: i32 = 720; + + // default windowed vsync on (monitor is null) + var present_mode: wgpu.PresentMode = .fifo; + + var monitor: ?*zglfw.Monitor = null; + if (monitor_video_mode) |mvm| { + monitor = mvm.monitor; + width = mvm.video_mode.width; + height = mvm.video_mode.height; + zglfw.windowHint(.red_bits, mvm.video_mode.red_bits); + zglfw.windowHint(.green_bits, mvm.video_mode.green_bits); + zglfw.windowHint(.blue_bits, mvm.video_mode.blue_bits); + zglfw.windowHint(.refresh_rate, mvm.video_mode.refresh_rate); + + // vsync off + present_mode = .immediate; + } + zglfw.windowHint(.client_api, .no_api); + const window = try zglfw.Window.create(width, height, window_title, monitor); + + const gctx = try zgpu.GraphicsContext.create( + allocator, + .{ + .window = window, + .fn_getTime = @ptrCast(&zglfw.getTime), + .fn_getFramebufferSize = @ptrCast(&zglfw.Window.getFramebufferSize), + .fn_getWin32Window = @ptrCast(&zglfw.getWin32Window), + .fn_getX11Display = @ptrCast(&zglfw.getX11Display), + .fn_getX11Window = @ptrCast(&zglfw.getX11Window), + .fn_getWaylandDisplay = @ptrCast(&zglfw.getWaylandDisplay), + .fn_getWaylandSurface = @ptrCast(&zglfw.getWaylandWindow), + .fn_getCocoaWindow = @ptrCast(&zglfw.getCocoaWindow), + }, + .{ + .present_mode = present_mode, + }, + ); + + zgui.init(allocator); + zgui.plot.init(); + + zgui.backend.init( + window, + gctx.device, + @intFromEnum(zgpu.GraphicsContext.swapchain_format), + @intFromEnum(wgpu.TextureFormat.undef), + ); + + const scale_factor = scale_factor: { + const scale = window.getContentScale(); + break :scale_factor @max(scale[0], scale[1]); + }; + { + _ = zgui.io.addFontFromFile( + content_dir ++ "Roboto-Medium.ttf", + std.math.floor(16.0 * scale_factor), + ); + + zgui.getStyle().scaleAllSizes(scale_factor); + } + return .{ + .window = window, + .gctx = gctx, + .scale_factor = scale_factor, + }; + } + + fn reinit(self: *Self, allocator: std.mem.Allocator, monitor_video_mode: ?MonitorVideoMode) !void { + self.deinit(allocator); + const other = try Self.init(allocator, monitor_video_mode); + self.window = other.window; + self.gctx = other.gctx; + } + + fn deinit(self: *Self, allocator: std.mem.Allocator) void { + zgui.backend.deinit(); + zgui.plot.deinit(); + zgui.deinit(); + self.gctx.destroy(allocator); + self.window.destroy(); + } +}; + +const XyData = std.DoublyLinkedList(struct { + x: f64, + y: f64, +}); + +const XyLine = struct { + xv: []const f64, + yv: []const f64, + const Self = @This(); + + fn init(allocator: std.mem.Allocator, xy_data: XyData) !Self { + var xv = try allocator.alloc(f64, xy_data.len); + var yv = try allocator.alloc(f64, xy_data.len); + var current = xy_data.first; + var i: usize = 0; + while (current) |node| : ({ + current = node.next; + i += 1; + }) { + xv[i] = node.data.x; + yv[i] = node.data.y; + } + + return .{ + .xv = xv, + .yv = yv, + }; + } + + fn deinit(self: Self, allocator: std.mem.Allocator) void { + allocator.free(self.xv); + allocator.free(self.yv); + } +}; + +const MonitorVideoMode = struct { + monitor: *zglfw.Monitor, + video_mode: zglfw.VideoMode, +}; + +pub fn main() !void { + try zglfw.init(); + defer zglfw.terminate(); + + // Change current working directory to where the executable is located. + { + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + try std.posix.chdir(path); + } + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + const allocator = gpa.allocator(); + + var surface = try Surface.init(allocator, null); + defer surface.deinit(allocator); + + var frame_time_history: XyData = .{}; + defer while (frame_time_history.pop()) |frame_time| { + allocator.destroy(frame_time); + }; + + const Mode = enum { + windowed, + fullscreen, + }; + var mode: Mode = .windowed; + + const FrameTargetOption = enum { + unlimited, + frame_rate, + frame_time, + }; + var frame_target_option: FrameTargetOption = .unlimited; + + var frame_rate_target: i32 = 60; + var frame_time_target: f32 = 16.666; + + var monitor_names = std.ArrayList([:0]const u8).init(allocator); + defer { + for (monitor_names.items) |monitor_name| { + allocator.free(monitor_name); + } + monitor_names.deinit(); + } + + var monitor_video_modes = std.ArrayList(MonitorVideoMode).init(allocator); + defer monitor_video_modes.deinit(); + + for (zglfw.Monitor.getAll()) |monitor| { + for (try monitor.getVideoModes()) |video_mode| { + const bits = video_mode.red_bits + video_mode.green_bits + video_mode.blue_bits; + try monitor_names.append(try std.fmt.allocPrintZ(allocator, "{s} {}×{} {}-bits {}hz", .{ + try monitor.getName(), + video_mode.width, + video_mode.height, + bits, + video_mode.refresh_rate, + })); + try monitor_video_modes.append(.{ + .monitor = monitor, + .video_mode = video_mode, + }); + } + } + var selected_monitor_video_mode: usize = 0; + + var reinit_surface: bool = false; + + var frame_timer = try std.time.Timer.start(); + main: while (!surface.window.shouldClose() and surface.window.getKey(.escape) != .press) { + if (reinit_surface) { + switch (mode) { + .windowed => try surface.reinit(allocator, null), + .fullscreen => { + const monitor_video_mode = monitor_video_modes.items[selected_monitor_video_mode]; + try surface.reinit(allocator, monitor_video_mode); + }, + } + reinit_surface = false; + continue :main; + } + + // getCurrentTextureView blocks when vsync is on + const swapchain_texture_view = surface.gctx.swapchain.getCurrentTextureView(); + defer swapchain_texture_view.release(); + + { + // spin loop for frame limiter + var target_ns: ?u64 = null; + if (frame_target_option == .frame_rate) { + target_ns = @divTrunc(std.time.ns_per_s, @as(u64, @intCast(frame_rate_target))); + } + if (frame_target_option == .frame_time) { + target_ns = @as(u64, @intFromFloat(std.time.ns_per_ms * frame_time_target)); + } + if (target_ns) |t| { + while (frame_timer.read() < t) { + std.atomic.spinLoopHint(); + } + frame_timer.reset(); + } + } + + // poll for input immediately after vsync or frame limiter to reduce input latency + zglfw.pollEvents(); + + { + defer zgui.end(); + zgui.backend.newFrame( + surface.gctx.swapchain_descriptor.width, + surface.gctx.swapchain_descriptor.height, + ); + + zgui.setNextWindowPos(.{ .x = 20.0, .y = 20.0, .cond = .first_use_ever }); + zgui.setNextWindowSize(.{ .w = 600, .h = 500, .cond = .first_use_ever }); + + if (zgui.begin("Config", .{})) { + { + { + var frame_time_node = try allocator.create(XyData.Node); + frame_time_node.data.x = surface.gctx.stats.time; + frame_time_node.data.y = surface.gctx.stats.average_cpu_time; + frame_time_history.append(frame_time_node); + while (frame_time_history.len > 100) { + const node = frame_time_history.popFirst() orelse unreachable; + allocator.destroy(node); + } + } + + zgui.text( + "{d:.3} ms/frame ({d:.1} fps)", + .{ surface.gctx.stats.average_cpu_time, surface.gctx.stats.fps }, + ); + if (zgui.plot.beginPlot("frame times", .{ .h = surface.scale_factor * 100 })) { + defer zgui.plot.endPlot(); + zgui.plot.setupAxis(.x1, .{ + .flags = .{ + .no_tick_labels = true, + .auto_fit = true, + }, + }); + zgui.plot.setupAxisLimits(.y1, .{ .min = 0, .max = 50 }); + zgui.plot.setupLegend(.{}, .{}); + zgui.plot.setupFinish(); + + const frame_time_line = try XyLine.init(allocator, frame_time_history); + defer frame_time_line.deinit(allocator); + zgui.plot.plotLine("##frame times data", f64, .{ + .xv = frame_time_line.xv, + .yv = frame_time_line.yv, + }); + } + } + { + zgui.separatorText("Mode"); + if (zgui.radioButton("windowed vsync on", .{ .active = mode == .windowed })) { + mode = .windowed; + reinit_surface = true; + } + { + if (zgui.radioButton("fullscreen vsync off", .{ .active = mode == .fullscreen })) { + mode = .fullscreen; + reinit_surface = true; + } + zgui.sameLine(.{}); + { + if (zgui.beginCombo("##monitor", .{ .preview_value = monitor_names.items[selected_monitor_video_mode] })) { + defer zgui.endCombo(); + + for (monitor_names.items, 0..) |monitor_name, i| { + if (zgui.selectable(monitor_name, .{ .selected = i == selected_monitor_video_mode })) { + selected_monitor_video_mode = i; + mode = .fullscreen; + reinit_surface = true; + } + } + } + } + } + } + { + zgui.separatorText("Limiter"); + if (zgui.radioButton("unlimited", .{ .active = frame_target_option == .unlimited })) { + frame_target_option = .unlimited; + } + { + if (zgui.radioButton("frame rate", .{ .active = frame_target_option == .frame_rate })) { + frame_target_option = .frame_rate; + } + zgui.sameLine(.{}); + { + zgui.beginDisabled(.{ .disabled = frame_target_option != .frame_rate }); + defer zgui.endDisabled(); + + _ = zgui.sliderInt("##frame rate", .{ .v = &frame_rate_target, .min = 0, .max = 1000 }); + } + } + + { + if (zgui.radioButton("frame time (ms)", .{ .active = frame_target_option == .frame_time })) { + frame_target_option = .frame_time; + } + zgui.sameLine(.{}); + { + zgui.beginDisabled(.{ .disabled = frame_target_option != .frame_time }); + defer zgui.endDisabled(); + + _ = zgui.sliderFloat("##frame time", .{ .v = &frame_time_target, .min = 0, .max = 100 }); + } + } + } + } + } + + { + const commands = commands: { + const encoder = surface.gctx.device.createCommandEncoder(null); + defer encoder.release(); + + { + const pass = zgpu.beginRenderPassSimple(encoder, .load, swapchain_texture_view, null, null, null); + defer zgpu.endReleasePass(pass); + + zgui.backend.draw(pass); + } + + break :commands encoder.finish(null); + }; + defer commands.release(); + + surface.gctx.submit(&.{commands}); + } + + _ = surface.gctx.present(); + } +} + +``` + +`samples/gamepad_wgpu/README.md`: + +```md +## gamepad (wgpu) + +Demo of gamepad support in zglfw. + +Known upstream issue: https://github.com/glfw/glfw/issues/619 + +![image](screenshot.png) + +``` + +`samples/gamepad_wgpu/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "gamepad_wgpu"; +pub const content_dir = demo_name ++ "_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + @import("zgpu").addLibraryPathsTo(exe); + const zgpu = b.dependency("zgpu", .{ + .target = options.target, + }); + exe.root_module.addImport("zgpu", zgpu.module("root")); + exe.linkLibrary(zgpu.artifact("zdawn")); + + const zgui = b.dependency("zgui", .{ + .target = options.target, + .backend = .glfw_wgpu, + }); + exe.root_module.addImport("zgui", zgui.module("root")); + exe.linkLibrary(zgui.artifact("imgui")); + + const zmath = b.dependency("zmath", .{ + .target = options.target, + }); + exe.root_module.addImport("zmath", zmath.module("root")); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + exe.step.dependOn(&install_content_step.step); + + if (options.target.result.os.tag == .macos) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("macos12/usr/lib")); + exe.addSystemFrameworkPath(system_sdk.path("macos12/System/Library/Frameworks")); + } + } else if (options.target.result.os.tag == .linux) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("linux/lib/x86_64-linux-gnu")); + } + } + + return exe; +} + +``` + +`samples/gamepad_wgpu/src/gamecontrollerdb.txt`: + +```txt +# Game Controller DB for SDL in 2.0.16 format +# Source: https://github.com/gabomdq/SDL_GameControllerDB + +# Windows +03000000300f00000a01000000000000,3 In 1 Conversion Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b8,x:b3,y:b0,platform:Windows, +03000000fa2d00000100000000000000,3dRudder Foot Motion Controller,leftx:a0,lefty:a1,rightx:a5,righty:a2,platform:Windows, +03000000d0160000040d000000000000,4Play Adapter,a:b1,b:b3,back:b4,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,leftstick:b14,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b15,righttrigger:b9,rightx:a3,righty:a4,start:b5,x:b0,y:b2,platform:Windows, +03000000d0160000050d000000000000,4Play Adapter,a:b1,b:b3,back:b4,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,leftstick:b14,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b15,righttrigger:b9,rightx:a3,righty:a4,start:b5,x:b0,y:b2,platform:Windows, +03000000d0160000060d000000000000,4Play Adapter,a:b1,b:b3,back:b4,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,leftstick:b14,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b15,righttrigger:b9,rightx:a3,righty:a4,start:b5,x:b0,y:b2,platform:Windows, +03000000d0160000070d000000000000,4Play Adapter,a:b1,b:b3,back:b4,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,leftstick:b14,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b15,righttrigger:b9,rightx:a3,righty:a4,start:b5,x:b0,y:b2,platform:Windows, +03000000d0160000600a000000000000,4Play Adapter,a:b1,b:b3,back:b4,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,leftstick:b14,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b15,righttrigger:b9,rightx:a3,righty:a4,start:b5,x:b0,y:b2,platform:Windows, +03000000c82d00000031000000000000,8BitDo Adapter,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00000531000000000000,8BitDo Adapter 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00000951000000000000,8BitDo Dogbone,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a2,rightx:a3,righty:a5,start:b11,platform:Windows, +03000000008000000210000000000000,8BitDo F30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +030000003512000011ab000000000000,8BitDo F30 Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, 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SN30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00006228000000000000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000021000000000000,8BitDo SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00000160000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000161000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000121000000000000,8BitDo SN30 Pro for Android,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00000260000000000000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00000261000000000000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00001330000000000000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000a00500003232000000000000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Windows, +03000000c82d00001890000000000000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows, +03000000c82d00003032000000000000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows, +030000008f0e00001200000000000000,Acme GA02,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +03000000c01100000355000000000000,Acrux,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000fa190000f0ff000000000000,Acteck AGJ 3200,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000d1180000402c000000000000,ADT1,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a3,rightx:a2,righty:a5,x:b3,y:b4,platform:Windows, +03000000341a00003608000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00000263000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001101000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001401000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001402000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001901000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001a01000000000000,Afterglow PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001301000000000000,Afterglow Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e00001302000000000000,Afterglow Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e00001304000000000000,Afterglow Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e00001413000000000000,Afterglow Xbox Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00003901000000000000,Afterglow Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ab1200000103000000000000,Afterglow Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b000000f9000000000000,Afterglow Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000100000008200000000000000,Akishop Customs PS360,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000007c1800000006000000000000,Alienware Dual Compatible PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Windows, +03000000491900001904000000000000,Amazon Luna Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Windows, +03000000710100001904000000000000,Amazon Luna Controller,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b8,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b4,rightstick:b7,rightx:a3,righty:a4,start:b6,x:b3,y:b2,platform:Windows, +03000000830500000160000000000000,Arcade,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b3,x:b4,y:b4,platform:Windows, +03000000120c0000100e000000000000,Armor 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000490b00004406000000000000,ASCII Seamic Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +03000000869800002500000000000000,Astro C40 TR PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000a30c00002700000000000000,Astro City Mini,a:b2,b:b1,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows, +03000000a30c00002800000000000000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a3,lefty:a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows, +03000000050b00000579000000000000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000050b00000679000000000000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000e4150000103f000000000000,Batarang,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000d6200000e557000000000000,Batarang PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000c01100001352000000000000,Battalife Joystick,a:b6,b:b7,back:b2,leftshoulder:b0,leftx:a0,lefty:a1,rightshoulder:b1,start:b3,x:b4,y:b5,platform:Windows, +030000006f0e00003201000000000000,Battlefield 4 PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000ad1b000001f9000000000000,BB 070,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000d62000002a79000000000000,BDA PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000bc2000005250000000000000,Beitong G3,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b5,righttrigger:b9,rightx:a3,righty:a4,start:b15,x:b3,y:b4,platform:Windows, +030000000d0500000208000000000000,Belkin Nostromo N40,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +03000000bc2000006012000000000000,Betop 2126F,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000bc2000000055000000000000,Betop BFM,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000bc2000006312000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000bc2000006321000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000bc2000006412000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000c01100000555000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000c01100000655000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000790000000700000000000000,Betop Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows, +03000000808300000300000000000000,Betop Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows, +030000006f0e00006401000000000000,BF One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Windows, +03000000300f00000202000000000000,Bigben,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a5,righty:a2,start:b7,x:b2,y:b3,platform:Windows, +030000006b1400000209000000000000,Bigben,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006b1400000055000000000000,Bigben PS3 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000006b1400000103000000000000,Bigben PS3 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows, +03000000120c0000200e000000000000,Brook Mars PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000210e000000000000,Brook Mars PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000f10e000000000000,Brook PS2 Adapter,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000310c000000000000,Brook Super Converter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows, +03000000d81d00000b00000000000000,Buffalo BSGP1601 Series,a:b5,b:b3,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b13,x:b4,y:b2,platform:Windows, +030000005b1c00002400000000000000,Capcom Home Arcade Controller,a:b3,b:b4,back:b7,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b6,x:b0,y:b1,platform:Windows, +030000005b1c00002500000000000000,Capcom Home Arcade Controller,a:b3,b:b4,back:b7,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b6,x:b0,y:b1,platform:Windows, +030000006d04000042c2000000000000,ChillStream,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000e82000006058000000000000,Cideko AK08b,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000457500000401000000000000,Cobra,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000b0400003365000000000000,Competition Pro,a:b0,b:b1,back:b2,leftx:a0,lefty:a1,start:b3,platform:Windows, +030000004c050000c505000000000000,CronusMax Adapter,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000d814000007cd000000000000,Cthulhu,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000d8140000cefa000000000000,Cthulhu,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000260900008888000000000000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a4,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Windows, +030000003807000002cb000000000000,Cyborg,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000a306000022f6000000000000,Cyborg V.3 Rumble,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000f806000000a3000000000000,DA Leader,a:b7,b:b6,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b0,leftstick:b8,lefttrigger:b1,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:b3,rightx:a2,righty:a3,start:b12,x:b4,y:b5,platform:Windows, +030000001a1c00000001000000000000,Datel Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000451300000830000000000000,Defender Game Racer X7,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000791d00000103000000000000,Dual Box Wii,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000c0160000e105000000000000,Dual Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +030000004f040000070f000000000000,Dual Power,a:b8,b:b9,back:b4,dpdown:b1,dpleft:b2,dpright:b3,dpup:b0,leftshoulder:b13,leftstick:b6,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b12,rightstick:b7,righttrigger:b15,start:b5,x:b10,y:b11,platform:Windows, +030000004f04000012b3000000000000,Dual Power 3,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows, +030000004f04000020b3000000000000,Dual Trigger,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows, +03000000bd12000002e0000000000000,Dual Vibration Joystick,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a2,start:b11,x:b3,y:b0,platform:Windows, +03000000ff1100003133000000000000,DualForce,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b1,platform:Windows, +030000008f0e00000910000000000000,DualShock 2,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a2,start:b11,x:b3,y:b0,platform:Windows, +03000000317300000100000000000000,DualShock 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +030000006f0e00003001000000000000,EA Sports PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000fc0400000250000000000000,Easy Grip,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +030000006e0500000a20000000000000,Elecom DUX60 MMO,a:b2,b:b3,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b14,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b15,righttrigger:b13,rightx:a3,righty:a4,start:b20,x:b0,y:b1,platform:Windows, +03000000b80500000410000000000000,Elecom Gamepad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Windows, +03000000b80500000610000000000000,Elecom Gamepad,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Windows, +030000006e0500000520000000000000,Elecom P301U PlayStation Controller Adapter,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows, +03000000411200004450000000000000,Elecom U1012,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows, +030000006e0500000320000000000000,Elecom U3613M,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows, +030000006e0500000e20000000000000,Elecom U3912T,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows, +030000006e0500000f20000000000000,Elecom U4013S,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows, +030000006e0500001320000000000000,Elecom U4113,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006e0500001020000000000000,Elecom U4113S,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Windows, +030000006e0500000720000000000000,Elecom W01U,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Windows, +030000007d0400000640000000000000,Eliminator AfterShock,a:b1,b:b2,back:b9,dpdown:+a3,dpleft:-a5,dpright:+a5,dpup:-a3,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a4,righty:a2,start:b8,x:b0,y:b3,platform:Windows, +03000000120c0000f61c000000000000,Elite,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000430b00000300000000000000,EMS Production PS2 Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000242f000000b7000000000000,ESM 9110,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Windows, +03000000101c0000181c000000000000,Essential,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b4,leftx:a1,lefty:a0,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +030000008f0e00000f31000000000000,EXEQ,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows, +03000000341a00000108000000000000,EXEQ RF Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000006f0e00008401000000000000,Faceoff Deluxe Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00008001000000000000,Faceoff Pro Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000021000000090000000000000,FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b14,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows, +0300000011040000c600000000000000,FC801,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows, +03000000852100000201000000000000,FF GP1,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000ad1b000028f0000000000000,Fightpad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b00002ef0000000000000,Fightpad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b000038f0000000000000,Fightpad TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,rightshoulder:b5,righttrigger:b9,start:b7,x:b2,y:b3,platform:Windows, +03000000f806000001a3000000000000,Firestorm,a:b9,b:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b0,leftstick:b10,lefttrigger:b1,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,start:b12,x:b8,y:b4,platform:Windows, +03000000b50700000399000000000000,Firestorm 2,a:b2,b:b4,back:b10,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b8,righttrigger:b9,start:b11,x:b3,y:b5,platform:Windows, +03000000b50700001302000000000000,Firestorm D3,a:b0,b:b2,leftshoulder:b4,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,x:b1,y:b3,platform:Windows, +03000000b40400001024000000000000,Flydigi Apex,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000151900004000000000000000,Flydigi Vader 2,a:b11,b:b10,back:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,leftstick:b1,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b0,righttrigger:b4,rightx:a3,righty:a4,start:b2,x:b9,y:b8,platform:Windows, +03000000b40400001124000000000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b4,paddle2:b5,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b2,y:b3,platform:Windows, +03000000b40400001224000000000000,Flydigi Vader 2 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b15,paddle2:b16,paddle3:b17,paddle4:b18,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows, +030000008305000000a0000000000000,G08XU,a:b0,b:b1,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b5,x:b2,y:b3,platform:Windows, +0300000066f700000100000000000000,Game VIB Joystick,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Windows, +03000000260900002625000000000000,GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,lefttrigger:a4,leftx:a0,lefty:a1,righttrigger:a5,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Windows, +03000000341a000005f7000000000000,GameCube Controller,a:b2,b:b3,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b1,y:b0,platform:Windows, +03000000430b00000500000000000000,GameCube Controller,a:b0,b:b2,dpdown:b10,dpleft:b8,dpright:b9,dpup:b11,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a3,rightx:a5,righty:a2,start:b7,x:b1,y:b3,platform:Windows, +03000000790000004718000000000000,GameCube Controller,a:b1,b:b0,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +03000000790000004618000000000000,GameCube Controller Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +030000008f0e00000d31000000000000,Gamepad 3 Turbo,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000ac0500003d03000000000000,GameSir G3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000ac0500005b05000000000000,GameSir G3w,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000ac0500002d02000000000000,GameSir G4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000ac0500004d04000000000000,GameSir G4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +030000004c0e00001035000000000000,Gamester,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +030000000d0f00001110000000000000,GameStick Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +0300000047530000616d000000000000,GameStop,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000c01100000140000000000000,GameStop PS4 Fun Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000b62500000100000000000000,Gametel GT004 01,a:b3,b:b0,dpdown:b10,dpleft:b9,dpright:b8,dpup:b11,leftshoulder:b4,rightshoulder:b5,start:b7,x:b1,y:b2,platform:Windows, +030000008f0e00001411000000000000,Gamo2 Divaller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000a857000000000000,Gator Claw,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000c9110000f055000000000000,GC100XF,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000008305000009a0000000000000,Genius,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000008305000031b0000000000000,Genius Maxfire Blaze 3,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000451300000010000000000000,Genius Maxfire Grandias 12,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000005c1a00003330000000000000,Genius MaxFire Grandias 12V,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +03000000300f00000b01000000000000,GGE909 Recoil,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000f0250000c283000000000000,Gioteck PlayStation Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000f025000021c1000000000000,Gioteck PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000f025000031c1000000000000,Gioteck PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000f0250000c383000000000000,Gioteck VX2 PlayStation Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000f0250000c483000000000000,Gioteck VX2 PlayStation Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000004f04000026b3000000000000,GP XID,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +0300000079000000d418000000000000,GPD Win,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c6240000025b000000000000,GPX,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000007d0400000840000000000000,Gravis Destroyer Tilt,+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b1,b:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,x:b0,y:b3,platform:Windows, +030000007d0400000540000000000000,Gravis Eliminator Pro,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +03000000280400000140000000000000,Gravis GamePad Pro,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a3,dpup:-a4,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000008f0e00000610000000000000,GreenAsia,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a5,righty:a2,start:b11,x:b3,y:b0,platform:Windows, +03000000ac0500006b05000000000000,GT2a,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000341a00000302000000000000,Hama Scorpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00004900000000000000,Hatsune Miku Sho PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000001008000001e1000000000000,Havit HV G60,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b3,y:b0,platform:Windows, +030000000d0f00000c00000000000000,HEXT,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000d81400000862000000000000,HitBox Edition Cthulhu,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,lefttrigger:b4,rightshoulder:b7,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows, +03000000632500002605000000000000,HJD X,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +030000000d0f00000a00000000000000,Hori DOA,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f00008500000000000000,Hori Fighting Commander 2016 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00002500000000000000,Hori Fighting Commander 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00002d00000000000000,Hori Fighting Commander 3 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00005f00000000000000,Hori Fighting Commander 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00005e00000000000000,Hori Fighting Commander 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00008400000000000000,Hori Fighting Commander 5,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00005100000000000000,Hori Fighting Commander PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00008600000000000000,Hori Fighting Commander Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f0000ba00000000000000,Hori Fighting Commander Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f00008800000000000000,Hori Fighting Stick mini 4 (PS3),a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b8,x:b0,y:b3,platform:Windows, +030000000d0f00008700000000000000,Hori Fighting Stick mini 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00001000000000000000,Hori Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00003200000000000000,Hori Fightstick 3W,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000c000000000000000,Hori Fightstick 4,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f00000d00000000000000,Hori Fightstick EX2,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +030000000d0f00003701000000000000,Hori Fightstick Mini,a:b1,b:b0,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Windows, +030000000d0f00004000000000000000,Hori Fightstick Mini 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,lefttrigger:b4,rightshoulder:b7,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00002100000000000000,Hori Fightstick V3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00002700000000000000,Hori Fightstick V3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000a000000000000000,Hori Grip TAC4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b13,x:b0,y:b3,platform:Windows, +030000000d0f0000a500000000000000,Hori Miku Project Diva X HD PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000a600000000000000,Hori Miku Project Diva X HD PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00000101000000000000,Hori Mini Hatsune Miku FT,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00005400000000000000,Hori Pad 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00000900000000000000,Hori Pad 3 Turbo,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00004d00000000000000,Hori Pad A,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00003801000000000000,Hori PC Engine Mini Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,platform:Windows, +030000000d0f00009200000000000000,Hori Pokken Tournament DX Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00002301000000000000,Hori PS4 Controller Light,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +030000000d0f00001100000000000000,Hori Real Arcade Pro 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00002600000000000000,Hori Real Arcade Pro 3P,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00004b00000000000000,Hori Real Arcade Pro 3W,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006a00000000000000,Hori Real Arcade Pro 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006b00000000000000,Hori Real Arcade Pro 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00008a00000000000000,Hori Real Arcade Pro 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00008b00000000000000,Hori Real Arcade Pro 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006f00000000000000,Hori Real Arcade Pro 4 VLX,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00007000000000000000,Hori Real Arcade Pro 4 VLX,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00003d00000000000000,Hori Real Arcade Pro N3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b10,leftstick:b4,lefttrigger:b11,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b6,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000ae00000000000000,Hori Real Arcade Pro N4,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f00008c00000000000000,Hori Real Arcade Pro P4,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f0000aa00000000000000,Hori Real Arcade Pro S,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000d800000000000000,Hori Real Arcade Pro S,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Windows, +030000000d0f00002200000000000000,Hori Real Arcade Pro V3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00005b00000000000000,Hori Real Arcade Pro V4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00005c00000000000000,Hori Real Arcade Pro V4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000af00000000000000,Hori Real Arcade Pro VHS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00001b00000000000000,Hori Real Arcade Pro VX,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b000002f5000000000000,Hori Real Arcade Pro VX,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b11,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Windows, +030000000d0f00009c00000000000000,Hori TAC Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000c900000000000000,Hori Taiko Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000c100000000000000,Horipad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006400000000000000,Horipad 3TP,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00001300000000000000,Horipad 3W,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00005500000000000000,Horipad 4 FPS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006e00000000000000,Horipad 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006600000000000000,Horipad 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00004200000000000000,Horipad A,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000ad1b000001f5000000000000,Horipad EXT2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f0000ee00000000000000,Horipad Mini 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f00006700000000000000,Horipad One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000000d0f0000dc00000000000000,Horipad Switch,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000242e00000b20000000000000,Hyperkin Admiral N64 Controller,+rightx:b11,+righty:b13,-rightx:b8,-righty:b12,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,platform:Windows, +03000000242e0000ff0b000000000000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,platform:Windows, +03000000790000004e95000000000000,Hyperkin N64 Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a5,righty:a2,start:b9,platform:Windows, +03000000d81d00000e00000000000000,iBuffalo AC02 Arcade Joystick,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,rightx:a2,righty:a5,start:b8,x:b4,y:b5,platform:Windows, +03000000d81d00000f00000000000000,iBuffalo BSGP1204 Series,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000d81d00001000000000000000,iBuffalo BSGP1204P Series,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000005c0a00000285000000000000,iDroidCon,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b6,platform:Windows, +03000000696400006964000000000000,iDroidCon Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000b50700001403000000000000,Impact Black,a:b2,b:b3,back:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows, +030000006f0e00002401000000000000,Injustice Fightstick PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +03000000830500005130000000000000,InterAct ActionPad,a:b0,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +03000000ef0500000300000000000000,InterAct AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Windows, +03000000fd0500000230000000000000,InterAct AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a5,start:b11,x:b0,y:b1,platform:Windows, +03000000fd0500000030000000000000,Interact GoPad,a:b3,b:b4,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,x:b0,y:b1,platform:Windows, +03000000fd0500003902000000000000,InterAct Hammerhead,a:b3,b:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b2,lefttrigger:b8,rightshoulder:b7,rightstick:b5,righttrigger:b9,start:b10,x:b0,y:b1,platform:Windows, +03000000fd0500002a26000000000000,InterAct Hammerhead FX,a:b3,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b0,y:b1,platform:Windows, +03000000fd0500002f26000000000000,InterAct Hammerhead FX,a:b4,b:b5,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b1,y:b2,platform:Windows, +03000000fd0500005302000000000000,InterAct ProPad,a:b3,b:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,x:b0,y:b1,platform:Windows, +03000000ac0500002c02000000000000,Ipega Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b14,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000491900000204000000000000,Ipega PG9023,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000491900000304000000000000,Ipega PG9087,+righty:+a5,-righty:-a4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,start:b11,x:b3,y:b4,platform:Windows, +030000007e0500000620000000000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Windows, +030000007e0500000720000000000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Windows, +03000000250900000017000000000000,Joypad Adapter,a:b2,b:b1,back:b9,leftshoulder:b5,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b6,start:b8,x:b3,y:b0,platform:Windows, +03000000bd12000003c0000000000000,Joypad Alpha Shock,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000ff1100004033000000000000,JPD FFB,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a2,start:b15,x:b3,y:b0,platform:Windows, +03000000242f00002d00000000000000,JYS Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000242f00008a00000000000000,JYS Adapter,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b0,y:b3,platform:Windows, +03000000c4100000c082000000000000,KADE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000828200000180000000000000,Keio,a:b4,b:b5,back:b8,leftshoulder:b2,lefttrigger:b3,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b9,x:b0,y:b1,platform:Windows, +03000000790000000200000000000000,King PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows, +03000000bd12000001e0000000000000,Leadership,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +030000006f0e00000103000000000000,Logic3,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e00000104000000000000,Logic3,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000008f0e00001300000000000000,Logic3,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000006d040000d1ca000000000000,Logitech ChillStream,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d040000d2ca000000000000,Logitech Cordless Precision,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d04000011c2000000000000,Logitech Cordless Wingman,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b5,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b2,righttrigger:b7,rightx:a3,righty:a4,x:b4,platform:Windows, +030000006d04000016c2000000000000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d0400001dc2000000000000,Logitech F310,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006d04000018c2000000000000,Logitech F510,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d0400001ec2000000000000,Logitech F510,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006d04000019c2000000000000,Logitech F710,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d0400001fc2000000000000,Logitech F710,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006d0400001ac2000000000000,Logitech Precision,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000006d04000009c2000000000000,Logitech WingMan,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows, +030000006d0400000bc2000000000000,Logitech WingMan Action Pad,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b8,lefttrigger:a5~,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b5,righttrigger:a2~,start:b8,x:b3,y:b4,platform:Windows, +030000006d0400000ac2000000000000,Logitech WingMan RumblePad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,rightx:a3,righty:a4,x:b3,y:b4,platform:Windows, +03000000380700005645000000000000,Lynx,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000222200006000000000000000,Macally,a:b1,b:b2,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b33,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700003888000000000000,Mad Catz Arcade Fightstick TE S Plus PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008532000000000000,Mad Catz Arcade Fightstick TE S PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700006352000000000000,Mad Catz CTRLR,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000380700006652000000000000,Mad Catz CTRLR,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000380700005032000000000000,Mad Catz Fightpad Pro PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700005082000000000000,Mad Catz Fightpad Pro PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008031000000000000,Mad Catz FightStick Alpha PS3 ,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000003807000038b7000000000000,Mad Catz Fightstick TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,rightshoulder:b5,righttrigger:b9,start:b7,x:b2,y:b3,platform:Windows, +03000000380700008433000000000000,Mad Catz Fightstick TE S PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008483000000000000,Mad Catz Fightstick TE S PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008134000000000000,Mad Catz Fightstick TE2 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b7,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b4,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008184000000000000,Mad Catz Fightstick TE2 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,leftstick:b10,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000380700006252000000000000,Mad Catz Micro CTRLR,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008232000000000000,Mad Catz PlayStation Brawlpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008731000000000000,Mad Catz PlayStation Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000003807000056a8000000000000,Mad Catz PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700001888000000000000,Mad Catz SFIV Fightstick PS3,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b5,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b4,righttrigger:b6,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000380700008081000000000000,Mad Catz SFV Arcade Fightstick Alpha PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000380700001847000000000000,Mad Catz Street Fighter 4 Xbox 360 FightStick,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,rightshoulder:b5,righttrigger:b9,start:b7,x:b2,y:b3,platform:Windows, +03000000380700008034000000000000,Mad Catz TE2 PS3 Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000380700008084000000000000,Mad Catz TE2 PS4 Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000002a0600001024000000000000,Matricom,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows, +030000009f000000adbb000000000000,MaxJoypad Virtual Controller,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000250900000128000000000000,Mayflash Arcade Stick,a:b1,b:b2,back:b8,leftshoulder:b0,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b7,start:b9,x:b5,y:b6,platform:Windows, +030000008f0e00001330000000000000,Mayflash Controller Adapter,a:b1,b:b2,back:b8,dpdown:h0.8,dpleft:h0.2,dpright:h0.1,dpup:h0.4,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a3~,righty:a2,start:b9,x:b0,y:b3,platform:Windows, +03000000242f00003700000000000000,Mayflash F101,a:b1,b:b2,back:b8,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +03000000790000003018000000000000,Mayflash F300 Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +03000000242f00003900000000000000,Mayflash F300 Elite Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000790000004418000000000000,Mayflash GameCube Controller,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Windows, +03000000790000004318000000000000,Mayflash GameCube Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Windows, +03000000242f00007300000000000000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b0,y:b3,platform:Windows, +0300000079000000d218000000000000,Mayflash Magic NS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000d620000010a7000000000000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000790000007918000000000000,Mayflash N64 Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,righttrigger:b7,rightx:a3,righty:a2,start:b8,platform:Windows, +030000008f0e00001030000000000000,Mayflash Sega Saturn Adapter,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b5,rightshoulder:b2,righttrigger:b7,start:b9,x:b3,y:b4,platform:Windows, +0300000025090000e803000000000000,Mayflash Wii Classic Adapter,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:a4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:a5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows, +03000000790000000318000000000000,Mayflash Wii DolphinBar,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Windows, +03000000790000000018000000000000,Mayflash Wii U Pro Adapter,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000790000002418000000000000,Mega Drive Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,rightshoulder:b2,start:b9,x:b3,y:b4,platform:Windows, +0300000079000000ae18000000000000,Mega Drive Controller,a:b0,b:b1,back:b7,dpdown:b14,dpleft:b15,dpright:b13,dpup:b2,rightshoulder:b6,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +03000000c0160000990a000000000000,Mega Drive Controller,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,righttrigger:b2,start:b3,platform:Windows, +030000005e0400002800000000000000,Microsoft Dual Strike,a:b3,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,rightx:a0,righty:a1~,start:b5,x:b1,y:b0,platform:Windows, +030000005e0400000300000000000000,Microsoft SideWinder,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows, +030000005e0400000700000000000000,Microsoft SideWinder,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +030000005e0400000e00000000000000,Microsoft SideWinder Freestyle Pro,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,start:b8,x:b3,y:b4,platform:Windows, +030000005e0400002700000000000000,Microsoft SideWinder Plug and Play,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b4,righttrigger:b5,x:b2,y:b3,platform:Windows, +03000000280d00000202000000000000,Miller Lite Cantroller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,start:b5,x:b2,y:b3,platform:Windows, +03000000ad1b000023f0000000000000,MLG,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a6,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +03000000ad1b00003ef0000000000000,MLG Fightstick TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,rightshoulder:b5,righttrigger:b9,start:b7,x:b2,y:b3,platform:Windows, +03000000380700006382000000000000,MLG PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000ffff00000000000000000000,Mocute M053,a:b3,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b11,leftstick:b7,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b6,righttrigger:b4,rightx:a3,righty:a4,start:b8,x:b1,y:b0,platform:Windows, +03000000d6200000e589000000000000,Moga 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Windows, +03000000d62000007162000000000000,Moga Pro,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Windows, +03000000d6200000ad0d000000000000,Moga Pro,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c62400002a89000000000000,Moga XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c62400002b89000000000000,Moga XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c62400001a89000000000000,Moga XP5X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c62400001b89000000000000,Moga XP5X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000efbe0000edfe000000000000,Monect Virtual Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Windows, +03000000250900006688000000000000,MP-8866 Super Dual Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000091200004488000000000000,MUSIA PlayStation 2 Input Display,a:b0,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b6,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b7,righttrigger:b11,rightx:a2,righty:a3,start:b5,x:b1,y:b3,platform:Windows, +03000000f70600000100000000000000,N64 Adaptoid,+rightx:b2,+righty:b1,-rightx:b4,-righty:b5,a:b0,b:b3,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,start:b8,platform:Windows, +030000006b140000010c000000000000,Nacon GC 400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000006b1400001106000000000000,Nacon Revolution 3 PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000006b140000100d000000000000,Nacon Revolution Infinity PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006b140000080d000000000000,Nacon Revolution Unlimited Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000bd12000001c0000000000000,Nebular,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a5,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000eb0300000000000000000000,NeGcon Adapter,a:a2,b:b13,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,lefttrigger:a4,leftx:a1,righttrigger:b11,start:b3,x:a3,y:b12,platform:Windows, +0300000038070000efbe000000000000,NEO SE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +0300000092120000474e000000000000,NeoGeo X Arcade Stick,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b3,y:b2,platform:Windows, +03000000921200004b46000000000000,NES 2 port Adapter,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b11,platform:Windows, +03000000000f00000100000000000000,NES Controller,a:b1,b:b0,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Windows, +03000000921200004346000000000000,NES Controller,a:b0,b:b1,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Windows, +03000000790000004518000000000000,NEXILUX GameCube Controller Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +030000001008000001e5000000000000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,righttrigger:b6,start:b9,x:b3,y:b0,platform:Windows, +03000000050b00000045000000000000,Nexus,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b10,x:b2,y:b3,platform:Windows, +03000000152000000182000000000000,NGDS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Windows, +030000007e0500000920000000000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000000d0500000308000000000000,Nostromo N45,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b12,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b2,y:b3,platform:Windows, +030000007e0500001920000000000000,NSO N64 Controller,+rightx:b8,+righty:b2,-rightx:b3,-righty:b7,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,righttrigger:b10,start:b9,platform:Windows, +030000007e0500001720000000000000,NSO SNES Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b15,start:b9,x:b2,y:b3,platform:Windows, +03000000550900001472000000000000,NVIDIA Controller,a:b11,b:b10,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b7,leftstick:b5,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b4,righttrigger:a5,rightx:a3,righty:a6,start:b3,x:b9,y:b8,platform:Windows, +03000000550900001072000000000000,NVIDIA Shield,a:b9,b:b8,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b3,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b2,righttrigger:a4,rightx:a2,righty:a5,start:b0,x:b7,y:b6,platform:Windows, +030000005509000000b4000000000000,NVIDIA Virtual,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000120c00000288000000000000,Nyko Air Flo Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +030000004b120000014d000000000000,Nyko Airflo,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:a3,leftstick:a0,lefttrigger:b6,rightshoulder:b5,rightstick:a2,righttrigger:b7,start:b9,x:b2,y:b3,platform:Windows, +03000000d62000001d57000000000000,Nyko Airflo PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000791d00000900000000000000,Nyko Playpad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000782300000a10000000000000,Onlive Controller,a:b15,b:b14,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b11,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b13,y:b12,platform:Windows, +030000000d0f00000401000000000000,Onyx,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000008916000001fd000000000000,Onza CE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a3,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000008916000000fd000000000000,Onza TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000d62000006d57000000000000,OPP PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006b14000001a1000000000000,Orange Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows, +03000000362800000100000000000000,OUYA Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:b13,rightx:a3,righty:a4,x:b1,y:b2,platform:Windows, +03000000120c0000f60e000000000000,P4 Gamepad,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b5,lefttrigger:b7,rightshoulder:b4,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows, +03000000790000002201000000000000,PC Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000006f0e00008501000000000000,PDP Fightpad Pro,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b0,platform:Windows, +030000006f0e00000901000000000000,PDP Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000008f0e00004100000000000000,PlaySega,a:b1,b:b0,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b8,x:b4,y:b3,platform:Windows, +03000000666600006706000000000000,PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Windows, +03000000e30500009605000000000000,PlayStation Adapter,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +030000004c050000da0c000000000000,PlayStation Classic Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows, +03000000632500002306000000000000,PlayStation Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows, +03000000f0250000c183000000000000,PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000d9040000160f000000000000,PlayStation Controller Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +030000004c0500003713000000000000,PlayStation Vita,a:b1,b:b2,back:b8,dpdown:b13,dpleft:b15,dpright:b14,dpup:b12,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000d62000006dca000000000000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +0300000062060000d570000000000000,PowerA PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000d620000013a7000000000000,PowerA Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d04000084ca000000000000,Precision,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +03000000d62000009557000000000000,Pro Elite PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000c62400001a53000000000000,Pro Ex Mini,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000d62000009f31000000000000,Pro Ex mini PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000d6200000c757000000000000,Pro Ex mini PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000110e000000000000,Pro5,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000100800000100000000000000,PS1 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +030000008f0e00007530000000000000,PS1 Controller,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b1,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000100800000300000000000000,PS2 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a4,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000250900000088000000000000,PS2 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000250900006888000000000000,PS2 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b6,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000250900008888000000000000,PS2 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +030000006b1400000303000000000000,PS2 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000009d0d00001330000000000000,PS2 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000151a00006222000000000000,PS2 Dual Plus Adapter,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000120a00000100000000000000,PS3 Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000120c00001307000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c00001cf1000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000f90e000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000250900000118000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000250900000218000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000250900000500000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.8,dpleft:h0.4,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b0,y:b3,platform:Windows, +030000004c0500006802000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b10,lefttrigger:a3~,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:a4~,rightx:a2,righty:a5,start:b8,x:b3,y:b0,platform:Windows, +030000004f1f00000800000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +03000000632500007505000000000000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000888800000803000000000000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.8,dpleft:h0.4,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b9,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b0,y:b3,platform:Windows, +03000000888800000804000000000000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,leftshoulder:b10,leftstick:b1,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Windows, +030000008f0e00000300000000000000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b3,y:b0,platform:Windows, +030000008f0e00001431000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000ba2200002010000000000000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a5,righty:a2,start:b9,x:b3,y:b2,platform:Windows, +03000000120c00000807000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000111e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000121e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000130e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000150e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000180e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000181e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000191e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c00001e0e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000a957000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000aa57000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000f21c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000f31c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000f41c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000f51c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120c0000f70e000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000120e0000120c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000160e0000120c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000001a1e0000120c000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000004c050000a00b000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000004c050000c405000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000004c050000cc09000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000004c050000e60c000000000000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +030000004c050000f20d000000000000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows, +03000000830500005020000000000000,PSX,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b2,y:b3,platform:Windows, +03000000300f00000111000000000000,Qanba 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000300f00000211000000000000,Qanba 2P,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000300f00000011000000000000,Qanba Arcade Stick 1008,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b10,x:b0,y:b3,platform:Windows, +03000000300f00001611000000000000,Qanba Arcade Stick 4018,a:b1,b:b2,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b8,x:b0,y:b3,platform:Windows, +03000000222c00000025000000000000,Qanba Dragon Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000222c00000020000000000000,Qanba Drone Arcade Stick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,rightshoulder:b5,righttrigger:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000300f00001211000000000000,Qanba Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000300f00001210000000000000,Qanba Joystick Plus,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Windows, +03000000341a00000104000000000000,Qanba Joystick Q4RAF,a:b5,b:b6,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b0,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b7,start:b9,x:b1,y:b2,platform:Windows, +03000000222c00000223000000000000,Qanba Obsidian Arcade Stick PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000222c00000023000000000000,Qanba Obsidian Arcade Stick PS4,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000008a2400006682000000000000,R1 Mobile Controller,a:b3,b:b1,back:b7,leftx:a0,lefty:a1,start:b6,x:b4,y:b0,platform:Windows, +03000000086700006626000000000000,RadioShack,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b3,y:b0,platform:Windows, +03000000ff1100004733000000000000,Ramox FPS Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b3,y:b0,platform:Windows, +030000009b2800002300000000000000,Raphnet 3DO Adapter,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b2,start:b3,platform:Windows, +030000009b2800006900000000000000,Raphnet 3DO Adapter,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b2,start:b3,platform:Windows, +030000009b2800000800000000000000,Raphnet Dreamcast Adapter,a:b2,b:b1,dpdown:b5,dpleft:b6,dpright:b7,dpup:b4,lefttrigger:a2,leftx:a0,righttrigger:a3,righty:a1,start:b3,x:b10,y:b9,platform:Windows, +030000009b2800003200000000000000,Raphnet GC and N64 Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:+a5,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:+a2,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Windows, +030000009b2800006000000000000000,Raphnet GC and N64 Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:+a5,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:+a2,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Windows, +030000009b2800001800000000000000,Raphnet Jaguar Adapter,a:b2,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b0,righttrigger:b10,start:b3,x:b11,y:b12,platform:Windows, +030000009b2800000200000000000000,Raphnet NES Adapter,a:b7,b:b6,back:b5,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,start:b4,platform:Windows, +030000009b2800004400000000000000,Raphnet PS1 and PS2 Adapter,a:b1,b:b2,back:b5,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b9,rightx:a3,righty:a4,start:b4,x:b0,y:b3,platform:Windows, +030000009b2800004300000000000000,Raphnet Saturn,a:b0,b:b1,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows, +030000009b2800000500000000000000,Raphnet Saturn Adapter 2.0,a:b1,b:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b0,y:b3,platform:Windows, +030000009b2800000300000000000000,Raphnet SNES Adapter,a:b0,b:b4,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Windows, +030000009b2800005600000000000000,Raphnet SNES Adapter,a:b1,b:b4,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b5,platform:Windows, +030000009b2800005700000000000000,Raphnet SNES Adapter,a:b1,b:b4,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b5,platform:Windows, +030000009b2800001e00000000000000,Raphnet Vectrex Adapter,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a1,lefty:a2,x:b2,y:b3,platform:Windows, +030000009b2800002b00000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Windows, +030000009b2800002c00000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Windows, +03000000321500000003000000000000,Razer Hydra,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000321500000204000000000000,Razer Panthera PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000104000000000000,Razer Panthera PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000010000000000000,Razer Raiju,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000507000000000000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000321500000707000000000000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000321500000710000000000000,Razer Raiju TE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000a10000000000000,Razer Raiju TE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000410000000000000,Razer Raiju UE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000910000000000000,Razer Raiju UE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000011000000000000,Razer Raion PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000321500000009000000000000,Razer Serval,+lefty:+a2,-lefty:-a1,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,leftx:a0,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000921200004547000000000000,Retro Bit Sega Genesis Controller Adapter,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b6,x:b3,y:b4,platform:Windows, +03000000790000001100000000000000,Retro Controller,a:b1,b:b2,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,start:b9,x:b0,y:b3,platform:Windows, +03000000830500006020000000000000,Retro Controller,a:b0,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b5,rightshoulder:b8,righttrigger:b9,start:b7,x:b2,y:b3,platform:Windows, +03000000bd12000013d0000000000000,Retrolink Sega Saturn Classic Controller,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b5,lefttrigger:b6,rightshoulder:b2,righttrigger:b7,start:b8,x:b3,y:b4,platform:Windows, +03000000bd12000015d0000000000000,Retrolink SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Windows, +0300000000f000000300000000000000,RetroUSB RetroPad,a:b1,b:b5,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Windows, +0300000000f00000f100000000000000,RetroUSB Super RetroPort,a:b1,b:b5,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Windows, +03000000830500000960000000000000,Revenger,a:b0,b:b1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b3,x:b4,y:b5,platform:Windows, +030000006b140000010d000000000000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000006b140000020d000000000000,Revolution Pro Controller 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000006b140000130d000000000000,Revolution Pro Controller 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00001f01000000000000,Rock Candy,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e00004601000000000000,Rock Candy,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c6240000fefa000000000000,Rock Candy Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e00001e01000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00002801000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00002f01000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00008701000000000000,Rock Candy Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000050b0000e318000000000000,ROG Chakram,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows, +03000000050b0000e518000000000000,ROG Chakram,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows, +03000000050b00005819000000000000,ROG Chakram Core,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows, +03000000050b0000181a000000000000,ROG Chakram X,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows, +03000000050b00001a1a000000000000,ROG Chakram X,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows, +03000000050b00001c1a000000000000,ROG Chakram X,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows, +030000004f04000001d0000000000000,Rumble Force,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows, +030000008916000000fe000000000000,Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c6240000045d000000000000,Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000a30600001af5000000000000,Saitek Cyborg,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000a306000023f6000000000000,Saitek Cyborg V.1 Game,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000300f00001201000000000000,Saitek Dual Analog,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows, +03000000a30600000701000000000000,Saitek P220,a:b2,b:b3,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,x:b0,y:b1,platform:Windows, +03000000a30600000cff000000000000,Saitek P2500 Force Rumble,a:b2,b:b3,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b0,y:b1,platform:Windows, +03000000a30600000d5f000000000000,Saitek P2600,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a3,righty:a2,start:b8,x:b0,y:b3,platform:Windows, +03000000a30600000dff000000000000,Saitek P2600,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a5,righty:a2,start:b8,x:b0,y:b3,platform:Windows, +03000000a30600000c04000000000000,Saitek P2900,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Windows, +03000000a306000018f5000000000000,Saitek P3200,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000300f00001001000000000000,Saitek P480 Rumble,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows, +03000000a30600000901000000000000,Saitek P880,a:b2,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b8,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b5,rightx:a3,righty:a2,x:b0,y:b1,platform:Windows, +03000000a30600000b04000000000000,Saitek P990,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Windows, +03000000a30600002106000000000000,Saitek PS1000 PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000a306000020f6000000000000,Saitek PS2700 PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows, +03000000300f00001101000000000000,Saitek Rumble,a:b2,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows, +03000000e804000000a0000000000000,Samsung EIGP20,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000c01100000252000000000000,Sanwa Easy Grip,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +03000000c01100004350000000000000,Sanwa Micro Grip P3,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,x:b3,y:b2,platform:Windows, +03000000411200004550000000000000,Sanwa Micro Grip Pro,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a1,righty:a2,start:b9,x:b1,y:b3,platform:Windows, +03000000c01100004150000000000000,Sanwa Micro Grip Pro,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows, +03000000c01100004450000000000000,Sanwa Online Grip,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b8,rightstick:b11,righttrigger:b9,rightx:a3,righty:a2,start:b14,x:b3,y:b4,platform:Windows, +03000000730700000401000000000000,Sanwa PlayOnline Mobile,a:b0,b:b1,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Windows, +03000000830500006120000000000000,Sanwa Smart Grip II,a:b0,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,x:b1,y:b3,platform:Windows, +03000000c01100000051000000000000,Satechi Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +030000004f04000028b3000000000000,Score A,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000952e00002577000000000000,Scuf PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000a30c00002500000000000000,Sega Genesis Mini 3B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,righttrigger:b5,start:b9,platform:Windows, +03000000a30c00002400000000000000,Sega Mega Drive Mini 6B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows, +0300000000050000289b000000000000,Sega Saturn Adapter,a:b1,b:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b0,y:b3,platform:Windows, +0300000000f000000800000000000000,Sega Saturn Controller,a:b1,b:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,rightshoulder:b7,righttrigger:b3,start:b0,x:b5,y:b6,platform:Windows, +03000000730700000601000000000000,Sega Saturn Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows, +03000000b40400000a01000000000000,Sega Saturn Controller,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows, +030000003b07000004a1000000000000,SFX,a:b0,b:b2,back:b7,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b9,righttrigger:b5,start:b8,x:b1,y:b3,platform:Windows, +03000000f82100001900000000000000,Shogun Bros Chameleon X1,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000120c00001c1e000000000000,SnakeByte 4S PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +0300000003040000c197000000000000,SNES Controller,a:b0,b:b4,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Windows, +0300000081170000960a000000000000,SNES Controller,a:b4,b:b0,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b5,y:b1,platform:Windows, +03000000811700009d0a000000000000,SNES Controller,a:b0,b:b4,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Windows, +030000008b2800000300000000000000,SNES Controller,a:b0,b:b4,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Windows, +03000000921200004653000000000000,SNES Controller,a:b0,b:b4,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Windows, +03000000ff000000cb01000000000000,Sony PlayStation Portable,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows, +03000000341a00000208000000000000,Speedlink 6555,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:-a4,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a4,rightx:a3,righty:a2,start:b7,x:b2,y:b3,platform:Windows, +03000000341a00000908000000000000,Speedlink 6566,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000380700001722000000000000,Speedlink Competition Pro,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,x:b2,y:b3,platform:Windows, +030000008f0e00000800000000000000,Speedlink Strike FX,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000c01100000591000000000000,Speedlink Torid,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000d11800000094000000000000,Stadia Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:b11,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows, +03000000de280000fc11000000000000,Steam Virtual Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000de280000ff11000000000000,Steam Virtual Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000120c0000160e000000000000,Steel Play Metaltech PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000110100001914000000000000,SteelSeries,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightstick:b14,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000381000001214000000000000,SteelSeries Free,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows, +03000000110100003114000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000381000003014000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000381000003114000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000381000001814000000000000,SteelSeries Stratus XL,a:b0,b:b1,back:b18,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b19,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b2,y:b3,platform:Windows, +03000000790000001c18000000000000,STK 7024X,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000380700003847000000000000,Street Fighter Fightstick TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b11,start:b7,x:b2,y:b3,platform:Windows, +030000001f08000001e4000000000000,Super Famicom Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Windows, +03000000790000000418000000000000,Super Famicom Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b33,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows, +03000000341200001300000000000000,Super Racer,a:b2,b:b3,back:b8,leftshoulder:b5,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b4,righttrigger:b7,x:b0,y:b1,platform:Windows, +03000000d620000011a7000000000000,Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000000d0f0000f600000000000000,Switch Hori Pad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000457500002211000000000000,Szmy Power PC Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000004f0400000ab1000000000000,T16000M,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b4,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b10,x:b2,y:b3,platform:Windows, +030000000d0f00007b00000000000000,TAC GEAR,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000e40a00000207000000000000,Taito Egret II Mini Controller,a:b4,b:b2,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,guide:b9,rightshoulder:b0,righttrigger:b1,start:b7,x:b8,y:b3,platform:Windows, +03000000d814000001a0000000000000,TE Kitty,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000fa1900000706000000000000,Team 5,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000b50700001203000000000000,Techmobility X6-38V,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows, +03000000ba2200000701000000000000,Technology Innovation PS2 Adapter,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b2,platform:Windows, +03000000c61100001000000000000000,Tencent Xianyou Gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,x:b3,y:b4,platform:Windows, +03000000790000002601000000000000,TGZ,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b3,y:b0,platform:Windows, +030000004f04000015b3000000000000,Thrustmaster Dual Analog 4,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows, +030000004f04000023b3000000000000,Thrustmaster Dual Trigger PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000004f0400000ed0000000000000,ThrustMaster eSwap Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000004f04000008d0000000000000,ThrustMaster Ferrari 150 PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000004f04000000b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Windows, +030000004f04000004b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows, +030000004f04000003d0000000000000,ThrustMaster Run N Drive PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b7,leftshoulder:a3,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:a4,rightstick:b11,righttrigger:b5,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000004f04000009d0000000000000,ThrustMaster Run N Drive PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +030000006d04000088ca000000000000,Thunderpad,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +03000000666600000288000000000000,TigerGame PlayStation Adapter,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +03000000666600000488000000000000,TigerGame PlayStation Adapter,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +030000004f04000007d0000000000000,TMini,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000571d00002100000000000000,Tomee NES Controller Adapter,a:b1,b:b0,back:b2,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,start:b3,platform:Windows, +03000000571d00002000000000000000,Tomee SNES Controller Adapter,a:b0,b:b1,back:b6,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows, +03000000d62000006000000000000000,Tournament PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000c01100000055000000000000,Tronsmart,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000005f140000c501000000000000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000b80500000210000000000000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000004f04000087b6000000000000,TWCS Throttle,dpdown:b8,dpleft:b9,dpright:b7,dpup:b6,leftstick:b5,lefttrigger:-a5,leftx:a0,lefty:a1,righttrigger:+a5,platform:Windows, +03000000411200000450000000000000,Twin Shock,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a4,start:b11,x:b3,y:b0,platform:Windows, +03000000d90400000200000000000000,TwinShock PS2 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000151900005678000000000000,Uniplay U6,a:b0,b:b1,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b10,x:b3,y:b4,platform:Windows, +03000000101c0000171c000000000000,uRage Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +030000000b0400003065000000000000,USB Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b3,y:b0,platform:Windows, +03000000242f00006e00000000000000,USB Controller,a:b1,b:b4,back:b10,leftshoulder:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b9,righttrigger:b7,rightx:a2,righty:a5,start:b11,x:b0,y:b3,platform:Windows, +03000000300f00000701000000000000,USB Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000341a00002308000000000000,USB Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000666600000188000000000000,USB Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows, +030000006b1400000203000000000000,USB Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000790000000a00000000000000,USB Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows, +03000000b404000081c6000000000000,USB Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b3,y:b0,platform:Windows, +03000000b50700001503000000000000,USB Controller,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a5,righty:a2,start:b9,x:b0,y:b1,platform:Windows, +03000000bd12000012d0000000000000,USB Controller,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows, +03000000ff1100004133000000000000,USB Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a4,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000632500002305000000000000,USB Vibration Joystick,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows, +03000000790000001a18000000000000,Venom,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows, +03000000790000001b18000000000000,Venom Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00000302000000000000,Victrix PS4 Pro Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +030000006f0e00000702000000000000,Victrix PS4 Pro Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows, +0300000034120000adbe000000000000,vJoy Device,a:b0,b:b1,back:b15,dpdown:b6,dpleft:b7,dpright:b8,dpup:b5,guide:b16,leftshoulder:b9,leftstick:b13,lefttrigger:b11,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b14,righttrigger:b12,rightx:a3,righty:a4,start:b4,x:b2,y:b3,platform:Windows, +03000000120c0000ab57000000000000,Warrior Joypad JS083,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +030000007e0500003003000000000000,Wii U Pro,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,leftshoulder:b6,leftstick:b11,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b12,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows, +0300000032150000030a000000000000,Wildcat,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +0300000032150000140a000000000000,Wolverine,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000002e160000efbe000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b10,rightshoulder:b5,righttrigger:b11,start:b7,x:b2,y:b3,platform:Windows, +03000000380700001647000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000380700002045000000000000,Xbox 360 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, +03000000380700002644000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a2,righty:a5,start:b8,x:b2,y:b3,platform:Windows, +03000000380700002647000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000003807000026b7000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000380700003647000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a7,righty:a5,start:b7,x:b2,y:b3,platform:Windows, +030000005e0400001907000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e0400008e02000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e0400009102000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b000000fd000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b000001fd000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b000016f0000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000ad1b00008e02000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c62400000053000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c6240000fdfa000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000380700002847000000000000,Xbox 360 Fightpad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000a102000000000000,Xbox 360 Wireless Receiver,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e0400000a0b000000000000,Xbox Adaptive Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000120c00000a88000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a2,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +03000000120c00001088000000000000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2~,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5~,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000002a0600002000000000000000,Xbox Controller,a:b0,b:b1,back:b13,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,leftshoulder:b5,leftstick:b14,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b15,righttrigger:b7,rightx:a2,righty:a5,start:b12,x:b2,y:b3,platform:Windows, +03000000300f00008888000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:b13,dpleft:b10,dpright:b11,dpup:b12,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +03000000380700001645000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +03000000380700002645000000000000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000380700003645000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +03000000380700008645000000000000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e0400000202000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +030000005e0400008502000000000000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e0400008702000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b7,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +030000005e0400008902000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b10,leftstick:b8,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b9,righttrigger:b4,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows, +030000000d0f00006300000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e0400000c0b000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000d102000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000dd02000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000e002000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000e302000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000ea02000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000fd02000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000ff02000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e0000a802000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000006f0e0000c802000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000c62400003a54000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000005e040000130b000000000000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +03000000341a00000608000000000000,Xeox,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +03000000450c00002043000000000000,Xeox SL6556BK,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows, +030000006f0e00000300000000000000,XGear,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a5,righty:a2,start:b9,x:b3,y:b0,platform:Windows, +03000000172700004431000000000000,Xiaomi Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a7,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows, +03000000172700003350000000000000,Xiaomi XMGP01YM,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000bc2000005060000000000000,Xiaomi XMGP01YM,+lefty:+a2,+righty:+a5,-lefty:-a1,-righty:-a4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,start:b11,x:b3,y:b4,platform:Windows, +03000000786901006e70000000000000,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows, +030000007d0400000340000000000000,Xterminator Digital Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:-a4,lefttrigger:+a4,leftx:a0,lefty:a1,paddle1:b7,paddle2:b6,rightshoulder:b5,rightstick:b9,righttrigger:b2,rightx:a3,righty:a5,start:b8,x:b3,y:b4,platform:Windows, +03000000790000004f18000000000000,ZDT Android Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows, +03000000120c00000500000000000000,Zeroplus Adapter,a:b2,b:b1,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b0,righttrigger:b5,rightx:a3,righty:a2,start:b8,x:b3,y:b0,platform:Windows, +03000000120c0000101e000000000000,Zeroplus P4 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows, + +# Mac OS X +030000008f0e00000300000009010000,2 In 1 Joystick,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000c82d00000031000001000000,8BitDo Adapter,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00000531000000020000,8BitDo Adapter 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00000951000000010000,8BitDo Dogbone,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightx:a2,righty:a3,start:b11,platform:Mac OS X, +03000000c82d00000090000001000000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001038000000010000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001251000000010000,8BitDo Lite 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001251000000020000,8BitDo Lite 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001151000000010000,8BitDo Lite SE,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001151000000020000,8BitDo Lite SE,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000a30c00002400000006020000,8BitDo M30,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,guide:b9,leftshoulder:b6,lefttrigger:b5,rightshoulder:b4,righttrigger:b7,start:b8,x:b3,y:b0,platform:Mac OS X, +03000000c82d00000151000000010000,8BitDo M30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00000650000001000000,8BitDo M30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00005106000000010000,8BitDo M30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,guide:b2,leftshoulder:b6,lefttrigger:a5,rightshoulder:b7,righttrigger:a4,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000451000000010000,8BitDo N30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightx:a2,righty:a3,start:b11,platform:Mac OS X, +03000000c82d00001590000001000000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00006528000000010000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +030000003512000012ab000001000000,8BitDo NES30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d000012ab000001000000,8BitDo NES30,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00002028000000010000,8BitDo NES30,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000022000000090000001000000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000203800000900000000010000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000190000001000000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000751000000010000,8BitDo P30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00000851000000010000,8BitDo P30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00000660000000010000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000660000000020000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000131000001000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000231000001000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000331000001000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000431000001000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00002867000000010000,8BitDo S30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b3,y:b4,platform:Mac OS X, +03000000102800000900000000000000,8BitDo SFC30 Joystick,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000351000000010000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00001290000001000000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00004028000000010000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000160000001000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000161000000010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000260000001000000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00000261000000010000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000a00500003232000008010000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000a00500003232000009010000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c82d00001890000001000000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000c82d00003032000000010000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a31,start:b11,x:b4,y:b3,platform:Mac OS X, +03000000491900001904000001010000,Amazon Luna Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Mac OS X, +03000000710100001904000000010000,Amazon Luna Controller,a:b0,b:b1,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Mac OS X, +03000000a30c00002700000003030000,Astro City Mini,a:b2,b:b1,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000a30c00002800000003030000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a3,lefty:a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000050b00000045000031000000,ASUS Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000050b00000579000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b42,paddle1:b9,paddle2:b11,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X, +03000000050b00000679000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b23,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X, +03000000c62400001a89000000010000,BDA MOGA XP5-X Plus,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X, +03000000c62400001b89000000010000,BDA MOGA XP5-X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000d62000002a79000000010000,BDA PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000120c0000200e000000010000,Brook Mars PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000120c0000210e000000010000,Brook Mars PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000008305000031b0000000000000,Cideko AK08b,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000d8140000cecf000000000000,Cthulhu,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000260900008888000088020000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Mac OS X, +03000000a306000022f6000001030000,Cyborg V3 Rumble Pad PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000791d00000103000009010000,Dual Box Wii Classic Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +030000006e0500000720000010020000,Elecom JC-W01U,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Mac OS X, +030000006f0e00008401000003010000,Faceoff Premiere Wired Pro Controller for Nintendo Switch,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b13,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000151900004000000001000000,Flydigi Vader 2,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000b40400001124000000000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b4,paddle2:b5,paddle3:b17,rightshoulder:b7,rightstick:b13,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b2,y:b3,platform:Mac OS X, +03000000790000004618000000010000,GameCube Controller Adapter,a:b4,b:b0,dpdown:b56,dpleft:b60,dpright:b52,dpup:b48,lefttrigger:a12,leftx:a0,lefty:a4,rightshoulder:b28,righttrigger:a16,rightx:a20,righty:a8,start:b36,x:b8,y:b12,platform:Mac OS X, +03000000ad1b000001f9000000000000,Gamestop BB070 X360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +0500000047532047616d657061640000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000c01100000140000000010000,GameStop PS4 Fun Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006f0e00000102000000000000,GameStop Xbox 360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000007d0400000540000001010000,Gravis Eliminator Pro,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000280400000140000000020000,Gravis GamePad Pro,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +030000008f0e00000300000007010000,GreenAsia Joystick,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Mac OS X, +030000000d0f00002d00000000100000,Hori Fighting Commander 3 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00005f00000000000000,Hori Fighting Commander 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00005f00000000010000,Hori Fighting Commander 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00005e00000000000000,Hori Fighting Commander 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00005e00000000010000,Hori Fighting Commander 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00008400000000010000,Hori Fighting Commander PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00008500000000010000,Hori Fighting Commander PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00008800000000010000,Hori Fighting Stick mini 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00008700000000010000,Hori Fighting Stick mini 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00004d00000000000000,Hori Gem Pad 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00003801000008010000,Hori PC Engine Mini Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,platform:Mac OS X, +030000000d0f00009200000000010000,Hori Pokken Tournament DX Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00006e00000000010000,Horipad 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00006600000000010000,Horipad 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f00006600000000000000,Horipad FPS Plus 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000000d0f0000ee00000000010000,Horipad Mini 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000242e0000ff0b000000010000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,platform:Mac OS X, +03000000790000004e95000000010000,Hyperkin N64 Controller Adapter,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a5,righty:a2,start:b9,platform:Mac OS X, +03000000830500006020000000000000,iBuffalo Gamepad,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Mac OS X, +03000000ef0500000300000000020000,InterAct AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Mac OS X, +03000000fd0500000030000010010000,Interact GoPad,a:b3,b:b4,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,x:b0,y:b1,platform:Mac OS X, +030000007e0500000620000001000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Mac OS X, +030000007e0500000720000001000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000242f00002d00000007010000,JYS Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +030000006d04000019c2000000000000,Logitech Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d04000016c2000000020000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d04000016c2000000030000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d04000016c2000014040000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d04000016c2000000000000,Logitech F310,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d04000018c2000000000000,Logitech F510,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d04000019c2000005030000,Logitech F710,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006d0400001fc2000000000000,Logitech F710,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000006d04000018c2000000010000,Logitech RumblePad 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3~,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000380700005032000000010000,Mad Catz PS3 Fightpad Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000380700008433000000010000,Mad Catz PS3 Fightstick TE S+,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000380700005082000000010000,Mad Catz PS4 Fightpad Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000380700008483000000010000,Mad Catz PS4 Fightstick TE S+,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000790000000600000007010000,Marvo GT-004,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +030000008f0e00001330000011010000,Mayflash Controller Adapter,a:b2,b:b4,back:b16,dpdown:h0.8,dpleft:h0.2,dpright:h0.1,dpup:h0.4,leftshoulder:b12,lefttrigger:b16,leftx:a0,lefty:a2,rightshoulder:b14,rightx:a6~,righty:a4,start:b18,x:b0,y:b6,platform:Mac OS X, +03000000790000004318000000010000,Mayflash GameCube Adapter,a:b4,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a12,leftx:a0,lefty:a4,rightshoulder:b28,righttrigger:a16,rightx:a20,righty:a8,start:b36,x:b8,y:b12,platform:Mac OS X, +03000000790000004418000000010000,Mayflash GameCube Controller,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000242f00007300000000020000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b3,platform:Mac OS X, +0300000079000000d218000026010000,Mayflash Magic NS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000d620000010a7000003010000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +0300000025090000e803000000000000,Mayflash Wii Classic Adapter,a:b1,b:b0,back:b8,dpdown:b13,dpleft:b12,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Mac OS X, +03000000790000000318000000010000,Mayflash Wii DolphinBar,a:b8,b:b12,back:b32,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b44,leftshoulder:b16,lefttrigger:b24,leftx:a0,lefty:a4,rightshoulder:b20,righttrigger:b28,rightx:a8,righty:a12,start:b36,x:b0,y:b4,platform:Mac OS X, +03000000790000000018000000000000,Mayflash Wii U Pro Adapter,a:b4,b:b8,back:b32,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b16,leftstick:b40,lefttrigger:b24,leftx:a0,lefty:a4,rightshoulder:b20,rightstick:b44,righttrigger:b28,rightx:a8,righty:a12,start:b36,x:b0,y:b12,platform:Mac OS X, +03000000790000000018000000010000,Mayflash Wii U Pro Adapter,a:b4,b:b8,back:b32,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b16,leftstick:b40,lefttrigger:b24,leftx:a0,lefty:a4,rightshoulder:b20,rightstick:b44,righttrigger:b28,rightx:a8,righty:a12,start:b36,x:b0,y:b12,platform:Mac OS X, +030000005e0400002800000002010000,Microsoft Dual Strike,a:b3,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,rightx:a0,righty:a1~,start:b5,x:b1,y:b0,platform:Mac OS X, +030000005e0400002700000001010000,Microsoft SideWinder Plug and Play,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b4,righttrigger:b5,x:b2,y:b3,platform:Mac OS X, +03000000d62000007162000001000000,Moga Pro 2,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Mac OS X, +03000000c62400002a89000000010000,MOGA XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c62400002b89000000010000,MOGA XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000632500007505000000020000,NeoGeo mini PAD Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000921200004b46000003020000,NES 2-port Adapter,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b11,platform:Mac OS X, +030000001008000001e5000006010000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,righttrigger:b6,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000d620000011a7000000020000,Nintendo Switch Core Plus Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000d620000011a7000010050000,Nintendo Switch PowerA Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +030000007e0500000920000000000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +030000007e0500000920000001000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +030000007e0500001920000001000000,NSO N64 Controller,+rightx:b8,+righty:b7,-rightx:b3,-righty:b2,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,righttrigger:b10,start:b9,platform:Mac OS X, +030000007e0500001720000001000000,NSO SNES Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b15,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000550900001472000025050000,NVIDIA Controller,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Mac OS X, +030000006f0e00000901000002010000,PDP Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +030000008f0e00000300000000000000,Piranha Xtreme PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000666600006706000088020000,PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Mac OS X, +030000004c050000da0c000000010000,PlayStation Classic Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Mac OS X, +030000004c0500003713000000010000,PlayStation Vita,a:b1,b:b2,back:b8,dpdown:b13,dpleft:b15,dpright:b14,dpup:b12,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000d62000006dca000000010000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000100800000300000006010000,PS2 Adapter,a:b2,b:b1,back:b8,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a4,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +030000004c0500006802000000000000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Mac OS X, +030000004c0500006802000000010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Mac OS X, +030000004c0500006802000072050000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Mac OS X, +030000004c050000a00b000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000004c050000c405000000000000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000004c050000c405000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000004c050000cc09000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000004c050000e60c000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +050000004c050000e60c000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +030000004c050000f20d000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +050000004c050000f20d000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X, +03000000222c00000225000000010000,Qanba Dragon Arcade Joystick (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000222c00000020000000010000,Qanba Drone Arcade Stick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000008916000000fd000000000000,Razer Onza TE,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000321500000204000000010000,Razer Panthera PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000321500000104000000010000,Razer Panthera PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000321500000010000000010000,Razer Raiju,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000321500000507000001010000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000321500000011000000010000,Razer Raion PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000321500000009000000020000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Mac OS X, +030000003215000000090000163a0000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Mac OS X, +0300000032150000030a000000000000,Razer Wildcat,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000632500008005000000010000,Redgear,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +030000000d0f0000c100000072050000,Retro Bit Sega Genesis 6B Controller,a:b2,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b8,rightshoulder:b6,righttrigger:b7,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000921200004547000000020000,Retro Bit Sega Genesis Controller Adapter,a:b0,b:b2,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,lefttrigger:b14,rightshoulder:b10,righttrigger:b4,start:b12,x:b6,y:b8,platform:Mac OS X, +03000000790000001100000000000000,Retro Controller,a:b1,b:b2,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000790000001100000005010000,Retro Controller,a:b1,b:b2,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b4,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000830500006020000000010000,Retro Controller,a:b0,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b5,rightshoulder:b8,righttrigger:b9,start:b7,x:b2,y:b3,platform:Mac OS X, +03000000790000001100000006010000,Retrolink SNES Controller,a:b2,b:b1,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X, +030000006b140000010d000000010000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006b140000130d000000010000,Revolution Pro Controller 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000c6240000fefa000000000000,Rock Candy PS3,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000730700000401000000010000,Sanwa PlayOnline Mobile,a:b0,b:b1,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Mac OS X, +03000000a30c00002500000006020000,Sega Genesis Mini 3B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,righttrigger:b5,start:b9,platform:Mac OS X, +03000000811700007e05000000000000,Sega Saturn,a:b2,b:b4,dpdown:b16,dpleft:b15,dpright:b14,dpup:b17,leftshoulder:b8,lefttrigger:a5,leftx:a0,lefty:a2,rightshoulder:b9,righttrigger:a4,start:b13,x:b0,y:b6,platform:Mac OS X, +03000000b40400000a01000000000000,Sega Saturn,a:b0,b:b1,back:b5,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,guide:b2,leftshoulder:b6,rightshoulder:b7,start:b8,x:b3,y:b4,platform:Mac OS X, +030000003512000021ab000000000000,SFC30 Joystick,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X, +0300000000f00000f100000000000000,SNES RetroPort,a:b2,b:b3,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b5,rightshoulder:b7,start:b6,x:b0,y:b1,platform:Mac OS X, +030000004c050000a00b000000000000,Sony DualShock 4 Adapter,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000004c050000cc09000000000000,Sony DualShock 4 V2,a:b1,b:b2,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000d11800000094000000010000,Stadia Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Mac OS X, +030000005e0400008e02000001000000,Steam Virtual Gamepad,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000110100002014000000000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X, +03000000110100002014000001000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X, +03000000381000002014000001000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X, +05000000484944204465766963650000,SteelSeries Nimbus Plus,a:b0,b:b1,back:b15,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b16,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b14,x:b2,y:b3,platform:Mac OS X, +050000004e696d6275732b0000000000,SteelSeries Nimbus Plus,a:b0,b:b1,back:b15,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b16,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b14,x:b2,y:b3,platform:Mac OS X, +050000004e696d6275732b008b000000,SteelSeries Nimbus Plus,a:b0,b:b1,back:b15,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b16,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b14,x:b2,y:b3,platform:Mac OS X, +03000000381000003014000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000381000003114000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000110100001714000000000000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,start:b12,x:b2,y:b3,platform:Mac OS X, +03000000110100001714000020010000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,start:b12,x:b2,y:b3,platform:Mac OS X, +030000000d0f0000f600000000010000,Switch Hori Pad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X, +03000000457500002211000000010000,SZMY Power PC Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000790000001c18000003100000,TGZ Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000004f04000015b3000000000000,Thrustmaster Dual Analog 3.2,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Mac OS X, +030000004f0400000ed0000000020000,ThrustMaster eSwap Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +030000004f04000000b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Mac OS X, +03000000571d00002100000021000000,Tomee NES Controller Adapter,a:b1,b:b0,back:b2,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,start:b3,platform:Mac OS X, +03000000bd12000015d0000000010000,Tomee Retro Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000bd12000015d0000000000000,Tomee SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000571d00002000000021000000,Tomee SNES Controller Adapter,a:b0,b:b1,back:b6,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Mac OS X, +030000005f140000c501000000020000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X, +03000000100800000100000000000000,Twin USB Joystick,a:b4,b:b2,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b12,leftstick:b20,lefttrigger:b8,leftx:a0,lefty:a2,rightshoulder:b14,rightstick:b22,righttrigger:b10,rightx:a6,righty:a4,start:b18,x:b6,y:b0,platform:Mac OS X, +03000000632500002605000000010000,Uberwith Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000006f0e00000302000025040000,Victrix PS4 Pro Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +030000006f0e00000702000003060000,Victrix PS4 Pro Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X, +050000005769696d6f74652028303000,Wii Remote,a:b4,b:b5,back:b7,dpdown:b3,dpleft:b0,dpright:b1,dpup:b2,guide:b8,leftshoulder:b11,lefttrigger:b12,leftx:a0,lefty:a1,start:b6,x:b10,y:b9,platform:Mac OS X, +050000005769696d6f74652028313800,Wii U Pro Controller,a:b16,b:b15,back:b7,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b8,leftshoulder:b19,leftstick:b23,lefttrigger:b21,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b24,righttrigger:b22,rightx:a2,righty:a3,start:b6,x:b18,y:b17,platform:Mac OS X, +030000005e0400008e02000000000000,Xbox 360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000006f0e00000104000000000000,Xbox 360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +03000000c6240000045d000000000000,Xbox 360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e0400000a0b000000000000,Xbox Adaptive Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e040000050b000003090000,Xbox Elite Controller Series 2,a:b0,b:b1,back:b31,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b53,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000130b000011050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000200b000011050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000d102000000000000,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e040000dd02000000000000,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e040000e002000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Mac OS X, +030000005e040000e002000003090000,Xbox One Controller,a:b0,b:b1,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000e302000000000000,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e040000ea02000000000000,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e040000fd02000003090000,Xbox One Controller,a:b0,b:b1,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000c62400003a54000000000000,Xbox One PowerA Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X, +030000005e040000130b000001050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000130b000005050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000130b000009050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000130b000013050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +030000005e040000130b000015050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000172700004431000029010000,XiaoMi Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Mac OS X, +03000000120c0000100e000000010000,Zeroplus P4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, +03000000120c0000101e000000010000,Zeroplus P4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X, + +# Linux +030000005e0400008e02000020010000,8BitDo Adapter,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c82d00000031000011010000,8BitDo Adapter,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00000951000000010000,8BitDo Dogbone,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightx:a2,righty:a3,start:b11,platform:Linux, +03000000021000000090000011010000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000090000011010000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00001038000000010000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00001251000011010000,8BitDo Lite 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00001251000000010000,8BitDo Lite 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00001151000011010000,8BitDo Lite SE,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00001151000000010000,8BitDo Lite SE,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000151000000010000,8BitDo M30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00000650000011010000,8BitDo M30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,start:b11,x:b3,y:b4,platform:Linux, +05000000c82d00005106000000010000,8BitDo M30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00000451000000010000,8BitDo N30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightx:a2,righty:a3,start:b11,platform:Linux, +03000000c82d00001590000011010000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00006528000000010000,8BitDo N30 Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000008000000210000011010000,8BitDo NES30,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +03000000c82d00000310000011010000,8BitDo NES30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b6,rightshoulder:b9,righttrigger:b8,start:b11,x:b3,y:b4,platform:Linux, +05000000c82d00008010000000010000,8BitDo NES30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b6,rightshoulder:b9,righttrigger:b8,start:b11,x:b3,y:b4,platform:Linux, +03000000022000000090000011010000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000190000011010000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000203800000900000000010000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00002038000000010000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000751000000010000,8BitDo P30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:a8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000c82d00000851000000010000,8BitDo P30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:a8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00000660000011010000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00000660000000010000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000131000011010000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000231000011010000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000331000011010000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000431000011010000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00002867000000010000,8BitDo S30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b3,y:b4,platform:Linux, +05000000c82d00000060000000010000,8BitDo SF30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00000061000000010000,8BitDo SF30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +030000003512000012ab000010010000,8BitDo SFC30,a:b2,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b0,platform:Linux, +030000003512000021ab000010010000,8BitDo SFC30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d000021ab000010010000,8BitDo SFC30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux, +05000000102800000900000000010000,8BitDo SFC30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00003028000000010000,8BitDo SFC30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00000351000000010000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000160000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000160000011010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000161000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00001290000011010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00000161000000010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00006228000000010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c82d00000260000011010000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000c82d00000261000000010000,8BitDo SN30 Pro+,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +05000000202800000900000000010000,8BitDo SNES30,a:b1,b:b0,back:b10,dpdown:b122,dpleft:b119,dpright:b120,dpup:b117,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux, +05000000a00500003232000001000000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux, +05000000a00500003232000008010000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux, +03000000c82d00001890000011010000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux, +050000005e040000e002000030110000,8BitDo Zero 2,a:b0,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Linux, +05000000c82d00003032000000010000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux, +03000000c01100000355000011010000,Acrux Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e00003901000000430000,Afterglow Prismatic Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00003901000013020000,Afterglow Prismatic Controller 048-007-NA,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00001302000000010000,Afterglow Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00003901000020060000,Afterglow Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000100000008200000011010000,Akishop Customs PS360,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000007c1800000006000010010000,Alienware Dual Compatible Game PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b3,platform:Linux, +05000000491900000204000021000000,Amazon Fire Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b17,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b12,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000491900001904000011010000,Amazon Luna Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Linux, +05000000710100001904000000010000,Amazon Luna Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux, +03000000790000003018000011010000,Arcade Fightstick F300,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +03000000a30c00002700000011010000,Astro City Mini,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux, +03000000a30c00002800000011010000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a0,lefty:a1,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux, +05000000050b00000045000031000000,ASUS Gamepad,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b10,x:b2,y:b3,platform:Linux, +05000000050b00000045000040000000,ASUS Gamepad,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b10,x:b2,y:b3,platform:Linux, +03000000050b00000579000011010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b36,paddle1:b52,paddle2:b53,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000050b00000679000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b21,paddle1:b22,paddle2:b23,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000503200000110000000000000,Atari Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux, +03000000503200000110000011010000,Atari Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux, +05000000503200000110000000000000,Atari Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux, +05000000503200000110000044010000,Atari Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux, +05000000503200000110000046010000,Atari Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux, +03000000503200000210000000000000,Atari Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a4,rightx:a2,righty:a3,start:b8,x:b2,y:b3,platform:Linux, +03000000503200000210000011010000,Atari Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux, +05000000503200000210000000000000,Atari Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux, +05000000503200000210000045010000,Atari Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux, +05000000503200000210000046010000,Atari Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux, +05000000503200000210000047010000,Atari VCS Modern Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:+a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:-a4,rightx:a2,righty:a3,start:b8,x:b2,y:b3,platform:Linux, +03000000c62400001b89000011010000,BDA MOGA XP5X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000d62000002a79000011010000,BDA PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000c21100000791000011010000,Be1 GC101 Controller 1.03,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000c31100000791000011010000,Be1 GC101 Controller 1.03,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +030000005e0400008e02000003030000,Be1 GC101 Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +05000000bc2000000055000001000000,BETOP AX1 BFM,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000bc2000006412000011010000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b30,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000006b1400000209000011010000,Bigben,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000120c0000200e000011010000,Brook Mars PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000120c0000210e000011010000,Brook Mars PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000120c0000f70e000011010000,Brook Universal Fighting Board,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +03000000e82000006058000001010000,Cideko AK08b,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000000b0400003365000000010000,Competition Pro,a:b0,b:b1,back:b2,leftx:a0,lefty:a1,start:b3,platform:Linux, +03000000260900008888000000010000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Linux, +03000000a306000022f6000011010000,Cyborg V3 Rumble,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux, +03000000791d00000103000010010000,Dual Box Wii Classic Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000006f0e00003001000001010000,EA Sports PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000c11100000191000011010000,EasySMX,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000242f00009100000000010000,EasySMX ESM-9101,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006e0500000320000010010000,Elecom U3613M,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Linux, +030000006e0500000720000010010000,Elecom W01U,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Linux, +030000007d0400000640000010010000,Eliminator AfterShock,a:b1,b:b2,back:b9,dpdown:+a3,dpleft:-a5,dpright:+a5,dpup:-a3,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a4,righty:a2,start:b8,x:b0,y:b3,platform:Linux, +03000000430b00000300000000010000,EMS Production PS2 Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a5,righty:a2,start:b9,x:b3,y:b0,platform:Linux, +03000000b40400001124000011010000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000151900004000000001000000,Flydigi Vader 2,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +19000000030000000300000002030000,GameForce Controller,a:b1,b:b0,back:b8,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,guide:b16,leftshoulder:b4,leftstick:b14,lefttrigger:b6,leftx:a1,lefty:a0,rightshoulder:b5,rightstick:b15,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +03000000ac0500005b05000010010000,GameSir G3w,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000bc2000000055000011010000,GameSir G3w,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000558500001b06000010010000,GameSir G4 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000ac0500002d0200001b010000,GameSir G4s,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b33,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000bc2000005656000011010000,GameSir T4w,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +0500000047532047616d657061640000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +030000006f0e00000104000000010000,Gamestop Logic3 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000008f0e00000800000010010000,Gasia PlayStation Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000451300000010000010010000,Genius Maxfire Grandias 12,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +190000004b4800000010000000010000,GO-Advance Controller,a:b1,b:b0,back:b10,dpdown:b7,dpleft:b8,dpright:b9,dpup:b6,leftshoulder:b4,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b13,start:b15,x:b2,y:b3,platform:Linux, +190000004b4800000010000001010000,GO-Advance Controller,a:b1,b:b0,back:b12,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,leftshoulder:b4,leftstick:b13,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b16,righttrigger:b15,start:b17,x:b2,y:b3,platform:Linux, +190000004b4800000011000000010000,GO-Super Controller,a:b1,b:b0,back:b12,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b16,leftshoulder:b4,leftstick:b14,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b15,righttrigger:b7,rightx:a2,righty:a3,start:b13,x:b2,y:b3,platform:Linux, +03000000f0250000c183000010010000,Goodbetterbest Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +0300000079000000d418000000010000,GPD Win 2 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000007d0400000540000000010000,Gravis Eliminator Pro,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +03000000280400000140000000010000,Gravis GamePad Pro,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000008f0e00000610000000010000,GreenAsia Electronics Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a2,start:b11,x:b3,y:b0,platform:Linux, +030000008f0e00001200000010010000,GreenAsia Joystick,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +0500000047532067616d657061640000,GS gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +03000000f0250000c383000010010000,GT VX2,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +06000000adde0000efbe000002010000,Hidromancer Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d81400000862000011010000,HitBox PS3 PC Analog Mode,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,guide:b9,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b12,x:b0,y:b3,platform:Linux, +03000000c9110000f055000011010000,HJC Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +03000000632500002605000010010000,HJDX,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +030000000d0f00000d00000000010000,Hori,a:b0,b:b6,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b3,rightshoulder:b7,start:b9,x:b1,y:b2,platform:Linux, +030000000d0f00006d00000020010000,Hori EDGE 301,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:+a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000000d0f00005f00000011010000,Hori Fighting Commander 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00005e00000011010000,Hori Fighting Commander 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00005001000009040000,Hori Fighting Commander OCTA Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000000d0f00008500000010010000,Hori Fighting Commander PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00008600000002010000,Hori Fighting Commander Xbox 360,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +030000000d0f00008800000011010000,Hori Fighting Stick mini 4 (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00008700000011010000,Hori Fighting Stick mini 4 (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,rightshoulder:b5,rightstick:b11,righttrigger:a4,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00001000000011010000,Hori Fightstick 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +03000000ad1b000003f5000033050000,Hori Fightstick VX,+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b8,guide:b10,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b2,y:b3,platform:Linux, +030000000d0f00004d00000011010000,Hori Gem Pad 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000ad1b000001f5000033050000,Hori Pad EX Turbo 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000000d0f00003801000011010000,Hori PC Engine Mini Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,platform:Linux, +030000000d0f00009200000011010000,Hori Pokken Tournament DX Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f0000aa00000011010000,Hori Real Arcade Pro,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000000d0f00001100000011010000,Hori Real Arcade Pro 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00002200000011010000,Hori Real Arcade Pro 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00006a00000011010000,Hori Real Arcade Pro 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00006b00000011010000,Hori Real Arcade Pro 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00001600000000010000,Hori Real Arcade Pro EXSE,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b2,y:b3,platform:Linux, +030000000d0f00006e00000011010000,Horipad 4 PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00006600000011010000,Horipad 4 PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f0000ee00000011010000,Horipad Mini 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000000d0f00006700000001010000,Horipad One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000000d0f0000c100000011010000,Horipad S,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +050000000d0f0000f600000001000000,Horipad Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +03000000341a000005f7000010010000,HuiJia GameCube Controller Adapter,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Linux, +05000000242e00000b20000001000000,Hyperkin Admiral N64 Controller,+rightx:b11,+righty:b13,-rightx:b8,-righty:b12,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,platform:Linux, +03000000242e0000ff0b000011010000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,platform:Linux, +03000000242e00008816000001010000,Hyperkin X91,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000830500006020000010010000,iBuffalo SNES Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Linux, +050000006964726f69643a636f6e0000,idroidcon Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000b50700001503000010010000,Impact,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux, +03000000d80400008200000003000000,IMS PCU0,a:b1,b:b0,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b5,x:b3,y:b2,platform:Linux, +03000000120c00000500000010010000,InterAct AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Linux, +03000000ef0500000300000000010000,InterAct AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Linux, +03000000fd0500000030000000010000,InterAct GoPad,a:b3,b:b4,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,x:b0,y:b1,platform:Linux, +03000000fd0500002a26000000010000,InterAct HammerHead FX,a:b3,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b2,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b5,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Linux, +0500000049190000020400001b010000,Ipega PG 9069,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b161,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000632500007505000011010000,Ipega PG 9099,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +0500000049190000030400001b010000,Ipega PG9099,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000491900000204000000000000,Ipega PG9118,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000300f00001001000010010000,Jess Tech Dual Analog Rumble,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux, +03000000300f00000b01000010010000,Jess Tech GGE909 PC Recoil,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux, +03000000ba2200002010000001010000,Jess Technology Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux, +030000007e0500000620000001000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Linux, +050000007e0500000620000001000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Linux, +030000007e0500000720000001000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Linux, +050000007e0500000720000001000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Linux, +03000000bd12000003c0000010010000,Joypad Alpha Shock,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000242f00002d00000011010000,JYS Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000242f00008a00000011010000,JYS Adapter,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b3,platform:Linux, +030000006f0e00000103000000020000,Logic3 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006d040000d1ca000000000000,Logitech Chillstream,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006d04000019c2000010010000,Logitech Cordless RumblePad 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006d04000016c2000010010000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006d04000016c2000011010000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006d0400001dc2000014400000,Logitech F310,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006d0400001ec2000019200000,Logitech F510,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006d0400001ec2000020200000,Logitech F510,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006d04000019c2000011010000,Logitech F710,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006d0400001fc2000005030000,Logitech F710,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006d04000018c2000010010000,Logitech RumblePad 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006d04000011c2000010010000,Logitech WingMan Cordless RumblePad,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b10,rightx:a3,righty:a4,start:b8,x:b3,y:b4,platform:Linux, +030000006d0400000ac2000010010000,Logitech WingMan RumblePad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,rightx:a3,righty:a4,x:b3,y:b4,platform:Linux, +05000000380700006652000025010000,Mad Catz CTRLR,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000380700008532000010010000,Mad Catz Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b5,rightshoulder:b6,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +03000000380700005032000011010000,Mad Catz Fightpad Pro PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000380700005082000011010000,Mad Catz Fightpad Pro PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000ad1b00002ef0000090040000,Mad Catz Fightpad SFxT,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,rightshoulder:b5,righttrigger:a5,start:b7,x:b2,y:b3,platform:Linux, +03000000380700008034000011010000,Mad Catz Fightstick PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000380700008084000011010000,Mad Catz Fightstick PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000380700008433000011010000,Mad Catz Fightstick TE S PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000380700008483000011010000,Mad Catz Fightstick TE S PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000380700001888000010010000,Mad Catz Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000380700003888000010010000,Mad Catz Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:a0,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000380700001647000010040000,Mad Catz Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000380700003847000090040000,Mad Catz Xbox 360 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +03000000ad1b000016f0000090040000,Mad Catz Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000120c00000500000000010000,Manta Dualshock 2,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +030000008f0e00001330000010010000,Mayflash Controller Adapter,a:b1,b:b2,back:b8,dpdown:h0.8,dpleft:h0.2,dpright:h0.1,dpup:h0.4,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a3~,righty:a2,start:b9,x:b0,y:b3,platform:Linux, +03000000790000004318000010010000,Mayflash GameCube Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +03000000790000004418000010010000,Mayflash GameCube Controller,a:b1,b:b0,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +03000000242f00007300000011010000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b3,platform:Linux, +0300000079000000d218000011010000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000d620000010a7000011010000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000242f0000f700000001010000,Mayflash Magic S Pro,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +0300000025090000e803000001010000,Mayflash Wii Classic Adapter,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:a4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:a5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux, +03000000790000000318000011010000,Mayflash Wii DolphinBar,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Linux, +03000000b50700001203000010010000,Mega World Logic 3 Controller,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux, +03000000780000000600000010010000,Microntek Joystick,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux, +030000005e0400002800000000010000,Microsoft Dual Strike,a:b3,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,rightx:a0,righty:a1~,start:b5,x:b1,y:b0,platform:Linux, +030000005e0400000e00000000010000,Microsoft SideWinder,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,rightshoulder:b7,start:b8,x:b3,y:b4,platform:Linux, +030000005e0400000700000000010000,Microsoft SideWinder Gamepad,a:b0,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Linux, +030000005e0400002700000000010000,Microsoft SideWinder Plug and Play,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b4,righttrigger:b5,x:b2,y:b3,platform:Linux, +030000005e0400008502000000010000,Microsoft Xbox,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux, +030000005e0400008e02000001000000,Microsoft Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.1,dpleft:h0.2,dpright:h0.8,dpup:h0.4,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000004010000,Microsoft Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000056210000,Microsoft Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000062230000,Microsoft Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b00000b050000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000d102000001010000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000d102000003020000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +060000005e040000120b000009050000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000dd02000003020000,Microsoft Xbox One 2015,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000e302000003020000,Microsoft Xbox One Elite,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000000b000008040000,Microsoft Xbox One Elite 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +050000005e040000050b000003090000,Microsoft Xbox One Elite 2,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +030000005e040000ea02000008040000,Microsoft Xbox One S,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008902000021010000,Microsoft Xbox pad v2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux, +03000000030000000300000002000000,Miroof,a:b1,b:b0,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Linux, +050000004d4f435554452d3035335800,Mocute 053X,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +050000004d4f435554452d3035305800,Mocute 054X,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000d6200000e589000001000000,Moga 2,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux, +05000000d6200000ad0d000001000000,Moga Pro,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux, +05000000d62000007162000001000000,Moga Pro 2,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux, +03000000c62400002b89000011010000,MOGA XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000c62400002a89000000010000,MOGA XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b22,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000c62400001a89000000010000,MOGA XP5X Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000250900006688000000010000,MP8866 Super Dual Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux, +030000005e0400008e02000010020000,MSI GC20 V2,a:b0,b:b1,back:b6,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006b1400000906000014010000,Nacon Asymmetric Wireless PS4 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006b140000010c000010010000,Nacon GC 400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +03000000853200000706000012010000,Nacon GC-100,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000000d0f00000900000010010000,Natec Genesis P44,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000004f1f00000800000011010000,NeoGeo PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +0300000092120000474e000000010000,NeoGeo X Arcade Stick,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b3,y:b2,platform:Linux, +03000000790000004518000010010000,Nexilux GameCube Controller Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +030000001008000001e5000010010000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,righttrigger:b6,start:b9,x:b3,y:b0,platform:Linux, +060000007e0500003713000000000000,Nintendo 3DS,a:b0,b:b1,back:b8,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux, +030000007e0500003703000000016800,Nintendo GameCube Controller,a:b0,b:b2,dpdown:b6,dpleft:b4,dpright:b5,dpup:b7,lefttrigger:a4,leftx:a0,lefty:a1~,rightshoulder:b9,righttrigger:a5,rightx:a2,righty:a3~,start:b8,x:b1,y:b3,platform:Linux, +03000000790000004618000010010000,Nintendo GameCube Controller Adapter,a:b1,b:b0,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a5~,righty:a2~,start:b9,x:b2,y:b3,platform:Linux, +060000007e0500000620000000000000,Nintendo Switch Combined Joy-Cons,a:b0,b:b1,back:b9,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux, +060000007e0500000820000000000000,Nintendo Switch Combined Joy-Cons,a:b0,b:b1,back:b9,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux, +050000004c69632050726f20436f6e00,Nintendo Switch Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +050000007e0500000620000001800000,Nintendo Switch Left Joy-Con,a:b16,b:b15,back:b4,leftshoulder:b6,leftstick:b12,leftx:a1,lefty:a0~,rightshoulder:b8,start:b9,x:b14,y:b17,platform:Linux, +03000000d620000013a7000011010000,Nintendo Switch PowerA Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000d620000011a7000011010000,Nintendo Switch PowerA Core Plus Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000007e0500000920000011810000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux, +050000007e0500000920000001000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +050000007e0500000920000001800000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux, +050000007e0500000720000001800000,Nintendo Switch Right Joy-Con,a:b1,b:b2,back:b9,leftshoulder:b4,leftstick:b10,leftx:a1~,lefty:a0,rightshoulder:b6,start:b8,x:b0,y:b3,platform:Linux, +05000000010000000100000003000000,Nintendo Wii Remote,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +050000007e0500003003000001000000,Nintendo Wii U Pro Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux, +030000000d0500000308000010010000,Nostromo n45 Dual Analog,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b12,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b2,y:b3,platform:Linux, +050000007e0500001920000001000000,NSO N64 Controller,+rightx:b8,+righty:b7,-rightx:b3,-righty:b2,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,righttrigger:b10,start:b9,platform:Linux, +050000007e0500001720000001000000,NSO SNES Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux, +03000000550900001072000011010000,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b8,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux, +03000000550900001472000011010000,NVIDIA Controller v01.04,a:b0,b:b1,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Linux, +05000000550900001472000001000000,NVIDIA Controller v01.04,a:b0,b:b1,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Linux, +03000000451300000830000010010000,NYKO CORE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +19000000010000000100000001010000,ODROID Go 2,a:b1,b:b0,dpdown:b7,dpleft:b8,dpright:b9,dpup:b6,guide:b10,leftshoulder:b4,leftstick:b12,lefttrigger:b11,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b13,righttrigger:b14,start:b15,x:b2,y:b3,platform:Linux, +19000000010000000200000011000000,ODROID Go 2,a:b1,b:b0,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b12,leftshoulder:b4,leftstick:b14,lefttrigger:b13,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b15,righttrigger:b16,start:b17,x:b2,y:b3,platform:Linux, +03000000c0160000dc27000001010000,OnyxSoft Dual JoyDivision,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b6,x:b2,y:b3,platform:Linux, +05000000362800000100000002010000,OUYA Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b2,platform:Linux, +05000000362800000100000003010000,OUYA Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b2,platform:Linux, +05000000362800000100000004010000,OUYA Controller,a:b0,b:b3,back:b14,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,leftshoulder:b4,leftstick:b6,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:b13,rightx:a3,righty:a4,start:b16,x:b1,y:b2,platform:Linux, +03000000830500005020000010010000,Padix Rockfire PlayStation Bridge,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b2,y:b3,platform:Linux, +03000000ff1100003133000010010000,PC Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000006f0e0000b802000001010000,PDP Afterglow Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e0000b802000013020000,PDP Afterglow Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00006401000001010000,PDP Battlefield One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e0000d702000006640000,PDP Black Camo Wired Xbox Series X Controller,a:b0,b:b1,back:b6,dpdown:b13,dpleft:b14,dpright:b13,dpup:b14,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00003101000000010000,PDP EA Sports Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00008001000011010000,PDP Faceoff Nintendo Switch Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e0000c802000012010000,PDP Kingdom Hearts Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00008501000011010000,PDP Nintendo Switch Fightpad Pro,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000006f0e00002801000011010000,PDP PS3 Rock Candy Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e00008701000011010000,PDP Rock Nintendo Switch Candy Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000006f0e00000901000011010000,PDP Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e0000a802000023020000,PDP Xbox One Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +030000006f0e0000a702000023020000,PDP Xbox One Raven Black,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000666600006706000000010000,PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Linux, +030000004c050000da0c000011010000,PlayStation Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux, +03000000d9040000160f000000010000,PlayStation Controller Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux, +030000004c0500003713000011010000,PlayStation Vita,a:b1,b:b2,back:b8,dpdown:b13,dpleft:b15,dpright:b14,dpup:b12,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Linux, +03000000c62400000053000000010000,PowerA,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c62400003a54000001010000,PowerA 1428124-01,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d62000000140000001010000,PowerA Fusion Pro 2 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c62400001a53000000010000,PowerA Mini Pro Ex,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d62000006dca000011010000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000c62400001a58000001010000,PowerA Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d62000000220000001010000,PowerA Xbox One Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Linux, +03000000d62000000228000001010000,PowerA Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c62400001a54000001010000,PowerA Xbox One Mini Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d62000000240000001010000,PowerA Xbox One Spectra Infinity,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006d040000d2ca000011010000,Precision Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000ff1100004133000010010000,PS2 Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux, +03000000341a00003608000011010000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000004c0500006802000010010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux, +030000004c0500006802000010810000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +030000004c0500006802000011010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux, +030000004c0500006802000011810000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +030000005f1400003102000010010000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000006f0e00001402000011010000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000008f0e00000300000010010000,PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +050000004c0500006802000000000000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux, +050000004c0500006802000000010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:a12,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:a13,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux, +050000004c0500006802000000800000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +050000004c0500006802000000810000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +05000000504c415953544154494f4e00,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux, +060000004c0500006802000000010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux, +030000004c050000a00b000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000004c050000a00b000011810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +030000004c050000c405000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000004c050000c405000011810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +030000004c050000cc09000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000004c050000cc09000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000004c050000cc09000011810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +03000000c01100000140000011010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +050000004c050000c405000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +050000004c050000c405000000810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +050000004c050000c405000001800000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +050000004c050000cc09000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +050000004c050000cc09000000810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +050000004c050000cc09000001800000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +030000004c050000e60c000011010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +030000004c050000f20d000011010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +030000004c050000e60c000011810000,PS5 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +050000004c050000e60c000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +050000004c050000f20d000000010000,PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux, +050000004c050000e60c000000810000,PS5 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux, +03000000300f00001211000011010000,Qanba Arcade Joystick,a:b2,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b5,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b6,start:b9,x:b1,y:b3,platform:Linux, +03000000222c00000225000011010000,Qanba Dragon Arcade Joystick (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000222c00000025000011010000,Qanba Dragon Arcade Joystick (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000300f00001210000010010000,Qanba Joystick Plus,a:b0,b:b1,back:b8,leftshoulder:b5,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b4,righttrigger:b6,start:b9,x:b2,y:b3,platform:Linux, +03000000222c00000223000011010000,Qanba Obsidian Arcade Joystick (PS3),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000222c00000023000011010000,Qanba Obsidian Arcade Joystick (PS4),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000009b2800000300000001010000,Raphnet 4nes4snes,a:b0,b:b4,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Linux, +030000009b2800004200000001010000,Raphnet Dual NES Adapter,a:b0,b:b1,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Linux, +030000009b2800003200000001010000,Raphnet GC and N64 Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux, +030000009b2800006000000001010000,Raphnet GC and N64 Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux, +030000008916000001fd000024010000,Razer Onza Classic Edition,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000321500000204000011010000,Razer Panthera PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000321500000104000011010000,Razer Panthera PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000321500000810000011010000,Razer Panthera PS4 Evo Arcade Stick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000321500000010000011010000,Razer Raiju,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000321500000507000000010000,Razer Raiju Mobile,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000321500000a10000001000000,Razer Raiju Tournament Edition,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000321500000011000011010000,Razer Raion PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000008916000000fe000024010000,Razer Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c6240000045d000024010000,Razer Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c6240000045d000025010000,Razer Sabertooth,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000321500000009000011010000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux, +050000003215000000090000163a0000,Razer Serval,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux, +0300000032150000030a000001010000,Razer Wildcat,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000790000001100000010010000,Retro Controller,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,start:b9,x:b0,y:b3,platform:Linux, +190000004b4800000111000000010000,RetroGame Joypad,a:b1,b:b0,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +0300000081170000990a000001010000,Retronic Adapter,a:b0,leftx:a0,lefty:a1,platform:Linux, +0300000000f000000300000000010000,RetroPad,a:b1,b:b5,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Linux, +00000000526574726f53746f6e653200,RetroStone 2 Controller,a:b1,b:b0,back:b10,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,righttrigger:b9,start:b11,x:b4,y:b3,platform:Linux, +030000006b140000010d000011010000,Revolution Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000006b140000130d000011010000,Revolution Pro Controller 3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e00001f01000000010000,Rock Candy,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00001e01000011010000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000c6240000fefa000000010000,Rock Candy Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000006f0e00004601000001010000,Rock Candy Xbox One Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000a306000023f6000011010000,Saitek Cyborg V1 PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux, +03000000a30600001005000000010000,Saitek P150,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b7,lefttrigger:b6,rightshoulder:b2,righttrigger:b5,x:b3,y:b4,platform:Linux, +03000000a30600000701000000010000,Saitek P220,a:b2,b:b3,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,x:b0,y:b1,platform:Linux, +03000000a30600000cff000010010000,Saitek P2500 Force Rumble,a:b2,b:b3,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b0,y:b1,platform:Linux, +03000000a30600000c04000011010000,Saitek P2900,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b12,x:b0,y:b3,platform:Linux, +03000000a306000018f5000010010000,Saitek P3200 Rumble,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Linux, +03000000300f00001201000010010000,Saitek P380,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux, +03000000a30600000901000000010000,Saitek P880,a:b2,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,x:b0,y:b1,platform:Linux, +03000000a30600000b04000000010000,Saitek P990 Dual Analog,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b8,x:b0,y:b3,platform:Linux, +03000000a306000020f6000011010000,Saitek PS2700 Rumble,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux, +03000000d81d00000e00000010010000,Savior,a:b0,b:b1,back:b8,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,start:b9,x:b4,y:b5,platform:Linux, +03000000a30c00002500000011010000,Sega Genesis Mini 3B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,righttrigger:b5,start:b9,platform:Linux, +03000000790000001100000011010000,Sega Saturn,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b4,start:b9,x:b0,y:b3,platform:Linux, +03000000790000002201000011010000,Sega Saturn,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b5,rightshoulder:b6,righttrigger:b7,start:b9,x:b2,y:b3,platform:Linux, +03000000b40400000a01000000010000,Sega Saturn,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Linux, +030000001f08000001e4000010010000,SFC Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Linux, +03000000632500002305000010010000,ShanWan Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000f025000021c1000010010000,Shanwan Gioteck PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000632500007505000010010000,Shanwan PS3 PC,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000bc2000000055000010010000,Shanwan PS3 PC ,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000341a00000908000010010000,SL6566,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +050000004c050000cc09000001000000,Sony DualShock 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000ff000000cb01000010010000,Sony PlayStation Portable,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Linux, +03000000250900000500000000010000,Sony PS2 pad with SmartJoy Adapter,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux, +030000005e0400008e02000073050000,Speedlink Torid,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000020200000,SpeedLink Xeox Pro Analog,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000d11800000094000011010000,Stadia Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux, +03000000de2800000112000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, +03000000de2800000112000011010000,Steam Controller,a:b2,b:b3,back:b10,dpdown:+a5,dpleft:-a4,dpright:+a4,dpup:-a5,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a7,leftx:a0,lefty:a1,paddle1:b15,paddle2:b16,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a3,start:b11,x:b4,y:b5,platform:Linux, +03000000de2800000211000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, +03000000de2800000211000011010000,Steam Controller,a:b2,b:b3,back:b10,dpdown:b18,dpleft:b19,dpright:b20,dpup:b17,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b16,paddle2:b15,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b5,platform:Linux, +03000000de2800004211000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, +03000000de2800004211000011010000,Steam Controller,a:b2,b:b3,back:b10,dpdown:b18,dpleft:b19,dpright:b20,dpup:b17,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a7,leftx:a0,lefty:a1,paddle1:b16,paddle2:b15,rightshoulder:b7,righttrigger:a6,rightx:a2,righty:a3,start:b11,x:b4,y:b5,platform:Linux, +03000000de280000fc11000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +05000000de2800000212000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, +05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, +05000000de2800000611000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux, +03000000de2800000512000010010000,Steam Deck,a:b3,b:b4,back:b11,dpdown:b17,dpleft:b18,dpright:b19,dpup:b16,guide:b13,leftshoulder:b7,leftstick:b14,lefttrigger:a9,leftx:a0,lefty:a1,rightshoulder:b8,rightstick:b15,righttrigger:a8,rightx:a2,righty:a3,start:b12,x:b5,y:b6,platform:Linux, +03000000de280000ff11000001000000,Steam Virtual Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +050000004e696d6275732b0000000000,SteelSeries Nimbus Plus,a:b0,b:b1,back:b10,guide:b11,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b12,x:b2,y:b3,platform:Linux, +03000000381000003014000075010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000381000003114000075010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +0500000011010000311400001b010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b32,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +05000000110100001914000009010000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +03000000ad1b000038f0000090040000,Street Fighter IV Fightstick TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000003b07000004a1000000010000,Suncom SFX Plus,a:b0,b:b2,back:b7,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b9,righttrigger:b5,start:b8,x:b1,y:b3,platform:Linux, +03000000666600000488000000010000,Super Joy Box 5 Pro,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux, +0300000000f00000f100000000010000,Super RetroPort,a:b1,b:b5,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Linux, +030000008f0e00000d31000010010000,SZMY Power 3 Turbo,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000457500000401000011010000,SZMY Power DS4 Wired Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b6,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000457500002211000010010000,SZMY Power Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +030000008f0e00001431000010010000,SZMY Power PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +03000000ba2200000701000001010000,Technology Innovation PS2 Adapter,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a5,righty:a2,start:b9,x:b3,y:b2,platform:Linux, +03000000790000001c18000011010000,TGZ Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +030000004f04000015b3000001010000,Thrustmaster Dual Analog 3.2,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux, +030000004f04000015b3000010010000,Thrustmaster Dual Analog 4,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux, +030000004f04000020b3000010010000,Thrustmaster Dual Trigger,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux, +030000004f04000023b3000000010000,Thrustmaster Dual Trigger PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000004f0400000ed0000011010000,Thrustmaster eSwap Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +03000000b50700000399000000010000,Thrustmaster Firestorm Digital 2,a:b2,b:b4,back:b11,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b8,rightstick:b0,righttrigger:b9,start:b1,x:b3,y:b5,platform:Linux, +030000004f04000003b3000010010000,Thrustmaster Firestorm Dual Analog 2,a:b0,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b9,rightx:a2,righty:a3,x:b1,y:b3,platform:Linux, +030000004f04000000b3000010010000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Linux, +030000004f04000004b3000010010000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux, +030000004f04000026b3000002040000,Thrustmaster GP XID,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c6240000025b000002020000,Thrustmaster GPX,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000004f04000008d0000000010000,Thrustmaster Run N Drive PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux, +030000004f04000009d0000000010000,Thrustmaster Run N Drive PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000004f04000007d0000000010000,Thrustmaster T Mini,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux, +030000004f04000012b3000010010000,Thrustmaster Vibrating Gamepad,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Linux, +03000000571d00002000000010010000,Tomee SNES Adapter,a:b0,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Linux, +03000000bd12000015d0000010010000,Tomee SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Linux, +03000000d814000007cd000011010000,Toodles 2008 Chimp PC PS3,a:b0,b:b1,back:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b3,y:b2,platform:Linux, +030000005e0400008e02000070050000,Torid,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000c01100000591000011010000,Torid,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000680a00000300000003000000,TRBot Virtual Joypad,a:b11,b:b12,back:b15,dpdown:b6,dpleft:b3,dpright:b4,dpup:b5,leftshoulder:b17,leftstick:b21,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b22,righttrigger:a2,rightx:a3,righty:a4,start:b16,x:b13,y:b14,platform:Linux, +03000000780300000300000003000000,TRBot Virtual Joypad,a:b11,b:b12,back:b15,dpdown:b6,dpleft:b3,dpright:b4,dpup:b5,leftshoulder:b17,leftstick:b21,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b22,righttrigger:a2,rightx:a3,righty:a4,start:b16,x:b13,y:b14,platform:Linux, +03000000e00d00000300000003000000,TRBot Virtual Joypad,a:b11,b:b12,back:b15,dpdown:b6,dpleft:b3,dpright:b4,dpup:b5,leftshoulder:b17,leftstick:b21,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b22,righttrigger:a2,rightx:a3,righty:a4,start:b16,x:b13,y:b14,platform:Linux, +03000000f00600000300000003000000,TRBot Virtual Joypad,a:b11,b:b12,back:b15,dpdown:b6,dpleft:b3,dpright:b4,dpup:b5,leftshoulder:b17,leftstick:b21,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b22,righttrigger:a2,rightx:a3,righty:a4,start:b16,x:b13,y:b14,platform:Linux, +030000005f140000c501000010010000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux, +03000000100800000100000010010000,Twin PS2 Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux, +03000000100800000300000010010000,USB Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux, +03000000790000000600000007010000,USB gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Linux, +03000000790000001100000000010000,USB Gamepad,a:b2,b:b1,back:b8,dpdown:a0,dpleft:a1,dpright:a2,dpup:a4,start:b9,platform:Linux, +030000006f0e00000302000011010000,Victrix Pro Fightstick PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +030000006f0e00000702000011010000,Victrix Pro Fightstick PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux, +05000000ac0500003232000001000000,VR Box Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux, +05000000434f4d4d414e440000000000,VX Gaming Command Series,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux, +0000000058626f782033363020576900,Xbox 360 Controller,a:b0,b:b1,back:b14,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,guide:b7,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Linux, +030000005e0400001907000000010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000010010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000014010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400009102000007010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000a102000000010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000a102000007010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400008e02000000010000,Xbox 360 EasySMX,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000a102000014010000,Xbox 360 Receiver,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400000202000000010000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux, +030000006f0e00001304000000010000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +03000000ffff0000ffff000000010000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux, +0000000058626f782047616d65706100,Xbox Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux, +030000005e0400000a0b000005040000,Xbox One Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux, +030000005e040000120b000009050000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000d102000002010000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000ea02000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000ea02000001030000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +050000005e040000e002000003090000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +050000005e040000fd02000003090000,Xbox One Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000fd02000030110000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +060000005e040000120b000007050000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +050000005e040000e302000002090000,Xbox One Elite,a:b0,b:b1,back:b136,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000220b000013050000,Xbox One Elite 2 Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000050b000002090000,Xbox One Elite Series 2,a:b0,b:b1,back:b136,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +060000005e040000ea0200000b050000,Xbox One S Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +060000005e040000ea0200000d050000,Xbox One S Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b000001050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b000005050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b00000d050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000130b000005050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000130b000001050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000130b000005050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000130b000009050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +050000005e040000130b000013050000,Xbox Series Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux, +060000005e040000120b00000b050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux, +030000005e040000120b000007050000,Xbox Series X 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3,a:b1,b:b17,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b4,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b16,x:b0,y:b2,platform:Android, +65656436646661313232656661616130,Hori PC Engine Mini Controller,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b18,platform:Android, +31303433326562636431653534636633,Hori Real Arcade Pro 3,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +30306539356238653637313730656134,HORIPAD Switch Pro Controller,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b19,y:b2,platform:Android, +48797065726b696e2050616400000000,Hyperkin Admiral N64 Controller,+rightx:b6,+righty:b7,-rightx:b17,-righty:b5,a:b1,b:b0,leftshoulder:b3,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b20,start:b18,platform:Android, +62333331353131353034386136626636,Hyperkin Admiral N64 Controller,+rightx:b6,+righty:b7,-rightx:b17,-righty:b5,a:b1,b:b0,leftshoulder:b3,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b20,start:b18,platform:Android, +31306635363562663834633739396333,Hyperkin N64 Adapter,a:b1,b:b19,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightx:a2,righty:a3,start:b18,platform:Android, +5368616e57616e202020202048797065,Hyperkin N64 Adapter,a:b1,b:b19,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightx:a2,righty:a3,start:b18,platform:Android, +0500000083050000602000000ffe0000,iBuffalo SNES Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b15,rightshoulder:b16,start:b10,x:b2,y:b3,platform:Android, +64306137363261396266353433303531,InterAct GoPad,a:b24,b:b25,leftshoulder:b23,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,x:b21,y:b22,platform:Android, +532e542e442e20496e74657261637420,InterAct HammerHead FX,a:b23,b:b24,back:b30,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b26,leftstick:b22,lefttrigger:b28,leftx:a0,lefty:a1,rightshoulder:b27,rightstick:b25,righttrigger:b29,rightx:a2,righty:a3,start:b31,x:b20,y:b21,platform:Android, +65346535636333663931613264643164,Joy-Con,a:b21,b:b22,back:b29,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b25,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,rightx:a2,righty:a3,start:b30,x:b23,y:b24,platform:Android, +33346566643039343630376565326335,Joy-Con (L),a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,rightshoulder:b20,start:b17,x:b19,y:b2,platform:Android, +35313531613435623366313835326238,Joy-Con (L),a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,rightshoulder:b20,start:b17,x:b19,y:b2,platform:Android, +4a6f792d436f6e20284c290000000000,Joy-Con (L),a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,rightshoulder:b20,start:b17,x:b19,y:b2,platform:Android, +38383665633039363066383334653465,Joy-Con (R),a:b0,b:b1,back:b5,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,rightshoulder:b20,start:b18,x:b19,y:b2,platform:Android, +39363561613936303237333537383931,Joy-Con (R),a:b0,b:b1,back:b5,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,rightshoulder:b20,start:b18,x:b19,y:b2,platform:Android, +4a6f792d436f6e202852290000000000,Joy-Con (R),a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,rightshoulder:b20,start:b18,x:b19,y:b2,platform:Android, +39656136363638323036303865326464,JYS Aapter,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +63316564383539663166353034616434,JYS Adapter,a:b1,b:b3,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b0,y:b2,platform:Android, +64623163333561643339623235373232,Logitech F310,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +35623364393661626231343866613337,Logitech F710,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +4c6f6769746563682047616d65706164,Logitech F710,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +64396331333230326333313330336533,Logitech F710,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +416d617a6f6e2047616d6520436f6e74,Luna Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android, +4c756e612047616d6570616400000000,Luna Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +30363066623539323534363639323363,Magic NS,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +31353762393935386662336365626334,Magic NS,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +39623565346366623931666633323530,Magic NS,a:b1,b:b3,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b0,y:b2,platform:Android, +6d6179666c617368206c696d69746564,Mayflash GameCube Adapter,a:b22,b:b21,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:b25,leftx:a0,lefty:a1,rightshoulder:b28,righttrigger:b26,rightx:a5,righty:a2,start:b30,x:b23,y:b24,platform:Android, +436f6e74726f6c6c6572000000000000,Mayflash N64 Adapter,a:b1,b:b19,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightx:a2,righty:a3,start:b18,platform:Android, +65666330633838383061313633326461,Mayflash N64 Adapter,a:b1,b:b19,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightx:a2,righty:a3,start:b18,platform:Android, +535a4d792d706f776572204c54442043,Mayflash Wii Classic Adapter,a:b23,b:b22,back:b29,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b31,leftshoulder:b27,lefttrigger:b25,leftx:a0,lefty:a1,rightshoulder:b28,righttrigger:b26,rightx:a2,righty:a3,start:b30,x:b24,y:b21,platform:Android, +30653962643666303631376438373532,Mayflash Wii DolphinBar,a:b23,b:b24,back:b29,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b0,leftshoulder:b25,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,rightx:a2,righty:a3,start:b30,x:b21,y:b22,platform:Android, +484a5a204d6179666c61736820576969,Mayflash Wii DolphinBar,a:b23,b:b24,back:b29,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b0,leftshoulder:b25,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,rightx:a2,righty:a3,start:b30,x:b21,y:b22,platform:Android, +31323564663862633234646330373138,Mega Drive,a:b23,b:b22,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,rightshoulder:b25,righttrigger:b26,start:b30,x:b24,y:b21,platform:Android, +37333564393261653735306132613061,Mega Drive,a:b21,b:b22,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b26,lefttrigger:b28,rightshoulder:b27,righttrigger:b23,start:b30,x:b24,y:b25,platform:Android, +64363363336633363736393038313464,Mega Drive,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b2,y:b3,platform:Android, +33323763323132376537376266393366,Microsoft Dual Strike,a:b24,b:b23,back:b25,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b27,lefttrigger:b29,rightshoulder:b78,rightx:a0,righty:a1~,start:b26,x:b22,y:b21,platform:Android, +30306461613834333439303734316539,Microsoft SideWinder Pro,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b20,lefttrigger:b9,rightshoulder:b19,righttrigger:b10,start:b17,x:b2,y:b3,platform:Android, +32386235353630393033393135613831,Microsoft Xbox Series Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +4d4f435554452d303533582d4d35312d,Mocute 053X,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +33343361376163623438613466616531,Mocute M053,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +39306635663061636563316166303966,Mocute M053,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +7573622067616d657061642020202020,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,righttrigger:b6,start:b9,x:b3,y:b0,platform:Android, +050000007e05000009200000ffff0f00,Nintendo Switch Pro Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b16,x:b17,y:b2,platform:Android, +34323437396534643531326161633738,Nintendo Switch Pro Controller,a:b0,b:b1,back:b15,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,leftstick:b7,lefttrigger:b17,misc1:b5,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +50726f20436f6e74726f6c6c65720000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b2,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b10,rightx:a2,righty:a3,start:b18,y:b3,platform:Android, +36326533353166323965623661303933,NSO N64 Controller,+rightx:b17,+righty:b10,-rightx:b2,-righty:b19,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,misc1:b7,rightshoulder:b20,righttrigger:b15,start:b18,platform:Android, +4e363420436f6e74726f6c6c65720000,NSO N64 Controller,+rightx:b17,+righty:b10,-rightx:b2,-righty:b19,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,misc1:b7,rightshoulder:b20,righttrigger:b15,start:b18,platform:Android, +534e455320436f6e74726f6c6c657200,NSO SNES Controller,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,rightshoulder:b20,start:b18,x:b19,y:b2,platform:Android, +64623863346133633561626136366634,NSO SNES Controller,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,rightshoulder:b20,start:b18,x:b19,y:b2,platform:Android, +050000005509000003720000cf7f3f00,NVIDIA Controller,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005509000010720000ffff3f00,NVIDIA Controller,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005509000014720000df7f3f00,NVIDIA Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Android, +37336435666338653565313731303834,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +4e564944494120436f72706f72617469,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +61363931656135336130663561616264,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +39383335313438623439373538343266,OUYA Controller,a:b0,b:b2,dpdown:b18,dpleft:b15,dpright:b16,dpup:b17,leftshoulder:b3,leftstick:b9,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b10,righttrigger:b7,rightx:a3,righty:a4,x:b1,y:b19,platform:Android, +4f5559412047616d6520436f6e74726f,OUYA Controller,a:b0,b:b2,dpdown:b18,dpleft:b15,dpright:b6,dpup:b17,leftshoulder:b3,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b19,platform:Android, +506572666f726d616e63652044657369,PDP PS3 Rock Candy Controller,a:b1,b:b17,back:h0.2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b4,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b16,x:b0,y:b2,platform:Android, +62653335326261303663356263626339,PlayStation Classic Controller,a:b19,b:b1,back:b17,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,lefttrigger:b3,rightshoulder:b10,righttrigger:b20,start:b18,x:b2,y:b0,platform:Android, +536f6e7920496e746572616374697665,PlayStation Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,misc1:b8,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +576972656c65737320436f6e74726f6c,PlayStation Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +61653962353232366130326530363061,Pokken,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,lefttrigger:b9,rightshoulder:b20,righttrigger:b10,start:b18,x:b0,y:b2,platform:Android, 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Controller,a:b0,b:b1,back:b15,dpdown:a14,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +66366539656564653432353139356536,PS3 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +66383132326164626636313737373037,PS3 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000004c050000c405000000783f00,PS4 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000004c050000c4050000fffe3f00,PS4 Controller,a:b1,b:b17,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:+a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android, +050000004c050000c4050000ffff3f00,PS4 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000004c050000cc090000fffe3f00,PS4 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000004c050000cc090000ffff3f00,PS4 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +30303839663330346632363232623138,PS4 Controller,a:b1,b:b17,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android, +31326235383662333266633463653332,PS4 Controller,a:b1,b:b16,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:a4,rightx:a2,righty:a5,start:b17,x:b0,y:b2,platform:Android, +31373231336561636235613666323035,PS4 Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +31663838336334393132303338353963,PS4 Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +34613139376634626133336530386430,PS4 Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +35643031303033326130316330353564,PS4 Controller,a:b1,b:b17,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:+a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android, +37626233336235343937333961353732,PS4 Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +38393161636261653636653532386639,PS4 Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +63313733393535663339656564343962,PS4 Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +63393662363836383439353064663939,PS4 Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +65366465656364636137653363376531,PS4 Controller,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android, +66613532303965383534396638613230,PS4 Controller,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a5,start:b18,x:b0,y:b2,platform:Android, +050000004c050000e60c0000fffe3f00,PS5 Controller,a:b1,b:b17,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android, +32346465346533616263386539323932,PS5 Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +32633532643734376632656664383733,PS5 Controller,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a5,start:b18,x:b0,y:b2,platform:Android, +37363764353731323963323639666565,PS5 Controller,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a5,start:b18,x:b0,y:b2,platform:Android, +61303162353165316365336436343139,PS5 Controller,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,misc1:b8,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a5,start:b18,x:b0,y:b2,platform:Android, +64336263393933626535303339616332,Qanba 4RAF,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b20,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b9,rightx:a2,righty:a3,start:b18,x:b19,y:b2,platform:Android, +36626666353861663864336130363137,Razer Junglecat,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +62653861643333663663383332396665,Razer Kishi,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000003215000005070000ffff3f00,Razer Raiju Mobile,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000003215000007070000ffff3f00,Razer Raiju Mobile,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000003215000000090000bf7f3f00,Razer Serval,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,x:b2,y:b3,platform:Android, +5a6869587520526574726f2042697420,Retro Bit Saturn Controller,a:b21,b:b22,back:b29,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b25,lefttrigger:b26,rightshoulder:b27,righttrigger:b28,start:b30,x:b23,y:b24,platform:Android, +32417865732031314b6579732047616d,Retro Bit SNES Controller,a:b0,b:b1,back:b15,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,rightshoulder:b10,start:b6,x:b2,y:b3,platform:Android, +36313938306539326233393732613361,Retro Bit SNES Controller,a:b0,b:b1,back:b15,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,rightshoulder:b10,start:b6,x:b2,y:b3,platform:Android, +526574726f466c616720576972656420,Retro Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b17,rightshoulder:b18,start:b10,x:b2,y:b3,platform:Android, +61343739353764363165343237303336,Retro Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b17,lefttrigger:b18,leftx:a0,lefty:a1,start:b10,x:b2,y:b3,platform:Android, +38653130373365613538333235303036,Retroid Pocket 2,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +64363363336633363736393038313463,Retrolink,a:b1,b:b0,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b6,platform:Android, +33373336396634316434323337666361,RumblePad 2,a:b22,b:b23,back:b29,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b25,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,rightx:a2,righty:a3,start:b30,x:b21,y:b24,platform:Android, +66386565396238363534313863353065,Sanwa PlayOnline Mobile,a:b21,b:b22,back:b23,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b24,platform:Android, +32383165316333383766336338373261,Saturn,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:a4,righttrigger:a5,x:b2,y:b3,platform:Android, +37316565396364386635383230353365,Saturn,a:b21,b:b22,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b26,lefttrigger:b28,rightshoulder:b27,righttrigger:b23,start:b30,x:b24,y:b25,platform:Android, +38613865396530353338373763623431,Saturn,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,lefttrigger:b10,rightshoulder:b20,righttrigger:b19,start:b17,x:b2,y:b3,platform:Android, +61316232336262373631343137633631,Saturn,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:a4,righttrigger:a5,x:b2,y:b3,platform:Android, +30353835333338613130373363646337,SG H510,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b17,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b18,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b19,y:b2,platform:Android, +66386262366536653765333235343634,SG H510,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,x:b2,y:b3,platform:Android, +66633132393363353531373465633064,SG H510,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,leftstick:b17,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b18,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b19,y:b2,platform:Android, +62653761636366393366613135366338,SN30 PP,a:b1,b:b0,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android, +38376662666661636265313264613039,SNES,a:b0,b:b1,back:b9,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b3,rightshoulder:b20,start:b10,x:b19,y:b2,platform:Android, +5346432f555342205061640000000000,SNES Adapter,a:b0,b:b1,back:b9,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b3,rightshoulder:b20,start:b10,x:b19,y:b2,platform:Android, +5553422047616d657061642000000000,SNES Controller,a:b1,b:b0,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,rightshoulder:b10,start:b6,x:b3,y:b2,platform:Android, +63303964303462366136616266653561,Sony PSP,a:b21,b:b22,back:b27,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b25,leftx:a0,lefty:a1,rightshoulder:b26,start:b28,x:b23,y:b24,platform:Android, +63376637643462343766333462383235,Sony Vita,a:b1,b:b19,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftshoulder:b3,leftx:a0,lefty:a1,rightshoulder:b20,rightx:a3,righty:a4,start:b18,x:b0,y:b2,platform:Android, +476f6f676c65204c4c43205374616469,Stadia Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Android, +05000000de2800000611000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Android, +0500000011010000201400000f7e0f00,SteelSeries Nimbus,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,righttrigger:b10,rightx:a2,righty:a3,x:b19,y:b2,platform:Android, +35306436396437373135383665646464,SteelSeries Nimbus Plus,a:b0,b:b1,leftshoulder:b3,leftstick:b17,lefttrigger:b9,leftx:a0,rightshoulder:b20,rightstick:b18,righttrigger:b10,rightx:a2,x:b19,y:b2,platform:Android, +54475a20436f6e74726f6c6c65720000,TGZ Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +62363434353532386238336663643836,TGZ Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000004f0400000ed00000fffe3f00,ThrustMaster eSwap Pro Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +5477696e20555342204a6f7973746963,Twin Joystick,a:b22,b:b21,back:b28,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b26,leftstick:b30,lefttrigger:b24,leftx:a0,lefty:a1,rightshoulder:b27,rightstick:b31,righttrigger:b25,rightx:a3,righty:a2,start:b29,x:b23,y:b20,platform:Android, +30623739343039643830333266346439,Valve Steam Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,leftx:a0,lefty:a1,paddle1:b24,paddle2:b23,rightshoulder:b10,rightstick:b8,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +31643365666432386133346639383937,Valve Steam Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,leftx:a0,lefty:a1,paddle1:b24,paddle2:b23,rightshoulder:b10,rightstick:b8,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +30386438313564306161393537333663,Wii Classic Adapter,a:b23,b:b22,back:b29,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b27,lefttrigger:b25,leftx:a0,lefty:a1,rightshoulder:b28,righttrigger:b26,rightx:a2,righty:a3,start:b30,x:b24,y:b21,platform:Android, +33333034646336346339646538643633,Wii Classic Adapter,a:b23,b:b22,back:b29,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b27,lefttrigger:b25,leftx:a0,lefty:a1,rightshoulder:b28,righttrigger:b26,rightx:a2,righty:a3,start:b30,x:b24,y:b21,platform:Android, +050000005e0400008e02000000783f00,Xbox 360 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +30396232393162346330326334636566,Xbox 360 Controller,a:b0,b:b1,back:b4,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +38313038323730383864666463383533,Xbox 360 Controller,a:b0,b:b1,back:b4,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +58626f782033363020576972656c6573,Xbox 360 Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +65353331386662343338643939643636,Xbox 360 Controller,a:b0,b:b1,back:b4,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +65613532386633373963616462363038,Xbox 360 Controller,a:b0,b:b1,back:b4,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +47656e6572696320582d426f78207061,Xbox Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +4d6963726f736f667420582d426f7820,Xbox Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +64633436313965656664373634323364,Xbox Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b19,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e04000091020000ff073f00,Xbox One Controller,a:b0,b:b1,back:b4,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android, +050000005e040000e00200000ffe3f00,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b16,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b17,y:b2,platform:Android, +050000005e040000e0020000ffff3f00,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b4,leftshoulder:b3,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b17,y:b2,platform:Android, +050000005e040000fd020000ffff3f00,Xbox One Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +33356661323266333733373865656366,Xbox One Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +34356136633366613530316338376136,Xbox One Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b3,leftstick:b15,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b16,righttrigger:a5,rightx:a3,righty:a4,x:b17,y:b2,platform:Android, +35623965373264386238353433656138,Xbox One Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +36616131643361333337396261666433,Xbox One Controller,a:b0,b:b1,back:b15,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +58626f7820576972656c65737320436f,Xbox One Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e040000000b000000783f00,Xbox One Elite 2 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android, +050000005e040000e002000000783f00,Xbox One S Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e040000ea02000000783f00,Xbox One S Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e040000fd020000ff7f3f00,Xbox One S Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000005e040000120b000000783f00,Xbox Series Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android, +050000005e040000130b0000ffff3f00,Xbox Series Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +65633038363832353634653836396239,Xbox Series Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android, +050000001727000044310000ffff3f00,XiaoMi Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a7,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a6,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Android, + +# iOS +05000000ac0500000100000000006d01,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,x:b2,y:b3,platform:iOS, +05000000ac050000010000004f066d01,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,x:b2,y:b3,platform:iOS, +05000000ac05000001000000cf076d01,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b2,y:b3,platform:iOS, +05000000ac05000001000000df076d01,*,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS, +05000000ac05000001000000ff076d01,*,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +05000000ac0500000200000000006d02,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,rightshoulder:b5,x:b2,y:b3,platform:iOS, +05000000ac050000020000004f066d02,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,rightshoulder:b5,x:b2,y:b3,platform:iOS, +4d466947616d65706164010000000000,MFi Extended Gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:iOS, +4d466947616d65706164020000000000,MFi Gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,rightshoulder:b5,start:b6,x:b2,y:b3,platform:iOS, +050000007e050000062000004f060000,Nintendo Switch Joy-Con (L),+leftx:h0.1,+lefty:h0.2,-leftx:h0.4,-lefty:h0.8,dpdown:b2,dpleft:b0,dpright:b3,dpup:b1,leftshoulder:b4,misc1:b6,rightshoulder:b5,platform:iOS, +050000007e0500000e200000df070000,Nintendo Switch Joy-Con (L/R),a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:iOS, +050000007e050000072000004f060000,Nintendo Switch Joy-Con (R),+rightx:h0.4,+righty:h0.8,-rightx:h0.1,-righty:h0.2,a:b1,b:b0,guide:b6,leftshoulder:b4,rightshoulder:b5,x:b3,y:b2,platform:iOS, +050000007e05000009200000ff870000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +050000004c050000cc090000df070000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS, +050000004c050000cc090000df870001,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS, +050000004c050000cc090000ff070000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +050000004c050000cc090000ff870001,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,touchpad:b11,x:b2,y:b3,platform:iOS, +050000004c050000cc090000ff876d01,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +050000004c050000e60c0000df870000,PS5 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,touchpad:b10,x:b2,y:b3,platform:iOS, +050000004c050000e60c0000ff870000,PS5 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,touchpad:b11,x:b2,y:b3,platform:iOS, +05000000ac0500000300000000006d03,Remote,a:b0,b:b2,leftx:a0,lefty:a1,platform:iOS, +05000000ac0500000300000043006d03,Remote,a:b0,b:b2,leftx:a0,lefty:a1,platform:iOS, +05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:iOS, +05000000de2800000611000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:iOS, +050000005e040000050b0000df070001,Xbox Elite Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b10,paddle2:b12,paddle3:b11,paddle4:b13,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS, +050000005e040000050b0000ff070001,Xbox Elite Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b13,paddle3:b12,paddle4:b14,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +050000005e040000e0020000df070000,Xbox One Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS, +050000005e040000e0020000ff070000,Xbox One Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, +050000005e040000130b0000df870001,Xbox Series X Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b10,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS, +050000005e040000130b0000ff870001,Xbox Series X Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS, + +``` + +`samples/gamepad_wgpu/src/gamepad_wgpu.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const assert = std.debug.assert; +const zglfw = @import("zglfw"); +const zgpu = @import("zgpu"); +const wgpu = zgpu.wgpu; +const zgui = @import("zgui"); + +const content_dir = @import("build_options").content_dir; +const window_title = "zig-gamedev: gamepad (wgpu)"; + +const DemoState = struct { + gctx: *zgpu.GraphicsContext, +}; + +fn create(allocator: std.mem.Allocator, window: *zglfw.Window) !*DemoState { + const gctx = try zgpu.GraphicsContext.create( + allocator, + .{ + .window = window, + .fn_getTime = @ptrCast(&zglfw.getTime), + .fn_getFramebufferSize = @ptrCast(&zglfw.Window.getFramebufferSize), + .fn_getWin32Window = @ptrCast(&zglfw.getWin32Window), + .fn_getX11Display = @ptrCast(&zglfw.getX11Display), + .fn_getX11Window = @ptrCast(&zglfw.getX11Window), + .fn_getWaylandDisplay = @ptrCast(&zglfw.getWaylandDisplay), + .fn_getWaylandSurface = @ptrCast(&zglfw.getWaylandWindow), + .fn_getCocoaWindow = @ptrCast(&zglfw.getCocoaWindow), + }, + .{}, + ); + errdefer gctx.destroy(allocator); + + const success = zglfw.Gamepad.updateMappings(@embedFile("gamecontrollerdb.txt")); + if (!success) { + @panic("failed to update gamepad mappings"); + } + + zgui.init(allocator); + const scale_factor = scale_factor: { + const scale = window.getContentScale(); + break :scale_factor @max(scale[0], scale[1]); + }; + _ = zgui.io.addFontFromFile(content_dir ++ "Roboto-Medium.ttf", math.floor(20.0 * scale_factor)); + + // This needs to be called *after* adding your custom fonts. + zgui.backend.init( + window, + gctx.device, + @intFromEnum(zgpu.GraphicsContext.swapchain_format), + @intFromEnum(wgpu.TextureFormat.undef), + ); + + // You can directly manipulate zgui.Style *before* `newFrame()` call. + // Once frame is started (after `newFrame()` call) you have to use + // zgui.pushStyleColor*()/zgui.pushStyleVar*() functions. + const style = zgui.getStyle(); + + style.window_min_size = .{ 320.0, 240.0 }; + style.window_border_size = 0.0; + style.scrollbar_size = 6.0; + { + var color = style.getColor(.scrollbar_grab); + color[1] = 0.8; + style.setColor(.scrollbar_grab, color); + } + style.scaleAllSizes(scale_factor); + + const demo = try allocator.create(DemoState); + demo.* = .{ + .gctx = gctx, + }; + + return demo; +} + +fn destroy(allocator: std.mem.Allocator, demo: *DemoState) void { + zgui.backend.deinit(); + zgui.deinit(); + demo.gctx.destroy(allocator); + allocator.destroy(demo); +} + +const action_labels = action_labels: { + var labels = std.enums.EnumArray(zglfw.Joystick.ButtonAction, [:0]const u8).initUndefined(); + labels.set(.release, "release"); + labels.set(.press, "press"); + break :action_labels labels; +}; +const axis_labels = axis_labels: { + var labels = std.enums.EnumArray(zglfw.Gamepad.Axis, [:0]const u8).initUndefined(); + labels.set(.left_x, "left x"); + labels.set(.left_y, "left y"); + labels.set(.right_x, "right x"); + labels.set(.right_y, "right y"); + labels.set(.left_trigger, "left trigger"); + labels.set(.right_trigger, "right trigger"); + break :axis_labels labels; +}; +const button_labels = button_labels: { + var labels = std.enums.EnumArray(zglfw.Gamepad.Button, [:0]const u8).initUndefined(); + labels.set(.a, "a"); + labels.set(.b, "b"); + labels.set(.x, "x"); + labels.set(.y, "y"); + labels.set(.left_bumper, "left bumper"); + labels.set(.right_bumper, "right bumper"); + labels.set(.back, "back"); + labels.set(.start, "start"); + labels.set(.guide, "guide"); + labels.set(.left_thumb, "left thumb"); + labels.set(.right_thumb, "right thumb"); + labels.set(.dpad_up, "dpad up"); + labels.set(.dpad_right, "dpad right"); + labels.set(.dpad_down, "dpad down"); + labels.set(.dpad_left, "dpad left"); + break :button_labels labels; +}; + +fn update(allocator: std.mem.Allocator, demo: *DemoState) !void { + var arena = std.heap.ArenaAllocator.init(allocator); + defer arena.deinit(); + + zgui.backend.newFrame( + demo.gctx.swapchain_descriptor.width, + demo.gctx.swapchain_descriptor.height, + ); + + if (zgui.begin("Gamepad", .{ + .flags = .{ + .no_title_bar = true, + .no_move = true, + .no_collapse = true, + .always_auto_resize = true, + }, + })) { + _ = zgui.beginTabBar("Joystick picker", .{}); + defer zgui.endTabBar(); + + for (0..zglfw.Joystick.maximum_supported) |jid| { + const joystick: zglfw.Joystick = @enumFromInt(jid); + const tab_title = try std.fmt.allocPrintZ(arena.allocator(), "Joystick {}", .{jid + 1}); + + if (zgui.beginTabItem(tab_title, .{})) { + defer zgui.endTabItem(); + + if (joystick.isPresent()) { + const guid = joystick.getGuid() catch "n/a"; + zgui.text("Present: yes", .{}); + zgui.newLine(); + zgui.beginGroup(); + zgui.text("Raw joystick: {s}", .{guid}); + zgui.indent(.{ .indent_w = 50.0 }); + zgui.beginGroup(); + for (joystick.getAxes() catch &.{}, 0..) |axis, i| { + zgui.progressBar(.{ + .fraction = (axis + 1.0) / 2.0, + .w = 400.0, + .h = 50.0, + .overlay = try std.fmt.allocPrintZ(arena.allocator(), "{d:.2}", .{axis}), + }); + zgui.sameLine(.{}); + zgui.text("Axis {}", .{i}); + } + zgui.endGroup(); + zgui.sameLine(.{}); + zgui.beginGroup(); + for (joystick.getButtons() catch &.{}, 0..) |action, i| { + zgui.progressBar(.{ + .fraction = if (action == .press) 1.0 else 0.0, + .w = 400.0, + .h = 50.0, + .overlay = action_labels.get(action), + }); + zgui.sameLine(.{}); + zgui.text("Button {}", .{i}); + } + zgui.endGroup(); + zgui.unindent(.{ .indent_w = 50.0 }); + zgui.endGroup(); + zgui.sameLine(.{}); + zgui.beginGroup(); + if (joystick.asGamepad()) |gamepad| { + zgui.text("Mapped gamepad: {s}", .{gamepad.getName()}); + zgui.indent(.{ .indent_w = 50.0 }); + zgui.beginGroup(); + const gamepad_state: zglfw.Gamepad.State = gamepad.getState() catch .{}; + for (std.enums.values(zglfw.Gamepad.Axis)) |axis| { + const value = gamepad_state.axes[@intFromEnum(axis)]; + zgui.progressBar(.{ + .fraction = (value + 1.0) / 2.0, + .w = 400.0, + .h = 50.0, + .overlay = try std.fmt.allocPrintZ(arena.allocator(), "{d:.2}", .{value}), + }); + zgui.sameLine(.{}); + zgui.text("{s}", .{axis_labels.get(axis)}); + } + zgui.endGroup(); + zgui.sameLine(.{}); + zgui.beginGroup(); + for (std.enums.values(zglfw.Gamepad.Button)) |button| { + const action = gamepad_state.buttons[@intFromEnum(button)]; + zgui.progressBar(.{ + .fraction = if (action == .press) 1.0 else 0.0, + .w = 400.0, + .h = 50.0, + .overlay = action_labels.get(action), + }); + zgui.sameLine(.{}); + zgui.text("{s}", .{button_labels.get(button)}); + } + zgui.endGroup(); + zgui.unindent(.{ .indent_w = 50.0 }); + } else { + zgui.text("Mapped gamepad: Missing mapping. Is GUID found in gamecontrollerdb.txt?", .{}); + } + zgui.endGroup(); + } else { + zgui.text("Present: no", .{}); + } + } + } + } + zgui.end(); +} + +fn draw(demo: *DemoState) void { + const gctx = demo.gctx; + + const swapchain_texv = gctx.swapchain.getCurrentTextureView(); + defer swapchain_texv.release(); + + const commands = commands: { + const encoder = gctx.device.createCommandEncoder(null); + defer encoder.release(); + + // Gui pass. + { + const pass = zgpu.beginRenderPassSimple(encoder, .load, swapchain_texv, null, null, null); + defer zgpu.endReleasePass(pass); + zgui.backend.draw(pass); + } + + break :commands encoder.finish(null); + }; + defer commands.release(); + + gctx.submit(&.{commands}); + _ = gctx.present(); +} + +pub fn main() !void { + try zglfw.init(); + defer zglfw.terminate(); + + // Change current working directory to where the executable is located. + { + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + std.posix.chdir(path) catch {}; + } + + zglfw.windowHint(.client_api, .no_api); + + const window = try zglfw.Window.create(1600, 775, window_title, null); + defer window.destroy(); + window.setSizeLimits(400, 400, -1, -1); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + const demo = try create(allocator, window); + defer destroy(allocator, demo); + + while (!window.shouldClose() and window.getKey(.escape) != .press) { + zglfw.pollEvents(); + try update(allocator, demo); + draw(demo); + } +} + +``` + +`samples/gui_test_wgpu/README.md`: + +```md +## gui test (wgpu) + +This test application uses `zgui` - Zig bindings for `dear imgui` library. + +`zgui` features easy to use, hand-crafted API with default arguments, named parameters and Zig style text formatting. + +![image](screenshot.png) + +``` + +`samples/gui_test_wgpu/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "gui_test_wgpu"; +pub const content_dir = demo_name ++ "_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + @import("zgpu").addLibraryPathsTo(exe); + const zgpu = b.dependency("zgpu", .{ + .target = options.target, + }); + exe.root_module.addImport("zgpu", zgpu.module("root")); + exe.linkLibrary(zgpu.artifact("zdawn")); + + const zgui = b.dependency("zgui", .{ + .target = options.target, + .backend = .glfw_wgpu, + .with_implot = true, + .with_node_editor = true, + .with_te = true, + }); + exe.root_module.addImport("zgui", zgui.module("root")); + exe.linkLibrary(zgui.artifact("imgui")); + + const zmath = b.dependency("zmath", .{ + .target = options.target, + }); + exe.root_module.addImport("zmath", zmath.module("root")); + + const zstbi = b.dependency("zstbi", .{ + .target = options.target, + }); + exe.root_module.addImport("zstbi", zstbi.module("root")); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + exe.step.dependOn(&install_content_step.step); + + if (options.target.result.os.tag == .macos) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("macos12/usr/lib")); + exe.addSystemFrameworkPath(system_sdk.path("macos12/System/Library/Frameworks")); + } + } else if (options.target.result.os.tag == .linux) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("linux/lib/x86_64-linux-gnu")); + } + } + + return exe; +} + +``` + +`samples/gui_test_wgpu/src/gui_test_wgpu.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const assert = std.debug.assert; +const zglfw = @import("zglfw"); +const zgpu = @import("zgpu"); +const wgpu = zgpu.wgpu; +const zgui = @import("zgui"); +const zstbi = @import("zstbi"); + +const content_dir = @import("build_options").content_dir; +const window_title = "zig-gamedev: gui test (wgpu)"; + +const embedded_font_data = @embedFile("./FiraCode-Medium.ttf"); + +const DemoState = struct { + gctx: *zgpu.GraphicsContext, + texture_view: zgpu.TextureViewHandle, + font_normal: zgui.Font, + font_large: zgui.Font, + draw_list: zgui.DrawList, + alloced_input_text_buf: [:0]u8, + alloced_input_text_multiline_buf: [:0]u8, + alloced_input_text_with_hint_buf: [:0]u8, + node_editor: *zgui.node_editor.EditorContext, +}; +var _te: *zgui.te.TestEngine = undefined; + +fn create(allocator: std.mem.Allocator, window: *zglfw.Window) !*DemoState { + const gctx = try zgpu.GraphicsContext.create( + allocator, + .{ + .window = window, + .fn_getTime = @ptrCast(&zglfw.getTime), + .fn_getFramebufferSize = @ptrCast(&zglfw.Window.getFramebufferSize), + .fn_getWin32Window = @ptrCast(&zglfw.getWin32Window), + .fn_getX11Display = @ptrCast(&zglfw.getX11Display), + .fn_getX11Window = @ptrCast(&zglfw.getX11Window), + .fn_getWaylandDisplay = @ptrCast(&zglfw.getWaylandDisplay), + .fn_getWaylandSurface = @ptrCast(&zglfw.getWaylandWindow), + .fn_getCocoaWindow = @ptrCast(&zglfw.getCocoaWindow), + }, + .{}, + ); + errdefer gctx.destroy(allocator); + + var arena_state = std.heap.ArenaAllocator.init(allocator); + defer arena_state.deinit(); + const arena = arena_state.allocator(); + + zstbi.init(arena); + defer zstbi.deinit(); + + var image = try zstbi.Image.loadFromFile(content_dir ++ "genart_0025_5.png", 4); + defer image.deinit(); + + // Create a texture. + const texture = gctx.createTexture(.{ + .usage = .{ .texture_binding = true, .copy_dst = true }, + .size = .{ + .width = image.width, + .height = image.height, + .depth_or_array_layers = 1, + }, + .format = zgpu.imageInfoToTextureFormat( + image.num_components, + image.bytes_per_component, + image.is_hdr, + ), + .mip_level_count = 1, + }); + const texture_view = gctx.createTextureView(texture, .{}); + + gctx.queue.writeTexture( + .{ .texture = gctx.lookupResource(texture).? }, + .{ + .bytes_per_row = image.bytes_per_row, + .rows_per_image = image.height, + }, + .{ .width = image.width, .height = image.height }, + u8, + image.data, + ); + + zgui.init(allocator); + zgui.plot.init(); + _te = zgui.te.getTestEngine().?; + const scale_factor = scale_factor: { + const scale = window.getContentScale(); + break :scale_factor @max(scale[0], scale[1]); + }; + const font_size = 16.0 * scale_factor; + const font_large = zgui.io.addFontFromMemory(embedded_font_data, math.floor(font_size * 1.1)); + const font_normal = zgui.io.addFontFromFile(content_dir ++ "Roboto-Medium.ttf", math.floor(font_size)); + assert(zgui.io.getFont(0) == font_large); + assert(zgui.io.getFont(1) == font_normal); + + // This needs to be called *after* adding your custom fonts. + zgui.backend.init( + window, + gctx.device, + @intFromEnum(zgpu.GraphicsContext.swapchain_format), + @intFromEnum(wgpu.TextureFormat.undef), + ); + + // This call is optional. Initially, zgui.io.getFont(0) is a default font. + zgui.io.setDefaultFont(font_normal); + + // You can directly manipulate zgui.Style *before* `newFrame()` call. + // Once frame is started (after `newFrame()` call) you have to use + // zgui.pushStyleColor*()/zgui.pushStyleVar*() functions. + const style = zgui.getStyle(); + + style.window_min_size = .{ 320.0, 240.0 }; + style.scrollbar_size = 6.0; + { + var color = style.getColor(.scrollbar_grab); + color[1] = 0.8; + style.setColor(.scrollbar_grab, color); + } + style.scaleAllSizes(scale_factor); + + // To reset zgui.Style with default values: + //zgui.getStyle().* = zgui.Style.init(); + + { + zgui.plot.getStyle().line_weight = 3.0; + const plot_style = zgui.plot.getStyle(); + plot_style.marker = .circle; + plot_style.marker_size = 5.0; + } + + const draw_list = zgui.createDrawList(); + + const demo = try allocator.create(DemoState); + demo.* = .{ + .gctx = gctx, + .texture_view = texture_view, + .font_normal = font_normal, + .font_large = font_large, + .draw_list = draw_list, + .alloced_input_text_buf = try allocator.allocSentinel(u8, 4, 0), + .alloced_input_text_multiline_buf = try allocator.allocSentinel(u8, 4, 0), + .alloced_input_text_with_hint_buf = try allocator.allocSentinel(u8, 4, 0), + .node_editor = zgui.node_editor.EditorContext.create(.{ .enable_smooth_zoom = true }), + }; + demo.alloced_input_text_buf[0] = 0; + demo.alloced_input_text_multiline_buf[0] = 0; + demo.alloced_input_text_with_hint_buf[0] = 0; + + return demo; +} + +fn destroy(allocator: std.mem.Allocator, demo: *DemoState) void { + zgui.backend.deinit(); + zgui.plot.deinit(); + zgui.destroyDrawList(demo.draw_list); + zgui.deinit(); + demo.gctx.destroy(allocator); + allocator.free(demo.alloced_input_text_buf); + allocator.free(demo.alloced_input_text_multiline_buf); + allocator.free(demo.alloced_input_text_with_hint_buf); + allocator.destroy(demo); +} + +var check_b = false; +fn registerTests() void { + _ = _te.registerTest( + "Awesome", + "should_do_some_magic", + @src(), + struct { + pub fn gui(ctx: *zgui.te.TestContext) !void { + _ = ctx; + } + + pub fn run(ctx: *zgui.te.TestContext) !void { + ctx.setRef("/Demo Settings"); + ctx.windowFocus(""); + ctx.itemAction(.open, "Widgets: Main", .{}, null); + ctx.itemAction(.click, "**/Button 1", .{}, null); + ctx.itemAction(.click, "**/Magic Is Everywhere", .{}, null); + + std.testing.expect(true) catch |err| { + zgui.te.checkTestError(@src(), err); + return; + }; + } + }, + ); + + _ = _te.registerTest( + "Awesome", + "should_do_some_another_magic", + @src(), + struct { + pub fn gui(ctx: *zgui.te.TestContext) !void { + _ = ctx; // autofix + _ = zgui.begin("Test Window", .{ .flags = .{ .no_saved_settings = true } }); + defer zgui.end(); + + zgui.text("Hello, automation world", .{}); + _ = zgui.button("Click Me", .{}); + if (zgui.treeNode("Node")) { + defer zgui.treePop(); + + _ = zgui.checkbox("Checkbox", .{ .v = &check_b }); + } + } + + pub fn run(ctx: *zgui.te.TestContext) !void { + ctx.setRef("/Test Window"); + ctx.windowFocus(""); + + ctx.itemAction(.click, "Click Me", .{}, null); + ctx.itemAction(.open, "Node", .{}, null); + ctx.itemAction(.check, "Node/Checkbox", .{}, null); + ctx.itemAction(.uncheck, "Node/Checkbox", .{}, null); + + std.testing.expect(true) catch |err| { + zgui.te.checkTestError(@src(), err); + return; + }; + } + }, + ); +} + +const SimpleEnum = enum { + first, + second, + third, +}; +const SparseEnum = enum(i32) { + first = 10, + second = 100, + third = 1000, +}; +const NonExhaustiveEnum = enum(i32) { + first = 10, + second = 100, + third = 1000, + _, +}; + +fn update(demo: *DemoState) !void { + zgui.backend.newFrame( + demo.gctx.swapchain_descriptor.width, + demo.gctx.swapchain_descriptor.height, + ); + + _te.showTestEngineWindows(null); + + zgui.setNextWindowPos(.{ .x = 20.0, .y = 20.0, .cond = .first_use_ever }); + zgui.setNextWindowSize(.{ .w = -1.0, .h = -1.0, .cond = .first_use_ever }); + + zgui.pushStyleVar1f(.{ .idx = .window_rounding, .v = 5.0 }); + zgui.pushStyleVar2f(.{ .idx = .window_padding, .v = .{ 5.0, 5.0 } }); + defer zgui.popStyleVar(.{ .count = 2 }); + + if (zgui.begin("Demo Settings", .{})) { + zgui.bullet(); + zgui.textUnformattedColored(.{ 0, 0.8, 0, 1 }, "Average :"); + zgui.sameLine(.{}); + zgui.text( + "{d:.3} ms/frame ({d:.1} fps)", + .{ demo.gctx.stats.average_cpu_time, demo.gctx.stats.fps }, + ); + + zgui.pushFont(demo.font_large); + zgui.separator(); + zgui.dummy(.{ .w = -1.0, .h = 20.0 }); + zgui.textUnformattedColored(.{ 0, 0.8, 0, 1 }, "zgui -"); + zgui.sameLine(.{}); + zgui.textWrapped("Zig bindings for 'dear imgui' library. " ++ + "Easy to use, hand-crafted API with default arguments, " ++ + "named parameters and Zig style text formatting.", .{}); + zgui.dummy(.{ .w = -1.0, .h = 20.0 }); + zgui.separator(); + zgui.popFont(); + + if (zgui.collapsingHeader("Widgets: Main", .{})) { + zgui.textUnformattedColored(.{ 0, 0.8, 0, 1 }, "Button"); + if (zgui.button("Button 1", .{ .w = 200.0 })) { + // 'Button 1' pressed. + } + zgui.sameLine(.{ .spacing = 20.0 }); + if (zgui.button("Button 2", .{ .h = 60.0 })) { + // 'Button 2' pressed. + } + zgui.sameLine(.{}); + { + const label = "Button 3 is special ;)"; + const s = zgui.calcTextSize(label, .{}); + _ = zgui.button(label, .{ .w = s[0] + 30.0 }); + } + zgui.sameLine(.{}); + _ = zgui.button("Button 4", .{}); + _ = zgui.button("Button 5", .{ .w = -1.0, .h = 100.0 }); + + zgui.pushStyleColor4f(.{ .idx = .text, .c = .{ 1.0, 0.0, 0.0, 1.0 } }); + _ = zgui.button(" Red Text Button ", .{}); + zgui.popStyleColor(.{}); + + zgui.sameLine(.{}); + zgui.pushStyleColor4f(.{ .idx = .text, .c = .{ 1.0, 1.0, 0.0, 1.0 } }); + _ = zgui.button(" Yellow Text Button ", .{}); + zgui.popStyleColor(.{}); + + _ = zgui.smallButton(" Small Button "); + zgui.sameLine(.{}); + _ = zgui.arrowButton("left_button_id", .{ .dir = .left }); + zgui.sameLine(.{}); + _ = zgui.arrowButton("right_button_id", .{ .dir = .right }); + zgui.spacing(); + + const static = struct { + var check0: bool = true; + var bits: u32 = 0xf; + var radio_value: u32 = 1; + var month: i32 = 1; + var progress: f32 = 0.0; + }; + zgui.textUnformattedColored(.{ 0, 0.8, 0, 1 }, "Checkbox"); + _ = zgui.checkbox("Magic Is Everywhere", .{ .v = &static.check0 }); + zgui.spacing(); + + zgui.textUnformattedColored(.{ 0, 0.8, 0, 1 }, "Checkbox bits"); + zgui.text("Bits value: {b} ({d})", .{ static.bits, static.bits }); + _ = zgui.checkboxBits("Bit 0", .{ .bits = &static.bits, .bits_value = 0x1 }); + _ = zgui.checkboxBits("Bit 1", .{ .bits = &static.bits, .bits_value = 0x2 }); + _ = zgui.checkboxBits("Bit 2", .{ .bits = &static.bits, .bits_value = 0x4 }); + _ = zgui.checkboxBits("Bit 3", .{ .bits = &static.bits, .bits_value = 0x8 }); + zgui.spacing(); + + zgui.textUnformattedColored(.{ 0, 0.8, 0, 1 }, "Radio buttons"); + if (zgui.radioButton("One", .{ .active = static.radio_value == 1 })) static.radio_value = 1; + if (zgui.radioButton("Two", .{ .active = static.radio_value == 2 })) static.radio_value = 2; + if (zgui.radioButton("Three", .{ .active = static.radio_value == 3 })) static.radio_value = 3; + if (zgui.radioButton("Four", .{ .active = static.radio_value == 4 })) static.radio_value = 4; + if (zgui.radioButton("Five", .{ .active = static.radio_value == 5 })) static.radio_value = 5; + zgui.spacing(); + + _ = zgui.radioButtonStatePtr("January", .{ .v = &static.month, .v_button = 1 }); + zgui.sameLine(.{}); + _ = zgui.radioButtonStatePtr("February", .{ .v = &static.month, .v_button = 2 }); + zgui.sameLine(.{}); + _ = zgui.radioButtonStatePtr("March", .{ .v = &static.month, .v_button = 3 }); + zgui.spacing(); + + zgui.textUnformattedColored(.{ 0, 0.8, 0, 1 }, "Progress bar"); + zgui.progressBar(.{ .fraction = static.progress }); + static.progress += 0.005; + if (static.progress > 1.0) static.progress = 0.0; + zgui.spacing(); + + zgui.bulletText("keep going...", .{}); + } + + if (zgui.collapsingHeader("Widgets: Combo Box", .{})) { + const static = struct { + var selection_index: u32 = 0; + var current_item: i32 = 0; + var simple_enum_value: SimpleEnum = .first; + var sparse_enum_value: SparseEnum = .first; + var non_exhaustive_enum_value: NonExhaustiveEnum = .first; + var optional_enum_value: ?SimpleEnum = null; + }; + + const items = [_][:0]const u8{ "aaa", "bbb", "ccc", "ddd", "eee", "FFF", "ggg", "hhh" }; + if (zgui.beginCombo("Combo 0", .{ .preview_value = items[static.selection_index] })) { + for (items, 0..) |item, index| { + const i = @as(u32, @intCast(index)); + if (zgui.selectable(item, .{ .selected = static.selection_index == i })) + static.selection_index = i; + } + zgui.endCombo(); + } + + _ = zgui.combo("Combo 1", .{ + .current_item = &static.current_item, + .items_separated_by_zeros = "Item 0\x00Item 1\x00Item 2\x00Item 3\x00\x00", + }); + + _ = zgui.comboFromEnum("simple enum", &static.simple_enum_value); + _ = zgui.comboFromEnum("sparse enum", &static.sparse_enum_value); + _ = zgui.comboFromEnum("non-exhaustive enum", &static.non_exhaustive_enum_value); + _ = zgui.comboFromEnum("optional enum", &static.optional_enum_value); + } + + if (zgui.collapsingHeader("Widgets: Drag Sliders", .{})) { + const static = struct { + var v1: f32 = 0.0; + var v2: [2]f32 = .{ 0.0, 0.0 }; + var v3: [3]f32 = .{ 0.0, 0.0, 0.0 }; + var v4: [4]f32 = .{ 0.0, 0.0, 0.0, 0.0 }; + var range: [2]f32 = .{ 0.0, 0.0 }; + var v1i: i32 = 0.0; + var v2i: [2]i32 = .{ 0, 0 }; + var v3i: [3]i32 = .{ 0, 0, 0 }; + var v4i: [4]i32 = .{ 0, 0, 0, 0 }; + var rangei: [2]i32 = .{ 0, 0 }; + var si8: i8 = 123; + var vu16: [3]u16 = .{ 10, 11, 12 }; + var sd: f64 = 0.0; + }; + _ = zgui.dragFloat("Drag float 1", .{ .v = &static.v1 }); + _ = zgui.dragFloat2("Drag float 2", .{ .v = &static.v2 }); + _ = zgui.dragFloat3("Drag float 3", .{ .v = &static.v3 }); + _ = zgui.dragFloat4("Drag float 4", .{ .v = &static.v4 }); + _ = zgui.dragFloatRange2( + "Drag float range 2", + .{ .current_min = &static.range[0], .current_max = &static.range[1] }, + ); + _ = zgui.dragInt("Drag int 1", .{ .v = &static.v1i }); + _ = zgui.dragInt2("Drag int 2", .{ .v = &static.v2i }); + _ = zgui.dragInt3("Drag int 3", .{ .v = &static.v3i }); + _ = zgui.dragInt4("Drag int 4", .{ .v = &static.v4i }); + _ = zgui.dragIntRange2( + "Drag int range 2", + .{ .current_min = &static.rangei[0], .current_max = &static.rangei[1] }, + ); + _ = zgui.dragScalar("Drag scalar (i8)", i8, .{ .v = &static.si8, .min = -20 }); + _ = zgui.dragScalarN( + "Drag scalar N ([3]u16)", + @TypeOf(static.vu16), + .{ .v = &static.vu16, .max = 100 }, + ); + _ = zgui.dragScalar( + "Drag scalar (f64)", + f64, + .{ .v = &static.sd, .min = -1.0, .max = 1.0, .speed = 0.005 }, + ); + } + + if (zgui.collapsingHeader("Widgets: Regular Sliders", .{})) { + const static = struct { + var v1: f32 = 0; + var v2: [2]f32 = .{ 0, 0 }; + var v3: [3]f32 = .{ 0, 0, 0 }; + var v4: [4]f32 = .{ 0, 0, 0, 0 }; + var v1i: i32 = 0; + var v2i: [2]i32 = .{ 0, 0 }; + var v3i: [3]i32 = .{ 10, 10, 10 }; + var v4i: [4]i32 = .{ 0, 0, 0, 0 }; + var su8: u8 = 1; + var vu16: [3]u16 = .{ 10, 11, 12 }; + var vsf: f32 = 0; + var vsi: i32 = 0; + var vsu8: u8 = 1; + var angle: f32 = 0; + }; + _ = zgui.sliderFloat("Slider float 1", .{ .v = &static.v1, .min = 0.0, .max = 1.0 }); + _ = zgui.sliderFloat2("Slider float 2", .{ .v = &static.v2, .min = -1.0, .max = 1.0 }); + _ = zgui.sliderFloat3("Slider float 3", .{ .v = &static.v3, .min = 0.0, .max = 1.0 }); + _ = zgui.sliderFloat4("Slider float 4", .{ .v = &static.v4, .min = 0.0, .max = 1.0 }); + _ = zgui.sliderInt("Slider int 1", .{ .v = &static.v1i, .min = 0, .max = 100 }); + _ = zgui.sliderInt2("Slider int 2", .{ .v = &static.v2i, .min = -20, .max = 20 }); + _ = zgui.sliderInt3("Slider int 3", .{ .v = &static.v3i, .min = 10, .max = 50 }); + _ = zgui.sliderInt4("Slider int 4", .{ .v = &static.v4i, .min = 0, .max = 10 }); + _ = zgui.sliderScalar( + "Slider scalar (u8)", + u8, + .{ .v = &static.su8, .min = 0, .max = 100, .cfmt = "%Xh" }, + ); + _ = zgui.sliderScalarN( + "Slider scalar N ([3]u16)", + [3]u16, + .{ .v = &static.vu16, .min = 1, .max = 100 }, + ); + _ = zgui.sliderAngle("Slider angle", .{ .vrad = &static.angle }); + _ = zgui.vsliderFloat( + "VSlider float", + .{ .w = 80.0, .h = 200.0, .v = &static.vsf, .min = 0.0, .max = 1.0 }, + ); + zgui.sameLine(.{}); + _ = zgui.vsliderInt( + "VSlider int", + .{ .w = 80.0, .h = 200.0, .v = &static.vsi, .min = 0, .max = 100 }, + ); + zgui.sameLine(.{}); + _ = zgui.vsliderScalar( + "VSlider scalar (u8)", + u8, + .{ .w = 80.0, .h = 200.0, .v = &static.vsu8, .min = 0, .max = 200 }, + ); + } + + if (zgui.collapsingHeader("Widgets: Input with Keyboard", .{})) { + const static = struct { + var input_text_buf = [_:0]u8{0} ** 4; + var input_text_multiline_buf = [_:0]u8{0} ** 4; + var input_text_with_hint_buf = [_:0]u8{0} ** 4; + var v1: f32 = 0; + var v2: [2]f32 = .{ 0, 0 }; + var v3: [3]f32 = .{ 0, 0, 0 }; + var v4: [4]f32 = .{ 0, 0, 0, 0 }; + var v1i: i32 = 0; + var v2i: [2]i32 = .{ 0, 0 }; + var v3i: [3]i32 = .{ 0, 0, 0 }; + var v4i: [4]i32 = .{ 0, 0, 0, 0 }; + var sf64: f64 = 0.0; + var si8: i8 = 0; + var v3u8: [3]u8 = .{ 0, 0, 0 }; + }; + zgui.separatorText("static input text"); + _ = zgui.inputText("Input text", .{ .buf = static.input_text_buf[0..] }); + _ = zgui.text("length of Input text {}", .{std.mem.len(@as([*:0]u8, static.input_text_buf[0..]))}); + + _ = zgui.inputTextMultiline("Input text multiline", .{ .buf = static.input_text_multiline_buf[0..] }); + _ = zgui.text("length of Input text multiline {}", .{std.mem.len(@as([*:0]u8, static.input_text_multiline_buf[0..]))}); + _ = zgui.inputTextWithHint("Input text with hint", .{ + .hint = "Enter your name", + .buf = static.input_text_with_hint_buf[0..], + }); + _ = zgui.text("length of Input text with hint {}", .{std.mem.len(@as([*:0]u8, static.input_text_with_hint_buf[0..]))}); + + zgui.separatorText("alloced input text"); + _ = zgui.inputText("Input text alloced", .{ .buf = demo.alloced_input_text_buf }); + _ = zgui.text("length of Input text alloced {}", .{std.mem.len(demo.alloced_input_text_buf.ptr)}); + _ = zgui.inputTextMultiline("Input text multiline alloced", .{ .buf = demo.alloced_input_text_multiline_buf }); + _ = zgui.text("length of Input text multiline {}", .{std.mem.len(demo.alloced_input_text_multiline_buf.ptr)}); + _ = zgui.inputTextWithHint("Input text with hint alloced", .{ + .hint = "Enter your name", + .buf = demo.alloced_input_text_with_hint_buf, + }); + _ = zgui.text("length of Input text with hint alloced {}", .{std.mem.len(demo.alloced_input_text_with_hint_buf.ptr)}); + + zgui.separatorText("input numeric"); + _ = zgui.inputFloat("Input float 1", .{ .v = &static.v1 }); + _ = zgui.inputFloat2("Input float 2", .{ .v = &static.v2 }); + _ = zgui.inputFloat3("Input float 3", .{ .v = &static.v3 }); + _ = zgui.inputFloat4("Input float 4", .{ .v = &static.v4 }); + _ = zgui.inputInt("Input int 1", .{ .v = &static.v1i }); + _ = zgui.inputInt2("Input int 2", .{ .v = &static.v2i }); + _ = zgui.inputInt3("Input int 3", .{ .v = &static.v3i }); + _ = zgui.inputInt4("Input int 4", .{ .v = &static.v4i }); + _ = zgui.inputDouble("Input double", .{ .v = &static.sf64 }); + _ = zgui.inputScalar("Input scalar (i8)", i8, .{ .v = &static.si8 }); + _ = zgui.inputScalarN("Input scalar N ([3]u8)", [3]u8, .{ .v = &static.v3u8 }); + } + + if (zgui.collapsingHeader("Widgets: Color Editor/Picker", .{})) { + const static = struct { + var col3: [3]f32 = .{ 0, 0, 0 }; + var col4: [4]f32 = .{ 0, 1, 0, 0 }; + var col3p: [3]f32 = .{ 0, 0, 0 }; + var col4p: [4]f32 = .{ 0, 0, 0, 0 }; + }; + _ = zgui.colorEdit3("Color edit 3", .{ .col = &static.col3 }); + _ = zgui.colorEdit4("Color edit 4", .{ .col = &static.col4 }); + _ = zgui.colorEdit4("Color edit 4 float", .{ .col = &static.col4, .flags = .{ .float = true } }); + _ = zgui.colorPicker3("Color picker 3", .{ .col = &static.col3p }); + _ = zgui.colorPicker4("Color picker 4", .{ .col = &static.col4p }); + _ = zgui.colorButton("color_button_id", .{ .col = .{ 0, 1, 0, 1 } }); + } + + if (zgui.collapsingHeader("Widgets: Trees", .{})) { + if (zgui.treeNodeStrId("tree_id", "My Tree {d}", .{1})) { + zgui.textUnformatted("Some content..."); + zgui.treePop(); + } + if (zgui.collapsingHeader("Collapsing header 1", .{})) { + zgui.textUnformatted("Some content..."); + } + } + + if (zgui.collapsingHeader("Widgets: List Boxes", .{})) { + const static = struct { + var selection_index: u32 = 0; + }; + const items = [_][:0]const u8{ "aaa", "bbb", "ccc", "ddd", "eee", "FFF", "ggg", "hhh" }; + if (zgui.beginListBox("List Box 0", .{})) { + for (items, 0..) |item, index| { + const i = @as(u32, @intCast(index)); + if (zgui.selectable(item, .{ .selected = static.selection_index == i })) + static.selection_index = i; + } + zgui.endListBox(); + } + } + + if (zgui.collapsingHeader("Widgets: Image", .{})) { + const tex_id = demo.gctx.lookupResource(demo.texture_view).?; + zgui.image(tex_id, .{ .w = 512.0, .h = 512.0 }); + _ = zgui.imageButton("image_button_id", tex_id, .{ .w = 512.0, .h = 512.0 }); + } + + const draw_list = zgui.getBackgroundDrawList(); + draw_list.pushClipRect(.{ .pmin = .{ 0, 0 }, .pmax = .{ 400, 400 } }); + draw_list.addLine(.{ + .p1 = .{ 0, 0 }, + .p2 = .{ 400, 400 }, + .col = zgui.colorConvertFloat3ToU32([_]f32{ 1, 0, 1 }), + .thickness = 5.0, + }); + draw_list.popClipRect(); + + draw_list.pushClipRectFullScreen(); + draw_list.addRectFilled(.{ + .pmin = .{ 100, 100 }, + .pmax = .{ 300, 200 }, + .col = zgui.colorConvertFloat3ToU32([_]f32{ 1, 1, 1 }), + .rounding = 25.0, + }); + draw_list.addRectFilledMultiColor(.{ + .pmin = .{ 100, 300 }, + .pmax = .{ 200, 400 }, + .col_upr_left = zgui.colorConvertFloat3ToU32([_]f32{ 1, 0, 0 }), + .col_upr_right = zgui.colorConvertFloat3ToU32([_]f32{ 0, 1, 0 }), + .col_bot_right = zgui.colorConvertFloat3ToU32([_]f32{ 0, 0, 1 }), + .col_bot_left = zgui.colorConvertFloat3ToU32([_]f32{ 1, 1, 0 }), + }); + draw_list.addQuadFilled(.{ + .p1 = .{ 150, 400 }, + .p2 = .{ 250, 400 }, + .p3 = .{ 200, 500 }, + .p4 = .{ 100, 500 }, + .col = 0xff_ff_ff_ff, + }); + draw_list.addQuad(.{ + .p1 = .{ 170, 420 }, + .p2 = .{ 270, 420 }, + .p3 = .{ 220, 520 }, + .p4 = .{ 120, 520 }, + .col = zgui.colorConvertFloat3ToU32([_]f32{ 1, 0, 0 }), + .thickness = 3.0, + }); + draw_list.addText(.{ 130, 130 }, 0xff_00_00_ff, "The number is: {}", .{7}); + draw_list.addCircleFilled(.{ + .p = .{ 200, 600 }, + .r = 50, + .col = zgui.colorConvertFloat3ToU32([_]f32{ 1, 1, 1 }), + }); + draw_list.addCircle(.{ + .p = .{ 200, 600 }, + .r = 30, + .col = zgui.colorConvertFloat3ToU32([_]f32{ 1, 0, 0 }), + .thickness = 11, + }); + draw_list.addPolyline( + &.{ .{ 100, 700 }, .{ 200, 600 }, .{ 300, 700 }, .{ 400, 600 } }, + .{ .col = zgui.colorConvertFloat3ToU32([_]f32{ 0x11.0 / 0xff.0, 0xaa.0 / 0xff.0, 0 }), .thickness = 7 }, + ); + _ = draw_list.getClipRectMin(); + _ = draw_list.getClipRectMax(); + draw_list.popClipRect(); + + if (zgui.collapsingHeader("Plot: Scatter", .{})) { + zgui.plot.pushStyleVar1f(.{ .idx = .marker_size, .v = 3.0 }); + zgui.plot.pushStyleVar1f(.{ .idx = .marker_weight, .v = 1.0 }); + if (zgui.plot.beginPlot("Scatter Plot", .{ .flags = .{ .no_title = true } })) { + zgui.plot.setupAxis(.x1, .{ .label = "xaxis" }); + zgui.plot.setupAxisLimits(.x1, .{ .min = 0, .max = 5 }); + zgui.plot.setupLegend(.{ .north = true, .east = true }, .{}); + zgui.plot.setupFinish(); + zgui.plot.plotScatterValues("y data", i32, .{ .v = &.{ 0, 1, 0, 1, 0, 1 } }); + zgui.plot.plotScatter("xy data", f32, .{ + .xv = &.{ 0.1, 0.2, 0.5, 2.5 }, + .yv = &.{ 0.1, 0.3, 0.5, 0.9 }, + }); + zgui.plot.endPlot(); + } + zgui.plot.popStyleVar(.{ .count = 2 }); + } + } + zgui.end(); + + if (zgui.begin("Plot", .{})) { + if (zgui.plot.beginPlot("Line Plot", .{ .h = -1.0 })) { + zgui.plot.setupAxis(.x1, .{ .label = "xaxis" }); + zgui.plot.setupAxisLimits(.x1, .{ .min = 0, .max = 5 }); + zgui.plot.setupLegend(.{ .south = true, .west = true }, .{}); + zgui.plot.setupFinish(); + zgui.plot.plotLineValues("y data", i32, .{ .v = &.{ 0, 1, 0, 1, 0, 1 } }); + zgui.plot.plotLine("xy data", f32, .{ + .xv = &.{ 0.1, 0.2, 0.5, 2.5 }, + .yv = &.{ 0.1, 0.3, 0.5, 0.9 }, + }); + zgui.plot.endPlot(); + } + } + zgui.end(); + + // TODO: will not draw on screen for now + demo.draw_list.reset(); + demo.draw_list.addCircle(.{ + .p = .{ 200, 700 }, + .r = 30, + .col = zgui.colorConvertFloat3ToU32([_]f32{ 1, 1, 0 }), + .thickness = 15 + 15 * @as(f32, @floatCast(@sin(demo.gctx.stats.time))), + }); + + node_editor_window(demo); +} + +fn node_editor_window(demo: *DemoState) void { + defer zgui.end(); + + if (zgui.begin("Node editor", .{ .flags = .{ .no_saved_settings = true } })) { + zgui.node_editor.setCurrentEditor(demo.node_editor); + defer zgui.node_editor.setCurrentEditor(null); + + { + zgui.node_editor.begin("NodeEditor", .{ 0, 0 }); + defer zgui.node_editor.end(); + + zgui.node_editor.beginNode(1); + { + defer zgui.node_editor.endNode(); + + zgui.textUnformatted("Node A"); + + zgui.node_editor.beginPin(1, .input); + { + defer zgui.node_editor.endPin(); + zgui.textUnformatted("-> In"); + } + + zgui.sameLine(.{}); + + zgui.node_editor.beginPin(2, .output); + { + defer zgui.node_editor.endPin(); + zgui.textUnformatted("Out ->"); + } + } + } + } +} + +fn draw(demo: *DemoState) void { + const gctx = demo.gctx; + //const fb_width = gctx.swapchain_descriptor.width; + //const fb_height = gctx.swapchain_descriptor.height; + + const swapchain_texv = gctx.swapchain.getCurrentTextureView(); + defer swapchain_texv.release(); + + const commands = commands: { + const encoder = gctx.device.createCommandEncoder(null); + defer encoder.release(); + + // Gui pass. + { + const pass = zgpu.beginRenderPassSimple(encoder, .load, swapchain_texv, null, null, null); + defer zgpu.endReleasePass(pass); + zgui.backend.draw(pass); + } + + break :commands encoder.finish(null); + }; + defer commands.release(); + + gctx.submit(&.{commands}); + _ = gctx.present(); +} + +pub fn main() !void { + try zglfw.init(); + defer zglfw.terminate(); + + // Change current working directory to where the executable is located. + { + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + std.posix.chdir(path) catch {}; + } + + zglfw.windowHint(.client_api, .no_api); + + const window = try zglfw.Window.create(1600, 1000, window_title, null); + defer window.destroy(); + window.setSizeLimits(400, 400, -1, -1); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + const demo = try create(allocator, window); + defer destroy(allocator, demo); + + registerTests(); + + while (!window.shouldClose() and window.getKey(.escape) != .press) { + zglfw.pollEvents(); + try update(demo); + draw(demo); + } +} + +``` + +`samples/instanced_pills_wgpu/README.md`: + +```md +## instanced pills (wgpu) + +Demo of procedurally generated indexed instanced 2d rounded lines, I.E. pill shaped. + +For a reference: https://wwwtyro.net/2019/11/18/instanced-lines.html + +### Single pill + +![image](single-pill.png) + +### Multiple pills + +![image](multiple-pills.png) + +``` + +`samples/instanced_pills_wgpu/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "instanced_pills_wgpu"; +pub const content_dir = demo_name ++ "_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + @import("zgpu").addLibraryPathsTo(exe); + const zgpu = b.dependency("zgpu", .{ + .target = options.target, + }); + exe.root_module.addImport("zgpu", zgpu.module("root")); + exe.linkLibrary(zgpu.artifact("zdawn")); + + const zmath = b.dependency("zmath", .{ + .target = options.target, + }); + exe.root_module.addImport("zmath", zmath.module("root")); + + const zgui = b.dependency("zgui", .{ + .target = options.target, + .backend = .glfw_wgpu, + }); + exe.root_module.addImport("zgui", zgui.module("root")); + exe.linkLibrary(zgui.artifact("imgui")); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + exe.step.dependOn(&install_content_step.step); + + if (options.target.result.os.tag == .macos) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("macos12/usr/lib")); + exe.addSystemFrameworkPath(system_sdk.path("macos12/System/Library/Frameworks")); + } + } else if (options.target.result.os.tag == .linux) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("linux/lib/x86_64-linux-gnu")); + } + } + + return exe; +} + +``` + +`samples/instanced_pills_wgpu/src/instanced_pills_wgpu.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const assert = std.debug.assert; +const zglfw = @import("zglfw"); +const zgpu = @import("zgpu"); +const wgpu = zgpu.wgpu; +const zgui = @import("zgui"); +const zm = @import("zmath"); +const vertex_generator = @import("vertex_generator.zig"); + +const content_dir = @import("build_options").content_dir; +const window_title = "zig-gamedev: instanced pills (wgpu)"; + +// zig fmt: off +const wgsl_vs = +\\ @group(0) @binding(0) var object_to_clip: mat4x4; +\\ +\\ struct Vertex { +\\ @location(0) position: vec2, +\\ @location(1) side: f32, +\\ } +\\ +\\ struct Instance { +\\ @location(10) width: f32, +\\ @location(11) length: f32, +\\ @location(12) angle: f32, +\\ @location(13) position: vec2, +\\ @location(14) start_color: vec4, +\\ @location(15) end_color: vec4, +\\ } +\\ +\\ struct Fragment { +\\ @builtin(position) position: vec4, +\\ @location(0) color: vec4, +\\ } +\\ +\\ @vertex fn main(vertex: Vertex, instance: Instance) -> Fragment { +\\ // WebGPU mat4x4 are column vectors +\\ var width_mat: mat4x4 = mat4x4( +\\ instance.width, 0.0, 0.0, 0.0, +\\ 0.0, instance.width, 0.0, 0.0, +\\ 0.0, 0.0, 1.0, 0.0, +\\ 0.0, 0.0, 0.0, 1.0, +\\ ); +\\ var length_mat: mat4x4 = mat4x4( +\\ 1.0, 0.0, 0.0, vertex.side * instance.length / 2.0, +\\ 0.0, 1.0, 0.0, 0.0, +\\ 0.0, 0.0, 1.0, 0.0, +\\ 0.0, 0.0, 0.0, 1.0, +\\ ); +\\ var angle_mat: mat4x4 = mat4x4( +\\ cos(instance.angle), -sin(instance.angle), 0.0, 0.0, +\\ sin(instance.angle), cos(instance.angle), 0.0, 0.0, +\\ 0.0, 0.0, 1.0, 0.0, +\\ 0.0, 0.0, 0.0, 1.0, +\\ ); +\\ var position_mat: mat4x4 = mat4x4( +\\ 1.0, 0.0, 0.0, instance.position.x, +\\ 0.0, 1.0, 0.0, instance.position.y, +\\ 0.0, 0.0, 1.0, 0.0, +\\ 0.0, 0.0, 0.0, 1.0, +\\ ); +\\ var fragment: Fragment; +\\ fragment.position = vec4(vertex.position, 0.0, 1.0) * width_mat * length_mat * angle_mat * +\\ position_mat * object_to_clip; +\\ fragment.color = select(instance.end_color, instance.start_color, vertex.side == -1); +\\ return fragment; +\\ } +; +const wgsl_fs = +\\ struct Fragment { +\\ @location(0) color: vec4, +\\ } +\\ struct Screen { +\\ @location(0) color: vec4, +\\ } +\\ +\\ @fragment fn main(fragment: Fragment) -> Screen { +\\ var screen: Screen; +\\ screen.color = fragment.color; +\\ return screen; +\\ } +// zig fmt: on +; + +const Vertex = vertex_generator.Vertex; + +const Pill = struct { + width: f32, + length: f32, + angle: f32, + position: [2]f32, + start_color: [4]f32, + end_color: [4]f32, +}; + +const Dimension = struct { + width: f32, + height: f32, +}; + +const UpdatedPill = struct { + length: f32, + angle: f32, + position: [2]f32, +}; + +const DemoState = struct { + window: *zglfw.Window, + gctx: *zgpu.GraphicsContext, + + pills: std.ArrayList(Pill), + vertex_count: u32, + + dimension: Dimension, + + pipeline: zgpu.RenderPipelineHandle, + bind_group: zgpu.BindGroupHandle, + + vertex_buffer: zgpu.BufferHandle, + index_buffer: zgpu.BufferHandle, + instance_buffer: zgpu.BufferHandle, + + depth_texture: zgpu.TextureHandle, + depth_texture_view: zgpu.TextureViewHandle, + + fn init(allocator: std.mem.Allocator, window: *zglfw.Window) !DemoState { + const gctx = try zgpu.GraphicsContext.create( + allocator, + .{ + .window = window, + .fn_getTime = @ptrCast(&zglfw.getTime), + .fn_getFramebufferSize = @ptrCast(&zglfw.Window.getFramebufferSize), + .fn_getWin32Window = @ptrCast(&zglfw.getWin32Window), + .fn_getX11Display = @ptrCast(&zglfw.getX11Display), + .fn_getX11Window = @ptrCast(&zglfw.getX11Window), + .fn_getWaylandDisplay = @ptrCast(&zglfw.getWaylandDisplay), + .fn_getWaylandSurface = @ptrCast(&zglfw.getWaylandWindow), + .fn_getCocoaWindow = @ptrCast(&zglfw.getCocoaWindow), + }, + .{}, + ); + errdefer gctx.destroy(allocator); + + zgui.init(allocator); + const scale_factor = scale_factor: { + const scale = window.getContentScale(); + break :scale_factor @max(scale[0], scale[1]); + }; + const font_normal = zgui.io.addFontFromFile( + content_dir ++ "Roboto-Medium.ttf", + math.floor(20.0 * scale_factor), + ); + assert(zgui.io.getFont(0) == font_normal); + + // This needs to be called *after* adding your custom fonts. + zgui.backend.init( + window, + gctx.device, + @intFromEnum(zgpu.GraphicsContext.swapchain_format), + @intFromEnum(wgpu.TextureFormat.undef), + ); + + const style = zgui.getStyle(); + + style.window_min_size = .{ 320.0, 240.0 }; + style.window_border_size = 8.0; + style.scrollbar_size = 6.0; + { + var color = style.getColor(.scrollbar_grab); + color[1] = 0.8; + style.setColor(.scrollbar_grab, color); + } + style.scaleAllSizes(scale_factor); + + // Create a bind group layout needed for our render pipeline. + const bind_group_layout = gctx.createBindGroupLayout(&.{ + zgpu.bufferEntry(0, .{ .vertex = true }, .uniform, true, 0), + }); + defer gctx.releaseResource(bind_group_layout); + + const pipeline_layout = gctx.createPipelineLayout(&.{bind_group_layout}); + defer gctx.releaseResource(pipeline_layout); + + const pipeline = pipline: { + const vs_module = zgpu.createWgslShaderModule(gctx.device, wgsl_vs, "vs"); + defer vs_module.release(); + + const fs_module = zgpu.createWgslShaderModule(gctx.device, wgsl_fs, "fs"); + defer fs_module.release(); + + const color_targets = [_]wgpu.ColorTargetState{.{ + .format = zgpu.GraphicsContext.swapchain_format, + }}; + + const vertex_attributes = [_]wgpu.VertexAttribute{ .{ + .format = .float32x2, + .offset = @offsetOf(Vertex, "position"), + .shader_location = 0, + }, .{ + .format = .float32, + .offset = @offsetOf(Vertex, "side"), + .shader_location = 1, + } }; + + const instance_attributes = [_]wgpu.VertexAttribute{ .{ + .format = .float32, + .offset = @offsetOf(Pill, "width"), + .shader_location = 10, + }, .{ + .format = .float32, + .offset = @offsetOf(Pill, "length"), + .shader_location = 11, + }, .{ + .format = .float32, + .offset = @offsetOf(Pill, "angle"), + .shader_location = 12, + }, .{ + .format = .float32x2, + .offset = @offsetOf(Pill, "position"), + .shader_location = 13, + }, .{ + .format = .float32x4, + .offset = @offsetOf(Pill, "start_color"), + .shader_location = 14, + }, .{ + .format = .float32x4, + .offset = @offsetOf(Pill, "end_color"), + .shader_location = 15, + } }; + + const vertex_buffers = [_]wgpu.VertexBufferLayout{ .{ + .array_stride = @sizeOf(Vertex), + .attribute_count = vertex_attributes.len, + .attributes = &vertex_attributes, + }, .{ + .array_stride = @sizeOf(Pill), + .step_mode = .instance, + .attribute_count = instance_attributes.len, + .attributes = &instance_attributes, + } }; + + const pipeline_descriptor = wgpu.RenderPipelineDescriptor{ + .vertex = wgpu.VertexState{ + .module = vs_module, + .entry_point = "main", + .buffer_count = vertex_buffers.len, + .buffers = &vertex_buffers, + }, + .primitive = wgpu.PrimitiveState{ + .front_face = .ccw, + .cull_mode = .back, + .topology = .triangle_strip, + .strip_index_format = .uint16, + }, + .depth_stencil = &wgpu.DepthStencilState{ + .format = .depth32_float, + .depth_write_enabled = true, + .depth_compare = .less, + }, + .fragment = &wgpu.FragmentState{ + .module = fs_module, + .entry_point = "main", + .target_count = color_targets.len, + .targets = &color_targets, + }, + }; + break :pipline gctx.createRenderPipeline(pipeline_layout, pipeline_descriptor); + }; + + const bind_group = gctx.createBindGroup(bind_group_layout, &.{ + .{ + .binding = 0, + .buffer_handle = gctx.uniforms.buffer, + .offset = 0, + .size = @sizeOf(zm.Mat), + }, + }); + + // Create a depth texture and its 'view'. + const depth = createDepthTexture(gctx); + + return .{ + .window = window, + .gctx = gctx, + .pills = std.ArrayList(Pill).init(allocator), + .vertex_count = 0, + .dimension = calculateDimensions(gctx), + .pipeline = pipeline, + .vertex_buffer = .{}, + .index_buffer = .{}, + .instance_buffer = .{}, + .bind_group = bind_group, + .depth_texture = depth.texture, + .depth_texture_view = depth.view, + }; + } + + fn deinit(demo: *DemoState, allocator: std.mem.Allocator) void { + const gctx = demo.gctx; + zgui.backend.deinit(); + zgui.deinit(); + demo.pills.deinit(); + gctx.destroy(allocator); + } + + fn addPill(demo: *DemoState, pill: Pill) !void { + try demo.pills.append(pill); + } + + fn addPillByEndpoints( + demo: *DemoState, + width: f32, + start_color: [4]f32, + end_color: [4]f32, + v0: zm.F32x4, + v1: zm.F32x4, + ) !UpdatedPill { + const dx = v1[0] - v0[0]; + const dy = v1[1] - v0[1]; + const length = @sqrt(dx * dx + dy * dy); + const angle = math.atan2(dy, dx); + const position = .{ (v0[0] + v1[0]) / 2.0, (v0[1] + v1[1]) / 2.0 }; + try demo.addPill(.{ + .width = width, + .length = length, + .angle = angle, + .position = position, + .start_color = start_color, + .end_color = end_color, + }); + + return .{ + .length = length, + .angle = angle, + .position = position, + }; + } + + fn recreateVertexBuffers(demo: *DemoState, segments: u16, allocator: std.mem.Allocator) !void { + const gctx = demo.gctx; + + const vertex_count = 2 * (segments + 1); + const vertex_data = try allocator.alloc(Vertex, @as(usize, @intCast(vertex_count))); + defer allocator.free(vertex_data); + + const index_data = try allocator.alloc(u16, @as(usize, @intCast(vertex_count))); + defer allocator.free(index_data); + + vertex_generator.pill(segments, vertex_data, index_data); + + gctx.destroyResource(demo.vertex_buffer); + const vertex_buffer = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .vertex = true }, + .size = ensureFourByteMultiple(vertex_count * @sizeOf(Vertex)), + }); + gctx.queue.writeBuffer(gctx.lookupResource(vertex_buffer).?, 0, Vertex, vertex_data); + demo.vertex_buffer = vertex_buffer; + + gctx.destroyResource(demo.index_buffer); + const index_buffer = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .index = true }, + .size = ensureFourByteMultiple(vertex_count * @sizeOf(u16)), + }); + gctx.queue.writeBuffer(gctx.lookupResource(index_buffer).?, 0, u16, index_data); + demo.index_buffer = index_buffer; + + demo.vertex_count = vertex_count; + } + + fn recreateInstanceBuffer(demo: *DemoState, instances: usize) void { + const gctx = demo.gctx; + + gctx.destroyResource(demo.instance_buffer); + const instance_buffer = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .vertex = true }, + .size = ensureFourByteMultiple(instances * @sizeOf(Pill)), + }); + demo.instance_buffer = instance_buffer; + } + + fn update(demo: *DemoState, allocator: std.mem.Allocator) !void { + const gctx = demo.gctx; + + zgui.backend.newFrame( + gctx.swapchain_descriptor.width, + gctx.swapchain_descriptor.height, + ); + _ = zgui.begin("Pill", .{ + .flags = .{ + .no_title_bar = true, + .no_move = true, + .no_collapse = true, + .always_auto_resize = true, + }, + }); + defer zgui.end(); + + zgui.text( + "{d:.3} ms/frame ({d:.1} fps)", + .{ gctx.stats.average_cpu_time, gctx.stats.fps }, + ); + _ = zgui.beginTabBar("Demo picker", .{}); + defer zgui.endTabBar(); + + const demo_picker = struct { + var active_tab: u8 = 0; + }; + if (zgui.beginTabItem("Single pill", .{})) { + const tab_activated = demo_picker.active_tab != 0; + demo_picker.active_tab = 0; + const single_pill = struct { + var segments: i32 = 7; + var length: f32 = 0.5; + var width: f32 = 0.1; + var angle: f32 = math.pi / 3.0; + var position: [2]f32 = .{ 0.5, -0.25 }; + var start_color: [4]f32 = .{ 1.0, 0.0, 0.0, 1.0 }; + var end_color: [4]f32 = .{ 0.0, 0.0, 1.0, 1.0 }; + }; + zgui.textUnformatted("Drag sliders or pill directly"); + const init_buffers = !gctx.isResourceValid(demo.vertex_buffer); + const needs_vertex_update = zgui.sliderInt( + "Segments", + .{ .v = &single_pill.segments, .min = 2, .max = 20 }, + ); + if (tab_activated or init_buffers or needs_vertex_update) { + const segments = @as(u16, @intCast(single_pill.segments)); + try demo.recreateVertexBuffers(segments, allocator); + demo.recreateInstanceBuffer(1); + } + + var need_instance_update = std.bit_set.ArrayBitSet(u8, 6).initEmpty(); + need_instance_update.setValue(0, zgui.dragFloat( + "Width", + .{ .v = &single_pill.width, .min = 0.0, .max = std.math.inf(f32), .speed = 0.001 }, + )); + need_instance_update.setValue(1, zgui.dragFloat( + "Length", + .{ .v = &single_pill.length, .min = 0.0, .max = std.math.inf(f32), .speed = 0.01 }, + )); + need_instance_update.setValue(2, zgui.sliderAngle( + "Angle", + .{ .vrad = &single_pill.angle, .deg_min = -180.0, .deg_max = 180.0 }, + )); + need_instance_update.setValue(3, zgui.dragFloat2( + "Position", + .{ .v = &single_pill.position, .speed = 0.01 }, + )); + need_instance_update.setValue(4, zgui.colorEdit3( + "Start color", + .{ .col = single_pill.start_color[0..3], .flags = .{ .no_options = true } }, + )); + need_instance_update.setValue(5, zgui.colorEdit3( + "End color", + .{ .col = single_pill.end_color[0..3], .flags = .{ .no_options = true } }, + )); + + if (tab_activated or init_buffers or zgui.io.getWantCaptureMouse() or + need_instance_update.findFirstSet() != null) + { + demo.pills.clearRetainingCapacity(); + try demo.addPill(.{ + .width = single_pill.width, + .length = single_pill.length, + .angle = single_pill.angle, + .position = single_pill.position, + .start_color = single_pill.start_color, + .end_color = single_pill.end_color, + }); + } else { + const State = enum { + idle, + v0, + v1, + }; + const dragging = struct { + var state: State = .idle; + var object_position_start: zm.F32x4 = undefined; + var vertex_start: zm.F32x4 = undefined; + }; + const scale = demo.window.getContentScale(); + const screen_to_clip = zm.mul( + zm.scaling( + 2 * scale[0] / @as(f32, @floatFromInt(gctx.swapchain_descriptor.width)), + -2 * scale[1] / @as(f32, @floatFromInt(gctx.swapchain_descriptor.height)), + 1, + ), + zm.translation(-1, 1, 0.0), + ); + const clip_to_object = zm.scaling(2 / demo.dimension.width, 2 / demo.dimension.height, 1.0); + + const cursor_position = demo.window.getCursorPos(); + const screen_position = zm.f32x4( + @as(f32, @floatCast(cursor_position[0])), + @as(f32, @floatCast(cursor_position[1])), + 0.0, + 1.0, + ); + const clip_position = zm.mul(screen_position, screen_to_clip); + const object_position = zm.mul(clip_position, clip_to_object); + + const width_mat = zm.scaling(single_pill.width, single_pill.width, 1.0); + const v0_length_mat = zm.translation(-1 * single_pill.length / 2.0, 0.0, 0.0); + const v1_length_mat = zm.translation(1 * single_pill.length / 2.0, 0.0, 0.0); + const angle_mat = zm.rotationZ(single_pill.angle); + const position_mat = zm.translation(single_pill.position[0], single_pill.position[1], 0.0); + + const v = zm.f32x4(0.0, 0.0, 0.0, 1.0); + const v0 = zm.mul(v, zm.mul(width_mat, zm.mul(v0_length_mat, zm.mul(angle_mat, position_mat)))); + const v1 = zm.mul(v, zm.mul(width_mat, zm.mul(v1_length_mat, zm.mul(angle_mat, position_mat)))); + + if (dragging.state == .idle and demo.window.getMouseButton(.left) == .press) { + demo.window.setInputMode(.cursor, .disabled) catch {}; + + const v0_dx = object_position[0] - v0[0]; + const v0_dy = object_position[1] - v0[1]; + const v0_squared_distance = v0_dx * v0_dx + v0_dy * v0_dy; + const v1_dx = object_position[0] - v1[0]; + const v1_dy = object_position[1] - v1[1]; + const v1_squared_distance = v1_dx * v1_dx + v1_dy * v1_dy; + + if (v0_squared_distance < v1_squared_distance) { + dragging.state = .v0; + dragging.vertex_start = v0; + } else { + dragging.state = .v1; + dragging.vertex_start = v1; + } + dragging.object_position_start = object_position; + } else { + if (demo.window.getMouseButton(.left) == .release) { + dragging.state = .idle; + demo.window.setInputMode(.cursor, .normal) catch {}; + } else { + const object_position_delta = zm.f32x4( + object_position[0] - dragging.object_position_start[0], + object_position[1] - dragging.object_position_start[1], + 0.0, + 1.0, + ); + + demo.pills.clearRetainingCapacity(); + const updated_pill = if (dragging.state == .v0) move_v0: { + const moved_v0 = zm.f32x4( + dragging.vertex_start[0] + object_position_delta[0], + dragging.vertex_start[1] + object_position_delta[1], + 0.0, + 1.0, + ); + break :move_v0 try demo.addPillByEndpoints( + single_pill.width, + single_pill.start_color, + single_pill.end_color, + moved_v0, + v1, + ); + } else move_v1: { + const moved_v1 = zm.f32x4( + dragging.vertex_start[0] + object_position_delta[0], + dragging.vertex_start[1] + object_position_delta[1], + 0.0, + 1.0, + ); + break :move_v1 try demo.addPillByEndpoints( + single_pill.width, + single_pill.start_color, + single_pill.end_color, + v0, + moved_v1, + ); + }; + single_pill.length = updated_pill.length; + single_pill.angle = updated_pill.angle; + single_pill.position = updated_pill.position; + } + } + } + zgui.endTabItem(); + } + if (zgui.beginTabItem("Multiple pills", .{})) { + const tab_activated = demo_picker.active_tab != 1; + demo_picker.active_tab = 1; + + const multiple_pills = struct { + var segments: i32 = 7; + var instance_index: i32 = 0; + var rng = std.Random.DefaultPrng.init(42); + }; + const needs_vertex_update = zgui.sliderInt( + "Segments", + .{ .v = &multiple_pills.segments, .min = 2, .max = 20 }, + ); + if (tab_activated or needs_vertex_update) { + const segments = @as(u16, @intCast(multiple_pills.segments)); + try demo.recreateVertexBuffers(segments, allocator); + } + const InstanceValues = [_]usize{ 1000, 10000, 100000, 1000000 }; + const InstanceStrings = [_][:0]const u8{ "1,000", "10,000", "100,000", "1,000,000" }; + const need_instance_update = zgui.sliderInt("Instances", .{ + .v = &multiple_pills.instance_index, + .min = 0, + .max = InstanceValues.len - 1, + .cfmt = InstanceStrings[@as(usize, @intCast(multiple_pills.instance_index))], + }); + if (tab_activated or need_instance_update) { + const instances = InstanceValues[@as(usize, @intCast(multiple_pills.instance_index))]; + demo.pills.clearRetainingCapacity(); + var i: usize = 0; + while (i < instances) : (i += 1) { + try demo.addPill(.{ + .width = multiple_pills.rng.random().float(f32) / 50.0 + 0.01, + .length = multiple_pills.rng.random().float(f32) / 5.0 + 0.1, + .angle = multiple_pills.rng.random().float(f32) * 2.0 * math.pi, + .position = .{ + multiple_pills.rng.random().float(f32) * 2 - 1, + multiple_pills.rng.random().float(f32) * 2 - 1, + }, + .start_color = .{ + multiple_pills.rng.random().float(f32), + multiple_pills.rng.random().float(f32), + multiple_pills.rng.random().float(f32), + 1.0, + }, + .end_color = .{ + multiple_pills.rng.random().float(f32), + multiple_pills.rng.random().float(f32), + multiple_pills.rng.random().float(f32), + 1.0, + }, + }); + } + demo.recreateInstanceBuffer(instances); + } + zgui.endTabItem(); + } + } + + fn draw(demo: *DemoState) void { + const gctx = demo.gctx; + + const back_buffer_view = gctx.swapchain.getCurrentTextureView(); + defer back_buffer_view.release(); + + const commands = commands: { + const encoder = gctx.device.createCommandEncoder(null); + defer encoder.release(); + + pass: { + const vb_info = gctx.lookupResourceInfo(demo.vertex_buffer) orelse break :pass; + const itb_info = gctx.lookupResourceInfo(demo.instance_buffer) orelse break :pass; + const idb_info = gctx.lookupResourceInfo(demo.index_buffer) orelse break :pass; + const pipeline = gctx.lookupResource(demo.pipeline) orelse break :pass; + const bind_group = gctx.lookupResource(demo.bind_group) orelse break :pass; + const depth_view = gctx.lookupResource(demo.depth_texture_view) orelse break :pass; + + gctx.queue.writeBuffer(gctx.lookupResource(demo.instance_buffer).?, 0, Pill, demo.pills.items); + + const color_attachments = [_]wgpu.RenderPassColorAttachment{.{ + .view = back_buffer_view, + .load_op = .clear, + .store_op = .store, + }}; + const depth_attachment = wgpu.RenderPassDepthStencilAttachment{ + .view = depth_view, + .depth_load_op = .clear, + .depth_store_op = .store, + .depth_clear_value = 1.0, + }; + const render_pass_info = wgpu.RenderPassDescriptor{ + .color_attachment_count = color_attachments.len, + .color_attachments = &color_attachments, + .depth_stencil_attachment = &depth_attachment, + }; + const pass = encoder.beginRenderPass(render_pass_info); + defer { + pass.end(); + pass.release(); + } + + pass.setVertexBuffer(0, vb_info.gpuobj.?, 0, vb_info.size); + pass.setVertexBuffer(1, itb_info.gpuobj.?, 0, itb_info.size); + + pass.setIndexBuffer(idb_info.gpuobj.?, .uint16, 0, idb_info.size); + + pass.setPipeline(pipeline); + + { + const object_to_clip = zm.scaling(demo.dimension.width / 2, demo.dimension.height / 2, 1.0); + + const mem = gctx.uniformsAllocate(zm.Mat, 1); + mem.slice[0] = zm.transpose(object_to_clip); + + pass.setBindGroup(0, bind_group, &.{mem.offset}); + pass.drawIndexed(demo.vertex_count, @as(u32, @intCast(demo.pills.items.len)), 0, 0, 0); + } + } + { + const color_attachments = [_]wgpu.RenderPassColorAttachment{.{ + .view = back_buffer_view, + .load_op = .load, + .store_op = .store, + }}; + const render_pass_info = wgpu.RenderPassDescriptor{ + .color_attachment_count = color_attachments.len, + .color_attachments = &color_attachments, + }; + const pass = encoder.beginRenderPass(render_pass_info); + defer { + pass.end(); + pass.release(); + } + + zgui.backend.draw(pass); + } + + break :commands encoder.finish(null); + }; + defer commands.release(); + + gctx.submit(&.{commands}); + if (gctx.present() == .swap_chain_resized) { + demo.dimension = calculateDimensions(gctx); + + // Release old depth texture. + gctx.releaseResource(demo.depth_texture_view); + gctx.destroyResource(demo.depth_texture); + + // Create a new depth texture to match the new window size. + const depth = createDepthTexture(gctx); + demo.depth_texture = depth.texture; + demo.depth_texture_view = depth.view; + } + } +}; + +fn ensureFourByteMultiple(size: usize) usize { + return (size + 3) & ~@as(usize, 3); +} + +fn calculateDimensions(gctx: *zgpu.GraphicsContext) Dimension { + const width = @as(f32, @floatFromInt(gctx.swapchain_descriptor.width)); + const height = @as(f32, @floatFromInt(gctx.swapchain_descriptor.height)); + const delta = math.sign( + @as(i32, @bitCast(gctx.swapchain_descriptor.width)) - @as(i32, @bitCast(gctx.swapchain_descriptor.height)), + ); + return switch (delta) { + -1 => .{ .width = 2.0, .height = 2 * width / height }, + 0 => .{ .width = 2.0, .height = 2.0 }, + 1 => .{ .width = 2 * height / width, .height = 2.0 }, + else => unreachable, + }; +} + +fn createDepthTexture(gctx: *zgpu.GraphicsContext) struct { + texture: zgpu.TextureHandle, + view: zgpu.TextureViewHandle, +} { + const texture = gctx.createTexture(.{ + .usage = .{ .render_attachment = true }, + .dimension = .tdim_2d, + .size = .{ + .width = gctx.swapchain_descriptor.width, + .height = gctx.swapchain_descriptor.height, + .depth_or_array_layers = 1, + }, + .format = .depth32_float, + .mip_level_count = 1, + .sample_count = 1, + }); + const view = gctx.createTextureView(texture, .{}); + return .{ .texture = texture, .view = view }; +} + +pub fn main() !void { + try zglfw.init(); + defer zglfw.terminate(); + + // Change current working directory to where the executable is located. + { + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + std.posix.chdir(path) catch {}; + } + + zglfw.windowHint(.client_api, .no_api); + + const window = try zglfw.Window.create(1600, 1000, window_title, null); + defer window.destroy(); + window.setSizeLimits(400, 400, -1, -1); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + var demo = try DemoState.init(allocator, window); + defer demo.deinit(allocator); + + while (!window.shouldClose() and window.getKey(.escape) != .press) { + zglfw.pollEvents(); + try demo.update(allocator); + demo.draw(); + } +} + +``` + +`samples/instanced_pills_wgpu/src/vertex_generator.zig`: + +```zig +const std = @import("std"); +const expectEqual = std.testing.expectEqual; +const expectApproxEqAbs = std.testing.expectApproxEqAbs; +const math = std.math; + +const tau = 2 * math.pi; + +pub const Vertex = struct { + position: [2]f32, + side: f32, +}; + +fn lerp(a: f32, b: f32, t: f32) f32 { + return a * (1 - t) + b * t; +} + +pub fn pill(segments: u16, vertex_data: []Vertex, index_data: []u16) void { + { + var i: usize = 0; + while (i <= segments) : (i += 1) { + const angle = lerp(3.0 * tau / 4.0, tau / 4.0, @as(f32, @floatFromInt(i)) / @as(f32, @floatFromInt(segments))); + vertex_data[i] = .{ + .position = .{ @cos(angle), @sin(angle) }, + .side = -1.0, + }; + } + } + for (vertex_data[0..(segments + 1)], 0..) |v, i| { + vertex_data[vertex_data.len - 1 - i] = .{ + .position = .{ -v.position[0], v.position[1] }, + .side = 1.0, + }; + } + { + var up = (segments + 1) / 2; + var down = up - 1; + var i: usize = 0; + while (i < index_data.len) : (i += 2) { + index_data[i] = up; + if (i == index_data.len - 1) { + break; + } + index_data[i + 1] = down; + up += 1; + if (down == 0) { + down = @as(u16, @intCast(index_data.len)); + } + down -= 1; + } + } +} + +test "generate 6 segment pill" { + var vertex_data: [14]Vertex = undefined; + var index_data: [14]u16 = undefined; + pill(6, &vertex_data, &index_data); + try expectApproxEqAbs(vertex_data[0].position[0], 0.0, 0.1); + try expectApproxEqAbs(vertex_data[0].position[1], -1.0, 0.1); + try expectApproxEqAbs(vertex_data[3].position[0], -1.0, 0.1); + try expectApproxEqAbs(vertex_data[3].position[1], 0.0, 0.1); + try expectApproxEqAbs(vertex_data[6].position[0], 0.0, 0.1); + try expectApproxEqAbs(vertex_data[6].position[1], 1.0, 0.1); + + try expectApproxEqAbs(vertex_data[7].position[0], 0.0, 0.1); + try expectApproxEqAbs(vertex_data[7].position[1], 1.0, 0.1); + try expectApproxEqAbs(vertex_data[10].position[0], 1.0, 0.1); + try expectApproxEqAbs(vertex_data[10].position[1], 0.0, 0.1); + try expectApproxEqAbs(vertex_data[13].position[0], 0.0, 0.1); + try expectApproxEqAbs(vertex_data[13].position[1], -1.0, 0.1); + + try expectEqual(index_data, .{ 3, 2, 4, 1, 5, 0, 6, 13, 7, 12, 8, 11, 9, 10 }); +} + +``` + +`samples/layers_wgpu/README.md`: + +```md +## layers (wgpu) + +Demo of organizing instanced passes to simulate 2D layers with multi-sampling anti-aliasing (4x MSAA). + +Instances have depth control which allows layers to interleave. + +![image](screenshot.png) + +``` + +`samples/layers_wgpu/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "layers_wgpu"; +pub const content_dir = demo_name ++ "_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + @import("zgpu").addLibraryPathsTo(exe); + const zgpu = b.dependency("zgpu", .{ + .target = options.target, + }); + exe.root_module.addImport("zgpu", zgpu.module("root")); + exe.linkLibrary(zgpu.artifact("zdawn")); + + const zmath = b.dependency("zmath", .{ + .target = options.target, + }); + exe.root_module.addImport("zmath", zmath.module("root")); + + const zgui = b.dependency("zgui", .{ + .target = options.target, + .backend = .glfw_wgpu, + }); + exe.root_module.addImport("zgui", zgui.module("root")); + exe.linkLibrary(zgui.artifact("imgui")); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + exe.step.dependOn(&install_content_step.step); + + if (options.target.result.os.tag == .macos) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("macos12/usr/lib")); + exe.addSystemFrameworkPath(system_sdk.path("macos12/System/Library/Frameworks")); + } + } else if (options.target.result.os.tag == .linux) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("linux/lib/x86_64-linux-gnu")); + } + } + + return exe; +} + +``` + +`samples/layers_wgpu/src/graphics.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const zglfw = @import("zglfw"); +const zgpu = @import("zgpu"); +const wgpu = zgpu.wgpu; +const zgui = @import("zgui"); + +const content_dir = @import("build_options").content_dir; + +const Dimension = struct { + width: f32, + height: f32, +}; + +const BindGroup = struct { + group: u32, + bind_group: zgpu.BindGroupHandle, + offsets: []const u32, +}; + +const Layer = struct { + common_uniforms: ?BindGroup, + vertex_uniforms: ?BindGroup, + fragment_uniforms: ?BindGroup, + + pipeline: zgpu.RenderPipelineHandle, + + vertex_count: u32, + vertex_buffer: zgpu.BufferHandle, + + index_buffer: zgpu.BufferHandle, + + instance_count: u32, + instance_buffer: zgpu.BufferHandle, +}; + +pub const State = struct { + gctx: *zgpu.GraphicsContext, + + background_color: wgpu.Color, + dimension: Dimension, + layers: std.ArrayList(Layer), + + color_texture: zgpu.TextureHandle, + color_texture_view: zgpu.TextureViewHandle, + + depth_texture: zgpu.TextureHandle, + depth_texture_view: zgpu.TextureViewHandle, + + pub fn init(allocator: std.mem.Allocator, window: *zglfw.Window) !State { + const gctx = try zgpu.GraphicsContext.create( + allocator, + .{ + .window = window, + .fn_getTime = @ptrCast(&zglfw.getTime), + .fn_getFramebufferSize = @ptrCast(&zglfw.Window.getFramebufferSize), + .fn_getWin32Window = @ptrCast(&zglfw.getWin32Window), + .fn_getX11Display = @ptrCast(&zglfw.getX11Display), + .fn_getX11Window = @ptrCast(&zglfw.getX11Window), + .fn_getWaylandDisplay = @ptrCast(&zglfw.getWaylandDisplay), + .fn_getWaylandSurface = @ptrCast(&zglfw.getWaylandWindow), + .fn_getCocoaWindow = @ptrCast(&zglfw.getCocoaWindow), + }, + .{}, + ); + errdefer gctx.destroy(allocator); + + zgui.init(allocator); + const scale_factor = scale_factor: { + const scale = window.getContentScale(); + break :scale_factor @max(scale[0], scale[1]); + }; + _ = zgui.io.addFontFromFile(content_dir ++ "Roboto-Medium.ttf", math.floor(16.0 * scale_factor)); + + // This needs to be called *after* adding your custom fonts. + zgui.backend.init( + window, + gctx.device, + @intFromEnum(zgpu.GraphicsContext.swapchain_format), + @intFromEnum(wgpu.TextureFormat.undef), + ); + + // Create a color/depth texture and its 'view'. + const color = createColorTexture(gctx); + const depth = createDepthTexture(gctx); + + return .{ + .gctx = gctx, + + .background_color = .{ .r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0 }, + .dimension = calculateDimensions(gctx), + .layers = std.ArrayList(Layer).init(allocator), + + .color_texture = color.texture, + .color_texture_view = color.view, + + .depth_texture = depth.texture, + .depth_texture_view = depth.view, + }; + } + + pub fn deinit(self: *State, allocator: std.mem.Allocator) void { + zgui.backend.deinit(); + zgui.deinit(); + const gctx = self.gctx; + self.layers.deinit(); + gctx.destroy(allocator); + } + + pub fn addLayer(self: *State, layer: anytype) !void { + try self.layers.append(.{ + .common_uniforms = if (layer.common_uniforms) |cu| .{ + .group = cu.group, + .bind_group = cu.bind_group, + .offsets = layer.common_uniforms_offsets.items, + } else null, + .vertex_uniforms = if (layer.vertex_uniforms) |vu| .{ + .group = vu.group, + .bind_group = vu.bind_group, + .offsets = layer.vertex_uniforms_offsets.items, + } else null, + .fragment_uniforms = if (layer.fragment_uniforms) |fu| .{ + .group = fu.group, + .bind_group = fu.bind_group, + .offsets = layer.fragment_uniforms_offsets.items, + } else null, + .pipeline = layer.pipeline, + + .vertex_count = @as(u32, @intCast(layer.vertices.items.len)), + .vertex_buffer = layer.vertex_buffer, + .index_buffer = layer.index_buffer, + + .instance_count = @as(u32, @intCast(layer.instances.items.len)), + .instance_buffer = layer.instance_buffer, + }); + } + + fn drawLayers( + self: *State, + back_buffer_view: wgpu.TextureView, + color_view: wgpu.TextureView, + depth_view: wgpu.TextureView, + encoder: wgpu.CommandEncoder, + ) void { + const gctx = self.gctx; + + const color_attachments = [_]wgpu.RenderPassColorAttachment{.{ + .view = color_view, + .resolve_target = back_buffer_view, + .load_op = .load, + .store_op = .store, + }}; + const depth_attachment = wgpu.RenderPassDepthStencilAttachment{ + .view = depth_view, + .depth_load_op = .load, + .depth_store_op = .store, + .depth_clear_value = 1.0, + }; + const render_pass_info = wgpu.RenderPassDescriptor{ + .color_attachment_count = color_attachments.len, + .color_attachments = &color_attachments, + .depth_stencil_attachment = &depth_attachment, + }; + for (self.layers.items) |layer| { + const pass = encoder.beginRenderPass(render_pass_info); + defer { + pass.end(); + pass.release(); + } + + const pipeline = gctx.lookupResource(layer.pipeline) orelse continue; + const vb_info = gctx.lookupResourceInfo(layer.vertex_buffer) orelse continue; + const itb_info = gctx.lookupResourceInfo(layer.instance_buffer) orelse continue; + const idb_info = gctx.lookupResourceInfo(layer.index_buffer) orelse continue; + + pass.setVertexBuffer(0, vb_info.gpuobj.?, 0, vb_info.size); + pass.setVertexBuffer(1, itb_info.gpuobj.?, 0, itb_info.size); + + pass.setIndexBuffer(idb_info.gpuobj.?, .uint16, 0, idb_info.size); + + pass.setPipeline(pipeline); + + if (layer.common_uniforms) |cu| { + const bind_group = gctx.lookupResource(cu.bind_group) orelse continue; + pass.setBindGroup(cu.group, bind_group, cu.offsets); + } + if (layer.vertex_uniforms) |vu| { + const bind_group = gctx.lookupResource(vu.bind_group) orelse continue; + pass.setBindGroup(vu.group, bind_group, vu.offsets); + } + if (layer.fragment_uniforms) |fu| { + const bind_group = gctx.lookupResource(fu.bind_group) orelse continue; + pass.setBindGroup(fu.group, bind_group, fu.offsets); + } + + pass.drawIndexed(layer.vertex_count, layer.instance_count, 0, 0, 0); + } + } + + pub fn draw(self: *State) void { + const gctx = self.gctx; + + zgui.backend.newFrame( + gctx.swapchain_descriptor.width, + gctx.swapchain_descriptor.height, + ); + const draw_list = zgui.getBackgroundDrawList(); + draw_list.addText( + .{ 10, 10 }, + 0xff_ff_ff_ff, + "{d:.3} ms/frame ({d:.1} fps)", + .{ gctx.stats.average_cpu_time, gctx.stats.fps }, + ); + + const back_buffer_view = gctx.swapchain.getCurrentTextureView(); + defer back_buffer_view.release(); + + const color_view = gctx.lookupResource(self.color_texture_view) orelse return; + const depth_view = gctx.lookupResource(self.depth_texture_view) orelse return; + const commands = commands: { + const encoder = gctx.device.createCommandEncoder(null); + defer encoder.release(); + { + const color_attachments = [_]wgpu.RenderPassColorAttachment{.{ + .view = color_view, + .resolve_target = back_buffer_view, + .load_op = .clear, + .store_op = .store, + .clear_value = self.background_color, + }}; + const depth_attachment = wgpu.RenderPassDepthStencilAttachment{ + .view = depth_view, + .depth_load_op = .clear, + .depth_store_op = .store, + .depth_clear_value = 1.0, + }; + const render_pass_info = wgpu.RenderPassDescriptor{ + .color_attachment_count = color_attachments.len, + .color_attachments = &color_attachments, + .depth_stencil_attachment = &depth_attachment, + }; + const pass = encoder.beginRenderPass(render_pass_info); + defer { + pass.end(); + pass.release(); + } + } + self.drawLayers(back_buffer_view, color_view, depth_view, encoder); + + { + const color_attachments = [_]wgpu.RenderPassColorAttachment{.{ + .view = back_buffer_view, + .load_op = .load, + .store_op = .store, + }}; + const render_pass_info = wgpu.RenderPassDescriptor{ + .color_attachment_count = color_attachments.len, + .color_attachments = &color_attachments, + }; + const pass = encoder.beginRenderPass(render_pass_info); + defer { + pass.end(); + pass.release(); + } + zgui.backend.draw(pass); + } + + break :commands encoder.finish(null); + }; + defer commands.release(); + + gctx.submit(&.{commands}); + if (gctx.present() == .swap_chain_resized) { + self.dimension = calculateDimensions(gctx); + + // Release old color/depth texture. + gctx.releaseResource(self.color_texture_view); + gctx.destroyResource(self.color_texture); + gctx.releaseResource(self.depth_texture_view); + gctx.destroyResource(self.depth_texture); + + // Create a new color/depth texture to match the new window size. + const color = createColorTexture(gctx); + self.color_texture = color.texture; + self.color_texture_view = color.view; + const depth = createDepthTexture(gctx); + self.depth_texture = depth.texture; + self.depth_texture_view = depth.view; + } + } +}; + +fn calculateDimensions(gctx: *zgpu.GraphicsContext) Dimension { + const width = @as(f32, @floatFromInt(gctx.swapchain_descriptor.width)); + const height = @as(f32, @floatFromInt(gctx.swapchain_descriptor.height)); + const delta = math.sign( + @as(i32, @bitCast(gctx.swapchain_descriptor.width)) - @as(i32, @bitCast(gctx.swapchain_descriptor.height)), + ); + return switch (delta) { + -1 => .{ .width = 2.0, .height = 2 * width / height }, + 0 => .{ .width = 2.0, .height = 2.0 }, + 1 => .{ .width = 2 * height / width, .height = 2.0 }, + else => unreachable, + }; +} + +fn createColorTexture(gctx: *zgpu.GraphicsContext) struct { + texture: zgpu.TextureHandle, + view: zgpu.TextureViewHandle, +} { + const texture = gctx.createTexture(.{ + .usage = .{ .render_attachment = true }, + .dimension = .tdim_2d, + .size = .{ + .width = gctx.swapchain_descriptor.width, + .height = gctx.swapchain_descriptor.height, + }, + .format = gctx.swapchain_descriptor.format, + .sample_count = 4, + }); + const view = gctx.createTextureView(texture, .{}); + return .{ .texture = texture, .view = view }; +} + +fn createDepthTexture(gctx: *zgpu.GraphicsContext) struct { + texture: zgpu.TextureHandle, + view: zgpu.TextureViewHandle, +} { + const texture = gctx.createTexture(.{ + .usage = .{ .render_attachment = true }, + .dimension = .tdim_2d, + .size = .{ + .width = gctx.swapchain_descriptor.width, + .height = gctx.swapchain_descriptor.height, + .depth_or_array_layers = 1, + }, + .format = .depth16_unorm, + .sample_count = 4, + }); + const view = gctx.createTextureView(texture, .{}); + return .{ .texture = texture, .view = view }; +} + +``` + +`samples/layers_wgpu/src/layer.zig`: + +```zig +const std = @import("std"); +const zgpu = @import("zgpu"); +const wgpu = zgpu.wgpu; + +const UniformsGroup = struct { + group: u32, + bindings: []const zgpu.BindGroupEntryInfo, +}; +const BindGroup = struct { + group: u32, + bind_group: zgpu.BindGroupHandle, +}; + +pub fn Layer(comptime Vertex: type, comptime Instance: type) type { + return struct { + const State = @This(); + + gctx: *zgpu.GraphicsContext, + + common_uniforms: ?BindGroup, + common_uniforms_offsets: std.ArrayList(u32), + + vertex_uniforms: ?BindGroup, + vertex_uniforms_offsets: std.ArrayList(u32), + + fragment_uniforms: ?BindGroup, + fragment_uniforms_offsets: std.ArrayList(u32), + + pipeline: zgpu.RenderPipelineHandle, + + vertices: std.ArrayList(Vertex), + vertex_buffer: zgpu.BufferHandle, + + indices: std.ArrayList(u16), + index_buffer: zgpu.BufferHandle, + + instances: std.ArrayList(Instance), + instance_buffer: zgpu.BufferHandle, + + pub fn init( + gctx: *zgpu.GraphicsContext, + allocator: std.mem.Allocator, + bind_groups: []const zgpu.BindGroupLayoutHandle, + common_uniforms: ?UniformsGroup, + vertex_uniforms: ?UniformsGroup, + vertex_attributes: []const wgpu.VertexAttribute, + instance_attributes: []const wgpu.VertexAttribute, + vertex_shader: [*:0]const u8, + fragment_uniforms: ?UniformsGroup, + fragment_shader: [*:0]const u8, + ) State { + return .{ + .gctx = gctx, + + .common_uniforms = if (common_uniforms) |cu| .{ + .group = cu.group, + .bind_group = gctx.createBindGroup(bind_groups[cu.group], cu.bindings), + } else null, + .common_uniforms_offsets = std.ArrayList(u32).init(allocator), + + .vertex_uniforms = if (vertex_uniforms) |vu| .{ + .group = vu.group, + .bind_group = gctx.createBindGroup(bind_groups[vu.group], vu.bindings), + } else null, + .vertex_uniforms_offsets = std.ArrayList(u32).init(allocator), + + .fragment_uniforms = if (fragment_uniforms) |fu| .{ + .group = fu.group, + .bind_group = gctx.createBindGroup(bind_groups[fu.group], fu.bindings), + } else null, + .fragment_uniforms_offsets = std.ArrayList(u32).init(allocator), + + .pipeline = createPipeline(gctx, bind_groups, vertex_attributes, instance_attributes, vertex_shader, fragment_shader), + + .vertices = std.ArrayList(Vertex).init(allocator), + .vertex_buffer = .{}, + + .indices = std.ArrayList(u16).init(allocator), + .index_buffer = .{}, + + .instances = std.ArrayList(Instance).init(allocator), + .instance_buffer = .{}, + }; + } + + pub fn deinit(self: *State) void { + self.common_uniforms_offsets.deinit(); + self.vertex_uniforms_offsets.deinit(); + self.fragment_uniforms_offsets.deinit(); + + self.vertices.deinit(); + self.indices.deinit(); + self.instances.deinit(); + } + + pub fn recreateVertexBuffer(self: *State) void { + const gctx = self.gctx; + + gctx.destroyResource(self.vertex_buffer); + const vertex_buffer = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .vertex = true }, + .size = ensureFourByteMultiple(self.vertices.items.len * @sizeOf(Vertex)), + }); + gctx.queue.writeBuffer(gctx.lookupResource(vertex_buffer).?, 0, Vertex, self.vertices.items); + self.vertex_buffer = vertex_buffer; + } + + pub fn recreateIndexBuffer(self: *State) void { + const gctx = self.gctx; + + gctx.destroyResource(self.index_buffer); + const index_buffer = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .index = true }, + .size = ensureFourByteMultiple(self.indices.items.len * @sizeOf(u16)), + }); + gctx.queue.writeBuffer(gctx.lookupResource(index_buffer).?, 0, u16, self.indices.items); + self.index_buffer = index_buffer; + } + + pub fn recreateInstanceBuffer(self: *State) void { + const gctx = self.gctx; + + gctx.destroyResource(self.instance_buffer); + const instance_buffer = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .vertex = true }, + .size = ensureFourByteMultiple(self.instances.items.len * @sizeOf(Instance)), + }); + gctx.queue.writeBuffer(gctx.lookupResource(instance_buffer).?, 0, Instance, self.instances.items); + self.instance_buffer = instance_buffer; + } + + fn createPipeline( + gctx: *zgpu.GraphicsContext, + bind_groups: []const zgpu.BindGroupLayoutHandle, + vertex_attributes: []const wgpu.VertexAttribute, + instance_attributes: []const wgpu.VertexAttribute, + vertex_shader: [*:0]const u8, + fragment_shader: [*:0]const u8, + ) zgpu.RenderPipelineHandle { + const pipeline_layout = gctx.createPipelineLayout(bind_groups); + defer gctx.releaseResource(pipeline_layout); + + const vs_module = zgpu.createWgslShaderModule(gctx.device, vertex_shader, "vs"); + defer vs_module.release(); + + const fs_module = zgpu.createWgslShaderModule(gctx.device, fragment_shader, "fs"); + defer fs_module.release(); + + const color_targets = [_]wgpu.ColorTargetState{.{ + .format = zgpu.GraphicsContext.swapchain_format, + }}; + + const vertex_buffers = [_]wgpu.VertexBufferLayout{ .{ + .array_stride = @sizeOf(Vertex), + .attribute_count = @as(u32, @intCast(vertex_attributes.len)), + .attributes = vertex_attributes.ptr, + }, .{ + .array_stride = @sizeOf(Instance), + .step_mode = .instance, + .attribute_count = @as(u32, @intCast(instance_attributes.len)), + .attributes = instance_attributes.ptr, + } }; + + const pipeline_descriptor = wgpu.RenderPipelineDescriptor{ + .vertex = wgpu.VertexState{ + .module = vs_module, + .entry_point = "main", + .buffer_count = vertex_buffers.len, + .buffers = &vertex_buffers, + }, + .primitive = wgpu.PrimitiveState{ + .front_face = .ccw, + .cull_mode = .back, + .topology = .triangle_strip, + .strip_index_format = .uint16, + }, + .depth_stencil = &wgpu.DepthStencilState{ + .format = .depth16_unorm, + .depth_write_enabled = true, + .depth_compare = .less, + }, + .fragment = &wgpu.FragmentState{ + .module = fs_module, + .entry_point = "main", + .target_count = color_targets.len, + .targets = &color_targets, + }, + .multisample = .{ + .count = 4, + }, + }; + return gctx.createRenderPipeline(pipeline_layout, pipeline_descriptor); + } + }; +} + +fn ensureFourByteMultiple(size: usize) usize { + return (size + 3) & ~@as(usize, 3); +} + +``` + +`samples/layers_wgpu/src/layers_wgpu.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const zglfw = @import("zglfw"); +const zm = @import("zmath"); + +const Graphics = @import("graphics.zig").State; + +const pill = @import("pill.zig"); + +const content_dir = @import("build_options").content_dir; +const window_title = "zig-gamedev: Layers (wgpu)"; + +const DemoState = struct { + graphics: Graphics, + + hexagons: pill.Pills, + pills: pill.Pills, + + fn init(allocator: std.mem.Allocator, window: *zglfw.Window) !DemoState { + var graphics = try Graphics.init(allocator, window); + graphics.background_color = .{ .r = 0.1, .g = 0.1, .b = 0.1, .a = 1.0 }; + + return .{ + .graphics = graphics, + .hexagons = try pill.init(graphics.gctx, allocator, 3), + .pills = try pill.init(graphics.gctx, allocator, 12), + }; + } + + fn deinit(demo: *DemoState, allocator: std.mem.Allocator) void { + demo.graphics.deinit(allocator); + demo.hexagons.deinit(); + demo.pills.deinit(); + } + + fn update(demo: *DemoState, _: std.mem.Allocator) !void { + { + demo.hexagons.instances.clearRetainingCapacity(); + try demo.hexagons.instances.append(.{ + .width = 0.9, + .length = 0.0, + .angle = 0.0, + .position = .{ 0.0, 0.0 }, + .depth = 0.1, + .start_color = .{ 1.0, 0.0, 0.0, 1.0 }, + .end_color = .{ 1.0, 0.0, 0.0, 1.0 }, + }); + demo.hexagons.recreateInstanceBuffer(); + + const vertex_uniforms_data = demo.graphics.gctx.uniformsAllocate(zm.Mat, 1); + const object_to_clip = zm.scaling(demo.graphics.dimension.width / 2, demo.graphics.dimension.height / 2, 1.0); + vertex_uniforms_data.slice[0] = zm.transpose(object_to_clip); + demo.hexagons.vertex_uniforms_offsets.clearRetainingCapacity(); + try demo.hexagons.vertex_uniforms_offsets.append(vertex_uniforms_data.offset); + } + { + demo.pills.instances.clearRetainingCapacity(); + try demo.pills.instances.append(.{ + .width = 0.1, + .length = 1.8, + .angle = -math.pi / 3.0, + .position = .{ 0.0, 0.0 }, + .depth = 0.0, + .start_color = .{ 1.0, 1.0, 1.0, 1.0 }, + .end_color = .{ 1.0, 1.0, 1.0, 1.0 }, + }); + try demo.pills.instances.append(.{ + .width = 0.1, + .length = 1.8, + .angle = math.pi / 3.0, + .position = .{ 0.0, 0.0 }, + .depth = 0.2, + .start_color = .{ 1.0, 0.0, 1.0, 1.0 }, + .end_color = .{ 1.0, 0.0, 1.0, 1.0 }, + }); + demo.pills.recreateInstanceBuffer(); + + const vertex_uniforms_data = demo.graphics.gctx.uniformsAllocate(zm.Mat, 1); + const object_to_clip = zm.scaling(demo.graphics.dimension.width / 2, demo.graphics.dimension.height / 2, 1.0); + vertex_uniforms_data.slice[0] = zm.transpose(object_to_clip); + demo.pills.vertex_uniforms_offsets.clearRetainingCapacity(); + try demo.pills.vertex_uniforms_offsets.append(vertex_uniforms_data.offset); + } + + demo.graphics.layers.clearRetainingCapacity(); + try demo.graphics.addLayer(demo.pills); + try demo.graphics.addLayer(demo.hexagons); + } +}; + +pub fn main() !void { + try zglfw.init(); + defer zglfw.terminate(); + + // Change current working directory to where the executable is located. + { + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + std.posix.chdir(path) catch {}; + } + + zglfw.windowHint(.client_api, .no_api); + + const window = try zglfw.Window.create(800, 800, window_title, null); + defer window.destroy(); + window.setSizeLimits(400, 400, -1, -1); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + var demo = try DemoState.init(allocator, window); + defer demo.deinit(allocator); + + while (!window.shouldClose() and window.getKey(.escape) != .press) { + zglfw.pollEvents(); + try demo.update(allocator); + demo.graphics.draw(); + } +} + +``` + +`samples/layers_wgpu/src/pill.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const zgpu = @import("zgpu"); +const wgpu = zgpu.wgpu; +const zm = @import("zmath"); + +const vertex_generator = @import("vertex_generator.zig"); +const Layer = @import("layer.zig").Layer; + +// zig fmt: off +const vertex_shader = +\\ @group(0) @binding(0) var object_to_clip: mat4x4; +\\ +\\ struct Vertex { +\\ @location(0) position: vec2, +\\ @location(1) side: f32, +\\ } +\\ +\\ struct Instance { +\\ @location(9) width: f32, +\\ @location(10) length: f32, +\\ @location(11) angle: f32, +\\ @location(12) position: vec3, +\\ @location(13) depth: f32, +\\ @location(14) start_color: vec4, +\\ @location(15) end_color: vec4, +\\ } +\\ +\\ struct Fragment { +\\ @builtin(position) position: vec4, +\\ @location(0) color: vec4, +\\ } +\\ +\\ @vertex fn main(vertex: Vertex, instance: Instance) -> Fragment { +\\ // WebGPU mat4x4 are column vectors +\\ var width_mat: mat4x4 = mat4x4( +\\ instance.width, 0.0, 0.0, 0.0, +\\ 0.0, instance.width, 0.0, 0.0, +\\ 0.0, 0.0, 1.0, 0.0, +\\ 0.0, 0.0, 0.0, 1.0, +\\ ); +\\ var length_mat: mat4x4 = mat4x4( +\\ 1.0, 0.0, 0.0, vertex.side * instance.length / 2.0, +\\ 0.0, 1.0, 0.0, 0.0, +\\ 0.0, 0.0, 1.0, 0.0, +\\ 0.0, 0.0, 0.0, 1.0, +\\ ); +\\ var angle_mat: mat4x4 = mat4x4( +\\ cos(instance.angle), -sin(instance.angle), 0.0, 0.0, +\\ sin(instance.angle), cos(instance.angle), 0.0, 0.0, +\\ 0.0, 0.0, 1.0, 0.0, +\\ 0.0, 0.0, 0.0, 1.0, +\\ ); +\\ var position_mat: mat4x4 = mat4x4( +\\ 1.0, 0.0, 0.0, instance.position.x, +\\ 0.0, 1.0, 0.0, instance.position.y, +\\ 0.0, 0.0, 1.0, instance.depth, +\\ 0.0, 0.0, 0.0, 1.0, +\\ ); +\\ var fragment: Fragment; +\\ fragment.position = vec4(vertex.position, 0.0, 1.0) * width_mat * length_mat * angle_mat * +\\ position_mat * object_to_clip; +\\ fragment.color = select(instance.end_color, instance.start_color, vertex.side == -1); +\\ return fragment; +\\ } +; +const fragment_shader = +\\ struct Fragment { +\\ @location(0) color: vec4, +\\ } +\\ struct Screen { +\\ @location(0) color: vec4, +\\ } +\\ +\\ @fragment fn main(fragment: Fragment) -> Screen { +\\ var screen: Screen; +\\ screen.color = fragment.color; +\\ return screen; +\\ } +// zig fmt: on +; + +const vertex_attributes = [_]wgpu.VertexAttribute{ .{ + .format = .float32x2, + .offset = @offsetOf(Vertex, "position"), + .shader_location = 0, +}, .{ + .format = .float32, + .offset = @offsetOf(Vertex, "side"), + .shader_location = 1, +} }; + +pub const Vertex = struct { + position: [2]f32, + side: f32, +}; + +const instance_attributes = [_]wgpu.VertexAttribute{ .{ + .format = .float32, + .offset = @offsetOf(Instance, "width"), + .shader_location = 9, +}, .{ + .format = .float32, + .offset = @offsetOf(Instance, "length"), + .shader_location = 10, +}, .{ + .format = .float32, + .offset = @offsetOf(Instance, "angle"), + .shader_location = 11, +}, .{ + .format = .float32x2, + .offset = @offsetOf(Instance, "position"), + .shader_location = 12, +}, .{ + .format = .float32, + .offset = @offsetOf(Instance, "depth"), + .shader_location = 13, +}, .{ + .format = .float32x4, + .offset = @offsetOf(Instance, "start_color"), + .shader_location = 14, +}, .{ + .format = .float32x4, + .offset = @offsetOf(Instance, "end_color"), + .shader_location = 15, +} }; + +pub const Instance = struct { + width: f32, + length: f32, + angle: f32, + position: [2]f32, + depth: f32, + start_color: [4]f32, + end_color: [4]f32, +}; + +pub const Pills = Layer(Vertex, Instance); + +pub fn init(gctx: *zgpu.GraphicsContext, allocator: std.mem.Allocator, segments: u16) !Pills { + const bind_groups = [_]zgpu.BindGroupLayoutHandle{ + gctx.createBindGroupLayout(&.{ + zgpu.bufferEntry(0, .{ .vertex = true }, .uniform, true, 0), + }), + }; + defer for (bind_groups) |bind_group| gctx.releaseResource(bind_group); + const vertex_bindings = [_]zgpu.BindGroupEntryInfo{.{ + .binding = 0, + .buffer_handle = gctx.uniforms.buffer, + .offset = 0, + .size = @sizeOf(zm.Mat), + }}; + var self = Pills.init( + gctx, + allocator, + + &bind_groups, + null, + .{ + .group = 0, + .bindings = &vertex_bindings, + }, + &vertex_attributes, + &instance_attributes, + vertex_shader, + + null, + fragment_shader, + ); + + try vertex_generator.generateVertices(segments, &self.vertices); + self.recreateVertexBuffer(); + + try vertex_generator.generateIndices(segments, &self.indices); + self.recreateIndexBuffer(); + + return self; +} + +``` + +`samples/layers_wgpu/src/vertex_generator.zig`: + +```zig +const std = @import("std"); +const expectApproxEqAbs = std.testing.expectApproxEqAbs; +const expectEqualSlices = std.testing.expectEqualSlices; +const math = std.math; +const Vertex = @import("pill.zig").Vertex; + +const tau = 2 * math.pi; + +fn lerp(a: f32, b: f32, t: f32) f32 { + return a * (1 - t) + b * t; +} + +pub fn generateVertices(segments: u16, verticies: *std.ArrayList(Vertex)) !void { + { + var i: usize = 0; + while (i <= segments) : (i += 1) { + const angle = lerp(3.0 * tau / 4.0, tau / 4.0, @as(f32, @floatFromInt(i)) / @as(f32, @floatFromInt(segments))); + try verticies.append(.{ + .position = .{ @cos(angle), @sin(angle) }, + .side = -1.0, + }); + } + } + { + const total = 2 * (segments + 1); + var i: usize = segments + 1; + while (i < total) : (i += 1) { + const v = verticies.items[total - i - 1]; + try verticies.append(.{ + .position = .{ -v.position[0], v.position[1] }, + .side = 1.0, + }); + } + } +} + +pub fn generateIndices(segments: u16, indicies: *std.ArrayList(u16)) !void { + const total = 2 * (segments + 1); + var up = (segments + 1) / 2; + var down = up - 1; + var i: usize = 0; + while (i < total) : (i += 2) { + try indicies.append(up); + if (i == total - 1) { + break; + } + try indicies.append(down); + up += 1; + if (down == 0) { + down = total; + } + down -= 1; + } +} + +test "generate 6 segment vertices" { + var verticies = std.ArrayList(Vertex).init(std.testing.allocator); + defer verticies.deinit(); + try generateVertices(6, &verticies); + + try expectApproxEqAbs(verticies.items[0].position[0], 0.0, 0.1); + try expectApproxEqAbs(verticies.items[0].position[1], -1.0, 0.1); + try expectApproxEqAbs(verticies.items[3].position[0], -1.0, 0.1); + try expectApproxEqAbs(verticies.items[3].position[1], 0.0, 0.1); + try expectApproxEqAbs(verticies.items[6].position[0], 0.0, 0.1); + try expectApproxEqAbs(verticies.items[6].position[1], 1.0, 0.1); + + try expectApproxEqAbs(verticies.items[6].side, -1.0, 0.1); + try expectApproxEqAbs(verticies.items[7].side, 1.0, 0.1); + + try expectApproxEqAbs(verticies.items[7].position[0], 0.0, 0.1); + try expectApproxEqAbs(verticies.items[7].position[1], 1.0, 0.1); + try expectApproxEqAbs(verticies.items[10].position[0], 1.0, 0.1); + try expectApproxEqAbs(verticies.items[10].position[1], 0.0, 0.1); + try expectApproxEqAbs(verticies.items[13].position[0], 0.0, 0.1); + try expectApproxEqAbs(verticies.items[13].position[1], -1.0, 0.1); +} + +test "generate 6 segment indices" { + var indices = std.ArrayList(u16).init(std.testing.allocator); + defer indices.deinit(); + try generateIndices(6, &indices); + const expected = [_]u16{ 3, 2, 4, 1, 5, 0, 6, 13, 7, 12, 8, 11, 9, 10 }; + try expectEqualSlices(u16, indices.items, expected[0..]); +} + +``` + +`samples/mesh_shader_test/README.md`: + +```md +## mesh shader test + +This sample application is an introduction to DirectX 12 Mesh Shaders (MS). It draws a large amount of geometry using three techniques. + +When drawing **200M triangles on GTX 1660**: +- Mesh Shader emulating VS (no culling): ~26.8 ms +- VS with manual vertex fetching (no HW index buffer): ~50.2 ms +- VS with fixed function vertex fetching: ~24.8 ms + +When drawing **200M triangles on RX 6800**: +- Mesh Shader emulating VS (no culling): ~23.6 ms +- VS with manual vertex fetching (no HW index buffer): ~13.5 ms +- VS with fixed function vertex fetching: ~12.4 ms + +
+ +![image](screenshot.png) + +``` + +`samples/mesh_shader_test/build.zig`: + +```zig +const builtin = @import("builtin"); +const std = @import("std"); + +pub const demo_name = "mesh_shader_test"; +pub const content_dir = demo_name ++ "_content/"; + +// in future zig version e342433 +pub fn pathResolve(b: *std.Build, paths: []const []const u8) []u8 { + return std.fs.path.resolve(b.allocator, paths) catch @panic("OOM"); +} + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zmesh = b.dependency("zmesh", .{ + .target = options.target, + }); + exe.root_module.addImport("zmesh", zmesh.module("root")); + exe.linkLibrary(zmesh.artifact("zmesh")); + + const zwindows = b.dependency("zwindows", .{ + .zxaudio2_debug_layer = options.zxaudio2_debug_layer, + .zd3d12_debug_layer = options.zd3d12_debug_layer, + .zd3d12_gbv = options.zd3d12_gbv, + }); + const zwindows_module = zwindows.module("zwindows"); + const zd3d12_module = zwindows.module("zd3d12"); + + exe.root_module.addImport("zwindows", zwindows_module); + exe.root_module.addImport("zd3d12", zd3d12_module); + + @import("../common/build.zig").link(exe, .{ + .zwindows = zwindows_module, + .zd3d12 = zd3d12_module, + }); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + if (builtin.os.tag == .windows or builtin.os.tag == .linux) { + const compile_shaders = @import("zwindows").addCompileShaders(b, demo_name, zwindows, .{ .shader_ver = "6_6" }); + const root_path = pathResolve(b, &.{ @src().file, "..", "..", ".." }); + const shaders_path = b.pathJoin(&.{ root_path, content_path, "shaders" }); + + const common_hlsl_path = b.pathJoin(&.{ root_path, "samples", "common/src/hlsl/common.hlsl" }); + compile_shaders.addVsShader(common_hlsl_path, "vsImGui", b.pathJoin(&.{ shaders_path, "imgui.vs.cso" }), "PSO__IMGUI"); + compile_shaders.addPsShader(common_hlsl_path, "psImGui", b.pathJoin(&.{ shaders_path, "imgui.ps.cso" }), "PSO__IMGUI"); + + const hlsl_path = b.pathJoin(&.{ root_path, src_path, demo_name ++ ".hlsl" }); + compile_shaders.addMsShader(hlsl_path, "msMain", b.pathJoin(&.{ shaders_path, "mesh_shader.ms.cso" }), "PSO__MESH_SHADER"); + compile_shaders.addPsShader(hlsl_path, "psMain", b.pathJoin(&.{ shaders_path, "mesh_shader.ps.cso" }), "PSO__VERTEX_SHADER"); + compile_shaders.addVsShader(hlsl_path, "vsMain", b.pathJoin(&.{ shaders_path, "vertex_shader.vs.cso" }), "PSO__VERTEX_SHADER"); + compile_shaders.addPsShader(hlsl_path, "psMain", b.pathJoin(&.{ shaders_path, "vertex_shader.ps.cso" }), "PSO__VERTEX_SHADER"); + compile_shaders.addVsShader(hlsl_path, "vsMain", b.pathJoin(&.{ shaders_path, "vertex_shader_fixed.vs.cso" }), "PSO__VERTEX_SHADER_FIXED"); + compile_shaders.addPsShader(hlsl_path, "psMain", b.pathJoin(&.{ shaders_path, "vertex_shader_fixed.ps.cso" }), "PSO__VERTEX_SHADER_FIXED"); + + install_content_step.step.dependOn(compile_shaders.step); + } + exe.step.dependOn(&install_content_step.step); + + // This is needed to export symbols from an .exe file. + // We export D3D12SDKVersion and D3D12SDKPath symbols which + // is required by DirectX 12 Agility SDK. + exe.rdynamic = true; + + @import("zwindows").install_d3d12(&exe.step, zwindows, .bin); + + return exe; +} + +``` + +`samples/mesh_shader_test/src/mesh_shader_test.hlsl`: + +```hlsl +struct InputVertex { + float3 position : Position; + float3 normal : _Normal; +}; + +struct Vertex { + float4 position_sv : SV_Position; + float3 color : _Color; +}; + +struct DrawConst { + float4x4 object_to_clip; +}; + +ConstantBuffer cbv_draw_const : register(b0); + +StructuredBuffer srv_vertices : register(t0); +Buffer srv_indices : register(t1); + +#define ROOT_SIGNATURE_VS \ + "CBV(b0, visibility = SHADER_VISIBILITY_VERTEX), " \ + "RootConstants(b1, num32BitConstants = 2, visibility = SHADER_VISIBILITY_VERTEX), " \ + "DescriptorTable(SRV(t0, numDescriptors = 2), visibility = SHADER_VISIBILITY_VERTEX)" + +#define ROOT_SIGNATURE_VS_FIXED \ + "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT), " \ + "CBV(b0, visibility = SHADER_VISIBILITY_VERTEX)" + +#define ROOT_SIGNATURE_MS \ + "CBV(b0, visibility = SHADER_VISIBILITY_MESH), " \ + "RootConstants(b1, num32BitConstants = 2, visibility = SHADER_VISIBILITY_MESH), " \ + "DescriptorTable(SRV(t0, numDescriptors = 4), visibility = SHADER_VISIBILITY_MESH)" + +#if defined(PSO__VERTEX_SHADER) +#define ROOT_SIGNATURE ROOT_SIGNATURE_VS +#elif defined(PSO__VERTEX_SHADER_FIXED) +#define ROOT_SIGNATURE ROOT_SIGNATURE_VS_FIXED +#elif defined(PSO__MESH_SHADER) +#define ROOT_SIGNATURE ROOT_SIGNATURE_MS +#endif + +#if defined(PSO__MESH_SHADER) + +#define NUM_THREADS 32 +// Also need to change max_num_meshlet_vertices and max_num_meshlet_triangles in mesh_shader_test.zig +#define MAX_NUM_VERTICES 64 +#define MAX_NUM_TRIANGLES 64 + +struct RootConst { + uint vertex_offset; + uint meshlet_offset; +}; + +ConstantBuffer cbv_root_const : register(b1); + +StructuredBuffer srv_meshlets : register(t2); +Buffer srv_meshlets_data : register(t3); + +uint computeHash(uint a) { + a = (a + 0x7ed55d16) + (a << 12); + a = (a ^ 0xc761c23c) ^ (a >> 19); + a = (a + 0x165667b1) + (a << 5); + a = (a + 0xd3a2646c) ^ (a << 9); + a = (a + 0xfd7046c5) + (a << 3); + a = (a ^ 0xb55a4f09) ^ (a >> 16); + return a; +} + +[RootSignature(ROOT_SIGNATURE)] +[outputtopology("triangle")] +[numthreads(NUM_THREADS, 1, 1)] +void msMain( + uint group_index : SV_GroupIndex, + uint3 group_id : SV_GroupID, + out vertices Vertex out_vertices[MAX_NUM_VERTICES], + out indices uint3 out_triangles[MAX_NUM_TRIANGLES] +) { + const uint thread_index = group_index; + const uint meshlet_index = group_id.x + cbv_root_const.meshlet_offset; + + const uint64_t offset_vertices_triangles = srv_meshlets[meshlet_index]; + const uint data_offset = (uint)offset_vertices_triangles; + const uint num_vertices = (uint)((offset_vertices_triangles >> 32) & 0xffff); + const uint num_triangles = (uint)((offset_vertices_triangles >> 48) & 0xffff); + + const uint vertex_offset = data_offset; + const uint index_offset = data_offset + num_vertices; + + const float4x4 object_to_clip = cbv_draw_const.object_to_clip; + + SetMeshOutputCounts(num_vertices, num_triangles); + + const uint hash = computeHash(meshlet_index); + const float3 color = float3(hash & 0xff, (hash >> 8) & 0xff, (hash >> 16) & 0xff) / 255.0; + + uint i; + for (i = thread_index; i < num_vertices; i += NUM_THREADS) { + const uint vertex_index = srv_meshlets_data[vertex_offset + i] + cbv_root_const.vertex_offset; + + float4 position = float4(srv_vertices[vertex_index].position, 1.0); + + position = mul(position, object_to_clip); + + out_vertices[i].position_sv = position; + out_vertices[i].color = color; + } + + for (i = thread_index; i < num_triangles; i += NUM_THREADS) { + const uint prim = srv_meshlets_data[index_offset + i]; + out_triangles[i] = uint3(prim & 0x3ff, (prim >> 10) & 0x3ff, (prim >> 20) & 0x3ff); + } +} + +#elif defined(PSO__VERTEX_SHADER) + +struct RootConst { + uint vertex_offset; + uint index_offset; +}; + +ConstantBuffer cbv_root_const : register(b1); + +[RootSignature(ROOT_SIGNATURE)] +void vsMain( + uint vertex_id : SV_VertexID, + out Vertex out_vertex +) { + const uint vertex_index = srv_indices[vertex_id + cbv_root_const.index_offset] + cbv_root_const.vertex_offset; + + float4 position = float4(srv_vertices[vertex_index].position, 1.0); + + const float4x4 object_to_clip = cbv_draw_const.object_to_clip; + + position = mul(position, object_to_clip); + + out_vertex.position_sv = position; + + out_vertex.color = abs(srv_vertices[vertex_index].normal); +} + +#elif defined(PSO__VERTEX_SHADER_FIXED) + +[RootSignature(ROOT_SIGNATURE)] +void vsMain( + InputVertex vertex, + out Vertex out_vertex +) { + float4 position = float4(vertex.position, 1.0); + + const float4x4 object_to_clip = cbv_draw_const.object_to_clip; + + position = mul(position, object_to_clip); + + out_vertex.position_sv = position; + + out_vertex.color = 1.0 - abs(vertex.normal); +} + +#endif + +[RootSignature(ROOT_SIGNATURE)] +void psMain( + float3 barycentrics : SV_Barycentrics, + Vertex vertex, + out float4 out_color : SV_Target0 +) { + // wireframe + float3 barys = barycentrics; + const float3 deltas = fwidth(barys); + const float3 smoothing = deltas * 1.0; + const float3 thickness = deltas * 0.25; + barys = smoothstep(thickness, thickness + smoothing, barys); + float min_bary = min(barys.x, min(barys.y, barys.z)); + + out_color = float4(min_bary * vertex.color, 1.0); +} + +``` + +`samples/mesh_shader_test/src/mesh_shader_test.zig`: + +```zig +const std = @import("std"); +const assert = std.debug.assert; +const math = std.math; +const L = std.unicode.utf8ToUtf16LeStringLiteral; + +const zwindows = @import("zwindows"); +const windows = zwindows.windows; +const d3d12 = zwindows.d3d12; +const dml = zwindows.directml; +const hrPanic = zwindows.hrPanic; +const hrPanicOnFail = zwindows.hrPanicOnFail; + +const zd3d12 = @import("zd3d12"); +const common = @import("common"); +const c = common.c; +const vm = common.vectormath; +const GuiRenderer = common.GuiRenderer; +const zmesh = @import("zmesh"); + +const Vec3 = vm.Vec3; +const Vec4 = vm.Vec4; +const Mat4 = vm.Mat4; + +pub export const D3D12SDKVersion: u32 = 610; +pub export const D3D12SDKPath: [*:0]const u8 = ".\\d3d12\\"; + +const content_dir = @import("build_options").content_dir; + +const window_name = "zig-gamedev: mesh shader test"; +const window_width = 1920; +const window_height = 1080; + +// Also need to change MAX_NUM_VERTICES and MAX_NUM_TRIANGLES in mesh_shader_test.hlsl +const max_num_meshlet_vertices: usize = 64; +const max_num_meshlet_triangles: usize = 64; + +const mesh_engine = 1; + +const Vertex = struct { + position: [3]f32, + normal: [3]f32, +}; + +const Mesh = struct { + index_offset: u32, + vertex_offset: u32, + meshlet_offset: u32, + num_indices: u32, + num_vertices: u32, + num_meshlets: u32, +}; + +const Meshlet = struct { + data_offset: u32 align(8), + num_vertices: u16, + num_triangles: u16, +}; +comptime { + assert(@sizeOf(Meshlet) == 8); + assert(@alignOf(Meshlet) == 8); +} + +const Pso_DrawConst = extern struct { + object_to_clip: Mat4, +}; + +const DrawMode = enum { + mesh_shader, + vertex_shader, + vertex_shader_fixed, +}; + +const DemoState = struct { + gctx: zd3d12.GraphicsContext, + guir: GuiRenderer, + frame_stats: common.FrameStats, + + mesh_shader_pso: zd3d12.PipelineHandle, + vertex_shader_pso: zd3d12.PipelineHandle, + vertex_shader_fixed_pso: zd3d12.PipelineHandle, + + vertex_buffer: zd3d12.ResourceHandle, + vertex_buffer_srv: d3d12.CPU_DESCRIPTOR_HANDLE, + index_buffer: zd3d12.ResourceHandle, + index_buffer_srv: d3d12.CPU_DESCRIPTOR_HANDLE, + + meshlet_buffer: zd3d12.ResourceHandle, + meshlet_buffer_srv: d3d12.CPU_DESCRIPTOR_HANDLE, + meshlet_data_buffer: zd3d12.ResourceHandle, + meshlet_data_buffer_srv: d3d12.CPU_DESCRIPTOR_HANDLE, + + depth_texture: zd3d12.ResourceHandle, + depth_texture_dsv: d3d12.CPU_DESCRIPTOR_HANDLE, + + meshes: std.ArrayList(Mesh), + + draw_mode: DrawMode, + num_objects_to_draw: i32, + + camera: struct { + position: Vec3, + forward: Vec3, + pitch: f32, + yaw: f32, + }, + mouse: struct { + cursor_prev_x: i32, + cursor_prev_y: i32, + }, +}; + +fn loadMeshAndGenerateMeshlets( + arena_allocator: std.mem.Allocator, + relpath: [:0]const u8, + all_meshes: *std.ArrayList(Mesh), + all_vertices: *std.ArrayList(Vertex), + all_indices: *std.ArrayList(u32), + all_meshlets: *std.ArrayList(Meshlet), + all_meshlets_data: *std.ArrayList(u32), +) !void { + var src_positions = std.ArrayList([3]f32).init(arena_allocator); + var src_normals = std.ArrayList([3]f32).init(arena_allocator); + var src_indices = std.ArrayList(u32).init(arena_allocator); + + const abspath = std.fs.path.joinZ(arena_allocator, &.{ + std.fs.selfExeDirPathAlloc(arena_allocator) catch unreachable, + relpath, + }) catch unreachable; + + const data = try zmesh.io.parseAndLoadFile(abspath); + defer zmesh.io.freeData(data); + try zmesh.io.appendMeshPrimitive(data, 0, 0, &src_indices, &src_positions, &src_normals, null, null); + + var src_vertices = try std.ArrayList(Vertex).initCapacity( + arena_allocator, + src_positions.items.len, + ); + + for (src_positions.items, 0..) |_, index| { + src_vertices.appendAssumeCapacity(.{ + .position = src_positions.items[index], + .normal = src_normals.items[index], + }); + } + + var remap = std.ArrayList(u32).init(arena_allocator); + try remap.resize(src_indices.items.len); + const num_unique_vertices = zmesh.opt.generateVertexRemap( + remap.items, + src_indices.items, + Vertex, + src_vertices.items, + ); + + var opt_vertices = std.ArrayList(Vertex).init(arena_allocator); + try opt_vertices.resize(num_unique_vertices); + zmesh.opt.remapVertexBuffer( + Vertex, + opt_vertices.items, + src_vertices.items, + remap.items, + ); + + var opt_indices = std.ArrayList(u32).init(arena_allocator); + try opt_indices.resize(src_indices.items.len); + zmesh.opt.remapIndexBuffer( + opt_indices.items, + src_indices.items, + remap.items, + ); + + zmesh.opt.optimizeVertexCache( + opt_indices.items, + opt_indices.items, + opt_vertices.items.len, + ); + const num_opt_vertices = zmesh.opt.optimizeVertexFetch( + Vertex, + opt_vertices.items, + opt_indices.items, + opt_vertices.items, + ); + assert(num_opt_vertices == opt_vertices.items.len); + + const max_num_meshlets = zmesh.opt.buildMeshletsBound( + opt_indices.items.len, + max_num_meshlet_vertices, + max_num_meshlet_triangles, + ); + + var meshlets = std.ArrayList(zmesh.opt.Meshlet).init(arena_allocator); + var meshlet_vertices = std.ArrayList(u32).init(arena_allocator); + var meshlet_triangles = std.ArrayList(u8).init(arena_allocator); + try meshlets.resize(max_num_meshlets); + try meshlet_vertices.resize(max_num_meshlets * max_num_meshlet_vertices); + try meshlet_triangles.resize(max_num_meshlets * max_num_meshlet_triangles * 3); + + const num_meshlets = zmesh.opt.buildMeshlets( + meshlets.items, + meshlet_vertices.items, + meshlet_triangles.items, + opt_indices.items, + Vertex, + opt_vertices.items, + max_num_meshlet_vertices, + max_num_meshlet_triangles, + 0.0, + ); + assert(num_meshlets <= max_num_meshlets); + try meshlets.resize(num_meshlets); + + try all_meshes.append(.{ + .index_offset = @as(u32, @intCast(all_indices.items.len)), + .vertex_offset = @as(u32, @intCast(all_vertices.items.len)), + .meshlet_offset = @as(u32, @intCast(all_meshlets.items.len)), + .num_indices = @as(u32, @intCast(opt_indices.items.len)), + .num_vertices = @as(u32, @intCast(opt_vertices.items.len)), + .num_meshlets = @as(u32, @intCast(meshlets.items.len)), + }); + + for (meshlets.items) |src_meshlet| { + const meshlet = Meshlet{ + .data_offset = @as(u32, @intCast(all_meshlets_data.items.len)), + .num_vertices = @as(u16, @intCast(src_meshlet.vertex_count)), + .num_triangles = @as(u16, @intCast(src_meshlet.triangle_count)), + }; + try all_meshlets.append(meshlet); + + var i: u32 = 0; + while (i < src_meshlet.vertex_count) : (i += 1) { + try all_meshlets_data.append(meshlet_vertices.items[src_meshlet.vertex_offset + i]); + } + + i = 0; + while (i < src_meshlet.triangle_count) : (i += 1) { + const index0 = @as(u10, @intCast(meshlet_triangles.items[src_meshlet.triangle_offset + i * 3 + 0])); + const index1 = @as(u10, @intCast(meshlet_triangles.items[src_meshlet.triangle_offset + i * 3 + 1])); + const index2 = @as(u10, @intCast(meshlet_triangles.items[src_meshlet.triangle_offset + i * 3 + 2])); + const prim = @as(u32, @intCast(index0)) | (@as(u32, @intCast(index1)) << 10) | (@as(u32, @intCast(index2)) << 20); + try all_meshlets_data.append(prim); + } + } + + try all_indices.appendSlice(opt_indices.items); + try all_vertices.appendSlice(opt_vertices.items); +} + +fn init(allocator: std.mem.Allocator) !DemoState { + const window = try common.initWindow(allocator, window_name, window_width, window_height); + + var arena_allocator_state = std.heap.ArenaAllocator.init(allocator); + defer arena_allocator_state.deinit(); + const arena_allocator = arena_allocator_state.allocator(); + + var gctx = zd3d12.GraphicsContext.init(.{ + .allocator = allocator, + .window = window, + }); + + // Check for Mesh Shader support. + { + var options7: d3d12.FEATURE_DATA_D3D12_OPTIONS7 = undefined; + const res = gctx.device.CheckFeatureSupport( + .OPTIONS7, + &options7, + @sizeOf(d3d12.FEATURE_DATA_D3D12_OPTIONS7), + ); + if (options7.MeshShaderTier == .NOT_SUPPORTED or res != windows.S_OK) { + _ = windows.MessageBoxA( + window, + "This applications requires graphics card that supports Mesh Shader " ++ + "(NVIDIA GeForce Turing or newer, AMD Radeon RX 6000 or newer).", + "No DirectX 12 Mesh Shader support", + windows.MB_OK | windows.MB_ICONERROR, + ); + windows.ExitProcess(0); + } + } + + const mesh_shader_pso = blk: { + var pso_desc = d3d12.MESH_SHADER_PIPELINE_STATE_DESC.initDefault(); + pso_desc.RTVFormats[0] = .R8G8B8A8_UNORM; + pso_desc.NumRenderTargets = 1; + pso_desc.DSVFormat = .D32_FLOAT; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.SampleDesc = .{ .Count = 1, .Quality = 0 }; + pso_desc.MS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/mesh_shader.ms.cso", null)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/mesh_shader.ps.cso", null)); + + break :blk gctx.createMeshShaderPipeline(&pso_desc); + }; + + const vertex_shader_pso = blk: { + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.RTVFormats[0] = .R8G8B8A8_UNORM; + pso_desc.NumRenderTargets = 1; + pso_desc.DSVFormat = .D32_FLOAT; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.SampleDesc = .{ .Count = 1, .Quality = 0 }; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/vertex_shader.vs.cso", null)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/vertex_shader.ps.cso", null)); + + break :blk gctx.createGraphicsShaderPipeline(&pso_desc); + }; + + const vertex_shader_fixed_pso = blk: { + const input_layout_desc = [_]d3d12.INPUT_ELEMENT_DESC{ + d3d12.INPUT_ELEMENT_DESC.init("Position", 0, .R32G32B32_FLOAT, 0, 0, .PER_VERTEX_DATA, 0), + d3d12.INPUT_ELEMENT_DESC.init("_Normal", 0, .R32G32B32_FLOAT, 0, 12, .PER_VERTEX_DATA, 0), + }; + + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.InputLayout = .{ + .pInputElementDescs = &input_layout_desc, + .NumElements = input_layout_desc.len, + }; + pso_desc.RTVFormats[0] = .R8G8B8A8_UNORM; + pso_desc.NumRenderTargets = 1; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.DSVFormat = .D32_FLOAT; + pso_desc.SampleDesc = .{ .Count = 1, .Quality = 0 }; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/vertex_shader_fixed.vs.cso", null)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/vertex_shader_fixed.ps.cso", null)); + + break :blk gctx.createGraphicsShaderPipeline(&pso_desc); + }; + + zmesh.init(arena_allocator); + defer zmesh.deinit(); + + var all_meshes = std.ArrayList(Mesh).init(allocator); + var all_vertices = std.ArrayList(Vertex).init(arena_allocator); + var all_indices = std.ArrayList(u32).init(arena_allocator); + var all_meshlets = std.ArrayList(Meshlet).init(arena_allocator); + var all_meshlets_data = std.ArrayList(u32).init(arena_allocator); + try loadMeshAndGenerateMeshlets( + arena_allocator, + content_dir ++ "cube.gltf", + &all_meshes, + &all_vertices, + &all_indices, + &all_meshlets, + &all_meshlets_data, + ); + try loadMeshAndGenerateMeshlets( + arena_allocator, + content_dir ++ "engine.gltf", + &all_meshes, + &all_vertices, + &all_indices, + &all_meshlets, + &all_meshlets_data, + ); + + const vertex_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(all_vertices.items.len * @sizeOf(Vertex)), + .{ .COPY_DEST = true }, + null, + ) catch |err| hrPanic(err); + + const vertex_buffer_srv = gctx.allocShaderResourceView( + vertex_buffer, + &d3d12.SHADER_RESOURCE_VIEW_DESC.initStructuredBuffer( + 0, + @as(u32, @intCast(all_vertices.items.len)), + @sizeOf(Vertex), + ), + ); + + const index_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(all_indices.items.len * @sizeOf(u32)), + .{ .COPY_DEST = true }, + null, + ) catch |err| hrPanic(err); + + const index_buffer_srv = gctx.allocShaderResourceView( + index_buffer, + &d3d12.SHADER_RESOURCE_VIEW_DESC.initTypedBuffer(.R32_UINT, 0, @as(u32, @intCast(all_indices.items.len))), + ); + + const meshlet_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(all_meshlets.items.len * @sizeOf(Meshlet)), + .{ .COPY_DEST = true }, + null, + ) catch |err| hrPanic(err); + + const meshlet_buffer_srv = gctx.allocShaderResourceView( + meshlet_buffer, + &d3d12.SHADER_RESOURCE_VIEW_DESC.initStructuredBuffer( + 0, + @as(u32, @intCast(all_meshlets.items.len)), + @sizeOf(Meshlet), + ), + ); + + const meshlet_data_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(all_meshlets_data.items.len * @sizeOf(u32)), + .{ .COPY_DEST = true }, + null, + ) catch |err| hrPanic(err); + + const meshlet_data_buffer_srv = gctx.allocShaderResourceView( + meshlet_data_buffer, + &d3d12.SHADER_RESOURCE_VIEW_DESC.initTypedBuffer( + .R32_UINT, + 0, + @as(u32, @intCast(all_meshlets_data.items.len)), + ), + ); + + const depth_texture = gctx.createCommittedResource( + .DEFAULT, + .{}, + &blk: { + var desc = d3d12.RESOURCE_DESC.initTex2d(.D32_FLOAT, gctx.viewport_width, gctx.viewport_height, 1); + desc.Flags = .{ .ALLOW_DEPTH_STENCIL = true, .DENY_SHADER_RESOURCE = true }; + break :blk desc; + }, + .{ .DEPTH_WRITE = true }, + &d3d12.CLEAR_VALUE.initDepthStencil(.D32_FLOAT, 1.0, 0), + ) catch |err| hrPanic(err); + + const depth_texture_dsv = blk: { + const dsv = gctx.allocateCpuDescriptors(.DSV, 1); + gctx.device.CreateDepthStencilView(gctx.lookupResource(depth_texture).?, null, dsv); + break :blk dsv; + }; + + // + // Begin data upload to the GPU. + // + gctx.beginFrame(); + + const guir = GuiRenderer.init(arena_allocator, &gctx, 1, content_dir); + + // Upload vertex buffer. + { + const upload = gctx.allocateUploadBufferRegion(Vertex, @as(u32, @intCast(all_vertices.items.len))); + for (all_vertices.items, 0..) |vertex, i| upload.cpu_slice[i] = vertex; + gctx.cmdlist.CopyBufferRegion( + gctx.lookupResource(vertex_buffer).?, + 0, + upload.buffer, + upload.buffer_offset, + upload.cpu_slice.len * @sizeOf(@TypeOf(upload.cpu_slice[0])), + ); + gctx.addTransitionBarrier(vertex_buffer, .{ .NON_PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + } + + // Upload index buffer. + { + const upload = gctx.allocateUploadBufferRegion(u32, @as(u32, @intCast(all_indices.items.len))); + for (all_indices.items, 0..) |index, i| upload.cpu_slice[i] = index; + gctx.cmdlist.CopyBufferRegion( + gctx.lookupResource(index_buffer).?, + 0, + upload.buffer, + upload.buffer_offset, + upload.cpu_slice.len * @sizeOf(@TypeOf(upload.cpu_slice[0])), + ); + gctx.addTransitionBarrier(index_buffer, .{ .NON_PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + } + + // Upload meshlet buffer. + { + const upload = gctx.allocateUploadBufferRegion(Meshlet, @as(u32, @intCast(all_meshlets.items.len))); + for (all_meshlets.items, 0..) |meshlet, i| upload.cpu_slice[i] = meshlet; + gctx.cmdlist.CopyBufferRegion( + gctx.lookupResource(meshlet_buffer).?, + 0, + upload.buffer, + upload.buffer_offset, + upload.cpu_slice.len * @sizeOf(@TypeOf(upload.cpu_slice[0])), + ); + gctx.addTransitionBarrier(meshlet_buffer, .{ .NON_PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + } + + // Upload meshlet data buffer. + { + const upload = gctx.allocateUploadBufferRegion(u32, @as(u32, @intCast(all_meshlets_data.items.len))); + for (all_meshlets_data.items, 0..) |meshlet_data, i| upload.cpu_slice[i] = meshlet_data; + gctx.cmdlist.CopyBufferRegion( + gctx.lookupResource(meshlet_data_buffer).?, + 0, + upload.buffer, + upload.buffer_offset, + upload.cpu_slice.len * @sizeOf(@TypeOf(upload.cpu_slice[0])), + ); + gctx.addTransitionBarrier(meshlet_data_buffer, .{ .NON_PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + } + + gctx.endFrame(); + gctx.finishGpuCommands(); + + return DemoState{ + .gctx = gctx, + .guir = guir, + .frame_stats = common.FrameStats.init(), + .mesh_shader_pso = mesh_shader_pso, + .vertex_shader_pso = vertex_shader_pso, + .vertex_shader_fixed_pso = vertex_shader_fixed_pso, + .vertex_buffer = vertex_buffer, + .vertex_buffer_srv = vertex_buffer_srv, + .depth_texture = depth_texture, + .depth_texture_dsv = depth_texture_dsv, + .index_buffer = index_buffer, + .index_buffer_srv = index_buffer_srv, + .meshlet_buffer = meshlet_buffer, + .meshlet_buffer_srv = meshlet_buffer_srv, + .meshlet_data_buffer = meshlet_data_buffer, + .meshlet_data_buffer_srv = meshlet_data_buffer_srv, + .meshes = all_meshes, + .draw_mode = .mesh_shader, + .num_objects_to_draw = 16, + .camera = .{ + .position = Vec3.init(0.0, 0.0, -2.0), + .forward = Vec3.init(0.0, 0.0, 1.0), + .pitch = 0.0, + .yaw = 0.0, + }, + .mouse = .{ + .cursor_prev_x = 0, + .cursor_prev_y = 0, + }, + }; +} + +fn deinit(demo: *DemoState, allocator: std.mem.Allocator) void { + demo.gctx.finishGpuCommands(); + demo.meshes.deinit(); + demo.guir.deinit(&demo.gctx); + demo.gctx.deinit(allocator); + common.deinitWindow(allocator); + demo.* = undefined; +} + +fn update(demo: *DemoState) void { + demo.frame_stats.update(demo.gctx.window, window_name); + const dt = demo.frame_stats.delta_time; + common.newImGuiFrame(dt); + + c.igSetNextWindowPos( + c.ImVec2{ .x = @as(f32, @floatFromInt(demo.gctx.viewport_width)) - 600.0 - 20, .y = 20.0 }, + c.ImGuiCond_FirstUseEver, + c.ImVec2{ .x = 0.0, .y = 0.0 }, + ); + c.igSetNextWindowSize(.{ .x = 600.0, .y = -1 }, c.ImGuiCond_Always); + + _ = c.igBegin( + "Demo Settings", + null, + c.ImGuiWindowFlags_NoMove | c.ImGuiWindowFlags_NoResize | c.ImGuiWindowFlags_NoSavedSettings, + ); + + c.igBulletText("", ""); + c.igSameLine(0, -1); + c.igTextColored(.{ .x = 0, .y = 0.8, .z = 0, .w = 1 }, "Right Mouse Button + drag", ""); + c.igSameLine(0, -1); + c.igText(" : rotate camera", ""); + + c.igBulletText("", ""); + c.igSameLine(0, -1); + c.igTextColored(.{ .x = 0, .y = 0.8, .z = 0, .w = 1 }, "W, A, S, D", ""); + c.igSameLine(0, -1); + c.igText(" : move camera", ""); + + c.igSpacing(); + c.igSpacing(); + + c.igText("Draw mode:", ""); + var draw_mode: i32 = @intFromEnum(demo.draw_mode); + _ = c.igRadioButton_IntPtr("Mesh Shader emulating VS (no culling)", &draw_mode, 0); + _ = c.igRadioButton_IntPtr("VS with manual vertex fetching (no HW index buffer)", &draw_mode, 1); + _ = c.igRadioButton_IntPtr("VS with fixed function vertex fetching", &draw_mode, 2); + demo.draw_mode = @as(DrawMode, @enumFromInt(draw_mode)); + + _ = c.igSliderInt("Num. objects", &demo.num_objects_to_draw, 1, 1000, null, c.ImGuiSliderFlags_None); + + c.igSpacing(); + c.igSpacing(); + c.igSpacing(); + + c.igText("Triangles: "); + c.igSameLine(0, -1); + c.igTextColored( + .{ .x = 0, .y = 0.8, .z = 0, .w = 1 }, + "%.3f M", + @as(f64, @floatFromInt(demo.num_objects_to_draw)) * + @as(f64, @floatFromInt(demo.meshes.items[mesh_engine].num_indices / 3)) / 1_000_000.0, + ); + + c.igText("Vertices: "); + c.igSameLine(0, -1); + c.igTextColored( + .{ .x = 0, .y = 0.8, .z = 0, .w = 1 }, + "%.3f M", + @as(f64, @floatFromInt(demo.num_objects_to_draw)) * + @as(f64, @floatFromInt(demo.meshes.items[mesh_engine].num_vertices)) / 1_000_000.0, + ); + + if (demo.draw_mode == .mesh_shader) { + c.igText("Meshlets: "); + c.igSameLine(0, -1); + c.igTextColored( + .{ .x = 0, .y = 0.8, .z = 0, .w = 1 }, + "%.3f K", + @as(f64, @floatFromInt(demo.num_objects_to_draw)) * + @as(f64, @floatFromInt(demo.meshes.items[mesh_engine].num_meshlets)) / 1_000.0, + ); + + c.igSpacing(); + c.igSpacing(); + c.igText("Max. vertices / meshlet: %d", max_num_meshlet_vertices); + c.igText("Max. triangles / meshlet: %d", max_num_meshlet_triangles); + } + + c.igEnd(); + + // Handle camera rotation with mouse. + { + var pos: windows.POINT = undefined; + _ = windows.GetCursorPos(&pos); + const delta_x = @as(f32, @floatFromInt(pos.x)) - @as(f32, @floatFromInt(demo.mouse.cursor_prev_x)); + const delta_y = @as(f32, @floatFromInt(pos.y)) - @as(f32, @floatFromInt(demo.mouse.cursor_prev_y)); + demo.mouse.cursor_prev_x = pos.x; + demo.mouse.cursor_prev_y = pos.y; + + if (windows.GetAsyncKeyState(windows.VK_RBUTTON) < 0) { + demo.camera.pitch += 0.0025 * delta_y; + demo.camera.yaw += 0.0025 * delta_x; + demo.camera.pitch = @min(demo.camera.pitch, 0.48 * math.pi); + demo.camera.pitch = @max(demo.camera.pitch, -0.48 * math.pi); + demo.camera.yaw = vm.modAngle(demo.camera.yaw); + } + } + + // Handle camera movement with 'WASD' keys. + { + const speed: f32 = 0.25; + const delta_time = demo.frame_stats.delta_time; + const transform = Mat4.initRotationX(demo.camera.pitch).mul(Mat4.initRotationY(demo.camera.yaw)); + var forward = Vec3.init(0.0, 0.0, 1.0).transform(transform).normalize(); + + demo.camera.forward = forward; + const right = Vec3.init(0.0, 1.0, 0.0).cross(forward).normalize().scale(speed * delta_time); + forward = forward.scale(speed * delta_time); + + if (windows.GetAsyncKeyState('W') < 0) { + demo.camera.position = demo.camera.position.add(forward); + } else if (windows.GetAsyncKeyState('S') < 0) { + demo.camera.position = demo.camera.position.sub(forward); + } + if (windows.GetAsyncKeyState('D') < 0) { + demo.camera.position = demo.camera.position.add(right); + } else if (windows.GetAsyncKeyState('A') < 0) { + demo.camera.position = demo.camera.position.sub(right); + } + } +} + +fn draw(demo: *DemoState) void { + var gctx = &demo.gctx; + gctx.beginFrame(); + + const cam_world_to_view = Mat4.initLookToLh( + demo.camera.position, + demo.camera.forward, + Vec3.init(0.0, 1.0, 0.0), + ); + const cam_view_to_clip = Mat4.initPerspectiveFovLh( + math.pi / 3.0, + @as(f32, @floatFromInt(gctx.viewport_width)) / @as(f32, @floatFromInt(gctx.viewport_height)), + 0.01, + 200.0, + ); + const cam_world_to_clip = cam_world_to_view.mul(cam_view_to_clip); + + const back_buffer = gctx.getBackBuffer(); + gctx.addTransitionBarrier(back_buffer.resource_handle, .{ .RENDER_TARGET = true }); + gctx.flushResourceBarriers(); + + gctx.cmdlist.OMSetRenderTargets( + 1, + &.{back_buffer.descriptor_handle}, + windows.TRUE, + &demo.depth_texture_dsv, + ); + gctx.cmdlist.ClearDepthStencilView(demo.depth_texture_dsv, .{ .DEPTH = true }, 1.0, 0, 0, null); + gctx.cmdlist.ClearRenderTargetView( + back_buffer.descriptor_handle, + &[4]f32{ 0.1, 0.2, 0.4, 1.0 }, + 0, + null, + ); + + // + // Draw all objects. + // + gctx.cmdlist.IASetPrimitiveTopology(.TRIANGLELIST); + switch (demo.draw_mode) { + .mesh_shader => { + gctx.setCurrentPipeline(demo.mesh_shader_pso); + + // Bind global buffers that contain data for *all meshes* and *all meshlets*. + gctx.setGraphicsRootDescriptorTable(2, &.{ + demo.vertex_buffer_srv, + demo.index_buffer_srv, + demo.meshlet_buffer_srv, + demo.meshlet_data_buffer_srv, + }); + }, + .vertex_shader => { + gctx.setCurrentPipeline(demo.vertex_shader_pso); + + // Bind global buffers that contain data for *all meshes*. + gctx.setGraphicsRootDescriptorTable(2, &.{ + demo.vertex_buffer_srv, + demo.index_buffer_srv, + }); + }, + .vertex_shader_fixed => { + gctx.setCurrentPipeline(demo.vertex_shader_fixed_pso); + + gctx.cmdlist.IASetVertexBuffers(0, 1, &.{ + .{ + .BufferLocation = gctx.lookupResource(demo.vertex_buffer).?.GetGPUVirtualAddress(), + .SizeInBytes = @as(u32, @intCast(gctx.getResourceSize(demo.vertex_buffer))), + .StrideInBytes = @sizeOf(Vertex), + }, + }); + gctx.cmdlist.IASetIndexBuffer(&.{ + .BufferLocation = gctx.lookupResource(demo.index_buffer).?.GetGPUVirtualAddress(), + .SizeInBytes = @as(u32, @intCast(gctx.getResourceSize(demo.index_buffer))), + .Format = .R32_UINT, + }); + }, + } + + var entity_index: i32 = 0; + while (entity_index < demo.num_objects_to_draw) : (entity_index += 1) { + // Upload per-draw constant data. + { + const position = Vec3.init(0.0, 0.0, @as(f32, @floatFromInt(entity_index)) * 2.5); + const mem = gctx.allocateUploadMemory(Pso_DrawConst, 1); + mem.cpu_slice[0] = .{ + .object_to_clip = Mat4.initTranslation(position).mul(cam_world_to_clip).transpose(), + }; + gctx.cmdlist.SetGraphicsRootConstantBufferView(0, mem.gpu_base); + } + + const mesh = &demo.meshes.items[mesh_engine]; + + switch (demo.draw_mode) { + .mesh_shader => { + // Select a mesh to draw by specifying offsets in global buffers. + gctx.cmdlist.SetGraphicsRoot32BitConstants(1, 2, &.{ + mesh.vertex_offset, + mesh.meshlet_offset, + }, 0); + gctx.cmdlist.DispatchMesh(mesh.num_meshlets, 1, 1); + }, + .vertex_shader => { + // Select a mesh to draw by specifying offsets in global buffers. + gctx.cmdlist.SetGraphicsRoot32BitConstants(1, 2, &.{ + mesh.vertex_offset, + mesh.index_offset, + }, 0); + gctx.cmdlist.DrawInstanced(mesh.num_indices, 1, 0, 0); + }, + .vertex_shader_fixed => { + gctx.cmdlist.DrawIndexedInstanced( + mesh.num_indices, + 1, + mesh.index_offset, + @as(i32, @intCast(mesh.vertex_offset)), + 0, + ); + }, + } + } + + demo.guir.draw(gctx); + + gctx.addTransitionBarrier(back_buffer.resource_handle, d3d12.RESOURCE_STATES.PRESENT); + gctx.flushResourceBarriers(); + + gctx.endFrame(); +} + +pub fn main() !void { + common.init(); + defer common.deinit(); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + var demo = try init(allocator); + defer deinit(&demo, allocator); + + while (common.handleWindowEvents()) { + update(&demo); + draw(&demo); + } +} + +``` + +`samples/minimal_d3d12/README.md`: + +```md +## minimal d3d12 + +This sample application shows how to draw a triangle using D3D12 API. It has no dependencies except our [zwindows](https://github.com/michal-z/zig-gamedev/tree/main/libs/zwindows) bindings. + +You can build and run it on **Windows** and **Linux**. + +To build and run on Windows: +``` +zig build minimal_d3d12-run +``` +To build and run on Linux ([Wine](https://www.winehq.org/) with [VKD3D-Proton](https://github.com/HansKristian-Work/vkd3d-proton) is needed): +``` +zig build -Dtarget=x86_64-windows-gnu minimal_d3d12 +wine zig-out/bin/minimal_d3d12.exe +``` +It has been tested on Ubuntu 22.04 with Wine 8.0-rc4 and VK3D-Proton v2.8 + +``` + +`samples/minimal_d3d12/build.zig`: + +```zig +const builtin = @import("builtin"); +const std = @import("std"); + +pub const demo_name = "minimal_d3d12"; + +// in future zig version e342433 +pub fn pathResolve(b: *std.Build, paths: []const []const u8) []u8 { + return std.fs.path.resolve(b.allocator, paths) catch @panic("OOM"); +} + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zwindows = b.dependency("zwindows", .{ + .zxaudio2_debug_layer = options.zxaudio2_debug_layer, + .zd3d12_debug_layer = options.zd3d12_debug_layer, + .zd3d12_gbv = options.zd3d12_gbv, + }); + exe.root_module.addImport("zwindows", zwindows.module("zwindows")); + + if (builtin.os.tag == .windows or builtin.os.tag == .linux) { + const compile_shaders = @import("zwindows").addCompileShaders(b, demo_name, zwindows, .{ .shader_ver = "6_6" }); + const root_path = pathResolve(b, &.{ @src().file, "..", "..", ".." }); + + const hlsl_path = b.pathJoin(&.{ root_path, src_path, demo_name ++ ".hlsl" }); + compile_shaders.addVsShader(hlsl_path, "vsMain", b.pathJoin(&.{ root_path, src_path, demo_name ++ ".vs.cso" }), ""); + compile_shaders.addPsShader(hlsl_path, "psMain", b.pathJoin(&.{ root_path, src_path, demo_name ++ ".ps.cso" }), ""); + + exe.step.dependOn(compile_shaders.step); + } + + // This is needed to export symbols from an .exe file. + // We export D3D12SDKVersion and D3D12SDKPath symbols which + // is required by DirectX 12 Agility SDK. + exe.rdynamic = true; + + @import("zwindows").install_d3d12(&exe.step, zwindows, .bin); + + return exe; +} + +``` + +`samples/minimal_d3d12/src/minimal_d3d12.hlsl`: + +```hlsl +#define root_signature "RootFlags(0)" + +[RootSignature(root_signature)] +void vsMain( + uint vertex_id : SV_VertexID, + out float4 out_position : SV_Position +) { + const float2 verts[] = { float2(-0.9, -0.9), float2(0.0, 0.9), float2(0.9, -0.9) }; + out_position = float4(verts[vertex_id], 0.0, 1.0); +} + +[RootSignature(root_signature)] +void psMain( + float4 position : SV_Position, + out float4 out_color : SV_Target0 +) { + out_color = float4(0.75, 0.0, 0.0, 1.0); +} + +``` + +`samples/minimal_d3d12/src/minimal_d3d12.zig`: + +```zig +const std = @import("std"); + +const zwindows = @import("zwindows"); +const windows = zwindows.windows; +const dxgi = zwindows.dxgi; +const d3d12 = zwindows.d3d12; +const d3d12d = zwindows.d3d12d; +const hrPanicOnFail = zwindows.hrPanicOnFail; + +pub export const D3D12SDKVersion: u32 = 610; +pub export const D3D12SDKPath: [*:0]const u8 = ".\\d3d12\\"; + +const window_name = "zig-gamedev: minimal d3d12"; + +fn processWindowMessage( + window: windows.HWND, + message: windows.UINT, + wparam: windows.WPARAM, + lparam: windows.LPARAM, +) callconv(windows.WINAPI) windows.LRESULT { + switch (message) { + windows.WM_KEYDOWN => { + if (wparam == windows.VK_ESCAPE) { + windows.PostQuitMessage(0); + return 0; + } + }, + windows.WM_GETMINMAXINFO => { + var info: *windows.MINMAXINFO = @ptrFromInt(@as(usize, @intCast(lparam))); + info.ptMinTrackSize.x = 400; + info.ptMinTrackSize.y = 400; + return 0; + }, + windows.WM_DESTROY => { + windows.PostQuitMessage(0); + return 0; + }, + else => {}, + } + return windows.DefWindowProcA(window, message, wparam, lparam); +} + +fn createWindow(width: u32, height: u32) windows.HWND { + const winclass = windows.WNDCLASSEXA{ + .style = 0, + .lpfnWndProc = processWindowMessage, + .cbClsExtra = 0, + .cbWndExtra = 0, + .hInstance = @ptrCast(windows.GetModuleHandleA(null)), + .hIcon = null, + .hCursor = windows.LoadCursorA(null, @ptrFromInt(32512)), + .hbrBackground = null, + .lpszMenuName = null, + .lpszClassName = window_name, + .hIconSm = null, + }; + _ = windows.RegisterClassExA(&winclass); + + const style = windows.WS_OVERLAPPEDWINDOW; + + var rect = windows.RECT{ + .left = 0, + .top = 0, + .right = @intCast(width), + .bottom = @intCast(height), + }; + _ = windows.AdjustWindowRectEx(&rect, style, windows.FALSE, 0); + + const window = windows.CreateWindowExA( + 0, + window_name, + window_name, + style + windows.WS_VISIBLE, + windows.CW_USEDEFAULT, + windows.CW_USEDEFAULT, + rect.right - rect.left, + rect.bottom - rect.top, + null, + null, + winclass.hInstance, + null, + ).?; + + std.log.info("Application window created", .{}); + + return window; +} + +pub fn main() !void { + _ = windows.CoInitializeEx(null, windows.COINIT_MULTITHREADED); + defer windows.CoUninitialize(); + + _ = windows.SetProcessDPIAware(); + + const window = createWindow(1600, 1200); + + var dx12 = Dx12State.init(window); + defer dx12.deinit(); + + const root_signature: *d3d12.IRootSignature, const pipeline: *d3d12.IPipelineState = blk: { + const vs_cso = @embedFile("./minimal_d3d12.vs.cso"); + const ps_cso = @embedFile("./minimal_d3d12.ps.cso"); + + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.DepthStencilState.DepthEnable = windows.FALSE; + pso_desc.RTVFormats[0] = .R8G8B8A8_UNORM; + pso_desc.NumRenderTargets = 1; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.VS = .{ .pShaderBytecode = vs_cso, .BytecodeLength = vs_cso.len }; + pso_desc.PS = .{ .pShaderBytecode = ps_cso, .BytecodeLength = ps_cso.len }; + + var root_signature: *d3d12.IRootSignature = undefined; + hrPanicOnFail(dx12.device.CreateRootSignature( + 0, + pso_desc.VS.pShaderBytecode.?, + pso_desc.VS.BytecodeLength, + &d3d12.IID_IRootSignature, + @ptrCast(&root_signature), + )); + + var pipeline: *d3d12.IPipelineState = undefined; + hrPanicOnFail(dx12.device.CreateGraphicsPipelineState( + &pso_desc, + &d3d12.IID_IPipelineState, + @ptrCast(&pipeline), + )); + + break :blk .{ root_signature, pipeline }; + }; + defer _ = pipeline.Release(); + defer _ = root_signature.Release(); + + var frac: f32 = 0.0; + var frac_delta: f32 = 0.005; + + var window_rect: windows.RECT = undefined; + _ = windows.GetClientRect(window, &window_rect); + + // + // Main Loop + // + main_loop: while (true) { + { + var message = std.mem.zeroes(windows.MSG); + while (windows.PeekMessageA(&message, null, 0, 0, windows.PM_REMOVE) == windows.TRUE) { + _ = windows.TranslateMessage(&message); + _ = windows.DispatchMessageA(&message); + if (message.message == windows.WM_QUIT) { + break :main_loop; + } + } + + var rect: windows.RECT = undefined; + _ = windows.GetClientRect(window, &rect); + if (rect.right == 0 and rect.bottom == 0) { + // Window is minimized + windows.Sleep(10); + continue :main_loop; + } + + if (rect.right != window_rect.right or rect.bottom != window_rect.bottom) { + rect.right = @max(1, rect.right); + rect.bottom = @max(1, rect.bottom); + std.log.info("Window resized to {d}x{d}", .{ rect.right, rect.bottom }); + + dx12.finishGpuCommands(); + + for (dx12.swap_chain_textures) |texture| _ = texture.Release(); + + hrPanicOnFail(dx12.swap_chain.ResizeBuffers(0, 0, 0, .UNKNOWN, .{})); + + for (&dx12.swap_chain_textures, 0..) |*texture, i| { + hrPanicOnFail(dx12.swap_chain.GetBuffer( + @intCast(i), + &d3d12.IID_IResource, + @ptrCast(&texture.*), + )); + } + + for (dx12.swap_chain_textures, 0..) |texture, i| { + dx12.device.CreateRenderTargetView( + texture, + null, + .{ .ptr = dx12.rtv_heap_start.ptr + + i * dx12.device.GetDescriptorHandleIncrementSize(.RTV) }, + ); + } + } + window_rect = rect; + } + + const command_allocator = dx12.command_allocators[dx12.frame_index]; + + hrPanicOnFail(command_allocator.Reset()); + hrPanicOnFail(dx12.command_list.Reset(command_allocator, null)); + + dx12.command_list.RSSetViewports(1, &.{ + .{ + .TopLeftX = 0.0, + .TopLeftY = 0.0, + .Width = @floatFromInt(window_rect.right), + .Height = @floatFromInt(window_rect.bottom), + .MinDepth = 0.0, + .MaxDepth = 1.0, + }, + }); + dx12.command_list.RSSetScissorRects(1, &.{ + .{ + .left = 0, + .top = 0, + .right = @intCast(window_rect.right), + .bottom = @intCast(window_rect.bottom), + }, + }); + + const back_buffer_index = dx12.swap_chain.GetCurrentBackBufferIndex(); + const back_buffer_descriptor = d3d12.CPU_DESCRIPTOR_HANDLE{ + .ptr = dx12.rtv_heap_start.ptr + + back_buffer_index * dx12.device.GetDescriptorHandleIncrementSize(.RTV), + }; + + dx12.command_list.ResourceBarrier(1, &.{ + .{ + .Type = .TRANSITION, + .Flags = .{}, + .u = .{ + .Transition = .{ + .pResource = dx12.swap_chain_textures[back_buffer_index], + .Subresource = d3d12.RESOURCE_BARRIER_ALL_SUBRESOURCES, + .StateBefore = d3d12.RESOURCE_STATES.PRESENT, + .StateAfter = .{ .RENDER_TARGET = true }, + }, + }, + }, + }); + + dx12.command_list.OMSetRenderTargets( + 1, + &.{back_buffer_descriptor}, + windows.TRUE, + null, + ); + dx12.command_list.ClearRenderTargetView(back_buffer_descriptor, &.{ 0.2, frac, 0.8, 1.0 }, 0, null); + + dx12.command_list.IASetPrimitiveTopology(.TRIANGLELIST); + dx12.command_list.SetPipelineState(pipeline); + dx12.command_list.SetGraphicsRootSignature(root_signature); + dx12.command_list.DrawInstanced(3, 1, 0, 0); + + dx12.command_list.ResourceBarrier(1, &.{ + .{ + .Type = .TRANSITION, + .Flags = .{}, + .u = .{ + .Transition = .{ + .pResource = dx12.swap_chain_textures[back_buffer_index], + .Subresource = d3d12.RESOURCE_BARRIER_ALL_SUBRESOURCES, + .StateBefore = .{ .RENDER_TARGET = true }, + .StateAfter = d3d12.RESOURCE_STATES.PRESENT, + }, + }, + }, + }); + hrPanicOnFail(dx12.command_list.Close()); + + dx12.command_queue.ExecuteCommandLists(1, &.{@ptrCast(dx12.command_list)}); + + dx12.present(); + + frac += frac_delta; + if (frac > 1.0 or frac < 0.0) { + frac_delta = -frac_delta; + } + } + + dx12.finishGpuCommands(); +} + +const Dx12State = struct { + dxgi_factory: *dxgi.IFactory6, + device: *d3d12.IDevice9, + + swap_chain: *dxgi.ISwapChain3, + swap_chain_textures: [num_frames]*d3d12.IResource, + + rtv_heap: *d3d12.IDescriptorHeap, + rtv_heap_start: d3d12.CPU_DESCRIPTOR_HANDLE, + + frame_fence: *d3d12.IFence, + frame_fence_event: windows.HANDLE, + frame_fence_counter: u64 = 0, + frame_index: u32 = 0, + + command_queue: *d3d12.ICommandQueue, + command_allocators: [num_frames]*d3d12.ICommandAllocator, + command_list: *d3d12.IGraphicsCommandList6, + + const num_frames = 2; + + fn init(window: windows.HWND) Dx12State { + // + // DXGI Factory + // + var dxgi_factory: *dxgi.IFactory6 = undefined; + hrPanicOnFail(dxgi.CreateDXGIFactory2( + 0, + &dxgi.IID_IFactory6, + @ptrCast(&dxgi_factory), + )); + + std.log.info("DXGI factory created", .{}); + + { + var maybe_debug: ?*d3d12d.IDebug1 = null; + _ = d3d12.GetDebugInterface(&d3d12d.IID_IDebug1, @ptrCast(&maybe_debug)); + if (maybe_debug) |debug| { + // Uncomment below line to enable debug layer + //debug.EnableDebugLayer(); + _ = debug.Release(); + } + } + + // + // D3D12 Device + // + var device: *d3d12.IDevice9 = undefined; + if (d3d12.CreateDevice(null, .@"11_0", &d3d12.IID_IDevice9, @ptrCast(&device)) != windows.S_OK) { + _ = windows.MessageBoxA( + window, + "Failed to create Direct3D 12 Device. This applications requires graphics card " ++ + "with DirectX 12 Feature Level 11.0 support.", + "Your graphics card driver may be old", + windows.MB_OK | windows.MB_ICONERROR, + ); + windows.ExitProcess(0); + } + + std.log.info("D3D12 device created", .{}); + + // + // Command Queue + // + var command_queue: *d3d12.ICommandQueue = undefined; + hrPanicOnFail(device.CreateCommandQueue(&.{ + .Type = .DIRECT, + .Priority = @intFromEnum(d3d12.COMMAND_QUEUE_PRIORITY.NORMAL), + .Flags = .{}, + .NodeMask = 0, + }, &d3d12.IID_ICommandQueue, @ptrCast(&command_queue))); + + std.log.info("D3D12 command queue created", .{}); + + // + // Swap Chain + // + var rect: windows.RECT = undefined; + _ = windows.GetClientRect(window, &rect); + + var swap_chain: *dxgi.ISwapChain3 = undefined; + { + var desc = dxgi.SWAP_CHAIN_DESC{ + .BufferDesc = .{ + .Width = @intCast(rect.right), + .Height = @intCast(rect.bottom), + .RefreshRate = .{ .Numerator = 0, .Denominator = 0 }, + .Format = .R8G8B8A8_UNORM, + .ScanlineOrdering = .UNSPECIFIED, + .Scaling = .UNSPECIFIED, + }, + .SampleDesc = .{ .Count = 1, .Quality = 0 }, + .BufferUsage = .{ .RENDER_TARGET_OUTPUT = true }, + .BufferCount = num_frames, + .OutputWindow = window, + .Windowed = windows.TRUE, + .SwapEffect = .FLIP_DISCARD, + .Flags = .{}, + }; + var temp_swap_chain: *dxgi.ISwapChain = undefined; + hrPanicOnFail(dxgi_factory.CreateSwapChain( + @ptrCast(command_queue), + &desc, + @ptrCast(&temp_swap_chain), + )); + defer _ = temp_swap_chain.Release(); + + hrPanicOnFail(temp_swap_chain.QueryInterface(&dxgi.IID_ISwapChain3, @ptrCast(&swap_chain))); + } + + // Disable ALT + ENTER + hrPanicOnFail(dxgi_factory.MakeWindowAssociation(window, .{ .NO_WINDOW_CHANGES = true })); + + var swap_chain_textures: [num_frames]*d3d12.IResource = undefined; + + for (&swap_chain_textures, 0..) |*texture, i| { + hrPanicOnFail(swap_chain.GetBuffer(@intCast(i), &d3d12.IID_IResource, @ptrCast(&texture.*))); + } + + std.log.info("Swap chain created", .{}); + + // + // Render Target View Heap + // + var rtv_heap: *d3d12.IDescriptorHeap = undefined; + hrPanicOnFail(device.CreateDescriptorHeap(&.{ + .Type = .RTV, + .NumDescriptors = 16, + .Flags = .{}, + .NodeMask = 0, + }, &d3d12.IID_IDescriptorHeap, @ptrCast(&rtv_heap))); + + const rtv_heap_start = rtv_heap.GetCPUDescriptorHandleForHeapStart(); + + for (swap_chain_textures, 0..) |texture, i| { + device.CreateRenderTargetView( + texture, + null, + .{ .ptr = rtv_heap_start.ptr + i * device.GetDescriptorHandleIncrementSize(.RTV) }, + ); + } + + std.log.info("Render target view (RTV) heap created ", .{}); + + // + // Frame Fence + // + var frame_fence: *d3d12.IFence = undefined; + hrPanicOnFail(device.CreateFence(0, .{}, &d3d12.IID_IFence, @ptrCast(&frame_fence))); + + const frame_fence_event = windows.CreateEventExA(null, "frame_fence_event", 0, windows.EVENT_ALL_ACCESS).?; + + std.log.info("Frame fence created ", .{}); + + // + // Command Allocators + // + var command_allocators: [num_frames]*d3d12.ICommandAllocator = undefined; + + for (&command_allocators) |*cmdalloc| { + hrPanicOnFail(device.CreateCommandAllocator( + .DIRECT, + &d3d12.IID_ICommandAllocator, + @ptrCast(&cmdalloc.*), + )); + } + + std.log.info("Command allocators created ", .{}); + + // + // Command List + // + var command_list: *d3d12.IGraphicsCommandList6 = undefined; + hrPanicOnFail(device.CreateCommandList( + 0, + .DIRECT, + command_allocators[0], + null, + &d3d12.IID_IGraphicsCommandList6, + @ptrCast(&command_list), + )); + hrPanicOnFail(command_list.Close()); + + return .{ + .dxgi_factory = dxgi_factory, + .device = device, + .command_queue = command_queue, + .swap_chain = swap_chain, + .swap_chain_textures = swap_chain_textures, + .rtv_heap = rtv_heap, + .rtv_heap_start = rtv_heap_start, + .frame_fence = frame_fence, + .frame_fence_event = frame_fence_event, + .command_allocators = command_allocators, + .command_list = command_list, + }; + } + + fn deinit(dx12: *Dx12State) void { + _ = dx12.command_list.Release(); + for (dx12.command_allocators) |cmdalloc| _ = cmdalloc.Release(); + _ = dx12.frame_fence.Release(); + _ = windows.CloseHandle(dx12.frame_fence_event); + _ = dx12.rtv_heap.Release(); + for (dx12.swap_chain_textures) |texture| _ = texture.Release(); + _ = dx12.swap_chain.Release(); + _ = dx12.command_queue.Release(); + _ = dx12.device.Release(); + _ = dx12.dxgi_factory.Release(); + dx12.* = undefined; + } + + fn present(dx12: *Dx12State) void { + dx12.frame_fence_counter += 1; + + hrPanicOnFail(dx12.swap_chain.Present(1, .{})); + hrPanicOnFail(dx12.command_queue.Signal(dx12.frame_fence, dx12.frame_fence_counter)); + + const gpu_frame_counter = dx12.frame_fence.GetCompletedValue(); + if ((dx12.frame_fence_counter - gpu_frame_counter) >= num_frames) { + hrPanicOnFail(dx12.frame_fence.SetEventOnCompletion(gpu_frame_counter + 1, dx12.frame_fence_event)); + windows.WaitForSingleObject(dx12.frame_fence_event, windows.INFINITE) catch {}; + } + + dx12.frame_index = (dx12.frame_index + 1) % num_frames; + } + + fn finishGpuCommands(dx12: *Dx12State) void { + dx12.frame_fence_counter += 1; + + hrPanicOnFail(dx12.command_queue.Signal(dx12.frame_fence, dx12.frame_fence_counter)); + hrPanicOnFail(dx12.frame_fence.SetEventOnCompletion(dx12.frame_fence_counter, dx12.frame_fence_event)); + + windows.WaitForSingleObject(dx12.frame_fence_event, windows.INFINITE) catch {}; + } +}; + +``` + +`samples/minimal_glfw_d3d12/README.md`: + +```md +## minimal glfw d3d12 + +This sample application shows how to draw a triangle using D3D12 API with [zglfw](https://github.com/michal-z/zig-gamedev/tree/main/libs/zglfw) instead of [zwindows](https://github.com/michal-z/zig-gamedev/tree/main/libs/zwindows). + +You can build and run it on **Windows** and **Linux**. + +To build and run on Windows: + +``` +zig build minimal_glfw_d3d12-run +``` + +To build and run on Linux ([Wine](https://www.winehq.org/) with [VKD3D-Proton](https://github.com/HansKristian-Work/vkd3d-proton) is needed): + +``` +zig build -Dtarget=x86_64-windows-gnu minimal_glfw_d3d12 +wine zig-out/bin/minimal_glfw_d3d12.exe +``` + +``` + +`samples/minimal_glfw_d3d12/build.zig`: + +```zig +const builtin = @import("builtin"); +const std = @import("std"); + +pub const demo_name = "minimal_glfw_d3d12"; +pub const content_dir = demo_name ++ "_content/"; + +// in future zig version e342433 +pub fn pathResolve(b: *std.Build, paths: []const []const u8) []u8 { + return std.fs.path.resolve(b.allocator, paths) catch @panic("OOM"); +} + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + const zwindows = b.dependency("zwindows", .{ + .zxaudio2_debug_layer = options.zxaudio2_debug_layer, + .zd3d12_debug_layer = options.zd3d12_debug_layer, + .zd3d12_gbv = options.zd3d12_gbv, + }); + const zwindows_module = zwindows.module("zwindows"); + const zd3d12_module = zwindows.module("zd3d12"); + + exe.root_module.addImport("zwindows", zwindows_module); + exe.root_module.addImport("zd3d12", zd3d12_module); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + + if (builtin.os.tag == .windows or builtin.os.tag == .linux) { + const compile_shaders = @import("zwindows").addCompileShaders(b, demo_name, zwindows, .{ .shader_ver = "6_6" }); + const root_path = pathResolve(b, &.{ @src().file, "..", "..", ".." }); + + const hlsl_path = b.pathJoin(&.{ root_path, src_path, demo_name ++ ".hlsl" }); + compile_shaders.addVsShader(hlsl_path, "vsMain", b.pathJoin(&.{ root_path, content_path, demo_name ++ ".vs.cso" }), ""); + compile_shaders.addPsShader(hlsl_path, "psMain", b.pathJoin(&.{ root_path, content_path, demo_name ++ ".ps.cso" }), ""); + + install_content_step.step.dependOn(compile_shaders.step); + } + exe.step.dependOn(&install_content_step.step); + + // This is needed to export symbols from an .exe file. + // We export D3D12SDKVersion and D3D12SDKPath symbols which + // is required by DirectX 12 Agility SDK. + exe.rdynamic = true; + + @import("zwindows").install_d3d12(&exe.step, zwindows, .bin); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + return exe; +} + +``` + +`samples/minimal_glfw_d3d12/src/minimal_glfw_d3d12.hlsl`: + +```hlsl +#define root_signature "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT),CBV(b0)" + +[RootSignature(root_signature)] +void vsMain( + float2 position : POSITION, + out float4 out_position : SV_Position +) { + out_position = float4(position, 0.0, 1.0); +} + +struct Input { + float2 mouse_position; +}; +ConstantBuffer input : register(b0); + +[RootSignature(root_signature)] +void psMain( + float4 position : SV_Position, + out float4 out_color : SV_Target0 +) { + if (input.mouse_position.x < position.x) { + if (input.mouse_position.y < position.y) { + out_color = float4(1.0, 0.0, 0.0, 1.0); + } else { + out_color = float4(0.0, 1.0, 0.0, 1.0); + } + } else { + if (input.mouse_position.y < position.y) { + out_color = float4(0.0, 0.0, 1.0, 1.0); + } else { + out_color = float4(1.0, 1.0, 1.0, 1.0); + } + } +} + +``` + +`samples/minimal_glfw_d3d12/src/minimal_glfw_d3d12.zig`: + +```zig +const std = @import("std"); +const glfw = @import("zglfw"); + +const zwindows = @import("zwindows"); +const windows = zwindows.windows; +const d3d12 = zwindows.d3d12; + +const zd3d12 = @import("zd3d12"); + +pub export const D3D12SDKVersion: u32 = 610; +pub export const D3D12SDKPath: [*:0]const u8 = ".\\d3d12\\"; + +const content_dir = @import("build_options").content_dir; + +const window_name = "zig-gamedev: minimal glfw d3d12"; + +pub fn main() !void { + // Change current working directory to where the executable is located for std.fs.cwd() + { + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + try std.posix.chdir(path); + } + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + const allocator = gpa.allocator(); + + try glfw.init(); + defer glfw.terminate(); + + glfw.windowHint(.client_api, .no_api); + const glfw_window = try glfw.Window.create(1600, 1200, window_name, null); + defer glfw_window.destroy(); + + const window = glfw.getWin32Window(glfw_window) orelse return error.FailedToGetWin32Window; + var gctx = zd3d12.GraphicsContext.init(.{ + .allocator = allocator, + .window = window, + }); + defer gctx.deinit(allocator); + + const pipeline = pipeline: { + var arena_allocator_state = std.heap.ArenaAllocator.init(allocator); + defer arena_allocator_state.deinit(); + const arena_allocator = arena_allocator_state.allocator(); + + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.DepthStencilState.DepthEnable = windows.FALSE; + pso_desc.InputLayout = d3d12.INPUT_LAYOUT_DESC.init(&.{ + d3d12.INPUT_ELEMENT_DESC.init("POSITION", 0, .R32G32_FLOAT, 0, 0, .PER_VERTEX_DATA, 0), + }); + pso_desc.RTVFormats[0] = .R8G8B8A8_UNORM; + pso_desc.NumRenderTargets = 1; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try std.fs.cwd().readFileAlloc(arena_allocator, content_dir ++ "minimal_glfw_d3d12.vs.cso", 256 * 1024)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try std.fs.cwd().readFileAlloc(arena_allocator, content_dir ++ "minimal_glfw_d3d12.ps.cso", 256 * 1024)); + + break :pipeline gctx.createGraphicsShaderPipeline(&pso_desc); + }; + + const Vertex = extern struct { + position: [2]f32, + }; + const gpu_vertices = try gctx.uploadVertices(Vertex, &.{ + .{ .position = [_]f32{ -0.9, -0.9 } }, + .{ .position = [_]f32{ 0.0, 0.9 } }, + .{ .position = [_]f32{ 0.9, -0.9 } }, + }); + const gpu_vertex_indices = try gctx.uploadVertexIndices(u16, &.{ 0, 1, 2 }); + + const Input = extern struct { + mouse_position: [2]f32, + }; + var input = try gctx.createConstantBuffer(Input); + + var frac: f32 = 0.0; + var frac_delta: f32 = 0.0001; + + var framebuffer_size = glfw_window.getFramebufferSize(); + + while (!glfw_window.shouldClose() and glfw_window.getKey(.escape) != .press) { + glfw.pollEvents(); + + if (glfw_window.getAttribute(.iconified)) { + // Window is minimized + const ns_in_ms: u64 = 1_000_000; + std.time.sleep(10 * ns_in_ms); + continue; + } + + { + const next_framebuffer_size = glfw_window.getFramebufferSize(); + if (!std.meta.eql(framebuffer_size, next_framebuffer_size)) { + gctx.resize(@intCast(next_framebuffer_size[0]), @intCast(next_framebuffer_size[1])); + } + framebuffer_size = next_framebuffer_size; + } + + { + gctx.beginFrame(); + defer gctx.endFrame(); + + const back_buffer = gctx.getBackBuffer(); + gctx.addTransitionBarrier(back_buffer.resource_handle, .{ .RENDER_TARGET = true }); + gctx.flushResourceBarriers(); + + gctx.cmdlist.OMSetRenderTargets( + 1, + &.{back_buffer.descriptor_handle}, + windows.TRUE, + null, + ); + gctx.cmdlist.ClearRenderTargetView( + back_buffer.descriptor_handle, + &.{ 0.2, frac, 0.8, 1.0 }, + 0, + null, + ); + + gctx.setCurrentPipeline(pipeline); + + { + const cursor_pos = glfw_window.getCursorPos(); + input.ptr.mouse_position = [_]f32{ + @floatCast(cursor_pos[0]), + @floatCast(cursor_pos[1]), + }; + + const resource = gctx.lookupResource(input.resource).?; + gctx.cmdlist.SetGraphicsRootConstantBufferView(0, resource.GetGPUVirtualAddress()); + } + + gctx.cmdlist.IASetPrimitiveTopology(.TRIANGLELIST); + gctx.cmdlist.IASetVertexBuffers(0, 1, &.{gpu_vertices.view}); + gctx.cmdlist.IASetIndexBuffer(&gpu_vertex_indices.view); + gctx.cmdlist.DrawIndexedInstanced(3, 1, 0, 0, 0); + + gctx.addTransitionBarrier(back_buffer.resource_handle, d3d12.RESOURCE_STATES.PRESENT); + gctx.flushResourceBarriers(); + } + + frac += frac_delta; + if (frac > 1.0 or frac < 0.0) { + frac_delta = -frac_delta; + } + } + + gctx.finishGpuCommands(); +} + +``` + +`samples/minimal_glfw_gl/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "minimal_glfw_gl"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, "main.zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + const zopengl = b.dependency("zopengl", .{}); + exe.root_module.addImport("zopengl", zopengl.module("root")); + + if (options.target.result.os.tag == .macos) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("macos12/usr/lib")); + exe.addSystemFrameworkPath(system_sdk.path("macos12/System/Library/Frameworks")); + } + } else if (options.target.result.os.tag == .linux) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("linux/lib/x86_64-linux-gnu")); + } + } + + return exe; +} + +pub fn buildWeb(b: *std.Build, options: anytype) *std.Build.Step { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + + const zemscripten = @import("zemscripten"); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + const zopengl = b.dependency("zopengl", .{ + .target = options.target, + }); + + const wasm = b.addStaticLibrary(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, "main-web.zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + wasm.root_module.addImport("zglfw", zglfw.module("root")); + + wasm.root_module.addImport("zopengl", zopengl.module("root")); + + wasm.root_module.addImport("zemscripten", b.dependency("zemscripten", .{}).module("root")); + + const emcc_flags = zemscripten.emccDefaultFlags(b.allocator, .{ + .optimize = options.optimize, + .fsanitize = true, + }); + + var emcc_settings = zemscripten.emccDefaultSettings(b.allocator, .{ + .optimize = options.optimize, + }); + emcc_settings.put("ALLOW_MEMORY_GROWTH", "1") catch unreachable; + emcc_settings.put("USE_GLFW", "3") catch unreachable; + emcc_settings.put("MIN_WEBGL_VERSION", "2") catch unreachable; + emcc_settings.put("MAX_WEBGL_VERSION", "2") catch unreachable; + emcc_settings.put("FULL_ES2", "1") catch unreachable; + + return zemscripten.emccStep( + b, + wasm, + .{ + .optimize = options.optimize, + .flags = emcc_flags, + .settings = emcc_settings, + .install_dir = .{ .custom = "web" }, + }, + ); +} + +``` + +`samples/minimal_glfw_gl/src/main-web.zig`: + +```zig +const std = @import("std"); +const glfw = @import("zglfw"); +const zopengl = @import("zopengl"); + +const zemscripten = @import("zemscripten"); +pub const panic = zemscripten.panic; + +pub const std_options = std.Options{ + .logFn = zemscripten.log, +}; + +const minimal_glfw_gl = @import("minimal_glfw_gl.zig"); + +const gl_es_version_major: u16 = 2; +const gl_es_version_minor: u16 = 0; + +export fn main() c_int { + init() catch |err| { + std.log.err("Initialization failed with error: {s}", .{@errorName(err)}); + return -1; + }; + + return 0; +} + +export fn mainLoopCallback() void { + minimal_glfw_gl.updateAndRender(); +} + +fn init() !void { + try glfw.init(); + + glfw.windowHint(.context_version_major, gl_es_version_major); + glfw.windowHint(.context_version_minor, gl_es_version_minor); + glfw.windowHint(.doublebuffer, true); + + try minimal_glfw_gl.init(); + + try zopengl.loadEsProfile(glfw.getProcAddress, gl_es_version_major, gl_es_version_minor); + + zemscripten.setMainLoop(mainLoopCallback, null, false); +} + +``` + +`samples/minimal_glfw_gl/src/main.zig`: + +```zig +const std = @import("std"); +const glfw = @import("zglfw"); +const zopengl = @import("zopengl"); + +const minimal_glfw_gl = @import("minimal_glfw_gl.zig"); + +const gl_version_major: u16 = 4; +const gl_version_minor: u16 = 0; + +pub fn main() !void { + { // Change current working directory to where the executable is located. + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + try std.posix.chdir(path); + } + + try glfw.init(); + defer glfw.terminate(); + + glfw.windowHint(.client_api, .opengl_api); + glfw.windowHint(.context_version_major, gl_version_major); + glfw.windowHint(.context_version_minor, gl_version_minor); + glfw.windowHint(.opengl_profile, .opengl_core_profile); + glfw.windowHint(.opengl_forward_compat, true); + glfw.windowHint(.doublebuffer, true); + + try minimal_glfw_gl.init(); + defer minimal_glfw_gl.deinit(); + + try zopengl.loadCoreProfile(glfw.getProcAddress, gl_version_major, gl_version_minor); + + while (!minimal_glfw_gl.window.shouldClose()) { + minimal_glfw_gl.updateAndRender(); + } +} + +``` + +`samples/minimal_glfw_gl/src/minimal_glfw_gl.zig`: + +```zig +const std = @import("std"); +const glfw = @import("zglfw"); +const zopengl = @import("zopengl"); + +pub var window: *glfw.Window = undefined; + +pub fn init() !void { + window = try glfw.Window.create(600, 600, "zig-gamedev: minimal_glfw_gl", null); + + glfw.makeContextCurrent(window); + + glfw.swapInterval(1); +} + +pub fn deinit() void { + window.destroy(); +} + +pub fn updateAndRender() void { + glfw.pollEvents(); + + const gl = zopengl.bindings; + + gl.clearColor(0.12, 0.24, 0.36, 1.0); + gl.clear(gl.COLOR_BUFFER_BIT); + + window.swapBuffers(); +} + +``` + +`samples/minimal_sdl_gl/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "minimal_sdl_gl"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + exe.linkLibC(); + + const zsdl = b.dependency("zsdl", .{}); + exe.root_module.addImport("zsdl2", zsdl.module("zsdl2")); + + @import("zsdl").prebuilt_sdl2.addLibraryPathsTo(exe); + switch (exe.rootModuleTarget().os.tag) { + .windows => { + exe.linkSystemLibrary("SDL2"); + exe.linkSystemLibrary("SDL2main"); + exe.linkSystemLibrary("SDL2_ttf"); + exe.linkSystemLibrary("SDL2_image"); + }, + .linux => { + exe.linkSystemLibrary("SDL2"); + exe.linkSystemLibrary("SDL2_ttf"); + exe.linkSystemLibrary("SDL2_image"); + exe.root_module.addRPathSpecial("$ORIGIN"); + }, + .macos => { + exe.linkFramework("SDL2"); + exe.linkFramework("SDL2_ttf"); + exe.linkFramework("SDL2_image"); + exe.root_module.addRPathSpecial("@executable_path"); + }, + else => {}, + } + + const zopengl = b.dependency("zopengl", .{}); + exe.root_module.addImport("zopengl", zopengl.module("root")); + + return exe; +} + +``` + +`samples/minimal_sdl_gl/src/minimal_sdl_gl.zig`: + +```zig +const std = @import("std"); +const sdl = @import("zsdl2"); +const zopengl = @import("zopengl"); + +pub fn main() !void { + _ = try sdl.setHint(sdl.hint_windows_dpi_awareness, "system"); + + try sdl.init(.{ .audio = true, .video = true }); + defer sdl.quit(); + + const gl_major = 3; + const gl_minor = 3; + try sdl.gl.setAttribute(.context_profile_mask, @intFromEnum(sdl.gl.Profile.core)); + try sdl.gl.setAttribute(.context_major_version, gl_major); + try sdl.gl.setAttribute(.context_minor_version, gl_minor); + try sdl.gl.setAttribute(.context_flags, @as(i32, @bitCast(sdl.gl.ContextFlags{ .forward_compatible = true }))); + + const window = try sdl.Window.create( + "zig-gamedev: minimal_sdl_gl", + sdl.Window.pos_undefined, + sdl.Window.pos_undefined, + 600, + 600, + .{ .opengl = true, .allow_highdpi = true }, + ); + defer window.destroy(); + + const gl_context = try sdl.gl.createContext(window); + defer sdl.gl.deleteContext(gl_context); + + try sdl.gl.makeCurrent(window, gl_context); + try sdl.gl.setSwapInterval(0); + + try zopengl.loadCoreProfile(sdl.gl.getProcAddress, gl_major, gl_minor); + + const gl = zopengl.bindings; + + { + var w: i32 = undefined; + var h: i32 = undefined; + + window.getSize(&w, &h); + std.debug.print("Window size is {d}x{d}\n", .{ w, h }); + + sdl.gl.getDrawableSize(window, &w, &h); + std.debug.print("Drawable size is {d}x{d}\n", .{ w, h }); + } + + main_loop: while (true) { + var event: sdl.Event = undefined; + while (sdl.pollEvent(&event)) { + if (event.type == .quit) { + break :main_loop; + } else if (event.type == .keydown) { + if (event.key.keysym.sym == .escape) break :main_loop; + } + } + gl.clearBufferfv(gl.COLOR, 0, &[_]f32{ 0.2, 0.4, 0.8, 1.0 }); + sdl.gl.swapWindow(window); + } +} + +``` + +`samples/minimal_zgpu_zgui/README.md`: + +```md +## minimal zgpu zgui + +This minimal sample has a button that prints a message to the console when pressed. + +![image](screenshot.png) + +``` + +`samples/minimal_zgpu_zgui/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "minimal_zgpu_zgui"; +pub const content_dir = demo_name ++ "_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + @import("zgpu").addLibraryPathsTo(exe); + const zgpu = b.dependency("zgpu", .{ + .target = options.target, + }); + exe.root_module.addImport("zgpu", zgpu.module("root")); + exe.linkLibrary(zgpu.artifact("zdawn")); + + const zgui = b.dependency("zgui", .{ + .target = options.target, + .backend = .glfw_wgpu, + }); + exe.root_module.addImport("zgui", zgui.module("root")); + exe.linkLibrary(zgui.artifact("imgui")); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + exe.step.dependOn(&install_content_step.step); + + if (options.target.result.os.tag == .macos) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("macos12/usr/lib")); + exe.addSystemFrameworkPath(system_sdk.path("macos12/System/Library/Frameworks")); + } + } else if (options.target.result.os.tag == .linux) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("linux/lib/x86_64-linux-gnu")); + } + } + + return exe; +} + +``` + +`samples/minimal_zgpu_zgui/src/minimal_zgpu_zgui.zig`: + +```zig +const std = @import("std"); + +const zglfw = @import("zglfw"); +const zgpu = @import("zgpu"); +const wgpu = zgpu.wgpu; +const zgui = @import("zgui"); + +const content_dir = @import("build_options").content_dir; +const window_title = "zig-gamedev: minimal zgpu zgui"; + +pub fn main() !void { + try zglfw.init(); + defer zglfw.terminate(); + + // Change current working directory to where the executable is located. + { + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + std.posix.chdir(path) catch {}; + } + + zglfw.windowHint(.client_api, .no_api); + + const window = try zglfw.Window.create(800, 500, window_title, null); + defer window.destroy(); + window.setSizeLimits(400, 400, -1, -1); + + var gpa_state = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa_state.deinit(); + const gpa = gpa_state.allocator(); + + const gctx = try zgpu.GraphicsContext.create( + gpa, + .{ + .window = window, + .fn_getTime = @ptrCast(&zglfw.getTime), + .fn_getFramebufferSize = @ptrCast(&zglfw.Window.getFramebufferSize), + .fn_getWin32Window = @ptrCast(&zglfw.getWin32Window), + .fn_getX11Display = @ptrCast(&zglfw.getX11Display), + .fn_getX11Window = @ptrCast(&zglfw.getX11Window), + .fn_getWaylandDisplay = @ptrCast(&zglfw.getWaylandDisplay), + .fn_getWaylandSurface = @ptrCast(&zglfw.getWaylandWindow), + .fn_getCocoaWindow = @ptrCast(&zglfw.getCocoaWindow), + }, + .{}, + ); + defer gctx.destroy(gpa); + + const scale_factor = scale_factor: { + const scale = window.getContentScale(); + break :scale_factor @max(scale[0], scale[1]); + }; + + zgui.init(gpa); + defer zgui.deinit(); + + _ = zgui.io.addFontFromFile( + content_dir ++ "Roboto-Medium.ttf", + std.math.floor(16.0 * scale_factor), + ); + + zgui.backend.init( + window, + gctx.device, + @intFromEnum(zgpu.GraphicsContext.swapchain_format), + @intFromEnum(wgpu.TextureFormat.undef), + ); + defer zgui.backend.deinit(); + + zgui.getStyle().scaleAllSizes(scale_factor); + + while (!window.shouldClose() and window.getKey(.escape) != .press) { + zglfw.pollEvents(); + + zgui.backend.newFrame( + gctx.swapchain_descriptor.width, + gctx.swapchain_descriptor.height, + ); + + // Set the starting window position and size to custom values + zgui.setNextWindowPos(.{ .x = 20.0, .y = 20.0, .cond = .first_use_ever }); + zgui.setNextWindowSize(.{ .w = -1.0, .h = -1.0, .cond = .first_use_ever }); + + if (zgui.begin("My window", .{})) { + if (zgui.button("Press me!", .{ .w = 200.0 })) { + std.debug.print("Button pressed\n", .{}); + } + } + zgui.end(); + + const swapchain_texv = gctx.swapchain.getCurrentTextureView(); + defer swapchain_texv.release(); + + const commands = commands: { + const encoder = gctx.device.createCommandEncoder(null); + defer encoder.release(); + + // GUI pass + { + const pass = zgpu.beginRenderPassSimple(encoder, .load, swapchain_texv, null, null, null); + defer zgpu.endReleasePass(pass); + zgui.backend.draw(pass); + } + + break :commands encoder.finish(null); + }; + defer commands.release(); + + gctx.submit(&.{commands}); + _ = gctx.present(); + } +} + +``` + +`samples/minimal_zgui_glfw_d3d12/README.md`: + +```md +## minimal zgui with glfw d3d12 backend + +This minimal sample has a button that prints a message to the console when pressed. + +``` + +`samples/minimal_zgui_glfw_d3d12/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "minimal_zgui_glfw_d3d12"; +pub const content_dir = demo_name ++ "_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + const zgui = b.dependency("zgui", .{ + .target = options.target, + .backend = .glfw_dx12, + }); + exe.root_module.addImport("zgui", zgui.module("root")); + exe.linkLibrary(zgui.artifact("imgui")); + + const zwindows = b.dependency("zwindows", .{ + .zxaudio2_debug_layer = options.zxaudio2_debug_layer, + .zd3d12_debug_layer = options.zd3d12_debug_layer, + .zd3d12_gbv = options.zd3d12_gbv, + }); + const zwindows_module = zwindows.module("zwindows"); + const zd3d12_module = zwindows.module("zd3d12"); + + exe.root_module.addImport("zwindows", zwindows_module); + exe.root_module.addImport("zd3d12", zd3d12_module); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + exe.step.dependOn(&install_content_step.step); + + // This is needed to export symbols from an .exe file. + // We export D3D12SDKVersion and D3D12SDKPath symbols which + // is required by DirectX 12 Agility SDK. + exe.rdynamic = true; + + @import("zwindows").install_d3d12(&exe.step, zwindows, .bin); + + return exe; +} + +``` + +`samples/minimal_zgui_glfw_d3d12/src/minimal_zgui_glfw_d3d12.zig`: + +```zig +const std = @import("std"); +const zgui = @import("zgui"); +const glfw = @import("zglfw"); + +const zwindows = @import("zwindows"); +const windows = zwindows.windows; +const d3d12 = zwindows.d3d12; +const dxgi = zwindows.dxgi; + +const zd3d12 = @import("zd3d12"); + +pub export const D3D12SDKVersion: u32 = 610; +pub export const D3D12SDKPath: [*:0]const u8 = ".\\d3d12\\"; + +const content_dir = @import("build_options").content_dir; + +const window_name = "zig-gamedev: minimal imgui glfw d3d12"; + +pub fn main() !void { + // Change current working directory to where the executable is located. + { + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + std.posix.chdir(path) catch {}; + } + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + const allocator = gpa.allocator(); + + try glfw.init(); + defer glfw.terminate(); + + glfw.windowHint(.client_api, .no_api); + const glfw_window = try glfw.Window.create(800, 600, window_name, null); + defer glfw_window.destroy(); + glfw_window.setSizeLimits(400, 400, -1, -1); + + zgui.init(allocator); + defer zgui.deinit(); + + const window = glfw.getWin32Window(glfw_window) orelse return error.FailedToGetWin32Window; + var gctx = zd3d12.GraphicsContext.init(.{ + .allocator = allocator, + .window = window, + }); + defer gctx.deinit(allocator); + + const scale_factor = scale_factor: { + const scale = glfw_window.getContentScale(); + break :scale_factor @max(scale[0], scale[1]); + }; + _ = zgui.io.addFontFromFile( + content_dir ++ "Roboto-Medium.ttf", + std.math.floor(16.0 * scale_factor), + ); + + zgui.getStyle().scaleAllSizes(scale_factor); + + { + const cbv_srv = gctx.cbv_srv_uav_gpu_heaps[0]; + zgui.backend.init( + glfw_window, + .{ + .device = gctx.device, + .command_queue = gctx.cmdqueue, + .num_frames_in_flight = zd3d12.GraphicsContext.max_num_buffered_frames, + .rtv_format = @intFromEnum(dxgi.FORMAT.R8G8B8A8_UNORM), + .dsv_format = @intFromEnum(dxgi.FORMAT.D32_FLOAT), + .cbv_srv_heap = cbv_srv.heap.?, + .font_srv_cpu_desc_handle = @bitCast(cbv_srv.base.cpu_handle), + .font_srv_gpu_desc_handle = @bitCast(cbv_srv.base.gpu_handle), + }, + ); + } + defer zgui.backend.deinit(); + + var framebuffer_size = glfw_window.getFramebufferSize(); + + while (!glfw_window.shouldClose() and glfw_window.getKey(.escape) != .press) { + glfw.pollEvents(); + + if (glfw_window.getAttribute(.iconified)) { + // Window is minimized + const ns_in_ms: u64 = 1_000_000; + std.time.sleep(10 * ns_in_ms); + continue; + } + + { + const next_framebuffer_size = glfw_window.getFramebufferSize(); + if (!std.meta.eql(framebuffer_size, next_framebuffer_size)) { + gctx.resize(@intCast(next_framebuffer_size[0]), @intCast(next_framebuffer_size[1])); + } + framebuffer_size = next_framebuffer_size; + } + + { + gctx.beginFrame(); + defer gctx.endFrame(); + + const back_buffer = gctx.getBackBuffer(); + gctx.addTransitionBarrier(back_buffer.resource_handle, .{ .RENDER_TARGET = true }); + gctx.flushResourceBarriers(); + + gctx.cmdlist.OMSetRenderTargets( + 1, + &.{back_buffer.descriptor_handle}, + windows.TRUE, + null, + ); + gctx.cmdlist.ClearRenderTargetView( + back_buffer.descriptor_handle, + &.{ 0.0, 0.0, 0.0, 1.0 }, + 0, + null, + ); + + zgui.backend.newFrame(@intCast(framebuffer_size[0]), @intCast(framebuffer_size[1])); + + // Set the starting window position and size to custom values + zgui.setNextWindowPos(.{ .x = 20.0, .y = 20.0, .cond = .first_use_ever }); + zgui.setNextWindowSize(.{ .w = -1.0, .h = -1.0, .cond = .first_use_ever }); + + if (zgui.begin("My window", .{})) { + if (zgui.button("Press me!", .{ .w = 200.0 })) { + std.debug.print("Button pressed\n", .{}); + } + } + zgui.end(); + + zgui.backend.draw(gctx.cmdlist); + + gctx.addTransitionBarrier(back_buffer.resource_handle, d3d12.RESOURCE_STATES.PRESENT); + gctx.flushResourceBarriers(); + } + } + + gctx.finishGpuCommands(); +} + +``` + +`samples/minimal_zgui_glfw_gl/README.md`: + +```md +## minimal zgui with glfw gl3 backend + +This minimal sample has a button that prints a message to the console when pressed. + +``` + +`samples/minimal_zgui_glfw_gl/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "minimal_zgui_glfw_gl"; +pub const content_dir = demo_name ++ "_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + const zopengl = b.dependency("zopengl", .{}); + exe.root_module.addImport("zopengl", zopengl.module("root")); + + const zgui = b.dependency("zgui", .{ + .target = options.target, + .backend = .glfw_opengl3, + }); + exe.root_module.addImport("zgui", zgui.module("root")); + exe.linkLibrary(zgui.artifact("imgui")); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + exe.step.dependOn(&install_content_step.step); + + if (options.target.result.os.tag == .linux) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("linux/lib/x86_64-linux-gnu")); + } + } + + return exe; +} + +``` + +`samples/minimal_zgui_glfw_gl/src/minimal_zgui_glfw_gl.zig`: + +```zig +const std = @import("std"); + +const zgui = @import("zgui"); +const glfw = @import("zglfw"); +const zopengl = @import("zopengl"); + +const content_dir = @import("build_options").content_dir; +const window_title = "zig-gamedev: minimal zgpu glfw opengl3"; + +pub fn main() !void { + try glfw.init(); + defer glfw.terminate(); + + // Change current working directory to where the executable is located. + { + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + std.posix.chdir(path) catch {}; + } + + const gl_major = 4; + const gl_minor = 0; + glfw.windowHint(.context_version_major, gl_major); + glfw.windowHint(.context_version_minor, gl_minor); + glfw.windowHint(.opengl_profile, .opengl_core_profile); + glfw.windowHint(.opengl_forward_compat, true); + glfw.windowHint(.client_api, .opengl_api); + glfw.windowHint(.doublebuffer, true); + + const window = try glfw.Window.create(800, 500, window_title, null); + defer window.destroy(); + window.setSizeLimits(400, 400, -1, -1); + + glfw.makeContextCurrent(window); + glfw.swapInterval(1); + + try zopengl.loadCoreProfile(glfw.getProcAddress, gl_major, gl_minor); + + const gl = zopengl.bindings; + + var gpa_state = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa_state.deinit(); + const gpa = gpa_state.allocator(); + + zgui.init(gpa); + defer zgui.deinit(); + + const scale_factor = scale_factor: { + const scale = window.getContentScale(); + break :scale_factor @max(scale[0], scale[1]); + }; + _ = zgui.io.addFontFromFile( + content_dir ++ "Roboto-Medium.ttf", + std.math.floor(16.0 * scale_factor), + ); + + zgui.getStyle().scaleAllSizes(scale_factor); + + zgui.backend.init(window); + defer zgui.backend.deinit(); + + while (!window.shouldClose() and window.getKey(.escape) != .press) { + glfw.pollEvents(); + + gl.clearBufferfv(gl.COLOR, 0, &[_]f32{ 0, 0, 0, 1.0 }); + + const fb_size = window.getFramebufferSize(); + + zgui.backend.newFrame(@intCast(fb_size[0]), @intCast(fb_size[1])); + + // Set the starting window position and size to custom values + zgui.setNextWindowPos(.{ .x = 20.0, .y = 20.0, .cond = .first_use_ever }); + zgui.setNextWindowSize(.{ .w = -1.0, .h = -1.0, .cond = .first_use_ever }); + + if (zgui.begin("My window", .{})) { + if (zgui.button("Press me!", .{ .w = 200.0 })) { + std.debug.print("Button pressed\n", .{}); + } + } + zgui.end(); + + zgui.backend.draw(); + + window.swapBuffers(); + } +} + +``` + +`samples/minimal_zgui_win32_d3d12/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "minimal_zgui_win32_d3d12"; +pub const content_dir = demo_name ++ "_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zwindows = b.dependency("zwindows", .{ + .zxaudio2_debug_layer = options.zxaudio2_debug_layer, + .zd3d12_debug_layer = options.zd3d12_debug_layer, + .zd3d12_gbv = options.zd3d12_gbv, + }); + const zwindows_module = zwindows.module("zwindows"); + const zd3d12_module = zwindows.module("zd3d12"); + + exe.root_module.addImport("zwindows", zwindows_module); + exe.root_module.addImport("zd3d12", zd3d12_module); + + const zgui = b.dependency("zgui", .{ + .target = options.target, + .backend = .win32_dx12, + }); + exe.root_module.addImport("zgui", zgui.module("root")); + exe.linkLibrary(zgui.artifact("imgui")); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + exe.step.dependOn(&install_content_step.step); + + exe.rdynamic = true; + + @import("zwindows").install_d3d12(&exe.step, zwindows, .bin); + + return exe; +} + +``` + +`samples/minimal_zgui_win32_d3d12/src/minimal_zgui_win32_d3d12.zig`: + +```zig +const std = @import("std"); + +const zwindows = @import("zwindows"); +const windows = zwindows.windows; +const dxgi = zwindows.dxgi; +const d3d12 = zwindows.d3d12; +const hrPanicOnFail = zwindows.hrPanicOnFail; + +const zgui = @import("zgui"); + +const zd3d12 = @import("zd3d12"); + +pub export const D3D12SDKVersion: u32 = 610; +pub export const D3D12SDKPath: [*:0]const u8 = ".\\d3d12\\"; + +const content_dir = @import("build_options").content_dir; +const window_title = "zig-gamedev: minimal zgui win32 d3d12"; + +pub fn main() !void { + // Change current working directory to where the executable is located. + { + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + std.posix.chdir(path) catch {}; + } + + _ = windows.CoInitializeEx(null, windows.COINIT_MULTITHREADED); + defer windows.CoUninitialize(); + + _ = windows.SetProcessDPIAware(); + + var gpa_state = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa_state.deinit(); + const allocator = gpa_state.allocator(); + + const window = createWindow(1600, 1200); + + var gctx = zd3d12.GraphicsContext.init(.{ + .allocator = allocator, + .window = window, + }); + defer gctx.deinit(allocator); + + zgui.init(allocator); + defer zgui.deinit(); + + _ = zgui.io.addFontFromFile( + content_dir ++ "Roboto-Medium.ttf", + std.math.floor(16.0), + ); + + const cbv_srv = gctx.cbv_srv_uav_gpu_heaps[0]; + zgui.backend.init( + window, + .{ + .device = gctx.device, + .command_queue = gctx.cmdqueue, + .num_frames_in_flight = zd3d12.GraphicsContext.max_num_buffered_frames, + .rtv_format = @intFromEnum(dxgi.FORMAT.R8G8B8A8_UNORM), + .dsv_format = @intFromEnum(dxgi.FORMAT.D32_FLOAT), + .cbv_srv_heap = cbv_srv.heap.?, + .font_srv_cpu_desc_handle = @bitCast(cbv_srv.base.cpu_handle), + .font_srv_gpu_desc_handle = @bitCast(cbv_srv.base.gpu_handle), + }, + ); + defer zgui.backend.deinit(); + + mainLoop: while (true) { + var message = std.mem.zeroes(windows.MSG); + while (windows.PeekMessageA(&message, null, 0, 0, windows.PM_REMOVE) == windows.TRUE) { + _ = windows.TranslateMessage(&message); + _ = windows.DispatchMessageA(&message); + if (message.message == windows.WM_QUIT) { + break :mainLoop; + } + } + + gctx.beginFrame(); + + const back_buffer = gctx.getBackBuffer(); + gctx.addTransitionBarrier(back_buffer.resource_handle, .{ .RENDER_TARGET = true }); + gctx.flushResourceBarriers(); + + gctx.cmdlist.OMSetRenderTargets( + 1, + &.{back_buffer.descriptor_handle}, + windows.TRUE, + null, + ); + gctx.cmdlist.ClearRenderTargetView(back_buffer.descriptor_handle, &.{ 0.2, 0.4, 0.8, 1.0 }, 0, null); + + zgui.backend.newFrame(gctx.viewport_width, gctx.viewport_height); + + zgui.setNextWindowPos(.{ .x = 20.0, .y = 20.0, .cond = .first_use_ever }); + zgui.setNextWindowSize(.{ .w = -1.0, .h = -1.0, .cond = .first_use_ever }); + + if (zgui.begin("My window", .{})) { + if (zgui.button("Press me!", .{ .w = 200.0 })) { + std.debug.print("Button pressed\n", .{}); + } + } + zgui.end(); + + zgui.backend.draw(gctx.cmdlist); + + gctx.addTransitionBarrier(back_buffer.resource_handle, d3d12.RESOURCE_STATES.PRESENT); + gctx.flushResourceBarriers(); + + gctx.endFrame(); + } +} + +fn processWindowMessage( + window: windows.HWND, + message: windows.UINT, + wparam: windows.WPARAM, + lparam: windows.LPARAM, +) callconv(windows.WINAPI) windows.LRESULT { + switch (message) { + windows.WM_KEYDOWN => { + if (wparam == windows.VK_ESCAPE) { + windows.PostQuitMessage(0); + return 0; + } + }, + windows.WM_GETMINMAXINFO => { + var info: *windows.MINMAXINFO = @ptrFromInt(@as(usize, @intCast(lparam))); + info.ptMinTrackSize.x = 400; + info.ptMinTrackSize.y = 400; + return 0; + }, + windows.WM_DESTROY => { + windows.PostQuitMessage(0); + return 0; + }, + else => {}, + } + return windows.DefWindowProcA(window, message, wparam, lparam); +} + +fn createWindow(width: u32, height: u32) windows.HWND { + const winclass = windows.WNDCLASSEXA{ + .style = 0, + .lpfnWndProc = processWindowMessage, + .cbClsExtra = 0, + .cbWndExtra = 0, + .hInstance = @ptrCast(windows.GetModuleHandleA(null)), + .hIcon = null, + .hCursor = windows.LoadCursorA(null, @ptrFromInt(32512)), + .hbrBackground = null, + .lpszMenuName = null, + .lpszClassName = window_title, + .hIconSm = null, + }; + _ = windows.RegisterClassExA(&winclass); + + const style = windows.WS_OVERLAPPEDWINDOW; + + var rect = windows.RECT{ + .left = 0, + .top = 0, + .right = @intCast(width), + .bottom = @intCast(height), + }; + _ = windows.AdjustWindowRectEx(&rect, style, windows.FALSE, 0); + + const window = windows.CreateWindowExA( + 0, + window_title, + window_title, + style + windows.WS_VISIBLE, + windows.CW_USEDEFAULT, + windows.CW_USEDEFAULT, + rect.right - rect.left, + rect.bottom - rect.top, + null, + null, + winclass.hInstance, + null, + ).?; + + return window; +} + +``` + +`samples/monolith/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "monolith"; +pub const content_dir = "monolith_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + @import("zgpu").addLibraryPathsTo(exe); + const zgpu = b.dependency("zgpu", .{ + .target = options.target, + }); + exe.root_module.addImport("zgpu", zgpu.module("root")); + exe.linkLibrary(zgpu.artifact("zdawn")); + + const zgui = b.dependency("zgui", .{ + .target = options.target, + .backend = .glfw_wgpu, + .with_gizmo = true, + }); + exe.root_module.addImport("zgui", zgui.module("root")); + exe.linkLibrary(zgui.artifact("imgui")); + + const zmath = b.dependency("zmath", .{ + .target = options.target, + }); + exe.root_module.addImport("zmath", zmath.module("root")); + + const zmesh = b.dependency("zmesh", .{ + .target = options.target, + }); + exe.root_module.addImport("zmesh", zmesh.module("root")); + exe.linkLibrary(zmesh.artifact("zmesh")); + + const zphysics = b.dependency("zphysics", .{ + .target = options.target, + .use_double_precision = false, + .enable_debug_renderer = true, + .enable_asserts = true, + }); + exe.root_module.addImport("zphysics", zphysics.module("root")); + exe.linkLibrary(zphysics.artifact("joltc")); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + exe.step.dependOn(&install_content_step.step); + + if (options.target.result.os.tag == .macos) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("macos12/usr/lib")); + exe.addSystemFrameworkPath(system_sdk.path("macos12/System/Library/Frameworks")); + } + } else if (options.target.result.os.tag == .linux) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("linux/lib/x86_64-linux-gnu")); + } + } + + return exe; +} + +``` + +`samples/monolith/src/monolith.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const zglfw = @import("zglfw"); +const zgpu = @import("zgpu"); +const wgpu = zgpu.wgpu; +const zgui = @import("zgui"); +const zm = @import("zmath"); +const zphy = @import("zphysics"); +const zmesh = @import("zmesh"); +const wgsl = @import("monolith_wgsl.zig"); + +const content_dir = @import("build_options").content_dir; +const window_title = "zig-gamedev: monolith sample (wgpu)"; + +const floor_material = zm.f32x4(-0.7, -0.7, -0.7, 0.8); +const monolith_scale = zm.scaling(10, 50, 5); +const monolith_default_rotate = zm.mul(zm.rotationZ(0.24), zm.rotationY(0.3)); +const monolith_default_center = zm.f32x4(-15, 0, 30, 1); +const monolith_radius = zm.mul(monolith_scale, zm.f32x4(0.5, 0.5, 0.5, 0)); +const monolith_ray_radius = zm.mul(monolith_scale, zm.f32x4(0.4999, 0.4999, 0.4999, 0)); // .4999 is anti-artifact bias +const monolith_default_translate = zm.transpose(zm.translationV(monolith_default_center)); +const monolith_default_transform = zm.mul(monolith_default_translate, zm.mul(monolith_default_rotate, monolith_scale)); +const monolith_default_rotate_t = zm.transpose(monolith_default_rotate); + +const FrameUniforms = extern struct { + world_to_clip: zm.Mat align(16), + floor_material: [4]f32 align(16), + monolith_rotation: [3][4]f32 align(16), // GPU will expect each element to be 16-aligned too, so extra f32 padding. + monolith_center: [4]f32 align(16), // Only [3]f32 logically, but [4]f32 in memory, so 3 or 4 works the same. + monolith_ray_radius: [4]f32 align(16), // Only [3]f32 logically, but [4]f32 in memory, so 3 or 4 works the same. + monolith_inv_radius: [4]f32 align(16), // Only [3]f32 logically, but [4]f32 in memory, so 3 or 4 works the same. + camera_position: [3]f32 align(16), // Only [3]f32 logically, but [4]f32 in memory, so 3 or 4 works the same. + lights: [9][4]f32 align(16) = .{.{ 0, 0, 0, 0 }} ** 9, // padding again - only using vec3s. +}; + +const DrawUniforms = extern struct { + object_to_world: zm.Mat align(16), + basecolor_roughness: [4]f32 align(16), +}; + +const Vertex = extern struct { + position: [3]f32, + normal: [3]f32, +}; + +const Mesh = struct { + index_offset: u32, + vertex_offset: i32, + num_indices: u32, + num_vertices: u32, + + const IndexType = zmesh.Shape.IndexType; +}; + +const object_layers = struct { + const non_moving: zphy.ObjectLayer = 0; + const moving: zphy.ObjectLayer = 1; + const sensors: zphy.ObjectLayer = 2; + const player: zphy.ObjectLayer = 3; + const len: u32 = 4; +}; + +const broad_phase_layers = struct { + const non_moving: zphy.BroadPhaseLayer = 0; + const moving: zphy.BroadPhaseLayer = 1; + const sensors: zphy.BroadPhaseLayer = 2; + const player: zphy.BroadPhaseLayer = 3; + const len: u32 = 4; +}; + +const BroadPhaseLayerInterface = extern struct { + broad_phase_layer_interface: zphy.BroadPhaseLayerInterface = .init(@This()), + object_to_broad_phase: [object_layers.len]zphy.BroadPhaseLayer = undefined, + + fn init() BroadPhaseLayerInterface { + var object_to_broad_phase: [object_layers.len]zphy.BroadPhaseLayer = undefined; + object_to_broad_phase[object_layers.non_moving] = broad_phase_layers.non_moving; + object_to_broad_phase[object_layers.moving] = broad_phase_layers.moving; + object_to_broad_phase[object_layers.sensors] = broad_phase_layers.sensors; + object_to_broad_phase[object_layers.player] = broad_phase_layers.player; + return .{ .object_to_broad_phase = object_to_broad_phase }; + } + + fn selfPtr(broad_phase_layer_interface: *zphy.BroadPhaseLayerInterface) *BroadPhaseLayerInterface { + return @alignCast(@fieldParentPtr("broad_phase_layer_interface", broad_phase_layer_interface)); + } + + fn selfPtrConst(broad_phase_layer_interface: *const zphy.BroadPhaseLayerInterface) *const BroadPhaseLayerInterface { + return @alignCast(@fieldParentPtr("broad_phase_layer_interface", broad_phase_layer_interface)); + } + + pub fn getNumBroadPhaseLayers(_: *const zphy.BroadPhaseLayerInterface) callconv(.c) u32 { + return broad_phase_layers.len; + } + + pub fn getBroadPhaseLayer( + broad_phase_layer_interface: *const zphy.BroadPhaseLayerInterface, + layer: zphy.ObjectLayer, + ) callconv(.c) zphy.BroadPhaseLayer { + return selfPtrConst(broad_phase_layer_interface).object_to_broad_phase[layer]; + } +}; + +const ObjectVsBroadPhaseLayerFilter = extern struct { + object_vs_broad_phase_layer_filter: zphy.ObjectVsBroadPhaseLayerFilter = .init(@This()), + + pub fn shouldCollide( + _: *const zphy.ObjectVsBroadPhaseLayerFilter, + layer1: zphy.ObjectLayer, + layer2: zphy.BroadPhaseLayer, + ) callconv(.c) bool { + return switch (layer1) { + object_layers.non_moving => layer2 == broad_phase_layers.moving or layer2 == broad_phase_layers.player, + object_layers.moving => layer2 == broad_phase_layers.non_moving or layer2 == broad_phase_layers.sensors, + object_layers.sensors => layer2 == broad_phase_layers.moving, + object_layers.player => layer2 == broad_phase_layers.non_moving, + else => unreachable, + }; + } +}; + +const ObjectLayerPairFilter = extern struct { + object_layer_pair_filter: zphy.ObjectLayerPairFilter = .init(@This()), + + pub fn shouldCollide( + _: *const zphy.ObjectLayerPairFilter, + object1: zphy.ObjectLayer, + object2: zphy.ObjectLayer, + ) callconv(.c) bool { + return switch (object1) { + object_layers.non_moving => object2 == object_layers.moving or object2 == object_layers.player, + object_layers.moving => object2 == object_layers.non_moving or object2 == object_layers.sensors, + object_layers.sensors => object2 == object_layers.moving, + object_layers.player => object2 == object_layers.non_moving, + else => unreachable, + }; + } +}; + +const ContactListener = extern struct { + contact_listener: zphy.ContactListener = .init(@This()), + bodies_touching_sensors: [9]SensorContacts = .{SensorContacts{}} ** 9, + + fn selfPtr(contact_listener: *zphy.ContactListener) *ContactListener { + return @alignCast(@fieldParentPtr("contact_listener", contact_listener)); + } + + fn selfPtrConst(contact_listener: *const zphy.ContactListener) *const ContactListener { + return @alignCast(@fieldParentPtr("contact_listener", contact_listener)); + } + + pub const SensorContacts = extern struct { + dynamic: zphy.BodyId = .invalid, + kinematic: zphy.BodyId = .invalid, + static: zphy.BodyId = .invalid, + }; + + pub fn onContactValidate( + contact_listener: *zphy.ContactListener, + body1: *const zphy.Body, + body2: *const zphy.Body, + base_offset: *const [3]zphy.Real, + collision_result: *const zphy.CollideShapeResult, + ) callconv(.c) zphy.ValidateResult { + _ = contact_listener; + _ = body1; + _ = body2; + _ = base_offset; + _ = collision_result; + return .accept_all_contacts; + } + + pub fn onContactAdded( + contact_listener: *zphy.ContactListener, + body1: *const zphy.Body, + body2: *const zphy.Body, + _: *const zphy.ContactManifold, + _: *zphy.ContactSettings, + ) callconv(.c) void { + _ = contact_listener; + _ = body1; + _ = body2; + } + + pub fn onContactPersisted( + contact_listener: *zphy.ContactListener, + body1: *const zphy.Body, + body2: *const zphy.Body, + _: *const zphy.ContactManifold, + _: *zphy.ContactSettings, + ) callconv(.c) void { + const self = selfPtr(contact_listener); + if (body1.isSensor()) self.appendSensorContact(body2, body1); + if (body2.isSensor()) self.appendSensorContact(body1, body2); + } + + pub fn onContactRemoved( + contact_listener: *zphy.ContactListener, + sub_shape_id_pair: *const zphy.SubShapeIdPair, + ) callconv(.c) void { + _ = contact_listener; + _ = sub_shape_id_pair; + } + + fn appendSensorContact( + self: *ContactListener, + dynamic_body: *const zphy.Body, + sensor: *const zphy.Body, + ) void { + const index = index: { + const cached_index_plus_one = dynamic_body.getUserData(); + if (cached_index_plus_one > 0) break :index cached_index_plus_one - 1; + for (self.bodies_touching_sensors, 0..) |sensor_contacts, i| { + if (sensor_contacts.dynamic == dynamic_body.getId()) break :index i; + if (sensor_contacts.dynamic == .invalid) { + self.bodies_touching_sensors[i].dynamic = dynamic_body.getId(); + break :index i; + } + } + unreachable; // bodies_touching_sensors array may need to be larger + }; + switch (sensor.motion_type) { + .kinematic => self.bodies_touching_sensors[index].kinematic = sensor.getId(), + .static => self.bodies_touching_sensors[index].static = sensor.getId(), + else => unreachable, + } + } + + pub fn getSensorContacts(self: *ContactListener, dynamic_body: *zphy.Body) SensorContacts { + const cached_index_plus_one = dynamic_body.getUserData(); + if (cached_index_plus_one > 0) return self.bodies_touching_sensors[cached_index_plus_one - 1]; + for (self.bodies_touching_sensors, 0..) |sensor_contacts, i| { + if (sensor_contacts.dynamic == dynamic_body.getId()) { + dynamic_body.setUserData(i + 1); + return sensor_contacts; + } + if (sensor_contacts.dynamic == .invalid) break; + } + return SensorContacts{}; + } + + pub fn clearSensorContacts(self: *ContactListener) void { + for (0..self.bodies_touching_sensors.len) |i| { + if (self.bodies_touching_sensors[i].dynamic == .invalid) break; + self.bodies_touching_sensors[i].kinematic = .invalid; + self.bodies_touching_sensors[i].static = .invalid; + } + } +}; + +const DebugRenderer = struct { + // array sizes may not be large enough for other scenes - they are the next 2^n past needed for this sample scene. + const max_prims = std.math.pow(usize, 2, 5); + const max_verts = std.math.pow(usize, 2, 14); + const max_indcs = std.math.pow(usize, 2, 15); + const DebugVertex = struct { + position: [3]f32 = .{ 0, 0, 0 }, + normal: [3]f32 = .{ 0, 1, 0 }, + }; + const Primitive = struct { + index_start: usize = std.math.maxInt(usize), + index_count: usize = std.math.maxInt(usize), + vert_offset: usize = std.math.maxInt(usize), + }; + const DrawInstance = struct { + prim: *const Primitive, + mat: [16]zphy.Real, + color: [3]f32 = .{ 0, 1, 1 }, + }; + + const VTable = zphy.DebugRenderer.VTable(@This()); + vtable: *const VTable = zphy.DebugRenderer.initVTable(@This()), + + primitives: [max_prims]Primitive = .{Primitive{}} ** max_prims, + vertices: [max_verts]DebugVertex = .{DebugVertex{}} ** max_verts, + indices: [max_indcs]u16 = .{std.math.maxInt(u16)} ** max_indcs, + heads: struct { + prim: usize = 0, + vert: usize = 0, + indx: usize = 0, + } = .{}, + + demo: *DemoState, + vertex_buf: zgpu.BufferHandle = .{}, + index_buf: zgpu.BufferHandle = .{}, + debug_render_pipe: zgpu.RenderPipelineHandle = .{}, + body_draw_settings: zphy.DebugRenderer.BodyDrawSettings = .{ .shape_color = .instance_color }, + body_draw_filter: *zphy.DebugRenderer.BodyDrawFilter, + body_draw_list: std.ArrayList(DrawInstance), + + pub fn init(alloc: std.mem.Allocator, demo: *DemoState) DebugRenderer { + return DebugRenderer{ + .demo = demo, + .body_draw_filter = zphy.DebugRenderer.createBodyDrawFilter(DebugRenderer.shouldBodyDraw), + .body_draw_list = std.ArrayList(DrawInstance).init(alloc), + }; + } + + pub fn deinit(self: *DebugRenderer) void { + self.body_draw_list.clearAndFree(); + self.body_draw_list.deinit(); + } + + pub fn initGraphics( + self: *DebugRenderer, + alloc: std.mem.Allocator, + unif: zgpu.BindGroupLayoutHandle, + ) !void { + // Tell Jolt to draw the bodies to make sure it actually loads all the primitives before the vertex buffers + // are uploaded. Otherwise it will wait until the first time you call drawBodies. This won't actually draw here. + self.demo.physics_system.drawBodies( + &self.demo.physics_debug_renderer.body_draw_settings, + self.demo.physics_debug_renderer.body_draw_filter, + ); + + const gctx = self.demo.gctx; + + self.vertex_buf = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .vertex = true }, + .size = self.vertices.len * @sizeOf(DebugVertex), + }); + gctx.queue.writeBuffer(gctx.lookupResource(self.vertex_buf).?, 0, DebugVertex, &self.vertices); + + self.index_buf = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .index = true }, + .size = self.indices.len * @sizeOf(u16), + }); + gctx.queue.writeBuffer(gctx.lookupResource(self.index_buf).?, 0, u16, &self.indices); + + { // pipeline + const pl = gctx.createPipelineLayout(&.{ unif, unif }); + defer gctx.releaseResource(pl); + + const vs_mod = zgpu.createWgslShaderModule(gctx.device, wgsl.debug.vs, null); + defer vs_mod.release(); + + const fs_mod = zgpu.createWgslShaderModule(gctx.device, wgsl.debug.fs, null); + defer fs_mod.release(); + + const color_targets = [_]wgpu.ColorTargetState{.{ + .format = zgpu.GraphicsContext.swapchain_format, + .blend = &wgpu.BlendState{ .color = wgpu.BlendComponent{ + .operation = .add, + .src_factor = .src_alpha, + .dst_factor = .one_minus_src_alpha, + }, .alpha = wgpu.BlendComponent{} }, + }}; + + const vertex_attributes = [_]wgpu.VertexAttribute{ + .{ .format = .float32x3, .offset = 0, .shader_location = 0 }, + .{ .format = .float32x3, .offset = @offsetOf(DebugVertex, "normal"), .shader_location = 1 }, + }; + + const vertex_buffers = [_]wgpu.VertexBufferLayout{.{ + .array_stride = @sizeOf(Vertex), + .attribute_count = vertex_attributes.len, + .attributes = &vertex_attributes, + }}; + + const pipe_desc = wgpu.RenderPipelineDescriptor{ + .vertex = wgpu.VertexState{ + .module = vs_mod, + .entry_point = "main", + .buffer_count = vertex_buffers.len, + .buffers = &vertex_buffers, + }, + .fragment = &wgpu.FragmentState{ + .module = fs_mod, + .entry_point = "main", + .target_count = color_targets.len, + .targets = &color_targets, + }, + .depth_stencil = &wgpu.DepthStencilState{ + .format = .depth32_float, + .depth_write_enabled = false, + .depth_compare = .greater, + .depth_bias = 0, + }, + .primitive = .{ + .topology = .triangle_list, + .front_face = .cw, + .cull_mode = .back, + }, + }; + gctx.createRenderPipelineAsync(alloc, pl, pipe_desc, &self.debug_render_pipe); + } + } + + pub fn draw(self: *DebugRenderer, pass: wgpu.RenderPassEncoder) void { + const gctx = self.demo.gctx; + const uniform_bg = gctx.lookupResource(self.demo.uniform_bg) orelse return; + const vertex_buf_info = gctx.lookupResourceInfo(self.vertex_buf) orelse return; + const index_buf_info = gctx.lookupResourceInfo(self.index_buf) orelse return; + const debug_render_pipe = gctx.lookupResource(self.debug_render_pipe) orelse return; + + pass.setVertexBuffer(0, vertex_buf_info.gpuobj.?, 0, vertex_buf_info.size); + pass.setIndexBuffer(index_buf_info.gpuobj.?, .uint16, 0, index_buf_info.size); + pass.setPipeline(debug_render_pipe); + + self.demo.physics_system.drawBodies( + &self.demo.physics_debug_renderer.body_draw_settings, + self.demo.physics_debug_renderer.body_draw_filter, + ); + for (self.body_draw_list.items) |instance| { + const mem = gctx.uniformsAllocate(DrawUniforms, 1); + mem.slice[0] = .{ + .object_to_world = zm.loadMat(&instance.mat), + .basecolor_roughness = .{ instance.color[0], instance.color[1], instance.color[2], 0.5 }, + }; + pass.setBindGroup(1, uniform_bg, &.{mem.offset}); + pass.drawIndexed(@as(u32, @intCast(instance.prim.index_count)), 1, @as(u32, @intCast(instance.prim.index_start)), @as(i32, @intCast(instance.prim.vert_offset)), 0); + } + self.body_draw_list.clearRetainingCapacity(); + } + + pub fn drawGui(self: *DebugRenderer) void { + zgui.setNextWindowPos(.{ .x = 1.0, .y = 1.0, .cond = .once }); + zgui.setNextWindowSize(.{ .w = 400, .h = -1, .cond = .once }); + zgui.setNextWindowCollapsed(.{ .collapsed = false, .cond = .once }); + + if (zgui.begin("Monolith", .{ .flags = .{ + .no_move = true, + .no_resize = true, + .no_scrollbar = true, + .no_scroll_with_mouse = true, + .no_saved_settings = true, + .no_nav_inputs = true, + .no_nav_focus = true, + } })) { + zgui.dummy(.{ .w = -1.0, .h = 5.0 }); + zgui.textUnformattedColored(.{ 0, 0.8, 0, 1 }, "Average: "); + zgui.sameLine(.{}); + zgui.text( + "{d:.3} ms/frame ({d:.1} fps)", + .{ self.demo.gctx.stats.average_cpu_time, self.demo.gctx.stats.fps }, + ); + zgui.dummy(.{ .w = -1.0, .h = 5.0 }); + + zgui.separator(); + zgui.dummy(.{ .w = -1.0, .h = 5.0 }); + zgui.textUnformattedColored(.{ 0, 0.8, 0, 1 }, "Controls: "); + zgui.sameLine(.{}); + zgui.textWrapped("WASD. Left ALT moves down. SPACE moves up. Hold shift for speed. Right click to capture mouse " ++ + "cursor and enable mouse look. Left click to disable mouse look and free mouse cursor.", .{}); + zgui.dummy(.{ .w = -1.0, .h = 5.0 }); + + zgui.separator(); + zgui.dummy(.{ .w = -1.0, .h = 5.0 }); + zgui.textUnformattedColored(.{ 0, 0.8, 0, 1 }, "Options:"); + zgui.dummy(.{ .w = -1.0, .h = 5.0 }); + _ = zgui.checkbox("Physics Debug Renderer - Draw Bodies", .{ .v = &self.demo.physics_debug_enabled }); + _ = zgui.checkbox("Camera - Detach From Physics", .{ .v = &self.demo.camera.out_of_body }); + _ = zgui.checkbox("ImGuizmo - Move Monolith Around", .{ .v = &self.demo.gizmo_enabled }); + if (self.demo.gizmo_enabled) { + zgui.sameLine(.{}); + _ = zgui.checkbox("World Space", .{ .v = &self.demo.gizmo_world_space }); + } + zgui.dummy(.{ .w = -1.0, .h = 5.0 }); + } + zgui.end(); + + if (!self.demo.gizmo_enabled) return; + + const eye = zm.loadArr3(self.demo.camera.position); + const up = zm.f32x4(0.0, 1.0, 0.0, 0.0); + const az = zm.normalize3(zm.loadArr3(self.demo.camera.forward)); + const view = zm.matToArr(zm.lookToLh(eye, az, up)); + + const near = 1.0; + const fov_y = 0.33 * math.pi; + const fb_width = self.demo.gctx.swapchain_descriptor.width; + const fb_height = self.demo.gctx.swapchain_descriptor.height; + const a: f32 = @as(f32, @floatFromInt(fb_width)) / @as(f32, @floatFromInt(fb_height)); + const proj = zm.matToArr(zm.perspectiveFovLh(fov_y, a, near, 1000.0)); + + zgui.gizmo.beginFrame(); + zgui.gizmo.setDrawList(zgui.getForegroundDrawList()); + zgui.gizmo.allowAxisFlip(true); + zgui.gizmo.setOrthographic(false); + zgui.gizmo.setRect(0, 0, @floatFromInt(fb_width), @floatFromInt(fb_height)); + + const gizmo_op = zgui.gizmo.Operation{ + .translate_x = true, + .translate_y = true, + .translate_z = true, + .rotate_x = true, + .rotate_y = true, + .rotate_z = true, + }; + var gizmo_mode: u32 = @intFromEnum(zgui.gizmo.Mode.local); + if (self.demo.gizmo_world_space) gizmo_mode = @intFromEnum(zgui.gizmo.Mode.world); + + var matrix = zm.matToArr(zm.transpose(self.demo.monolith.transform)); + const changed = zgui.gizmo.manipulate(&view, &proj, gizmo_op, @enumFromInt(gizmo_mode), &matrix, .{}); + if (changed) { + self.demo.monolith.transform = zm.transpose(zm.matFromArr(matrix)); + self.demo.monolith.recalculateFromTransform(); + const body_interface = self.demo.physics_system.getBodyInterfaceMut(); + body_interface.setPosition(self.demo.monolith.body, zm.vecToArr3(self.demo.monolith.center), .activate); + body_interface.setRotation(self.demo.monolith.body, zm.quatFromMat(self.demo.monolith.rotate_t), .activate); + } + } + + pub fn shouldBodyDraw(body: *const zphy.Body) callconv(.c) bool { + if (body.object_layer == object_layers.non_moving) return false; + return true; + } + + pub fn drawLine( + _: *DebugRenderer, + _: *const [3]zphy.Real, + _: *const [3]zphy.Real, + _: zphy.DebugRenderer.Color, + ) callconv(.c) void {} + + pub fn drawTriangle( + _: *DebugRenderer, + _: *const [3]zphy.Real, + _: *const [3]zphy.Real, + _: *const [3]zphy.Real, + _: zphy.DebugRenderer.Color, + ) callconv(.c) void {} + + pub fn createTriangleBatch( + _: *DebugRenderer, + _: [*]zphy.DebugRenderer.Triangle, + _: u32, + ) callconv(.c) *zphy.DebugRenderer.TriangleBatch { + unreachable; // Jolt's debug renderer seems to only use the indexed one below, so not implementing this. + } + + pub fn createTriangleBatchIndexed( + self: *DebugRenderer, + vertices: [*]zphy.DebugRenderer.Vertex, + vertex_count: u32, + indices: [*]u32, + index_count: u32, + ) callconv(.c) *zphy.DebugRenderer.TriangleBatch { + self.primitives[self.heads.prim] = .{ + .index_start = self.heads.indx, + .index_count = index_count, + .vert_offset = self.heads.vert, + }; + const prim_ptr = &self.primitives[self.heads.prim]; + self.heads.prim += 1; + for (0..index_count) |i| { + self.indices[self.heads.indx] = @as(u16, @intCast(indices[i])); + self.heads.indx += 1; + } + for (0..vertex_count) |i| { + self.vertices[self.heads.vert] = .{ + .position = vertices[i].position, + .normal = vertices[i].normal, + }; + self.heads.vert += 1; + } + return zphy.DebugRenderer.createTriangleBatch(prim_ptr); + } + + pub fn drawGeometry( + self: *DebugRenderer, + mat: *const zphy.RMatrix, + _: *const zphy.AABox, + _: f32, + color: zphy.DebugRenderer.Color, + geometry: *const zphy.DebugRenderer.Geometry, + _: zphy.DebugRenderer.CullMode, + _: zphy.DebugRenderer.CastShadow, + _: zphy.DebugRenderer.DrawMode, + ) callconv(.c) void { + const batch = geometry.LODs[0].batch; + const prim = @as(*const Primitive, @alignCast(@ptrCast(zphy.DebugRenderer.getPrimitiveFromBatch(batch)))); + const lowp_model_matrix: [16]f32 = .{ + mat.column_0[0], mat.column_1[0], mat.column_2[0], lowP(mat.column_3[0]), + mat.column_0[1], mat.column_1[1], mat.column_2[1], lowP(mat.column_3[1]), + mat.column_0[2], mat.column_1[2], mat.column_2[2], lowP(mat.column_3[2]), + 0, 0, 0, 1, + }; + self.body_draw_list.append(.{ + .prim = prim, + .mat = lowp_model_matrix, + .color = .{ + @as(f32, @floatFromInt(color.comp.r)) / 255.0, + @as(f32, @floatFromInt(color.comp.g)) / 255.0, + @as(f32, @floatFromInt(color.comp.b)) / 255.0, + }, + }) catch unreachable; + } + + pub fn drawText3D( + _: *DebugRenderer, + _: *const [3]zphy.Real, + _: [*:0]const u8, + _: zphy.DebugRenderer.Color, + _: f32, + ) callconv(.c) void {} + + pub fn destroyTriangleBatch( + _: *DebugRenderer, + _: *anyopaque, + ) callconv(.c) void {} +}; + +inline fn lowP(r: zphy.Real) f32 { + return @as(f32, @floatCast(r)); +} + +const DemoState = struct { + window: *zglfw.Window, + gctx: *zgpu.GraphicsContext, + + mesh_render_pipe: zgpu.RenderPipelineHandle = .{}, + uniform_bg: zgpu.BindGroupHandle, + + vertex_buf: zgpu.BufferHandle, + index_buf: zgpu.BufferHandle, + + depth_tex: zgpu.TextureHandle, + depth_texv: zgpu.TextureViewHandle, + + meshes: std.ArrayList(Mesh), + + broad_phase_layer_interface: *BroadPhaseLayerInterface, + object_vs_broad_phase_layer_filter: *ObjectVsBroadPhaseLayerFilter, + object_layer_pair_filter: *ObjectLayerPairFilter, + contact_listener: *ContactListener, + physics_system: *zphy.PhysicsSystem, + + wisp_bodies: [9]zphy.BodyId = .{.invalid} ** 9, + physics_debug_renderer: DebugRenderer, + physics_debug_enabled: bool = false, + gizmo_enabled: bool = false, + gizmo_world_space: bool = false, + + camera: struct { + position: [3]f32 = .{ 0.0, 12.0, -64.0 }, + forward: [3]f32 = .{ 0.0, 0.0, 1.0 }, + pitch: f32 = 0.04 * math.pi, + yaw: f32 = -0.10 * math.pi, + rotation: zm.Mat = zm.identity(), + rigid_body: zphy.BodyId = .invalid, + collector_body: zphy.BodyId = .invalid, + collector_attractor: [3]f32 = .{ 0, 0, 0 }, + out_of_body: bool = false, + } = .{}, + mouse: struct { + cursor_pos: [2]f64 = .{ 0, 0 }, + captured: bool = false, + } = .{}, + monolith: struct { + body: zphy.BodyId = .invalid, + center: zm.Vec = monolith_default_center, + translate: zm.Mat = monolith_default_translate, + transform: zm.Mat = monolith_default_transform, + rotate_t: zm.Mat = monolith_default_rotate_t, + + pub fn recalculateFromTransform(self: *@This()) void { + const gizmo_xform = zm.matToArr(zm.transpose(self.transform)); + var gizmo_center = zgui.gizmo.Vector{ 0, 0, 0 }; + var gizmo_rot = zgui.gizmo.Vector{ 0, 0, 0 }; + var gizmo_scale = zgui.gizmo.Vector{ 0, 0, 0 }; + zgui.gizmo.decomposeMatrixToComponents(&gizmo_xform, &gizmo_center, &gizmo_rot, &gizmo_scale); + self.center = zm.f32x4(gizmo_center[0], gizmo_center[1], gizmo_center[2], 1); + self.translate = zm.transpose(zm.translationV(self.center)); + + var arr_rot = zm.matToArr(zm.identity()); + zgui.gizmo.recomposeMatrixFromComponents(&.{ 0, 0, 0 }, &gizmo_rot, &.{ 1, 1, 1 }, &arr_rot); + self.rotate_t = zm.matFromArr(arr_rot); + } + } = .{}, +}; + +fn appendMesh( + mesh: zmesh.Shape, + meshes: *std.ArrayList(Mesh), + meshes_indices: *std.ArrayList(Mesh.IndexType), + meshes_positions: *std.ArrayList([3]f32), + meshes_normals_or_colors: *std.ArrayList([3]f32), +) void { + meshes.append(.{ + .index_offset = @as(u32, @intCast(meshes_indices.items.len)), + .vertex_offset = @as(i32, @intCast(meshes_positions.items.len)), + .num_indices = @as(u32, @intCast(mesh.indices.len)), + .num_vertices = @as(u32, @intCast(mesh.positions.len)), + }) catch unreachable; + + meshes_indices.appendSlice(mesh.indices) catch unreachable; + meshes_positions.appendSlice(mesh.positions) catch unreachable; + meshes_normals_or_colors.appendSlice(mesh.normals.?) catch unreachable; +} + +const mesh_floor = 0; +const mesh_cube = 1; + +fn generateMeshes( + allocator: std.mem.Allocator, + meshes: *std.ArrayList(Mesh), + meshes_indices: *std.ArrayList(Mesh.IndexType), + meshes_positions: *std.ArrayList([3]f32), + meshes_normals: *std.ArrayList([3]f32), +) void { + var arena_state = std.heap.ArenaAllocator.init(allocator); + defer arena_state.deinit(); + const arena = arena_state.allocator(); + + zmesh.init(arena); + defer zmesh.deinit(); + + { + const terrain = (struct { + fn impl(uv: *const [2]f32, position: *[3]f32, userdata: ?*anyopaque) callconv(.c) void { + _ = userdata; + position[0] = uv[0]; + position[1] = 0.0; + position[2] = uv[1]; + } + }).impl; + var ground = zmesh.Shape.initParametric(terrain, 32, 32, null); + defer ground.deinit(); + ground.translate(-0.5, 0.0, -0.5); + ground.invert(0, 0); + ground.scale(2000.0, 1.0, 2000.0); + ground.unweld(); + ground.computeNormals(); + + appendMesh(ground, meshes, meshes_indices, meshes_positions, meshes_normals); + } + + { + var cube = zmesh.Shape.initCube(); + defer cube.deinit(); + cube.translate(-0.5, -0.5, -0.5); + cube.unweld(); + cube.computeNormals(); + + appendMesh(cube, meshes, meshes_indices, meshes_positions, meshes_normals); + } +} + +fn create(allocator: std.mem.Allocator, window: *zglfw.Window) !*DemoState { + var arena_state = std.heap.ArenaAllocator.init(allocator); + defer arena_state.deinit(); + const arena = arena_state.allocator(); + + // + // Procedural meshes + // + var meshes = std.ArrayList(Mesh).init(allocator); + var meshes_indices = std.ArrayList(Mesh.IndexType).init(arena); + var meshes_positions = std.ArrayList([3]f32).init(arena); + var meshes_normals = std.ArrayList([3]f32).init(arena); + generateMeshes(allocator, &meshes, &meshes_indices, &meshes_positions, &meshes_normals); + + const total_num_vertices = @as(u32, @intCast(meshes_positions.items.len)); + const total_num_indices = @as(u32, @intCast(meshes_indices.items.len)); + + // + // Graphics + // + const gctx = try zgpu.GraphicsContext.create( + allocator, + .{ + .window = window, + .fn_getTime = @ptrCast(&zglfw.getTime), + .fn_getFramebufferSize = @ptrCast(&zglfw.Window.getFramebufferSize), + .fn_getWin32Window = @ptrCast(&zglfw.getWin32Window), + .fn_getX11Display = @ptrCast(&zglfw.getX11Display), + .fn_getX11Window = @ptrCast(&zglfw.getX11Window), + .fn_getWaylandDisplay = @ptrCast(&zglfw.getWaylandDisplay), + .fn_getWaylandSurface = @ptrCast(&zglfw.getWaylandWindow), + .fn_getCocoaWindow = @ptrCast(&zglfw.getCocoaWindow), + }, + .{}, + ); + errdefer gctx.destroy(allocator); + + // Uniform buffer and layout + const uniform_bgl = gctx.createBindGroupLayout(&.{ + zgpu.bufferEntry(0, .{ .vertex = true, .fragment = true }, .uniform, true, 0), + }); + defer gctx.releaseResource(uniform_bgl); + + const uniform_bg = gctx.createBindGroup(uniform_bgl, &.{ + .{ + .binding = 0, + .buffer_handle = gctx.uniforms.buffer, + .offset = 0, + .size = @max(@sizeOf(FrameUniforms), @sizeOf(DrawUniforms)), + }, + }); + + // Vertex buffer + const vertex_buf = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .vertex = true }, + .size = total_num_vertices * @sizeOf(Vertex), + }); + { + var vertex_data = std.ArrayList(Vertex).init(arena); + defer vertex_data.deinit(); + vertex_data.resize(total_num_vertices) catch unreachable; + + for (meshes_positions.items, 0..) |_, i| { + vertex_data.items[i].position = meshes_positions.items[i]; + vertex_data.items[i].normal = meshes_normals.items[i]; + } + gctx.queue.writeBuffer(gctx.lookupResource(vertex_buf).?, 0, Vertex, vertex_data.items); + } + + // Index buffer + const index_buf = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .index = true }, + .size = total_num_indices * @sizeOf(Mesh.IndexType), + }); + gctx.queue.writeBuffer(gctx.lookupResource(index_buf).?, 0, Mesh.IndexType, meshes_indices.items); + + // Depth texture + const depth = createDepthTexture(gctx); + + // + // Physics + // + try zphy.init(allocator, .{}); + + const broad_phase_layer_interface = try allocator.create(BroadPhaseLayerInterface); + broad_phase_layer_interface.* = BroadPhaseLayerInterface.init(); + + const object_vs_broad_phase_layer_filter = try allocator.create(ObjectVsBroadPhaseLayerFilter); + object_vs_broad_phase_layer_filter.* = .{}; + + const object_layer_pair_filter = try allocator.create(ObjectLayerPairFilter); + object_layer_pair_filter.* = .{}; + + const contact_listener = try allocator.create(ContactListener); + contact_listener.* = .{}; + + const physics_system = try zphy.PhysicsSystem.create( + @as(*const zphy.BroadPhaseLayerInterface, @ptrCast(broad_phase_layer_interface)), + @as(*const zphy.ObjectVsBroadPhaseLayerFilter, @ptrCast(object_vs_broad_phase_layer_filter)), + @as(*const zphy.ObjectLayerPairFilter, @ptrCast(object_layer_pair_filter)), + .{ + .max_bodies = 1024, + .num_body_mutexes = 0, + .max_body_pairs = 1024, + .max_contact_constraints = 1024, + }, + ); + physics_system.setContactListener(contact_listener); + physics_system.setGravity(.{ 0, 0, 0 }); + + // + // Demo + // + const demo = try allocator.create(DemoState); + demo.* = .{ + .window = window, + .gctx = gctx, + .uniform_bg = uniform_bg, + .vertex_buf = vertex_buf, + .index_buf = index_buf, + .depth_tex = depth.tex, + .depth_texv = depth.texv, + .meshes = meshes, + .broad_phase_layer_interface = broad_phase_layer_interface, + .object_vs_broad_phase_layer_filter = object_vs_broad_phase_layer_filter, + .object_layer_pair_filter = object_layer_pair_filter, + .contact_listener = contact_listener, + .physics_system = physics_system, + .physics_debug_renderer = DebugRenderer.init(allocator, demo), + }; + + // + // Physics Objects + // + { + const body_interface = physics_system.getBodyInterfaceMut(); + + const monolith_shape_settings = try zphy.BoxShapeSettings.create(.{ + monolith_radius[0], + monolith_radius[1], + monolith_radius[2], + }); + defer monolith_shape_settings.asShapeSettings().release(); + const monolith_shape = try monolith_shape_settings.asShapeSettings().createShape(); + defer monolith_shape.release(); + demo.monolith.body = try body_interface.createAndAddBody(.{ + .position = demo.monolith.center, + .rotation = zm.quatFromMat(demo.monolith.rotate_t), + .shape = monolith_shape, + .motion_type = .static, + .object_layer = object_layers.non_moving, + }, .activate); + + const floor_shape_settings = try zphy.BoxShapeSettings.create(.{ 800.0, 10.0, 800.0 }); + defer floor_shape_settings.asShapeSettings().release(); + const floor_shape = try floor_shape_settings.asShapeSettings().createShape(); + defer floor_shape.release(); + _ = try body_interface.createAndAddBody(.{ + .position = .{ 0.0, -10.0, 0.0, 1.0 }, + .shape = floor_shape, + .motion_type = .static, + .object_layer = object_layers.non_moving, + }, .activate); + _ = try body_interface.createAndAddBody(.{ + .position = .{ 0.0, 1610.0, 0.0, 1.0 }, + .shape = floor_shape, + .motion_type = .static, + .object_layer = object_layers.non_moving, + }, .activate); + _ = try body_interface.createAndAddBody(.{ + .position = .{ 0.0, 800.0, -790.0, 1.0 }, + .rotation = zm.quatFromNormAxisAngle(.{ 1, 0, 0, 0 }, 0.5 * math.pi), + .shape = floor_shape, + .motion_type = .static, + .object_layer = object_layers.non_moving, + }, .activate); + _ = try body_interface.createAndAddBody(.{ + .position = .{ 0.0, 800.0, 790.0, 1.0 }, + .rotation = zm.quatFromNormAxisAngle(.{ 1, 0, 0, 0 }, 0.5 * math.pi), + .shape = floor_shape, + .motion_type = .static, + .object_layer = object_layers.non_moving, + }, .activate); + _ = try body_interface.createAndAddBody(.{ + .position = .{ -790.0, 800.0, 0.0, 1.0 }, + .rotation = zm.quatFromNormAxisAngle(.{ 0, 0, 1, 0 }, 0.5 * math.pi), + .shape = floor_shape, + .motion_type = .static, + .object_layer = object_layers.non_moving, + }, .activate); + _ = try body_interface.createAndAddBody(.{ + .position = .{ 790.0, 800.0, 0.0, 1.0 }, + .rotation = zm.quatFromNormAxisAngle(.{ 0, 0, 1, 0 }, 0.5 * math.pi), + .shape = floor_shape, + .motion_type = .static, + .object_layer = object_layers.non_moving, + }, .activate); + + const sphere_shape_settings = try zphy.SphereShapeSettings.create(1.5); + defer sphere_shape_settings.asShapeSettings().release(); + const sphere_shape = try sphere_shape_settings.asShapeSettings().createShape(); + defer sphere_shape.release(); + var i: u32 = 0; + while (i < 9) : (i += 1) { + const fi = @as(f32, @floatFromInt(i)); + const angle: f32 = std.math.degreesToRadians(fi * 40.0); + demo.wisp_bodies[i] = try body_interface.createAndAddBody(.{ + .position = .{ 24.0 * std.math.cos(angle), 8.0 + std.math.sin(angle), 16.0 * std.math.sin(angle), 1 }, + .shape = sphere_shape, + .motion_type = .dynamic, + .object_layer = object_layers.moving, + .allow_sleeping = false, + .restitution = 0.8, + }, .activate); + } + demo.camera.rigid_body = try body_interface.createAndAddBody(.{ + .position = zm.loadArr3(demo.camera.position), + .shape = sphere_shape, + .motion_type = .dynamic, + .motion_quality = .linear_cast, + .object_layer = object_layers.player, + .allow_sleeping = false, + .restitution = 0.0, + .friction = 0.0, + }, .activate); + + const flask_shape_settings = try zphy.TaperedCapsuleShapeSettings.create(4.0, 1.0, 5.0); + defer flask_shape_settings.asShapeSettings().release(); + const flask_shape = try flask_shape_settings.asShapeSettings().createShape(); + defer flask_shape.release(); + demo.camera.collector_body = try body_interface.createAndAddBody(.{ + .position = zm.loadArr3(demo.camera.position), + .shape = flask_shape, + .motion_type = .static, + .object_layer = object_layers.sensors, + .is_sensor = true, + }, .activate); + + const stir_bar_shape_settings = try zphy.BoxShapeSettings.create(.{ 60.0, 7.0, 4.0 }); + defer stir_bar_shape_settings.asShapeSettings().release(); + const stir_bar_shape = try stir_bar_shape_settings.asShapeSettings().createShape(); + defer stir_bar_shape.release(); + _ = try body_interface.createAndAddBody(.{ + .position = .{ 0, 8.0, 0, 1 }, + .shape = stir_bar_shape, + .motion_type = .kinematic, + .object_layer = object_layers.sensors, + .angular_velocity = zm.quatFromNormAxisAngle(.{ 0, 1, 0, 0 }, -0.7), + .angular_damping = 0.0, + .is_sensor = true, + }, .activate); + + physics_system.optimizeBroadPhase(); + } + + // + // GPU pipelines (async compiled; need to be created *after* the `demo` instance is constructed) + // + { + const pl = gctx.createPipelineLayout(&.{ uniform_bgl, uniform_bgl }); + defer gctx.releaseResource(pl); + + const vs_mod = zgpu.createWgslShaderModule(gctx.device, wgsl.mesh.vs, null); + defer vs_mod.release(); + + const fs_mod = zgpu.createWgslShaderModule(gctx.device, wgsl.mesh.fs, null); + defer fs_mod.release(); + + const color_targets = [_]wgpu.ColorTargetState{.{ + .format = zgpu.GraphicsContext.swapchain_format, + .blend = &wgpu.BlendState{ .color = wgpu.BlendComponent{ + .operation = .add, + .src_factor = .one, + .dst_factor = .zero, + }, .alpha = wgpu.BlendComponent{ + .operation = .add, + .src_factor = .src_alpha, + .dst_factor = .zero, + } }, + }}; + + const vertex_attributes = [_]wgpu.VertexAttribute{ + .{ .format = .float32x3, .offset = 0, .shader_location = 0 }, + .{ .format = .float32x3, .offset = @offsetOf(Vertex, "normal"), .shader_location = 1 }, + }; + + const vertex_buffers = [_]wgpu.VertexBufferLayout{.{ + .array_stride = @sizeOf(Vertex), + .attribute_count = vertex_attributes.len, + .attributes = &vertex_attributes, + }}; + + const pipe_desc = wgpu.RenderPipelineDescriptor{ + .vertex = wgpu.VertexState{ + .module = vs_mod, + .entry_point = "main", + .buffer_count = vertex_buffers.len, + .buffers = &vertex_buffers, + }, + .fragment = &wgpu.FragmentState{ + .module = fs_mod, + .entry_point = "main", + .target_count = color_targets.len, + .targets = &color_targets, + }, + .depth_stencil = &wgpu.DepthStencilState{ + .format = .depth32_float, + .depth_write_enabled = true, + .depth_compare = .greater, + }, + .primitive = .{ + .topology = .triangle_list, + .front_face = .cw, + .cull_mode = .back, + }, + }; + gctx.createRenderPipelineAsync(allocator, pl, pipe_desc, &demo.mesh_render_pipe); + } + + // + // Physics Debug Renderer (includes own pipeline and buffers) + // + try zphy.DebugRenderer.createSingleton(&demo.physics_debug_renderer); + try demo.physics_debug_renderer.initGraphics(allocator, uniform_bgl); + + return demo; +} + +fn destroy(allocator: std.mem.Allocator, demo: *DemoState) void { + zphy.DebugRenderer.destroyBodyDrawFilter(demo.physics_debug_renderer.body_draw_filter); + zphy.DebugRenderer.destroySingleton(); + demo.physics_debug_renderer.deinit(); + demo.meshes.deinit(); + demo.physics_system.destroy(); + allocator.destroy(demo.contact_listener); + allocator.destroy(demo.object_vs_broad_phase_layer_filter); + allocator.destroy(demo.object_layer_pair_filter); + allocator.destroy(demo.broad_phase_layer_interface); + zphy.deinit(); + demo.gctx.destroy(allocator); + allocator.destroy(demo); +} + +fn update(demo: *DemoState) void { + const window = demo.window; + + { // Handle camera rotation with mouse. + const cursor_pos = window.getCursorPos(); + const delta_x = @as(f32, @floatCast(cursor_pos[0] - demo.mouse.cursor_pos[0])); + const delta_y = @as(f32, @floatCast(cursor_pos[1] - demo.mouse.cursor_pos[1])); + demo.mouse.cursor_pos = cursor_pos; + + if (window.getMouseButton(.left) == .press) { + if (demo.mouse.captured) { + window.setInputMode(.cursor, zglfw.Cursor.Mode.normal) catch unreachable; + window.setInputMode(.raw_mouse_motion, false) catch unreachable; + } + demo.mouse.captured = false; + } + if (window.getMouseButton(.right) == .press) { + if (!demo.mouse.captured) { + window.setInputMode(.cursor, zglfw.Cursor.Mode.disabled) catch unreachable; + window.setInputMode(.raw_mouse_motion, true) catch unreachable; + } + demo.mouse.captured = true; + } + if (demo.mouse.captured) { + demo.camera.pitch += 0.0025 * delta_y; + demo.camera.yaw += 0.0025 * delta_x; + demo.camera.pitch = @min(demo.camera.pitch, 0.48 * math.pi); + demo.camera.pitch = @max(demo.camera.pitch, -0.48 * math.pi); + demo.camera.yaw = zm.modAngle(demo.camera.yaw); + } + } + + { // Apply contextual forces to the floating lights + const bodies = demo.physics_system.getBodiesMutUnsafe(); + for (bodies) |body| { + if (!zphy.isValidBodyPointer(body) or body.object_layer != object_layers.moving) continue; + const sensor_contacts = demo.contact_listener.getSensorContacts(body); + if (sensor_contacts.kinematic != .invalid) { // stirring force around gathering point + const upward = zm.f32x4(0.0, 1.0, 0.0, 0.0); + const tangent = zm.cross3(upward, zm.loadArr3(body.getPosition())) * zm.f32x4s(0.05); + const force = zm.normalize3(upward + tangent) * zm.f32x4s(300000); + body.addForce(.{ force[0], force[1], force[2] }); + } else if (sensor_contacts.static != .invalid) { // collection force + const to_center = zm.loadArr3(demo.camera.collector_attractor) - zm.loadArr3(body.getPosition()); + const force = zm.normalize3(to_center) * zm.f32x4s(60000); + body.addForce(.{ force[0], force[1], force[2] }); + const velocity = zm.loadArr3(body.getLinearVelocity()); + const speed = zm.length3(velocity); + if ((speed > zm.f32x4s(6.0))[0]) { + const braking = velocity + velocity * speed * zm.f32x4s(-0.001); + body.setLinearVelocity(.{ braking[0], braking[1], braking[2] }); + } + } else { // pulling force toward gathering point + const to_center = zm.f32x4(0, 5, 0, 1) - zm.loadArr3(body.getPosition()); + const force = zm.normalize3(to_center) * zm.f32x4s(100000); + body.addForce(.{ force[0], force[1], force[2] }); + } + } + demo.contact_listener.clearSensorContacts(); + } + + { // Handle camera movement with 'WASD' keys. + demo.camera.rotation = zm.mul(zm.rotationX(demo.camera.pitch), zm.rotationY(demo.camera.yaw)); + const up = zm.f32x4(0.0, 1.0, 0.0, 0.0); + const forward = zm.normalize3(zm.mul(zm.f32x4(0.0, 0.0, 1.0, 0.0), demo.camera.rotation)); + const right = zm.normalize3(zm.cross3(up, forward)); + zm.storeArr3(&demo.camera.forward, forward); + + const speed = if (window.getKey(.left_shift) == .press) zm.f32x4s(150.0) else zm.f32x4s(25.0); + var velocity = zm.f32x4s(0); + if (window.getKey(.w) == .press) { + velocity += forward; + } else if (window.getKey(.s) == .press) { + velocity -= forward; + } + if (window.getKey(.d) == .press) { + velocity += right; + } else if (window.getKey(.a) == .press) { + velocity -= right; + } + if (window.getKey(.space) == .press) { + velocity += up; + } else if (window.getKey(.left_alt) == .press) { + velocity -= up; + } + + if ((zm.length3(velocity) > zm.f32x4s(0))[0]) velocity = zm.normalize3(velocity) * speed; + if (demo.camera.out_of_body) { + var cam_pos = zm.loadArr3(demo.camera.position); + const delta_time = zm.f32x4s(demo.gctx.stats.delta_time); + cam_pos += velocity * delta_time; + zm.storeArr3(&demo.camera.position, cam_pos); + } else { + const body_interface = demo.physics_system.getBodyInterfaceMut(); + body_interface.setLinearVelocity(demo.camera.rigid_body, .{ velocity[0], velocity[1], velocity[2] }); + } + } + + zgui.backend.newFrame(demo.gctx.swapchain_descriptor.width, demo.gctx.swapchain_descriptor.height); + demo.physics_debug_renderer.drawGui(); + + const physics_step = @min(demo.gctx.stats.delta_time, 1.0 / 10.0); + demo.physics_system.update(physics_step, .{}) catch unreachable; + + if (!demo.camera.out_of_body) { + const body_const_interface = demo.physics_system.getBodyInterface(); + demo.camera.position = body_const_interface.getPosition(demo.camera.rigid_body); + + const center = zm.loadArr3(demo.camera.position) + zm.loadArr3(demo.camera.forward) * zm.f32x4s(4.0); + zm.storeArr3(&demo.camera.collector_attractor, center + zm.loadArr3(demo.camera.forward) * zm.f32x4s(4.0)); + const body_interface = demo.physics_system.getBodyInterfaceMut(); + body_interface.setPosition(demo.camera.collector_body, .{ center[0], center[1], center[2] }, .activate); + body_interface.setRotation(demo.camera.collector_body, zm.qmul( + zm.quatFromNormAxisAngle(.{ 1, 0, 0, 0 }, -0.5 * math.pi), + zm.quatFromMat(demo.camera.rotation), + ), .activate); + } +} + +fn draw(demo: *DemoState) void { + const gctx = demo.gctx; + const fb_width = gctx.swapchain_descriptor.width; + const fb_height = gctx.swapchain_descriptor.height; + + const eye = zm.loadArr3(demo.camera.position); + const up = zm.f32x4(0.0, 1.0, 0.0, 0.0); + const az = zm.normalize3(zm.loadArr3(demo.camera.forward)); + const ax = zm.normalize3(zm.cross3(up, az)); + const ay = zm.normalize3(zm.cross3(az, ax)); + const cam_world_to_view = zm.Mat{ + zm.f32x4(ax[0], ax[1], ax[2], -zm.dot3(ax, eye)[0]), + zm.f32x4(ay[0], ay[1], ay[2], -zm.dot3(ay, eye)[0]), + zm.f32x4(az[0], az[1], az[2], -zm.dot3(az, eye)[0]), + zm.f32x4(0.0, 0.0, 0.0, 1.0), + }; + + const near = 1.0; + const fov_y = 0.33 * math.pi; + const f = 1.0 / std.math.tan(fov_y / 2.0); + const a: f32 = @as(f32, @floatFromInt(fb_width)) / @as(f32, @floatFromInt(fb_height)); + const cam_view_to_clip = zm.Mat{ + zm.f32x4(f / a, 0.0, 0.0, 0.0), + zm.f32x4(0.0, f, 0.0, 0.0), + zm.f32x4(0.0, 0.0, 0.0, near), + zm.f32x4(0.0, 0.0, 1.0, 0.0), + }; + + // Lookup common resources which may be needed for all the passes. + const depth_texv = gctx.lookupResource(demo.depth_texv) orelse return; + const uniform_bg = gctx.lookupResource(demo.uniform_bg) orelse return; + const vertex_buf_info = gctx.lookupResourceInfo(demo.vertex_buf) orelse return; + const index_buf_info = gctx.lookupResourceInfo(demo.index_buf) orelse return; + + const swapchain_texv = gctx.swapchain.getCurrentTextureView(); + defer swapchain_texv.release(); + + const commands = commands: { + const encoder = gctx.device.createCommandEncoder(null); + defer encoder.release(); + + const frame_unif_mem = frame_unif_mem: { + const mem = gctx.uniformsAllocate(FrameUniforms, 1); + mem.slice[0] = .{ + .world_to_clip = zm.mul(cam_view_to_clip, cam_world_to_view), + .floor_material = floor_material, + .monolith_rotation = .{ + demo.monolith.rotate_t[0], + demo.monolith.rotate_t[1], + demo.monolith.rotate_t[2], + }, + .monolith_center = demo.monolith.center, + .monolith_ray_radius = monolith_ray_radius, + .monolith_inv_radius = .{ + 1.0 / monolith_ray_radius[0], + 1.0 / monolith_ray_radius[1], + 1.0 / monolith_ray_radius[2], + 0, + }, + .camera_position = demo.camera.position, + }; + const bodies = demo.physics_system.getBodiesUnsafe(); + var body_count: usize = 0; + for (bodies) |body| { + if (!zphy.isValidBodyPointer(body) or body.object_layer != object_layers.moving) continue; + mem.slice[0].lights[body_count] = if (zphy.Real == f32) + zm.loadArr4(body.position) + else + zm.loadArr4(.{ + @as(f32, @floatCast(body.position[0])), + @as(f32, @floatCast(body.position[1])), + @as(f32, @floatCast(body.position[2])), + @as(f32, @floatCast(body.position[3])), + }); + body_count += 1; + } + break :frame_unif_mem mem; + }; + + pass: { + const mesh_render_pipe = gctx.lookupResource(demo.mesh_render_pipe) orelse break :pass; + + const pass = zgpu.beginRenderPassSimple( + encoder, + .clear, + swapchain_texv, + .{ .r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0 }, + depth_texv, + 0.0, + ); + defer zgpu.endReleasePass(pass); + + pass.setVertexBuffer(0, vertex_buf_info.gpuobj.?, 0, vertex_buf_info.size); + pass.setIndexBuffer( + index_buf_info.gpuobj.?, + if (Mesh.IndexType == u16) .uint16 else .uint32, + 0, + index_buf_info.size, + ); + pass.setPipeline(mesh_render_pipe); + pass.setBindGroup(0, uniform_bg, &.{frame_unif_mem.offset}); + + { // Draw monolith + const mem = gctx.uniformsAllocate(DrawUniforms, 1); + mem.slice[0] = .{ + .object_to_world = demo.monolith.transform, + .basecolor_roughness = .{ 0.24, 0.24, 0.24, -0.04 }, + }; + pass.setBindGroup(1, uniform_bg, &.{mem.offset}); + pass.drawIndexed( + demo.meshes.items[mesh_cube].num_indices, + 1, + demo.meshes.items[mesh_cube].index_offset, + demo.meshes.items[mesh_cube].vertex_offset, + 0, + ); + } + + { // Draw floor + const mem = gctx.uniformsAllocate(DrawUniforms, 1); + mem.slice[0] = .{ + .object_to_world = zm.identity(), + .basecolor_roughness = floor_material, + }; + pass.setBindGroup(1, uniform_bg, &.{mem.offset}); + pass.drawIndexed( + demo.meshes.items[mesh_floor].num_indices, + 1, + demo.meshes.items[mesh_floor].index_offset, + demo.meshes.items[mesh_floor].vertex_offset, + 0, + ); + } + + { // Draw skybox-analogue (lazy way to ensure whole frame runs fragment shader) + const mem = gctx.uniformsAllocate(DrawUniforms, 1); + mem.slice[0] = .{ + .object_to_world = zm.scaling(-2000, -2000, -2000), + .basecolor_roughness = .{ 0.0, 0.0, 0.0, 1.0 }, + }; + pass.setBindGroup(1, uniform_bg, &.{mem.offset}); + pass.drawIndexed( + demo.meshes.items[mesh_cube].num_indices, + 1, + demo.meshes.items[mesh_cube].index_offset, + demo.meshes.items[mesh_cube].vertex_offset, + 0, + ); + } + + if (demo.physics_debug_enabled) demo.physics_debug_renderer.draw(pass); + } + + { + const pass = zgpu.beginRenderPassSimple(encoder, .load, swapchain_texv, null, null, null); + defer zgpu.endReleasePass(pass); + zgui.backend.draw(pass); + } + + break :commands encoder.finish(null); + }; + defer commands.release(); + + gctx.submit(&.{commands}); +} + +fn createDepthTexture(gctx: *zgpu.GraphicsContext) struct { + tex: zgpu.TextureHandle, + texv: zgpu.TextureViewHandle, +} { + const tex = gctx.createTexture(.{ + .usage = .{ .render_attachment = true }, + .dimension = .tdim_2d, + .size = .{ + .width = gctx.swapchain_descriptor.width, + .height = gctx.swapchain_descriptor.height, + .depth_or_array_layers = 1, + }, + .format = .depth32_float, + .mip_level_count = 1, + .sample_count = 1, + }); + const texv = gctx.createTextureView(tex, .{}); + return .{ .tex = tex, .texv = texv }; +} + +pub fn main() !void { + try zglfw.init(); + defer zglfw.terminate(); + + { // Change current working directory to where the executable is located. + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + std.posix.chdir(path) catch {}; + } + + zglfw.windowHint(.client_api, .no_api); + + const window = try zglfw.Window.create(1600, 1000, window_title, null); + defer window.destroy(); + window.setSizeLimits(400, 400, -1, -1); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + var demo = try create(allocator, window); + defer destroy(allocator, demo); + + const scale_factor = scale_factor: { + const scale = window.getContentScale(); + break :scale_factor @max(scale[0], scale[1]); + }; + + zgui.init(allocator); + defer zgui.deinit(); + + _ = zgui.io.addFontFromFile(content_dir ++ "Roboto-Medium.ttf", math.floor(16.0 * scale_factor)); + + zgui.backend.init( + window, + demo.gctx.device, + @intFromEnum(zgpu.GraphicsContext.swapchain_format), + @intFromEnum(wgpu.TextureFormat.undef), + ); + defer zgui.backend.deinit(); + + zgui.getStyle().scaleAllSizes(scale_factor); + + while (!window.shouldClose() and window.getKey(.escape) != .press) { + zglfw.pollEvents(); + + update(demo); + draw(demo); + + if (demo.gctx.present() == .swap_chain_resized) { + // Release old depth texture. + demo.gctx.releaseResource(demo.depth_texv); + demo.gctx.destroyResource(demo.depth_tex); + + // Create a new depth texture to match the new window size. + const depth = createDepthTexture(demo.gctx); + demo.depth_tex = depth.tex; + demo.depth_texv = depth.texv; + } + } +} + +``` + +`samples/monolith/src/monolith_wgsl.zig`: + +```zig +// zig fmt: off +const common = +\\ struct DrawUniforms { +\\ object_to_world: mat4x4, +\\ basecolor_roughness: vec4, +\\ } +\\ @group(1) @binding(0) var draw_uniforms: DrawUniforms; +\\ +\\ struct FrameUniforms { +\\ world_to_clip: mat4x4, +\\ floor_material: vec4, +\\ monolith_rotation: mat3x3, +\\ monolith_center: vec3, +\\ monolith_radius: vec3, +\\ monolith_inv_radius: vec3, +\\ camera_position: vec3, +\\ lights: array, 9>, +\\ } +\\ @group(0) @binding(0) var frame_uniforms: FrameUniforms; +\\ +\\ const pi = 3.1415926535897932384626433832795; +\\ const two_pi = 2.0 * pi; +\\ +\\ fn radians(degrees: f32) -> f32 { +\\ return degrees * pi / 180.0; +\\ } +\\ +\\ fn rand2(n: vec2) -> f32 { +\\ return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); +\\ } +\\ +\\ fn saturate(x: f32) -> f32 { return clamp(x, 0.0, 1.0); } +\\ +\\ // Trowbridge-Reitz GGX normal distribution function. +\\ fn distributionGgx(n: vec3, h: vec3, alpha: f32) -> f32 { +\\ let alpha_sq = alpha * alpha; +\\ let n_dot_h = saturate(dot(n, h)); +\\ let k = n_dot_h * n_dot_h * (alpha_sq - 1.0) + 1.0; +\\ return alpha_sq / (pi * k * k); +\\ } +\\ +\\ fn geometrySchlickGgx(x: f32, k: f32) -> f32 { +\\ return x / (x * (1.0 - k) + k); +\\ } +\\ +\\ fn geometrySmith(n: vec3, v: vec3, l: vec3, k: f32) -> f32 { +\\ let n_dot_v = saturate(dot(n, v)); +\\ let n_dot_l = saturate(dot(n, l)); +\\ return geometrySchlickGgx(n_dot_v, k) * geometrySchlickGgx(n_dot_l, k); +\\ } +\\ +\\ fn fresnelSchlick(h_dot_v: f32, f0: vec3) -> vec3 { +\\ return f0 + (vec3(1.0, 1.0, 1.0) - f0) * pow(1.0 - h_dot_v, 5.0); +\\ } +\\ +\\ struct Box { +\\ center: vec3, +\\ radius: vec3, +\\ inv_radius: vec3, +\\ rotation: mat3x3, +\\ }; +\\ struct Ray { +\\ origin: vec3, +\\ direction: vec3, +\\ }; +\\ // Alexander Majercik, Cyril Crassin, Peter Shirley, and Morgan McGuire, A Ray-Box Intersection Algorithm and +\\ // Efficient Dynamic Voxel Rendering, Journal of Computer Graphics Techniques (JCGT), vol. 7, no. 3, 66-81, 2018 +\\ // This wgsl implementation of the algorithm is customized to fit the assumptions of this use case. +\\ fn intersect_box(box: Box, ray: Ray, distance: ptr, normal: ptr>) -> bool { +\\ let r = Ray( +\\ (ray.origin - box.center) * box.rotation, +\\ ray.direction * box.rotation, +\\ ); +\\ var winding: f32 = 1.0; +\\ let winding_vec = abs(r.origin) * box.inv_radius; +\\ if (max(max(winding_vec.x, winding_vec.y), winding_vec.z) < 1.0) { winding = -1.0; } +\\ var sgn: vec3 = -sign(r.direction); +\\ var plane_dist: vec3 = box.radius * winding * sgn - r.origin; +\\ plane_dist = plane_dist / r.direction; +\\ +\\ let test = vec3( +\\ (plane_dist.x >= 0.0) && (all(abs(r.origin.yz + r.direction.yz * plane_dist.x) < box.radius.yz)), +\\ (plane_dist.y >= 0.0) && (all(abs(r.origin.zx + r.direction.zx * plane_dist.y) < box.radius.zx)), +\\ (plane_dist.z >= 0.0) && (all(abs(r.origin.xy + r.direction.xy * plane_dist.z) < box.radius.xy)), +\\ ); +\\ +\\ if (test.x) { sgn = vec3(sgn.x, 0.0, 0.0); } +\\ else if (test.y) { sgn = vec3(0.0, sgn.y, 0.0); } +\\ else if (test.z) { sgn = vec3(0.0, 0.0, sgn.z); } +\\ else { sgn = vec3(0.0, 0.0, 0.0); } +\\ +\\ if (sgn.x != 0.0) { *distance = plane_dist.x; } +\\ else if (sgn.y != 0.0) { *distance = plane_dist.y; } +\\ else { *distance = plane_dist.z; } +\\ +\\ *normal = box.rotation * sgn; +\\ return (sgn.x != 0.0) || (sgn.y != 0.0) || (sgn.z != 0.0); +\\ } +; +pub const debug = struct { + pub const vs = common ++ + \\ struct VertexOut { + \\ @builtin(position) position_clip: vec4, + \\ @location(0) position: vec3, + \\ @location(1) normal: vec3, + \\ } + \\ @vertex fn main( + \\ @location(0) position: vec3, + \\ @location(1) normal: vec3, + \\ ) -> VertexOut { + \\ var output: VertexOut; + \\ output.position_clip = vec4(position, 1.0) * draw_uniforms.object_to_world * frame_uniforms.world_to_clip; + \\ output.position = (vec4(position, 1.0) * draw_uniforms.object_to_world).xyz; + \\ output.normal = (vec4(normal, 0.0) * draw_uniforms.object_to_world).xyz; + \\ return output; + \\ } + ; + pub const fs = common ++ + \\ @fragment fn main( + \\ @location(0) position: vec3, + \\ @location(1) normal: vec3, + \\ ) -> @location(0) vec4 { + \\ let v = normalize(frame_uniforms.camera_position - position); + \\ let n = normalize(normal); + \\ let facing_cam = saturate(dot(n, v)); + \\ + \\ let curviness = length(fwidth(normal)); + \\ let bubble_mode = step(0.001, curviness); + \\ let bubble_factor = 2.0 - bubble_mode * facing_cam * 2.0; + \\ let roughness_mult = 1.0 - 0.75 * bubble_mode; + \\ let nonphysical_specular_mult = 1.0 + 127.0 * bubble_mode; + \\ + \\ let base_color = draw_uniforms.basecolor_roughness.xyz; + \\ var roughness = draw_uniforms.basecolor_roughness.a * roughness_mult; + \\ var metallic: f32; + \\ if (roughness < 0.0) { metallic = 1.0; } else { metallic = 0.0; } + \\ roughness = abs(roughness); + \\ + \\ let alpha = roughness * roughness; + \\ var k = alpha + 1.0; + \\ k = (k * k) / 8.0; + \\ var f0 = vec3(0.04); + \\ f0 = mix(f0, base_color, metallic); + \\ + \\ let radiance = vec3(4.0); + \\ let l = normalize(vec3(0.3, 1.0, 0.3)); + \\ let h = normalize(l + v); + \\ let f = fresnelSchlick(saturate(dot(h, v)), f0); + \\ let ndf = distributionGgx(n, h, alpha); + \\ let g = geometrySmith(n, v, l, k); + \\ let numerator = ndf * g * f * nonphysical_specular_mult; + \\ let denominator = 4.0 * facing_cam * saturate(dot(n, l)); + \\ let specular = numerator / max(denominator, 0.001); + \\ let ks = f; + \\ let kd = (vec3(1.0) - ks) * (1.0 - metallic); + \\ let n_dot_l = saturate(dot(n, l)); + \\ let lighting_result = (kd * base_color / pi + specular) * radiance * n_dot_l; + \\ + \\ let ambient = vec3(0.03) * base_color; + \\ var color = ambient + lighting_result; + \\ color = color / (color + 1.0); + \\ color = pow(color, vec3(1.0 / 2.2)); + \\ + \\ return vec4(color, 0.4 * bubble_factor); + \\ } + ; +}; +pub const mesh = struct { + pub const vs = common ++ + \\ struct VertexOut { + \\ @builtin(position) position_clip: vec4, + \\ @location(0) position: vec3, + \\ @location(1) normal: vec3, + \\ } + \\ @vertex fn main( + \\ @location(0) position: vec3, + \\ @location(1) normal: vec3, + \\ ) -> VertexOut { + \\ var output: VertexOut; + \\ output.position_clip = vec4(position, 1.0) * draw_uniforms.object_to_world * frame_uniforms.world_to_clip; + \\ output.position = (vec4(position, 1.0) * draw_uniforms.object_to_world).xyz; + \\ output.normal = (vec4(normal, 0.0) * draw_uniforms.object_to_world).xyz; + \\ return output; + \\ } + ; + pub const fs = common ++ + \\ @fragment fn main( + \\ @location(0) position: vec3, + \\ @location(1) normal: vec3, + \\ ) -> @location(0) vec4 { + \\ let v = normalize(frame_uniforms.camera_position - position); + \\ var base_color = draw_uniforms.basecolor_roughness.xyz; + \\ var roughness = draw_uniforms.basecolor_roughness.a; + \\ + \\ var n: vec3; + \\ if (base_color.x < 0.0) { + \\ let r_x = rand2(floor(2 * position.xz)); + \\ let r_z = rand2(floor(2 * position.zx)); + \\ let r_vec = vec3(r_x, 0, r_z); + \\ let r_strength = 0.04; + \\ n = normalize(normal + r_vec * r_strength); + \\ roughness += min(0, -dot(r_vec, r_vec) * 0.6 + 0.64); + \\ } else { n = normalize(normal); } + \\ + \\ var metallic: f32; + \\ if (roughness < 0.0) { metallic = 1.0; } else { metallic = 0.0; } + \\ base_color = abs(base_color); + \\ roughness = abs(roughness); + \\ + \\ let alpha = roughness * roughness; + \\ var k = alpha + 1.0; + \\ k = (k * k) / 8.0; + \\ var f0 = vec3(0.04); + \\ f0 = mix(f0, base_color, metallic); + \\ + \\ let light_colors = array, 9>( + \\ vec3(1.00, 0.80, 0.26), + \\ vec3(1.00, 0.75, 0.20), + \\ vec3(1.00, 0.65, 0.16), + \\ vec3(0.25, 0.60, 1.00), + \\ vec3(0.30, 0.50, 1.00), + \\ vec3(0.35, 0.40, 1.00), + \\ vec3(1.00, 0.50, 0.40), + \\ vec3(1.00, 0.70, 0.70), + \\ vec3(0.70, 1.00, 0.70), + \\ ); + \\ + \\ let monolith = Box( + \\ frame_uniforms.monolith_center, + \\ frame_uniforms.monolith_radius, + \\ frame_uniforms.monolith_inv_radius, + \\ frame_uniforms.monolith_rotation, + \\ ); + \\ + \\ var lo = vec3(0.0); + \\ for (var light_index: i32 = 0; light_index < 9; light_index = light_index + 1) { + \\ let lvec = frame_uniforms.lights[light_index] - position; + \\ let l = normalize(lvec); + \\ let h = normalize(l + v); + \\ + \\ let pl_ray = Ray(position, l); + \\ var pl_hit_dist: f32; + \\ var pl_hit_norm: vec3; + \\ let pl_did_hit: bool = intersect_box(monolith, pl_ray, &pl_hit_dist, &pl_hit_norm); + \\ if (!pl_did_hit || pl_hit_dist > length(lvec)) { + \\ let distance_sq = dot(lvec, lvec); + \\ let attenuation = 1.0 / distance_sq; + \\ var radiance = 100 * light_colors[light_index] * attenuation; + \\ let f = fresnelSchlick(saturate(dot(h, v)), f0); + \\ let ndf = distributionGgx(n, h, alpha); + \\ let g = geometrySmith(n, v, l, k); + \\ let numerator = ndf * g * f; + \\ let n_dot_l = saturate(dot(n, l)); + \\ let denominator = 4.0 * saturate(dot(n, v)) * n_dot_l; + \\ let specular = numerator / max(denominator, 0.001); + \\ let ks = f; + \\ let kd = (vec3(1.0) - ks) * (1.0 - metallic); + \\ lo += (kd * base_color / pi + specular) * radiance * n_dot_l; + \\ } + \\ var mirror_view = vec3(0, 0, 0); + \\ if (position.y > 0.0001 && metallic > 0.5) { mirror_view = reflect(-v, n); } + \\ if (mirror_view.y < 0.0) { // reflection of floor on monolith surface + \\ let floor_t = -position.y / mirror_view.y; + \\ let floor_x = position.x + floor_t * mirror_view.x; + \\ let floor_z = position.z + floor_t * mirror_view.z; + \\ let floor_pos = vec3(floor_x, 0.0, floor_z); + \\ var floor_normal = vec3(0, 1, 0); + \\ + \\ let floor_to_light = frame_uniforms.lights[light_index] - floor_pos; + \\ let fl = normalize(floor_to_light); + \\ let fl_ray = Ray(floor_pos, fl); + \\ var fl_hit_dist: f32; + \\ var fl_hit_norm: vec3; + \\ let fl_did_hit: bool = intersect_box(monolith, fl_ray, &fl_hit_dist, &fl_hit_norm); + \\ if (!fl_did_hit || fl_hit_dist > length(floor_to_light)) { + \\ let fv = normalize(position - floor_pos); + \\ let fh = normalize(fl + fv); + \\ var floor_base_color = frame_uniforms.floor_material.xyz; + \\ var floor_roughness = frame_uniforms.floor_material.a; + \\ + \\ if (floor_base_color.x < 0.0) { + \\ let r_x = rand2(floor(2 * floor_pos.xz)); + \\ let r_z = rand2(floor(2 * floor_pos.zx)); + \\ let r_vec = vec3(r_x, 0, r_z); + \\ let r_strength = 0.04; + \\ floor_normal = normalize(floor_normal + r_vec * r_strength); + \\ floor_roughness += min(0, -dot(r_vec, r_vec) * 0.6 + 0.64); + \\ } + \\ var floor_metallic: f32; + \\ if (floor_roughness < 0.0) { floor_metallic = 1.0; } else { floor_metallic = 0.0; } + \\ floor_base_color = abs(floor_base_color); + \\ floor_roughness = abs(floor_roughness); + \\ let floor_alpha = floor_roughness * floor_roughness; + \\ var fk = floor_alpha + 1.0; + \\ fk = (fk * fk) / 8.0; + \\ var ff0 = vec3(0.04); + \\ ff0 = mix(ff0, floor_base_color, floor_metallic); + \\ + \\ let ff = fresnelSchlick(saturate(dot(fh, fv)), ff0); + \\ let fndf = distributionGgx(floor_normal, fh, floor_alpha); + \\ let fg = geometrySmith(floor_normal, fv, fl, fk); + \\ let floor_numerator = fndf * fg * ff; + \\ let floor_n_dot_l = saturate(dot(floor_normal, fl)); + \\ let floor_denominator = 4.0 * saturate(dot(floor_normal, fv)) * floor_n_dot_l; + \\ let floor_specular = floor_numerator / max(floor_denominator, 0.001); + \\ let fkd = (vec3(1.0) - ff) * (1.0 - floor_metallic); + \\ + \\ let floor_distance_sq = dot(floor_to_light, floor_to_light); + \\ let floor_attenuation = 1.0 / floor_distance_sq; + \\ let floor_radiance = 4 * light_colors[light_index] * floor_attenuation; + \\ lo += (fkd * floor_base_color / pi + floor_specular) * floor_radiance * floor_n_dot_l; + \\ } + \\ } + \\ + \\ // Make light source itself appear as soft orb + \\ let cl = frame_uniforms.lights[light_index] - frame_uniforms.camera_position; + \\ let cl_ray = Ray(frame_uniforms.camera_position, -v); + \\ var cl_hit_dist: f32; + \\ var cl_hit_norm: vec3; + \\ let cl_did_hit: bool = intersect_box(monolith, cl_ray, &cl_hit_dist, &cl_hit_norm); + \\ if (cl_did_hit && cl_hit_dist < length(cl)) { continue; } + \\ let negs = (dot(normalize(cl), -v) - 1.0) * dot(cl, cl); + \\ let peak = 0.175; + \\ lo += 50 * light_colors[light_index] * max(pow((negs + peak) / peak, 5), 0); + \\ } + \\ + \\ var color = lo / (lo + 1.0); + \\ return vec4(pow(color, vec3(1.0 / 2.2)), 1); + \\ } + ; +}; +// zig fmt: on + +``` + +`samples/openvr_test/README.md`: + +```md +## openvr test + +A test bench to make OpenVR API calls. + +![image](screenshot.png) + +``` + +`samples/openvr_test/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "openvr_test"; +pub const content_dir = demo_name ++ "_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + const zgui = b.dependency("zgui", .{ + .target = options.target, + .backend = .glfw_dx12, + .with_implot = true, + }); + exe.root_module.addImport("zgui", zgui.module("root")); + exe.linkLibrary(zgui.artifact("imgui")); + + const zwindows = b.dependency("zwindows", .{ + .zxaudio2_debug_layer = options.zxaudio2_debug_layer, + .zd3d12_debug_layer = options.zd3d12_debug_layer, + .zd3d12_gbv = options.zd3d12_gbv, + }); + const zwindows_module = zwindows.module("zwindows"); + const zd3d12_module = zwindows.module("zd3d12"); + + exe.root_module.addImport("zwindows", zwindows_module); + exe.root_module.addImport("zd3d12", zd3d12_module); + + const zopenvr = b.dependency("zopenvr", .{ + .zxaudio2_debug_layer = options.zxaudio2_debug_layer, + .zd3d12_debug_layer = options.zd3d12_debug_layer, + .zd3d12_gbv = options.zd3d12_gbv, + }); + exe.root_module.addImport("zopenvr", zopenvr.module("root")); + + @import("zopenvr").addLibraryPathsTo(zopenvr, exe); + @import("zopenvr").linkOpenVR(exe); + @import("zopenvr").installOpenVR(zopenvr, &exe.step, options.target.result, .bin); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + exe.step.dependOn(&install_content_step.step); + + // This is needed to export symbols from an .exe file. + // We export D3D12SDKVersion and D3D12SDKPath symbols which + // is required by DirectX 12 Agility SDK. + exe.rdynamic = true; + + @import("zwindows").install_d3d12(&exe.step, zwindows, .bin); + + return exe; +} + +``` + +`samples/openvr_test/src/openvr_test.zig`: + +```zig +const std = @import("std"); +const OpenVR = @import("zopenvr"); + +const zglfw = @import("zglfw"); + +const zwindows = @import("zwindows"); +const windows = zwindows.windows; +const d3d12 = zwindows.d3d12; +const dxgi = zwindows.dxgi; + +const zd3d12 = @import("zd3d12"); + +const zgui = @import("zgui"); + +// We need to export below symbols for DirectX 12 Agility SDK. +pub export const D3D12SDKVersion: u32 = 610; +pub export const D3D12SDKPath: [*:0]const u8 = ".\\d3d12\\"; + +const content_dir = @import("build_options").content_dir; +const window_title = "zig-gamedev: openvr test"; + +const ui = @import("./ui.zig"); + +const Surface = struct { + window: *zglfw.Window, + gctx: zd3d12.GraphicsContext, + scale_factor: f32, + framebuffer_size: [2]i32, + + const Self = @This(); + + fn init(allocator: std.mem.Allocator, width: i32, height: i32) !Self { + zglfw.windowHint(.client_api, .no_api); + zglfw.windowHint(.maximized, true); + const window = try zglfw.Window.create(width, height, window_title, null); + + const win32_window = zglfw.getWin32Window(window) orelse return error.FailedToGetWin32Window; + const gctx = zd3d12.GraphicsContext.init(.{ + .allocator = allocator, + .window = win32_window, + }); + + zgui.init(allocator); + zgui.plot.init(); + + { + const cbv_srv = gctx.cbv_srv_uav_gpu_heaps[0]; + zgui.backend.init( + window, + .{ + .device = gctx.device, + .command_queue = gctx.cmdqueue, + .num_frames_in_flight = zd3d12.GraphicsContext.max_num_buffered_frames, + .rtv_format = @intFromEnum(dxgi.FORMAT.R8G8B8A8_UNORM), + .dsv_format = @intFromEnum(dxgi.FORMAT.D32_FLOAT), + .cbv_srv_heap = cbv_srv.heap.?, + .font_srv_cpu_desc_handle = @bitCast(cbv_srv.base.cpu_handle), + .font_srv_gpu_desc_handle = @bitCast(cbv_srv.base.gpu_handle), + }, + ); + } + + const scale_factor = scale_factor: { + const scale = window.getContentScale(); + break :scale_factor @max(scale[0], scale[1]); + }; + { + _ = zgui.io.addFontFromFile( + content_dir ++ "Roboto-Medium.ttf", + std.math.floor(16.0 * scale_factor), + ); + + zgui.getStyle().scaleAllSizes(scale_factor); + } + return .{ + .window = window, + .gctx = gctx, + .scale_factor = scale_factor, + .framebuffer_size = [_]i32{ width, height }, + }; + } + + pub fn setFrameBufferSize(self: *Self, next_framebuffer_size: [2]i32) void { + self.gctx.resize(@intCast(next_framebuffer_size[0]), @intCast(next_framebuffer_size[1])); + self.framebuffer_size = next_framebuffer_size; + } + + fn deinit(self: *Self, allocator: std.mem.Allocator) void { + zgui.backend.deinit(); + zgui.plot.deinit(); + zgui.deinit(); + self.gctx.deinit(allocator); + self.window.destroy(); + } +}; + +const SystemWindow = struct { + projection_matrix_eye: OpenVR.Eye = .left, + projection_matrix_near: f32 = 0, + projection_matrix_far: f32 = 0, + + projection_raw_eye: OpenVR.Eye = .left, + + compute_distortion_eye: OpenVR.Eye = .left, + compute_distortion_u: f32 = 0, + compute_distortion_v: f32 = 0, + eye_to_head_transform_eye: OpenVR.Eye = .left, + + set_display_visibility: bool = false, + set_display_visibility_result: ?bool = null, + + device_to_absolute_tracking_pose_origin: OpenVR.TrackingUniverseOrigin = .seated, + device_to_absolute_tracking_pose_predicted_seconds_to_photons_from_now: f32 = 0, + device_to_absolute_tracking_pose_count: usize = 0, + + sorted_tracked_device_indices_of_class_tracked_device_class: OpenVR.TrackedDeviceClass = .invalid, + sorted_tracked_device_indices_of_class_tracked_device_indices: std.ArrayList(OpenVR.TrackedDeviceIndex), + sorted_tracked_device_indices_of_class_relative_to_tracked_device_index: OpenVR.TrackedDeviceIndex = 0, + + tracked_device_activity_level_device_index: OpenVR.TrackedDeviceIndex = 0, + + apply_transform_tracked_device_pose: OpenVR.TrackedDevicePose = .{ + .device_to_absolute_tracking = std.mem.zeroes(OpenVR.Matrix34), + .velocity = std.mem.zeroes(OpenVR.Vector3), + .angular_velocity = std.mem.zeroes(OpenVR.Vector3), + .tracking_result = .uninitialized, + .pose_is_valid = false, + .device_is_connected = false, + }, + apply_transform: OpenVR.Matrix34 = std.mem.zeroes(OpenVR.Matrix34), + + tracked_device_index_for_controller_role_device_type: OpenVR.TrackedControllerRole = .invalid, + controller_role_for_device_index: OpenVR.TrackedDeviceIndex = 0, + + tracked_device_class_device_index: OpenVR.TrackedDeviceIndex = 0, + is_tracked_device_connected_device_index: OpenVR.TrackedDeviceIndex = 0, + + tracked_device_property_bool_device_index: OpenVR.TrackedDeviceIndex = 0, + tracked_device_property_bool: OpenVR.TrackedDeviceProperty.Bool = .will_drift_in_yaw, + + tracked_device_property_f32_device_index: OpenVR.TrackedDeviceIndex = 0, + tracked_device_property_f32: OpenVR.TrackedDeviceProperty.F32 = .device_battery_percentage, + + tracked_device_property_i32_device_index: OpenVR.TrackedDeviceIndex = 0, + tracked_device_property_i32: OpenVR.TrackedDeviceProperty.I32 = .device_class, + + tracked_device_property_u64_device_index: OpenVR.TrackedDeviceIndex = 0, + tracked_device_property_u64: OpenVR.TrackedDeviceProperty.U64 = .hardware_revision, + + tracked_device_property_matrix34_device_index: OpenVR.TrackedDeviceIndex = 0, + tracked_device_property_matrix34: OpenVR.TrackedDeviceProperty.Matrix34 = .status_display_transform, + + tracked_device_property_array_f32_device_index: OpenVR.TrackedDeviceIndex = 0, + tracked_device_property_array_f32: OpenVR.TrackedDeviceProperty.Array.F32 = .camera_distortion_coefficients, + + tracked_device_property_array_i32_device_index: OpenVR.TrackedDeviceIndex = 0, + tracked_device_property_array_i32: OpenVR.TrackedDeviceProperty.Array.I32 = .camera_distortion_function, + + tracked_device_property_array_vector4_device_index: OpenVR.TrackedDeviceIndex = 0, + tracked_device_property_array_vector4: OpenVR.TrackedDeviceProperty.Array.Vector4 = .camera_white_balance, + + tracked_device_property_array_matrix34_device_index: OpenVR.TrackedDeviceIndex = 0, + tracked_device_property_array_matrix34: OpenVR.TrackedDeviceProperty.Array.Matrix34 = .camera_to_head_transforms, + + tracked_device_property_string_device_index: OpenVR.TrackedDeviceIndex = 0, + tracked_device_property_string: OpenVR.TrackedDeviceProperty.String = .tracking_system_name, + + prop_error_name_enum: OpenVR.TrackedPropertyErrorCode = .success, + + next_event: ??OpenVR.Event = null, + + poll_next_event_with_pose_origin: OpenVR.TrackingUniverseOrigin = .seated, + next_event_with_pose: ??OpenVR.EventWithPose = null, + event_type_name_enum: OpenVR.EventType = .none, + + hidden_area_mesh_eye: OpenVR.Eye = .left, + hidden_area_mesh_type: OpenVR.HiddenAreaMeshType = .standard, + + trigger_haptic_pulse_device_index: OpenVR.TrackedDeviceIndex = 0, + trigger_haptic_pulse_axis_id: u32 = 0, + trigger_haptic_pulse_duration_microseconds: u16 = 0, + + controller_state_device_index: OpenVR.TrackedDeviceIndex = 0, + + controller_state_with_pose_origin: OpenVR.TrackingUniverseOrigin = .seated, + corigin: OpenVR.TrackedDeviceIndex = 0, + controller_state_with_pose_device_index: OpenVR.TrackedDeviceIndex = 0, + + button_name_enum: OpenVR.ButtonId = .system, + + controller_axis_type_name_enum: OpenVR.ControllerAxisType = .none, + + perform_fireware_update_device_index: OpenVR.TrackedDeviceIndex = 0, + perform_firmware_update_result: ?OpenVR.FirmwareError!void = null, + + pub fn init(allocator: std.mem.Allocator) SystemWindow { + return .{ + .sorted_tracked_device_indices_of_class_tracked_device_indices = std.ArrayList(OpenVR.TrackedDeviceIndex).init(allocator), + }; + } + + fn deinit(self: SystemWindow) void { + self.sorted_tracked_device_indices_of_class_tracked_device_indices.deinit(); + } + + fn show(self: *SystemWindow, system: OpenVR.System, allocator: std.mem.Allocator, focus: bool) !void { + if (focus) { + zgui.setNextWindowFocus(); + } + zgui.setNextWindowPos(.{ .x = 100, .y = 0, .cond = .first_use_ever }); + defer zgui.end(); + if (zgui.begin("System", .{ .flags = .{ .always_auto_resize = true } })) { + try ui.getter(OpenVR.System, "getRecommendedRenderTargetSize", system, .{}, "[width, height]"); + try ui.getter(OpenVR.System, "getProjectionMatrix", system, .{ + .eye = &self.projection_matrix_eye, + .near = &self.projection_matrix_near, + .far = &self.projection_matrix_far, + }, null); + try ui.getter(OpenVR.System, "getProjectionRaw", system, .{ + .eye = &self.projection_raw_eye, + }, null); + try ui.getter(OpenVR.System, "computeDistortion", system, .{ + .eye = &self.compute_distortion_eye, + .u = &self.compute_distortion_u, + .v = &self.compute_distortion_v, + }, null); + try ui.getter(OpenVR.System, "getEyeToHeadTransform", system, .{ + .eye = &self.eye_to_head_transform_eye, + }, null); + try ui.getter(OpenVR.System, "getTimeSinceLastVsync", system, .{}, null); + try ui.getter(OpenVR.System, "getDXGIOutputInfo", system, .{}, null); + try ui.getter(OpenVR.System, "isDisplayOnDesktop", system, .{}, null); + try ui.persistedSetter(OpenVR.System, "setDisplayVisibility", system, .{ + .is_visible_on_desktop = &self.set_display_visibility, + }, &self.set_display_visibility_result, null); + try ui.allocGetter(allocator, OpenVR.System, "allocDeviceToAbsoluteTrackingPose", system, .{ + .origin = &self.device_to_absolute_tracking_pose_origin, + .predicted_seconds_to_photons_from_now = &self.device_to_absolute_tracking_pose_predicted_seconds_to_photons_from_now, + .count = &self.device_to_absolute_tracking_pose_count, + }, null); + try ui.getter(OpenVR.System, "getSeatedZeroPoseToStandingAbsoluteTrackingPose", system, .{}, null); + try ui.getter(OpenVR.System, "getRawZeroPoseToStandingAbsoluteTrackingPose", system, .{}, null); + try ui.getter(OpenVR.System, "getSortedTrackedDeviceIndicesOfClass", system, .{ + .tracked_device_class = &self.sorted_tracked_device_indices_of_class_tracked_device_class, + .tracked_device_indices = &self.sorted_tracked_device_indices_of_class_tracked_device_indices, + .relative_to_tracked_device_index = &self.sorted_tracked_device_indices_of_class_relative_to_tracked_device_index, + }, null); + try ui.getter(OpenVR.System, "getTrackedDeviceActivityLevel", system, .{ + .device_index = &self.tracked_device_activity_level_device_index, + }, null); + try ui.getter(OpenVR.System, "applyTransform", system, .{ .tracked_device_pose = &self.apply_transform_tracked_device_pose, .transform = &self.apply_transform }, null); + try ui.getter(OpenVR.System, "getTrackedDeviceIndexForControllerRole", system, .{ + .device_type = &self.tracked_device_index_for_controller_role_device_type, + }, null); + try ui.getter(OpenVR.System, "getControllerRoleForTrackedDeviceIndex", system, .{ + .device_index = &self.controller_role_for_device_index, + }, null); + + try ui.getter(OpenVR.System, "getTrackedDeviceClass", system, .{ + .device_index = &self.tracked_device_class_device_index, + }, null); + try ui.getter(OpenVR.System, "isTrackedDeviceConnected", system, .{ + .device_index = &self.is_tracked_device_connected_device_index, + }, null); + + try ui.getter(OpenVR.System, "getTrackedDevicePropertyBool", system, .{ + .device_index = &self.tracked_device_property_bool_device_index, + .property = &self.tracked_device_property_bool, + }, null); + try ui.getter(OpenVR.System, "getTrackedDevicePropertyF32", system, .{ + .device_index = &self.tracked_device_property_f32_device_index, + .property = &self.tracked_device_property_f32, + }, null); + try ui.getter(OpenVR.System, "getTrackedDevicePropertyI32", system, .{ + .device_index = &self.tracked_device_property_i32_device_index, + .property = &self.tracked_device_property_i32, + }, null); + try ui.getter(OpenVR.System, "getTrackedDevicePropertyU64", system, .{ + .device_index = &self.tracked_device_property_u64_device_index, + .property = &self.tracked_device_property_u64, + }, null); + try ui.getter(OpenVR.System, "getTrackedDevicePropertyMatrix34", system, .{ + .device_index = &self.tracked_device_property_matrix34_device_index, + .property = &self.tracked_device_property_matrix34, + }, null); + + try ui.allocGetter(allocator, OpenVR.System, "allocTrackedDevicePropertyArrayF32", system, .{ + .device_index = &self.tracked_device_property_array_f32_device_index, + .property = &self.tracked_device_property_array_f32, + }, null); + try ui.allocGetter(allocator, OpenVR.System, "allocTrackedDevicePropertyArrayI32", system, .{ + .device_index = &self.tracked_device_property_array_i32_device_index, + .property = &self.tracked_device_property_array_i32, + }, null); + try ui.allocGetter(allocator, OpenVR.System, "allocTrackedDevicePropertyArrayVector4", system, .{ + .device_index = &self.tracked_device_property_array_vector4_device_index, + .property = &self.tracked_device_property_array_vector4, + }, null); + try ui.allocGetter(allocator, OpenVR.System, "allocTrackedDevicePropertyArrayMatrix34", system, .{ + .device_index = &self.tracked_device_property_array_matrix34_device_index, + .property = &self.tracked_device_property_array_matrix34, + }, null); + + try ui.allocGetter(allocator, OpenVR.System, "allocTrackedDevicePropertyString", system, .{ + .device_index = &self.tracked_device_property_string_device_index, + .property = &self.tracked_device_property_string, + }, null); + + try ui.getter(OpenVR.System, "getPropErrorNameFromEnum", system, .{ + .property_error = &self.prop_error_name_enum, + }, null); + + try ui.persistedSetter(OpenVR.System, "pollNextEvent", system, .{}, &self.next_event, null); + try ui.persistedSetter(OpenVR.System, "pollNextEventWithPose", system, .{ + .origin = &self.poll_next_event_with_pose_origin, + }, &self.next_event_with_pose, null); + try ui.getter(OpenVR.System, "getEventTypeNameFromEnum", system, .{ + .event_type = &self.event_type_name_enum, + }, null); + + try ui.getter(OpenVR.System, "getHiddenAreaMesh", system, .{ + .eye = &self.hidden_area_mesh_eye, + .mesh_type = &self.hidden_area_mesh_type, + }, null); + + try ui.setter(OpenVR.System, "triggerHapticPulse", system, .{ + .device_index = &self.trigger_haptic_pulse_device_index, + .axis_id = &self.trigger_haptic_pulse_axis_id, + .duration_microseconds = &self.trigger_haptic_pulse_duration_microseconds, + }, null); + + try ui.getter(OpenVR.System, "getControllerState", system, .{ + .device_index = &self.controller_state_device_index, + }, null); + try ui.getter(OpenVR.System, "getControllerStateWithPose", system, .{ + .origin = &self.controller_state_with_pose_origin, + .device_index = &self.controller_state_with_pose_device_index, + }, null); + + try ui.getter(OpenVR.System, "getButtonIdNameFromEnum", system, .{ + .button_id = &self.button_name_enum, + }, null); + + try ui.getter(OpenVR.System, "getControllerAxisTypeNameFromEnum", system, .{ + .axis_type = &self.controller_axis_type_name_enum, + }, null); + + try ui.getter(OpenVR.System, "isInputAvailable", system, .{}, null); + try ui.getter(OpenVR.System, "isSteamVRDrawingControllers", system, .{}, null); + try ui.getter(OpenVR.System, "shouldApplicationPause", system, .{}, null); + try ui.getter(OpenVR.System, "shouldApplicationReduceRenderingWork", system, .{}, null); + + try ui.persistedSetter(OpenVR.System, "performFirmwareUpdate", system, .{ + .device_index = &self.perform_fireware_update_device_index, + }, &self.perform_firmware_update_result, null); + + try ui.setter(OpenVR.System, "acknowledgeQuitExiting", system, .{}, null); + + try ui.allocGetter(allocator, OpenVR.System, "allocAppContainerFilePaths", system, .{}, null); + + try ui.getter(OpenVR.System, "getRuntimeVersion", system, .{}, null); + } + } +}; + +const ApplicationsWindow = struct { + add_application_manifest_full_path: [256:0]u8 = std.mem.zeroes([256:0]u8), + add_application_manifest_temporary: bool = false, + add_application_manifest_result: ?OpenVR.ApplicationError!void = null, + + remove_application_manifest_full_path: [256:0]u8 = std.mem.zeroes([256:0]u8), + remove_application_manifest_result: ?OpenVR.ApplicationError!void = null, + + is_application_installed_app_key: [OpenVR.max_application_key_length:0]u8 = std.mem.zeroes([OpenVR.max_application_key_length:0]u8), + + application_key_by_index: u32 = 0, + application_key_by_process_id: u32 = 0, + + launch_application_app_key: [OpenVR.max_application_key_length:0]u8 = std.mem.zeroes([OpenVR.max_application_key_length:0]u8), + launch_application_result: ?OpenVR.ApplicationError!void = null, + + launch_template_application_template_app_key: [OpenVR.max_application_key_length:0]u8 = std.mem.zeroes([OpenVR.max_application_key_length:0]u8), + launch_template_application_new_app_key: [OpenVR.max_application_key_length:0]u8 = std.mem.zeroes([OpenVR.max_application_key_length:0]u8), + launch_template_application_keys: std.ArrayList(OpenVR.AppOverrideKeys), + launch_template_application_result: ?OpenVR.ApplicationError!void = null, + + launch_application_from_mime_type: [256:0]u8 = std.mem.zeroes([256:0]u8), + launch_application_from_mime_type_args: [256:0]u8 = std.mem.zeroes([256:0]u8), + launch_application_from_mime_type_result: ?OpenVR.ApplicationError!void = null, + + launch_dashboard_overlay_app_key: [OpenVR.max_application_key_length:0]u8 = std.mem.zeroes([OpenVR.max_application_key_length:0]u8), + launch_dashboard_overlay_result: ?OpenVR.ApplicationError!void = null, + + cancel_application_launch_app_key: [OpenVR.max_application_key_length:0]u8 = std.mem.zeroes([OpenVR.max_application_key_length:0]u8), + cancel_application_launch_result: ?bool = null, + + identify_application_process_id: u32 = 0, + identify_application_app_key: [OpenVR.max_application_key_length:0]u8 = std.mem.zeroes([OpenVR.max_application_key_length:0]u8), + identify_application_result: ?OpenVR.ApplicationError!void = null, + + application_process_id_app_key: [OpenVR.max_application_key_length:0]u8 = std.mem.zeroes([OpenVR.max_application_key_length:0]u8), + + application_error_name_enum: OpenVR.ApplicationErrorCode = .none, + + application_property_string_app_key: [OpenVR.max_application_key_length:0]u8 = std.mem.zeroes([OpenVR.max_application_key_length:0]u8), + application_property_string: OpenVR.ApplicationProperty.String = .name, + + application_property_bool_app_key: [OpenVR.max_application_key_length:0]u8 = std.mem.zeroes([OpenVR.max_application_key_length:0]u8), + application_property_bool: OpenVR.ApplicationProperty.Bool = .is_dashboard_overlay, + + application_property_u64_app_key: [OpenVR.max_application_key_length:0]u8 = std.mem.zeroes([OpenVR.max_application_key_length:0]u8), + application_property_u64: OpenVR.ApplicationProperty.U64 = .last_launch_time, + + set_application_auto_launch_app_key: [OpenVR.max_application_key_length:0]u8 = std.mem.zeroes([OpenVR.max_application_key_length:0]u8), + set_application_auto_launch: bool = false, + set_application_auto_launch_result: ?OpenVR.ApplicationError!void = null, + + application_auto_launch_app_key: [OpenVR.max_application_key_length:0]u8 = std.mem.zeroes([OpenVR.max_application_key_length:0]u8), + + set_default_application_for_mime_type_app_key: [OpenVR.max_application_key_length:0]u8 = std.mem.zeroes([OpenVR.max_application_key_length:0]u8), + set_default_application_for_mime_type: [256:0]u8 = std.mem.zeroes([256:0]u8), + set_default_application_for_mime_type_result: ?OpenVR.ApplicationError!void = null, + + default_application_for_mime_type: [256:0]u8 = std.mem.zeroes([256:0]u8), + + application_supported_mime_types_app_key: [OpenVR.max_application_key_length:0]u8 = std.mem.zeroes([OpenVR.max_application_key_length:0]u8), + application_supported_mime_types_buffer_length: u32 = 0, + + applications_that_support_mime_type: [256:0]u8 = std.mem.zeroes([256:0]u8), + + application_launch_arguments_handle: u32 = 0, + application_launch_arguments_result: ?error{OutOfMemory}![:0]u8 = null, + + perform_application_prelaunch_check_app_key: [OpenVR.max_application_key_length:0]u8 = std.mem.zeroes([OpenVR.max_application_key_length:0]u8), + perform_application_prelaunch_check_result: ?OpenVR.ApplicationError!void = null, + + scene_application_state_name_enum: OpenVR.SceneApplicationState = .none, + + launch_internal_process_binary_path: [256:0]u8 = std.mem.zeroes([256:0]u8), + launch_internal_process_arguments: [256:0]u8 = std.mem.zeroes([256:0]u8), + launch_internal_process_working_directory: [256:0]u8 = std.mem.zeroes([256:0]u8), + launch_internal_process_result: ?OpenVR.ApplicationError!void = null, + + pub fn init(allocator: std.mem.Allocator) ApplicationsWindow { + return .{ + .launch_template_application_keys = std.ArrayList(OpenVR.AppOverrideKeys).init(allocator), + }; + } + + pub fn deinit(self: ApplicationsWindow, allocator: std.mem.Allocator) void { + for (self.launch_template_application_keys.items) |*key| { + allocator.free(key.key); + allocator.free(key.value); + } + self.launch_template_application_keys.deinit(); + if (self.application_launch_arguments_result) |result| { + if (result) |args| { + allocator.free(args); + } else |_| {} + } + } + + fn show(self: *ApplicationsWindow, applications: OpenVR.Applications, allocator: std.mem.Allocator, focus: bool) !void { + if (focus) { + zgui.setNextWindowFocus(); + } + zgui.setNextWindowPos(.{ .x = 100, .y = 0, .cond = .first_use_ever }); + defer zgui.end(); + if (zgui.begin("Applications", .{ .flags = .{ .always_auto_resize = true } })) { + try ui.persistedSetter(OpenVR.Applications, "addApplicationManifest", applications, .{ + .application_manifest_full_path = &self.add_application_manifest_full_path, + .temporary = &self.add_application_manifest_temporary, + }, &self.add_application_manifest_result, null); + try ui.persistedSetter(OpenVR.Applications, "removeApplicationManifest", applications, .{ + .application_manifest_full_path = &self.remove_application_manifest_full_path, + }, &self.remove_application_manifest_result, null); + try ui.getter(OpenVR.Applications, "isApplicationInstalled", applications, .{ + .app_key = &self.is_application_installed_app_key, + }, null); + try ui.getter(OpenVR.Applications, "getApplicationCount", applications, .{}, null); + try ui.allocGetter(allocator, OpenVR.Applications, "allocApplicationKeyByIndex", applications, .{ + .application_index = &self.application_key_by_index, + }, null); + try ui.allocGetter(allocator, OpenVR.Applications, "allocApplicationKeyByProcessId", applications, .{ + .process_id = &self.application_key_by_process_id, + }, null); + try ui.persistedSetter(OpenVR.Applications, "launchApplication", applications, .{ + .app_key = &self.launch_application_app_key, + }, &self.launch_application_result, null); + try ui.allocPersistedSetter(allocator, OpenVR.Applications, "allocLaunchTemplateApplication", applications, .{ + .template_app_key = &self.launch_template_application_template_app_key, + .new_app_key = &self.launch_template_application_new_app_key, + .keys = &self.launch_template_application_keys, + }, &self.launch_template_application_result, null); + try ui.persistedSetter(OpenVR.Applications, "launchApplicationFromMimeType", applications, .{ + .mime_type = &self.launch_application_from_mime_type, + .args = &self.launch_application_from_mime_type_args, + }, &self.launch_application_from_mime_type_result, null); + try ui.persistedSetter(OpenVR.Applications, "launchDashboardOverlay", applications, .{ + .app_key = &self.launch_dashboard_overlay_app_key, + }, &self.launch_dashboard_overlay_result, null); + try ui.persistedSetter(OpenVR.Applications, "cancelApplicationLaunch", applications, .{ + .app_key = &self.cancel_application_launch_app_key, + }, &self.cancel_application_launch_result, null); + try ui.persistedSetter(OpenVR.Applications, "identifyApplication", applications, .{ + .process_id = &self.identify_application_process_id, + .app_key = &self.identify_application_app_key, + }, &self.identify_application_result, null); + try ui.getter(OpenVR.Applications, "getApplicationProcessId", applications, .{ + .app_key = &self.application_process_id_app_key, + }, null); + try ui.getter(OpenVR.Applications, "getApplicationsErrorNameFromEnum", applications, .{ + .error_code = &self.application_error_name_enum, + }, null); + try ui.allocGetter(allocator, OpenVR.Applications, "allocApplicationPropertyString", applications, .{ + .app_key = &self.application_property_string_app_key, + .property = &self.application_property_string, + }, null); + try ui.getter(OpenVR.Applications, "getApplicationPropertyBool", applications, .{ + .app_key = &self.application_property_bool_app_key, + .property = &self.application_property_bool, + }, null); + try ui.getter(OpenVR.Applications, "getApplicationPropertyU64", applications, .{ + .app_key = &self.application_property_u64_app_key, + .property = &self.application_property_u64, + }, null); + try ui.persistedSetter(OpenVR.Applications, "setApplicationAutoLaunch", applications, .{ + .app_key = &self.set_application_auto_launch_app_key, + .auto_launch = &self.set_application_auto_launch, + }, &self.set_application_auto_launch_result, null); + try ui.getter(OpenVR.Applications, "getApplicationAutoLaunch", applications, .{ + .app_key = &self.application_auto_launch_app_key, + }, null); + try ui.persistedSetter(OpenVR.Applications, "setDefaultApplicationForMimeType", applications, .{ + .app_key = &self.set_default_application_for_mime_type_app_key, + .mime_type = &self.set_default_application_for_mime_type, + }, &self.set_default_application_for_mime_type_result, null); + try ui.allocGetter(allocator, OpenVR.Applications, "allocDefaultApplicationForMimeType", applications, .{ + .mime_type = &self.default_application_for_mime_type, + }, null); + try ui.allocGetter(allocator, OpenVR.Applications, "allocApplicationSupportedMimeTypes", applications, .{ + .app_key = &self.application_supported_mime_types_app_key, + .buffer_length = &self.application_supported_mime_types_buffer_length, + }, null); + + // don't know why this segfaults + // try ui.allocGetter(allocator, OpenVR.Applications, "allocApplicationsThatSupportMimeType", applications, .{ + // .mime_type = &self.applications_that_support_mime_type, + // }, null); + + try ui.allocGetter(allocator, OpenVR.Applications, "allocApplicationLaunchArguments", applications, .{ + .handle = &self.application_launch_arguments_handle, + }, null); + try ui.allocGetter(allocator, OpenVR.Applications, "allocStartingApplication", applications, .{}, null); + try ui.getter(OpenVR.Applications, "getSceneApplicationState", applications, .{}, null); + try ui.persistedSetter(OpenVR.Applications, "performApplicationPrelaunchCheck", applications, .{ + .app_key = &self.perform_application_prelaunch_check_app_key, + }, &self.perform_application_prelaunch_check_result, null); + try ui.getter(OpenVR.Applications, "getSceneApplicationStateNameFromEnum", applications, .{ + .state = &self.scene_application_state_name_enum, + }, null); + try ui.persistedSetter(OpenVR.Applications, "launchInternalProcess", applications, .{ + .binary_path = &self.launch_internal_process_binary_path, + .arguments = &self.launch_internal_process_arguments, + .working_directory = &self.launch_internal_process_working_directory, + }, &self.launch_internal_process_result, null); + try ui.getter(OpenVR.Applications, "getCurrentSceneProcessId", applications, .{}, null); + } + } +}; + +const ChaperoneWindow = struct { + scene_color: OpenVR.Color = .{ .r = 0, .b = 0, .g = 0, .a = 1 }, + bound_colors_count: usize = 1, + collision_bounds_fade_distance: f32 = 0, + force_bounds_visible: bool = false, + reset_zero_pose_origin: OpenVR.TrackingUniverseOrigin = .seated, + + fn show(self: *ChaperoneWindow, chaperone: OpenVR.Chaperone, allocator: std.mem.Allocator, focus: bool) !void { + if (focus) { + zgui.setNextWindowFocus(); + } + zgui.setNextWindowPos(.{ .x = 100, .y = 0, .cond = .first_use_ever }); + defer zgui.end(); + if (zgui.begin("Chaperone", .{ .flags = .{ .always_auto_resize = true } })) { + try ui.getter(OpenVR.Chaperone, "getCalibrationState", chaperone, .{}, null); + try ui.getter(OpenVR.Chaperone, "getPlayAreaSize", chaperone, .{}, "{x: meters, z: meters}"); + try ui.getter(OpenVR.Chaperone, "getPlayAreaRect", chaperone, .{}, "{corners: [4][x meters, y meters, z meters]}"); + + try ui.setter(OpenVR.Chaperone, "reloadInfo", chaperone, .{}, null); + try ui.setter(OpenVR.Chaperone, "setSceneColor", chaperone, .{ .scene_color = &self.scene_color }, null); + try ui.allocGetter(allocator, OpenVR.Chaperone, "allocBoundsColor", chaperone, .{ + .collision_bounds_fade_distance = &self.collision_bounds_fade_distance, + .bound_colors_count = &self.bound_colors_count, + }, null); + try ui.getter(OpenVR.Chaperone, "areBoundsVisible", chaperone, .{}, null); + try ui.setter(OpenVR.Chaperone, "forceBoundsVisible", chaperone, .{ .force = &self.force_bounds_visible }, null); + try ui.setter(OpenVR.Chaperone, "resetZeroPose", chaperone, .{ .origin = &self.reset_zero_pose_origin }, null); + } + } +}; + +const CompositorWindow = struct { + wait_render_poses_count: usize = 1, + wait_game_poses_count: usize = 1, + waited_poses: ?(OpenVR.CompositorError || error{OutOfMemory})!OpenVR.CompositorPoses = null, + + last_render_poses_count: usize = 1, + last_game_poses_count: usize = 1, + last_pose_device_index: u32 = 0, + frame_timing_frames_ago: u32 = 0, + frame_timings_count: u32 = 0, + fade_color_seconds: f32 = 0, + fade_color_background: bool = false, + fade_color: OpenVR.Color = .{ .r = 0, .g = 0, .b = 0, .a = 1 }, + current_fade_color_background: bool = false, + fade_grid_seconds: f32 = 0, + fade_grid_background: bool = false, + tracking_space_origin: OpenVR.TrackingUniverseOrigin = .seated, + force_interleaved_reprojection_override_on: bool = false, + suspend_rendering: bool = false, + explicit_timing_mode: OpenVR.TimingMode = .implicit, + submit_explicit_timing_data_result: ?OpenVR.CompositorError!void = null, + + stage_override_async_render_model_path: [256:0]u8 = std.mem.zeroes([256:0]u8), + stage_override_async_transform: OpenVR.Matrix34 = std.mem.zeroes(OpenVR.Matrix34), + stage_override_async_stage_render_settings: OpenVR.StageRenderSettings = .{ + .primary_color = std.mem.zeroes(OpenVR.Color), + .secondary_color = std.mem.zeroes(OpenVR.Color), + .vignette_inner_radius = 0, + .vignette_outer_radius = 0, + .fresnel_strength = 0, + .backface_culling = false, + .greyscale = false, + .wireframe = false, + }, + stage_override_async_result: ?OpenVR.CompositorError!void = null, + + poses_for_frame_pose_prediction_id: u32 = 0, + poses_for_frame_pose_count: u32 = 0, + + pub fn deinit(self: CompositorWindow, allocator: std.mem.Allocator) void { + if (self.waited_poses) |poses| { + if (poses) |p| { + p.deinit(allocator); + } else |_| {} + } + } + + fn show(self: *CompositorWindow, compositor: OpenVR.Compositor, allocator: std.mem.Allocator, focus: bool) !void { + if (focus) { + zgui.setNextWindowFocus(); + } + zgui.setNextWindowPos(.{ .x = 100, .y = 0, .cond = .first_use_ever }); + defer zgui.end(); + if (zgui.begin("Compositor", .{ .flags = .{ .always_auto_resize = true } })) { + try ui.getter(OpenVR.Compositor, "getTrackingSpace", compositor, .{}, null); + try ui.setter(OpenVR.Compositor, "setTrackingSpace", compositor, .{ .origin = &self.tracking_space_origin }, null); + ui.allocPersistedSetter( + allocator, + OpenVR.Compositor, + "allocWaitPoses", + compositor, + .{ + .render_poses_count = &self.wait_render_poses_count, + .game_poses_count = &self.wait_game_poses_count, + }, + &self.waited_poses, + null, + ) catch |err| switch (err) { + error.DoNotHaveFocus => { + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + zgui.text("{!}", .{err}); + zgui.newLine(); + }, + else => return err, + }; + try ui.allocGetter(allocator, OpenVR.Compositor, "allocLastPoses", compositor, .{ + .render_poses_count = &self.last_render_poses_count, + .game_poses_count = &self.last_game_poses_count, + }, null); + try ui.getter(OpenVR.Compositor, "getLastPoseForTrackedDeviceIndex", compositor, .{ + .device_index = &self.last_pose_device_index, + }, null); + + // try ui.setter(OpenVR.Compositor, "submit", compositor, ... + // try ui.setter(OpenVR.Compositor, "submitWithArrayIndex", compositor, ... + try ui.setter(OpenVR.Compositor, "clearLastSubmittedFrame", compositor, .{}, null); + try ui.setter(OpenVR.Compositor, "postPresentHandoff", compositor, .{}, null); + + try ui.getter(OpenVR.Compositor, "getFrameTiming", compositor, .{ + .frames_ago = &self.frame_timing_frames_ago, + }, null); + try ui.allocGetter(allocator, OpenVR.Compositor, "allocFrameTimings", compositor, .{ + .count = &self.frame_timings_count, + }, null); + try ui.getter(OpenVR.Compositor, "getFrameTimeRemaining", compositor, .{}, null); + try ui.getter(OpenVR.Compositor, "getCumulativeStats", compositor, .{}, null); + try ui.setter(OpenVR.Compositor, "fadeToColor", compositor, .{ + .seconds = &self.fade_color_seconds, + .color = &self.fade_color, + .background = &self.fade_color_background, + }, null); + try ui.getter(OpenVR.Compositor, "getCurrentFadeColor", compositor, .{ .background = &self.current_fade_color_background }, null); + try ui.setter(OpenVR.Compositor, "fadeGrid", compositor, .{ + .seconds = &self.fade_grid_seconds, + .background = &self.fade_grid_background, + }, null); + try ui.getter(OpenVR.Compositor, "getCurrentGridAlpha", compositor, .{}, null); + + // try ui.setter(OpenVR.Compositor, "setSkyboxOverride", compositor, ... + try ui.setter(OpenVR.Compositor, "clearSkyboxOverride", compositor, .{}, null); + + try ui.setter(OpenVR.Compositor, "compositorBringToFront", compositor, .{}, null); + try ui.setter(OpenVR.Compositor, "compositorGoToBack", compositor, .{}, null); + try ui.setter(OpenVR.Compositor, "compositorQuit", compositor, .{}, null); + + try ui.getter(OpenVR.Compositor, "isFullscreen", compositor, .{}, null); + try ui.getter(OpenVR.Compositor, "getCurrentSceneFocusProcess", compositor, .{}, null); + try ui.getter(OpenVR.Compositor, "getLastFrameRenderer", compositor, .{}, null); + try ui.getter(OpenVR.Compositor, "canRenderScene", compositor, .{}, null); + + try ui.setter(OpenVR.Compositor, "showMirrorWindow", compositor, .{}, null); + try ui.setter(OpenVR.Compositor, "hideMirrorWindow", compositor, .{}, null); + try ui.getter(OpenVR.Compositor, "isMirrorWindowVisible", compositor, .{}, null); + + try ui.setter(OpenVR.Compositor, "compositorDumpImages", compositor, .{}, null); + + try ui.getter(OpenVR.Compositor, "shouldAppRenderWithLowResources", compositor, .{}, null); + + try ui.setter(OpenVR.Compositor, "forceInterleavedReprojectionOn", compositor, .{ + .override = &self.force_interleaved_reprojection_override_on, + }, null); + try ui.setter(OpenVR.Compositor, "forceReconnectProcess", compositor, .{}, null); + try ui.setter(OpenVR.Compositor, "suspendRendering", compositor, .{ + .suspend_rendering = &self.suspend_rendering, + }, null); + + try ui.setter(OpenVR.Compositor, "setExplicitTimingMode", compositor, .{ + .explicit_timing_mode = &self.explicit_timing_mode, + }, null); + try ui.persistedSetter(OpenVR.Compositor, "submitExplicitTimingData", compositor, .{}, &self.submit_explicit_timing_data_result, null); + + try ui.getter(OpenVR.Compositor, "isMotionSmoothingEnabled", compositor, .{}, null); + try ui.getter(OpenVR.Compositor, "isMotionSmoothingSupported", compositor, .{}, null); + try ui.getter(OpenVR.Compositor, "isCurrentSceneFocusAppLoading", compositor, .{}, null); + + try ui.persistedSetter(OpenVR.Compositor, "setStageOverrideAsync", compositor, .{ + .render_model_path = &self.stage_override_async_render_model_path, + .transform = &self.stage_override_async_transform, + .stage_render_settings = &self.stage_override_async_stage_render_settings, + }, &self.stage_override_async_result, null); + try ui.setter(OpenVR.Compositor, "clearStageOverride", compositor, .{}, null); + try ui.getter(OpenVR.Compositor, "getCompositorBenchmarkResults", compositor, .{}, null); + try ui.getter(OpenVR.Compositor, "getLastPosePredictionIDs", compositor, .{}, null); + try ui.allocGetter(allocator, OpenVR.Compositor, "allocPosesForFrame", compositor, .{ + .pose_prediction_id = &self.poses_for_frame_pose_prediction_id, + .pose_count = &self.poses_for_frame_pose_count, + }, null); + } + } +}; + +const InputWindow = struct { + set_action_manifest_path: [256:0]u8 = std.mem.zeroes([256:0]u8), + set_action_manifest_path_result: ?OpenVR.InputError!void = null, + + action_set_handle_action_set_name: [256:0]u8 = std.mem.zeroes([256:0]u8), + action_handle_action_name: [256:0]u8 = std.mem.zeroes([256:0]u8), + input_source_handle_input_source_path: [256:0]u8 = std.mem.zeroes([256:0]u8), + + update_action_state_sets: std.ArrayList(OpenVR.ActiveActionSet), + update_action_state_result: ?OpenVR.InputError!void = null, + + digital_action_data_action: OpenVR.ActionHandle = 0, + digital_action_data_restrict_to_device: OpenVR.InputValueHandle = 0, + analog_action_data_action: OpenVR.ActionHandle = 0, + analog_action_data_restrict_to_device: OpenVR.InputValueHandle = 0, + pose_action_data_relative_to_now_action: OpenVR.ActionHandle = 0, + pose_action_data_relative_to_now_origin: OpenVR.TrackingUniverseOrigin = .seated, + pose_action_data_relative_to_now_predicted_seconds_from_now: f32 = 0, + pose_action_data_relative_to_now_restrict_to_device: OpenVR.InputValueHandle = 0, + pose_action_data_for_next_frame_action: OpenVR.ActionHandle = 0, + pose_action_data_for_next_frame_origin: OpenVR.TrackingUniverseOrigin = .seated, + pose_action_data_for_next_frame_restrict_to_device: OpenVR.InputValueHandle = 0, + skeletal_action_data_action: OpenVR.ActionHandle = 0, + set_dominant_hand: OpenVR.TrackedControllerRole = .invalid, + set_dominant_hand_result: ?OpenVR.InputError!void = null, + bone_count_action: OpenVR.ActionHandle = 0, + + bone_name_action: OpenVR.ActionHandle = 0, + bone_name_bone_index: OpenVR.BoneIndex = 0, + + skeletal_reference_transforms_action: OpenVR.ActionHandle = 0, + skeletal_reference_transforms_transform_space: OpenVR.SkeletalTransformSpace = .model, + skeletal_reference_transforms_reference_pose: OpenVR.SkeletalReferencePose = .bind_pose, + skeletal_reference_transforms_transform_count: usize = 0, + skeletal_tracking_level_action: OpenVR.ActionHandle = 0, + skeletal_bone_data_action: OpenVR.ActionHandle = 0, + skeletal_bone_data_transform_space: OpenVR.SkeletalTransformSpace = .model, + skeletal_bone_data_motion_range: OpenVR.SkeletalMotionRange = .with_controller, + skeletal_bone_data_transform_count: usize = 0, + skeletal_summary_data_action: OpenVR.ActionHandle = 0, + skeletal_summary_data_summary_type: OpenVR.SummaryType = .from_animation, + skeletal_bone_data_compressed_action: OpenVR.ActionHandle = 0, + skeletal_bone_data_compressed_motion_range: OpenVR.SkeletalMotionRange = .with_controller, + + trigger_haptic_vibration_action: OpenVR.ActionHandle = 0, + trigger_haptic_vibration_action_start_seconds_from_now: f32 = 0, + trigger_haptic_vibration_action_duration_seconds: f32 = 0, + trigger_haptic_vibration_action_frequency: f32 = 0, + trigger_haptic_vibration_action_amplitude: f32 = 0, + trigger_haptic_vibration_action_restrict_to_device: OpenVR.InputValueHandle = 0, + trigger_haptic_vibration_action_result: ?OpenVR.InputError!void = null, + + action_origins_action_set_handle: OpenVR.ActionSetHandle = 0, + action_origins_digital_action_handle: OpenVR.ActionHandle = 0, + action_origins_count: u32 = 0, + origin_localized_name_origin: OpenVR.InputValueHandle = 0, + origin_localized_name_string_section_to_include: i32 = 0, + origin_localized_name_buffer_length: u32 = 0, + origin_tracked_device_info_origin: OpenVR.InputValueHandle = 0, + action_binding_info_action: OpenVR.ActionHandle = 0, + action_binding_info_count: u32 = 0, + show_action_origins_action_set_handle: OpenVR.ActionSetHandle = 0, + show_action_origins_result: ?OpenVR.InputError!void = null, + + show_action_origins_action_handle: OpenVR.ActionHandle = 0, + show_bindings_for_action_set_sets: std.ArrayList(OpenVR.ActiveActionSet), + show_bindings_for_action_set_origin_to_highlight: OpenVR.InputValueHandle = 0, + show_bindings_for_action_set_result: ?OpenVR.InputError!void = null, + + component_state_for_binding_render_model_name: [256:0]u8 = std.mem.zeroes([256:0]u8), + component_state_for_binding_component_name: [256:0]u8 = std.mem.zeroes([256:0]u8), + component_state_for_binding_origin_info: std.ArrayList(OpenVR.InputBindingInfo), + open_binding_ui_app_key: [OpenVR.max_application_key_length:0]u8 = std.mem.zeroes([OpenVR.max_application_key_length:0]u8), + open_binding_ui_action_set_handle: OpenVR.ActionSetHandle = 0, + open_binding_ui_device_handle: OpenVR.InputValueHandle = 0, + open_binding_ui_show_on_desktop: bool = false, + open_binding_ui_result: ?OpenVR.InputError!void = null, + + binding_variant_device_path: OpenVR.InputValueHandle = 0, + binding_variant_buffer_length: u32 = 0, + + pub fn init(allocator: std.mem.Allocator) InputWindow { + return .{ + .update_action_state_sets = std.ArrayList(OpenVR.ActiveActionSet).init(allocator), + .show_bindings_for_action_set_sets = std.ArrayList(OpenVR.ActiveActionSet).init(allocator), + .component_state_for_binding_origin_info = std.ArrayList(OpenVR.InputBindingInfo).init(allocator), + }; + } + + fn deinit(self: InputWindow) void { + self.component_state_for_binding_origin_info.deinit(); + self.show_bindings_for_action_set_sets.deinit(); + self.update_action_state_sets.deinit(); + } + + fn show(self: *InputWindow, input: OpenVR.Input, allocator: std.mem.Allocator, focus: bool) !void { + if (focus) { + zgui.setNextWindowFocus(); + } + zgui.setNextWindowPos(.{ .x = 100, .y = 0, .cond = .first_use_ever }); + defer zgui.end(); + if (zgui.begin("Input", .{ .flags = .{ .always_auto_resize = true } })) { + try ui.persistedSetter(OpenVR.Input, "setActionManifestPath", input, .{ + .action_manifest_path = &self.set_action_manifest_path, + }, &self.set_action_manifest_path_result, null); + try ui.getter(OpenVR.Input, "getActionSetHandle", input, .{ + .action_set_name = &self.action_set_handle_action_set_name, + }, null); + try ui.getter(OpenVR.Input, "getActionHandle", input, .{ + .action_name = &self.action_handle_action_name, + }, null); + try ui.getter(OpenVR.Input, "getInputSourceHandle", input, .{ + .input_source_path = &self.input_source_handle_input_source_path, + }, null); + try ui.persistedSetter(OpenVR.Input, "updateActionState", input, .{ + .sets = &self.update_action_state_sets, + }, &self.update_action_state_result, null); + try ui.getter(OpenVR.Input, "getDigitalActionData", input, .{ + .action = &self.digital_action_data_action, + .restrict_to_device = &self.digital_action_data_restrict_to_device, + }, null); + try ui.getter(OpenVR.Input, "getAnalogActionData", input, .{ + .action = &self.analog_action_data_action, + .restrict_to_device = &self.analog_action_data_restrict_to_device, + }, null); + try ui.getter(OpenVR.Input, "getPoseActionDataRelativeToNow", input, .{ + .action = &self.pose_action_data_relative_to_now_action, + .origin = &self.pose_action_data_relative_to_now_origin, + .predicted_seconds_from_now = &self.pose_action_data_relative_to_now_predicted_seconds_from_now, + .restrict_to_device = &self.pose_action_data_relative_to_now_restrict_to_device, + }, null); + try ui.getter(OpenVR.Input, "getPoseActionDataForNextFrame", input, .{ + .action = &self.pose_action_data_for_next_frame_action, + .origin = &self.pose_action_data_for_next_frame_origin, + .restrict_to_device = &self.pose_action_data_for_next_frame_restrict_to_device, + }, null); + try ui.getter(OpenVR.Input, "getSkeletalActionData", input, .{ + .action = &self.skeletal_action_data_action, + }, null); + try ui.getter(OpenVR.Input, "getDominantHand", input, .{}, null); + try ui.persistedSetter(OpenVR.Input, "setDominantHand", input, .{ + .dominant_hand = &self.set_dominant_hand, + }, &self.set_dominant_hand_result, null); + try ui.getter(OpenVR.Input, "getBoneCount", input, .{ + .action = &self.bone_count_action, + }, null); + try ui.allocGetter(allocator, OpenVR.Input, "allocBoneName", input, .{ + .action = &self.bone_name_action, + .bond_index = &self.bone_name_bone_index, + }, null); + try ui.allocGetter(allocator, OpenVR.Input, "allocSkeletalReferenceTransforms", input, .{ + .action = &self.skeletal_reference_transforms_action, + .transform_space = &self.skeletal_reference_transforms_transform_space, + .reference_pose = &self.skeletal_reference_transforms_reference_pose, + .transform_count = &self.skeletal_reference_transforms_transform_count, + }, null); + try ui.getter(OpenVR.Input, "getSkeletalTrackingLevel", input, .{ + .action = &self.skeletal_tracking_level_action, + }, null); + try ui.allocGetter(allocator, OpenVR.Input, "allocSkeletalBoneData", input, .{ + .action = &self.skeletal_bone_data_action, + .transform_space = &self.skeletal_bone_data_transform_space, + .motion_range = &self.skeletal_bone_data_motion_range, + .transform_count = &self.skeletal_bone_data_transform_count, + }, null); + try ui.getter(OpenVR.Input, "getSkeletalSummaryData", input, .{ + .action = &self.skeletal_summary_data_action, + .summary_type = &self.skeletal_summary_data_summary_type, + }, null); + try ui.persistedSetter(OpenVR.Input, "triggerHapticVibrationAction", input, .{ + .action = &self.trigger_haptic_vibration_action, + .start_seconds_from_now = &self.trigger_haptic_vibration_action_start_seconds_from_now, + .duration_seconds = &self.trigger_haptic_vibration_action_duration_seconds, + .frequency = &self.trigger_haptic_vibration_action_frequency, + .amplitude = &self.trigger_haptic_vibration_action_amplitude, + .restrict_to_device = &self.trigger_haptic_vibration_action_restrict_to_device, + }, &self.trigger_haptic_vibration_action_result, null); + try ui.allocGetter(allocator, OpenVR.Input, "allocActionOrigins", input, .{ + .action_set_handle = &self.action_origins_action_set_handle, + .digital_action_handle = &self.action_origins_digital_action_handle, + .count = &self.action_origins_count, + }, null); + try ui.allocGetter(allocator, OpenVR.Input, "allocOriginLocalizedName", input, .{ + .origin = &self.origin_localized_name_origin, + .string_section_to_include = &self.origin_localized_name_string_section_to_include, + .buffer_length = &self.origin_localized_name_buffer_length, + }, null); + try ui.getter(OpenVR.Input, "getOriginTrackedDeviceInfo", input, .{ + .origin = &self.origin_tracked_device_info_origin, + }, null); + try ui.allocGetter(allocator, OpenVR.Input, "allocActionBindingInfo", input, .{ + .action = &self.action_binding_info_action, + .count = &self.action_binding_info_count, + }, null); + try ui.persistedSetter(OpenVR.Input, "showActionOrigins", input, .{ + .action_set_handle = &self.show_action_origins_action_set_handle, + .action_handle = &self.show_action_origins_action_handle, + }, &self.show_action_origins_result, null); + try ui.persistedSetter(OpenVR.Input, "showBindingsForActionSet", input, .{ + .sets = &self.show_bindings_for_action_set_sets, + .origin_to_highlight = &self.show_bindings_for_action_set_origin_to_highlight, + }, &self.show_bindings_for_action_set_result, null); + try ui.getter(OpenVR.Input, "getComponentStateForBinding", input, .{ + .render_model_name = &self.component_state_for_binding_render_model_name, + .component_name = &self.component_state_for_binding_component_name, + .origin_info = &self.component_state_for_binding_origin_info, + }, null); + try ui.getter(OpenVR.Input, "isUsingLegacyInput", input, .{}, null); + try ui.persistedSetter(OpenVR.Input, "openBindingUI", input, .{ + .app_key = &self.open_binding_ui_app_key, + .action_set_handle = &self.open_binding_ui_action_set_handle, + .device_handle = &self.open_binding_ui_device_handle, + .show_on_desktop = &self.open_binding_ui_show_on_desktop, + }, &self.open_binding_ui_result, null); + try ui.allocGetter(allocator, OpenVR.Input, "allocBindingVariant", input, .{ + .device_path = &self.binding_variant_device_path, + .buffer_length = &self.binding_variant_buffer_length, + }, null); + } + } +}; + +const RenderModelsWindow = struct { + load_render_model_async_render_model_name: [255:0]u8 = std.mem.zeroes([255:0]u8), + load_render_model_async_result: ?OpenVR.RenderModelError!OpenVR.RenderModel = null, + load_texture_async_texture_id: OpenVR.TextureID = 0, + load_texture_async_result: ?OpenVR.RenderModelError!*OpenVR.RenderModel.TextureMap = null, + render_model_name_render_model_index: u32 = 0, + component_count_render_model_name: [255:0]u8 = std.mem.zeroes([255:0]u8), + component_name_render_model_name: [255:0]u8 = std.mem.zeroes([255:0]u8), + component_name_component_index: u32 = 0, + component_button_mask_render_model_name: [255:0]u8 = std.mem.zeroes([255:0]u8), + component_button_mask_component_name: [255:0]u8 = std.mem.zeroes([255:0]u8), + component_render_model_name_render_model_name: [255:0]u8 = std.mem.zeroes([255:0]u8), + component_render_model_name_component_name: [255:0]u8 = std.mem.zeroes([255:0]u8), + component_state_for_device_path_render_model_name: [255:0]u8 = std.mem.zeroes([255:0]u8), + component_state_for_device_path_component_name: [255:0]u8 = std.mem.zeroes([255:0]u8), + component_state_for_device_path: OpenVR.InputValueHandle = 0, + component_state_for_device_path_state: OpenVR.RenderModel.ControllerModeState = .{ + .scroll_wheel_visible = false, + }, + render_model_has_component_render_model_name: [255:0]u8 = std.mem.zeroes([255:0]u8), + render_model_has_component_component_name: [255:0]u8 = std.mem.zeroes([255:0]u8), + render_model_thumbnail_url_render_model_name: [255:0]u8 = std.mem.zeroes([255:0]u8), + render_model_original_path_render_model_name: [255:0]u8 = std.mem.zeroes([255:0]u8), + render_model_error_name_from_enum: OpenVR.RenderModelErrorCode = .none, + + pub fn init() RenderModelsWindow { + return .{}; + } + + fn deinit(self: RenderModelsWindow, render_models: OpenVR.RenderModels) void { + if (self.load_render_model_async_result) |result| { + if (result) |model| { + render_models.freeRenderModel(model); + } else |_| {} + } + if (self.load_texture_async_result) |result| { + if (result) |texture| { + render_models.freeTexture(texture); + } else |_| {} + } + } + + fn show(self: *RenderModelsWindow, render_models: OpenVR.RenderModels, allocator: std.mem.Allocator, focus: bool) !void { + if (focus) { + zgui.setNextWindowFocus(); + } + zgui.setNextWindowPos(.{ .x = 100, .y = 0, .cond = .first_use_ever }); + defer zgui.end(); + if (zgui.begin("Render models", .{ .flags = .{ .always_auto_resize = true } })) { + try ui.persistedSetter(OpenVR.RenderModels, "loadRenderModelAsync", render_models, .{ + .render_model_name = &self.load_render_model_async_render_model_name, + }, &self.load_render_model_async_result, null); + try ui.deinitSetter(OpenVR.RenderModels, "freeRenderModel", render_models, .{ + .render_model = &self.load_render_model_async_result, + }, &self.load_render_model_async_result, null); + try ui.persistedSetter(OpenVR.RenderModels, "loadTextureAsync", render_models, .{ + .texture_id = &self.load_texture_async_texture_id, + }, &self.load_texture_async_result, null); + try ui.deinitSetter(OpenVR.RenderModels, "freeTexture", render_models, .{ + .texture = &self.load_texture_async_result, + }, &self.load_texture_async_result, null); + try ui.allocGetter(allocator, OpenVR.RenderModels, "allocRenderModelName", render_models, .{ + .render_model_index = &self.render_model_name_render_model_index, + }, null); + try ui.getter(OpenVR.RenderModels, "getRenderModelCount", render_models, .{}, null); + try ui.getter(OpenVR.RenderModels, "getComponentCount", render_models, .{ + .render_model_name = &self.component_count_render_model_name, + }, null); + try ui.allocGetter(allocator, OpenVR.RenderModels, "allocComponentName", render_models, .{ + .render_model_name = &self.component_name_render_model_name, + .component_index = &self.component_name_component_index, + }, null); + try ui.getter(OpenVR.RenderModels, "getComponentButtonMask", render_models, .{ + .render_model_name = &self.component_button_mask_render_model_name, + .component_name = &self.component_button_mask_component_name, + }, null); + try ui.allocGetter(allocator, OpenVR.RenderModels, "allocComponentRenderModelName", render_models, .{ + .render_model_name = &self.component_render_model_name_render_model_name, + .component_name = &self.component_render_model_name_component_name, + }, null); + try ui.getter(OpenVR.RenderModels, "getComponentStateForDevicePath", render_models, .{ + .render_model_name = &self.component_state_for_device_path_render_model_name, + .component_name = &self.component_state_for_device_path_component_name, + .device_path = &self.component_state_for_device_path, + .state = &self.component_state_for_device_path_state, + }, null); + try ui.getter(OpenVR.RenderModels, "renderModelHasComponent", render_models, .{ + .render_model_name = &self.render_model_has_component_render_model_name, + .component_name = &self.render_model_has_component_component_name, + }, null); + try ui.allocGetter(allocator, OpenVR.RenderModels, "allocRenderModelThumbnailURL", render_models, .{ + .render_model_name = &self.render_model_thumbnail_url_render_model_name, + }, null); + try ui.allocGetter(allocator, OpenVR.RenderModels, "allocRenderModelOriginalPath", render_models, .{ + .render_model_name = &self.render_model_original_path_render_model_name, + }, null); + try ui.getter(OpenVR.RenderModels, "getRenderModelErrorNameFromEnum", render_models, .{ + .error_code = &self.render_model_error_name_from_enum, + }, null); + } + } +}; + +const OpenVRWindow = struct { + openvr: ?OpenVR.InitError!OpenVR = null, + + system: ?OpenVR.InitError!OpenVR.System = null, + system_window: SystemWindow, + + chaperone: ?OpenVR.InitError!OpenVR.Chaperone = null, + chaperone_window: ChaperoneWindow = .{}, + + compositor: ?OpenVR.InitError!OpenVR.Compositor = null, + compositor_window: CompositorWindow = .{}, + + applications: ?OpenVR.InitError!OpenVR.Applications = null, + applications_window: ApplicationsWindow, + + input: ?OpenVR.InitError!OpenVR.Input = null, + input_window: InputWindow, + + render_models: ?OpenVR.InitError!OpenVR.RenderModels = null, + render_models_window: RenderModelsWindow, + + symbol_static_error: OpenVR.InitErrorCode = .none, + english_static_error: OpenVR.InitErrorCode = .none, + + pub fn init(allocator: std.mem.Allocator) OpenVRWindow { + return .{ + .system_window = SystemWindow.init(allocator), + .applications_window = ApplicationsWindow.init(allocator), + .input_window = InputWindow.init(allocator), + .render_models_window = RenderModelsWindow.init(), + }; + } + + pub fn deinit(self: *OpenVRWindow, allocator: std.mem.Allocator) void { + self.system_window.deinit(); + self.compositor_window.deinit(allocator); + self.applications_window.deinit(allocator); + self.input_window.deinit(); + if (self.render_models) |rm| { + if (rm) |render_models| { + self.render_models_window.deinit(render_models); + } else |_| {} + } + if (self.openvr) |openvr| { + if (openvr) |ovr| { + ovr.deinit(); + } else |_| {} + } + self.openvr = null; + self.system = null; + self.chaperone = null; + self.applications = null; + self.input = null; + self.render_models = null; + } + + fn show(self: *OpenVRWindow, allocator: std.mem.Allocator) !void { + zgui.setNextWindowPos(.{ .x = 0, .y = 0, .cond = .first_use_ever }); + + defer zgui.end(); + if (zgui.begin("OpenVR", .{ .flags = .{ .always_auto_resize = true } })) { + try ui.staticGetter(OpenVR, "isHmdPresent", .{}, null); + try ui.staticGetter(OpenVR, "isRuntimeInstalled", .{}, null); + if (self.openvr) |openvr| { + if (openvr) |ovr| { + if (zgui.button("deinit()", .{})) { + self.deinit(allocator); + return; + } + zgui.newLine(); + + if (self.system) |system| { + if (system) |sys| { + const focus = zgui.button("focus system window", .{}); + try self.system_window.show(sys, allocator, focus); + } else |err| { + zgui.text("system() error: {!}", .{err}); + } + } else { + self.system = ovr.system(); + } + if (self.chaperone) |chaperone| { + if (chaperone) |chap| { + const focus = zgui.button("focus chaperone window", .{}); + try self.chaperone_window.show(chap, allocator, focus); + } else |err| { + zgui.text("chaperone() error: {!}", .{err}); + } + } else { + self.chaperone = ovr.chaperone(); + } + if (self.compositor) |compositor| { + if (compositor) |comp| { + const focus = zgui.button("focus compositor window", .{}); + try self.compositor_window.show(comp, allocator, focus); + } else |err| { + zgui.text("compositor() error: {!}", .{err}); + } + } else { + self.compositor = ovr.compositor(); + } + if (self.applications) |applications| { + if (applications) |apps| { + const focus = zgui.button("focus applications window", .{}); + try self.applications_window.show(apps, allocator, focus); + } else |err| { + zgui.text("applications() error: {!}", .{err}); + } + } else { + self.applications = ovr.applications(); + } + if (self.input) |input| { + if (input) |inp| { + const focus = zgui.button("focus input window", .{}); + try self.input_window.show(inp, allocator, focus); + } else |err| { + zgui.text("input() error: {!}", .{err}); + } + } else { + self.input = ovr.input(); + } + if (self.render_models) |render_models| { + if (render_models) |rm| { + const focus = zgui.button("focus render models window", .{}); + try self.render_models_window.show(rm, allocator, focus); + } else |err| { + zgui.text("renderModels() error: {!}", .{err}); + } + } else { + self.render_models = ovr.renderModels(); + } + } else |err| { + zgui.text("OpenVR.init() error: {!}", .{err}); + } + } else { + if (zgui.button("OpenVR.init()", .{})) { + self.openvr = OpenVR.init(.scene); + } + } + { + zgui.separatorText("InitErrorCode"); + try ui.staticGetter(OpenVR.InitErrorCode, "asSymbol", .{ .init_error = &self.symbol_static_error }, null); + try ui.staticGetter(OpenVR.InitErrorCode, "asEnglishDescription", .{ .init_error = &self.english_static_error }, null); + } + } + } +}; + +pub fn main() !void { + // Change current working directory to where the executable is located. + { + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + try std.posix.chdir(path); + } + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + const allocator = gpa.allocator(); + + try zglfw.init(); + defer zglfw.terminate(); + + var surface = try Surface.init(allocator, 1280, 720); + defer surface.deinit(allocator); + + var open_vr_window = OpenVRWindow.init(allocator); + defer open_vr_window.deinit(allocator); + + var frame_timer = try std.time.Timer.start(); + + while (!surface.window.shouldClose() and surface.window.getKey(.escape) != .press) { + { + const next_framebuffer_size = surface.window.getFramebufferSize(); + if (!std.meta.eql(surface.framebuffer_size, next_framebuffer_size)) { + surface.setFrameBufferSize(next_framebuffer_size); + } + } + + { + // spin loop for frame limiter + const frame_rate_target: u64 = 60; + const target_ns = @divTrunc(std.time.ns_per_s, frame_rate_target); + while (frame_timer.read() < target_ns) { + std.atomic.spinLoopHint(); + } + frame_timer.reset(); + } + + // poll for input immediately after vsync or frame limiter to reduce input latency + zglfw.pollEvents(); + + { + surface.gctx.beginFrame(); + defer surface.gctx.endFrame(); + + const back_buffer = surface.gctx.getBackBuffer(); + surface.gctx.addTransitionBarrier(back_buffer.resource_handle, .{ .RENDER_TARGET = true }); + surface.gctx.flushResourceBarriers(); + + surface.gctx.cmdlist.OMSetRenderTargets( + 1, + &.{back_buffer.descriptor_handle}, + windows.TRUE, + null, + ); + surface.gctx.cmdlist.ClearRenderTargetView( + back_buffer.descriptor_handle, + &.{ 0.0, 0.0, 0.0, 1.0 }, + 0, + null, + ); + + zgui.backend.newFrame( + @intCast(surface.framebuffer_size[0]), + @intCast(surface.framebuffer_size[1]), + ); + + // try display_window.show(allocator, surface); + try open_vr_window.show(allocator); + + zgui.backend.draw(surface.gctx.cmdlist); + + surface.gctx.addTransitionBarrier(back_buffer.resource_handle, d3d12.RESOURCE_STATES.PRESENT); + surface.gctx.flushResourceBarriers(); + } + } + + surface.gctx.finishGpuCommands(); +} + +``` + +`samples/openvr_test/src/ui.zig`: + +```zig +const std = @import("std"); +const zgui = @import("zgui"); + +const OpenVR = @import("zopenvr"); + +fn readOnlyCheckbox(label: [:0]const u8, v: bool) void { + zgui.beginDisabled(.{ .disabled = true }); + defer zgui.endDisabled(); + _ = zgui.checkbox(label, .{ .v = @constCast(&v) }); +} + +fn readOnlyScalar(label: [:0]const u8, comptime T: type, v: T) void { + _ = zgui.inputScalar(label, T, .{ .v = @constCast(&v), .flags = .{ .read_only = true } }); +} + +fn readOnlyScalarN(label: [:0]const u8, comptime T: type, v: T) void { + _ = zgui.inputScalarN(label, T, .{ .v = @constCast(&v), .flags = .{ .read_only = true } }); +} + +fn readOnlyText(label: [:0]const u8, v: [:0]const u8) void { + _ = zgui.inputText(label, .{ .buf = @constCast(v), .flags = .{ .read_only = true } }); +} + +fn readOnlyFloat(label: [:0]const u8, v: f32) void { + _ = zgui.inputFloat(label, .{ .v = @constCast(&v), .flags = .{ .read_only = true } }); +} + +fn readOnlyInt(label: [:0]const u8, v: i32) void { + _ = zgui.inputInt(label, .{ .v = @constCast(&v), .step = 0, .flags = .{ .read_only = true } }); +} + +fn readOnlyFloat2(label: [:0]const u8, v: [2]f32) void { + _ = zgui.inputFloat2(label, .{ .v = @constCast(&v), .flags = .{ .read_only = true } }); +} + +fn readOnlyFloat3(label: [:0]const u8, v: [3]f32) void { + _ = zgui.inputFloat3(label, .{ .v = @constCast(&v), .flags = .{ .read_only = true } }); +} + +fn readOnlyMatrix34(v: OpenVR.Matrix34) void { + readOnlyFloat4("m[0]", v.m[0]); + readOnlyFloat4("m[1]", v.m[1]); + readOnlyFloat4("m[2]", v.m[2]); +} + +fn readOnlyMatrix44(v: OpenVR.Matrix44) void { + readOnlyFloat4("m[0]", v.m[0]); + readOnlyFloat4("m[1]", v.m[1]); + readOnlyFloat4("m[2]", v.m[2]); + readOnlyFloat4("m[3]", v.m[3]); +} + +fn readOnlyFloat4(label: [:0]const u8, v: [4]f32) void { + _ = zgui.inputFloat4(label, .{ .v = @constCast(&v), .flags = .{ .read_only = true } }); +} +fn readOnlyFloat5(label: [:0]const u8, v: [5]f32) void { + readOnlyFloat4("##", v[0..4].*); + readOnlyFloat(label, v[4]); +} + +fn readOnlyColor4(label: [:0]const u8, v: [4]f32) void { + zgui.beginDisabled(.{ .disabled = true }); + defer zgui.endDisabled(); + _ = zgui.colorEdit4(label, .{ .col = @constCast(&v), .flags = .{ .float = true } }); +} + +fn readOnlyTrackedDevicePoses(poses: []OpenVR.TrackedDevicePose) void { + if (poses.len > 0) { + for (poses, 0..) |pose, i| { + zgui.pushIntId(@intCast(i)); + defer zgui.popId(); + { + zgui.text("[{}]", .{i}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyTrackedDevicePose(pose); + } + } + } else { + zgui.text("(empty)", .{}); + } +} + +fn readOnlyTrackedDevicePose(pose: OpenVR.TrackedDevicePose) void { + if (pose.pose_is_valid) { + { + zgui.text("device_to_absolute_tracking", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + readOnlyMatrix34(pose.device_to_absolute_tracking); + } + + readOnlyFloat3("velocity.v: (meters/second)", pose.velocity.v); + readOnlyFloat3("angular_velocity.v: (radians/second)", pose.angular_velocity.v); + readOnlyText("tracking_result", @tagName(pose.tracking_result)); + readOnlyCheckbox("pose_is_valid", pose.pose_is_valid); + readOnlyCheckbox("device_is_connected", pose.device_is_connected); + } else { + readOnlyCheckbox("pose_is_valid", false); + } +} + +fn readOnlyFrameTiming(frame_timing: OpenVR.FrameTiming) void { + readOnlyScalar("size", u32, frame_timing.size); + readOnlyScalar("frame_index", u32, frame_timing.frame_index); + readOnlyScalar("num_frame_presents", u32, frame_timing.num_frame_presents); + readOnlyScalar("num_mis_presented", u32, frame_timing.num_mis_presented); + readOnlyScalar("reprojection_flags", u32, frame_timing.reprojection_flags); + readOnlyScalar("system_time_in_seconds", f64, frame_timing.system_time_in_seconds); + readOnlyFloat("pre_submit_gpu_ms", frame_timing.pre_submit_gpu_ms); + readOnlyFloat("post_submit_gpu_ms", frame_timing.post_submit_gpu_ms); + readOnlyFloat("total_render_gpu_ms", frame_timing.total_render_gpu_ms); + readOnlyFloat("compositor_render_gpu_ms", frame_timing.compositor_render_gpu_ms); + readOnlyFloat("compositor_render_cpu_ms", frame_timing.compositor_render_cpu_ms); + readOnlyFloat("compositor_idle_cpu_ms", frame_timing.compositor_idle_cpu_ms); + readOnlyFloat("client_frame_interval_ms", frame_timing.client_frame_interval_ms); + readOnlyFloat("present_call_cpu_ms", frame_timing.present_call_cpu_ms); + readOnlyFloat("wait_for_present_cpu_ms", frame_timing.wait_for_present_cpu_ms); + readOnlyFloat("submit_frame_ms", frame_timing.submit_frame_ms); + readOnlyFloat("wait_get_poses_called_ms", frame_timing.wait_get_poses_called_ms); + readOnlyFloat("new_poses_ready_ms", frame_timing.new_poses_ready_ms); + readOnlyFloat("new_frame_ready_ms", frame_timing.new_frame_ready_ms); + readOnlyFloat("compositor_update_start_ms", frame_timing.compositor_update_start_ms); + readOnlyFloat("compositor_update_end_ms", frame_timing.compositor_update_end_ms); + readOnlyFloat("compositor_render_start_ms", frame_timing.compositor_render_start_ms); + readOnlyFloat("compositor_render_start_ms", frame_timing.compositor_render_start_ms); + { + zgui.text("pose", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + readOnlyTrackedDevicePose(frame_timing.pose); + } + readOnlyScalar("num_v_syncs_ready_for_use", u32, frame_timing.num_v_syncs_ready_for_use); + readOnlyScalar("num_v_syncs_to_first_view", u32, frame_timing.num_v_syncs_to_first_view); +} + +fn readOnlyEvent(event: OpenVR.Event) void { + readOnlyText("event_type", @tagName(event.event_type)); + readOnlyScalar("tracked_device_index", u32, event.tracked_device_index); + readOnlyFloat("event_age_seconds", event.event_age_seconds); + + switch (event.event_type) { + .none, + .tracked_device_activated, + .tracked_device_deactivated, + .tracked_device_updated, + .tracked_device_user_interaction_started, + .tracked_device_user_interaction_ended, + .enter_standby_mode, + .leave_standby_mode, + .tracked_device_role_changed, + .watchdog_wake_up_requested, + .lens_distortion_changed, + .wireless_disconnect, + .wireless_reconnect, + .reserved_01, + .reserved_02, + => {}, + .ipd_changed => {}, // should be EventIpd? + // .ipd_changed => { + // const data = event.data.ipd; + // zgui.text("data.ipd", .{}); + // zgui.indent(.{ .indent_w = 30 }); + // defer zgui.unindent(.{ .indent_w = 30 }); + + // readOnlyFloat("ipd_meters", data.ipd_meters); + // }, + .property_changed => {}, // should be EventProperty? + // .property_changed=>{ + // const data = event.data.property; + // zgui.text("data.property", .{}); + // zgui.indent(.{ .indent_w = 30 }); + // defer zgui.unindent(.{ .indent_w = 30 }); + + // readOnlyScalar("container", u64, data.container); + // readOnlyText("prop", @tagName(data.prop)); + // }, + .button_press, + .button_unpress, + .button_touch, + .button_untouch, + => { + const data = event.data.controller; + zgui.text("data.controller", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyScalar("button", u32, data.button); + }, + .modal_cancel, + .focus_enter, + .focus_leave, + .overlay_focus_changed, + .dashboard_requested, + .reset_dashboard, + .image_loaded, + => { + const data = event.data.overlay; + zgui.text("data.overlay", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyScalar("overlay_handle", u64, data.overlay_handle); + readOnlyScalar("device_path", u64, data.device_path); + readOnlyScalar("memory_block_id", u64, data.memory_block_id); + readOnlyScalar("cursor_index", u32, data.cursor_index); + }, + .mouse_move, + .mouse_button_down, + .mouse_button_up, + .touch_pad_move, // should be EventTouchPadMove? + .lock_mouse_position, + .unlock_mouse_position, + => { + const data = event.data.mouse; + zgui.text("data.mouse", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyFloat("x", data.x); + readOnlyFloat("y", data.y); + readOnlyScalar("button", u32, data.button); + readOnlyScalar("cursor_index", u32, data.cursor_index); + }, + // .touch_pad_move => { + // const data = event.data.touch_pad_move; + // zgui.text("data.touch_pad_move", .{}); + // zgui.indent(.{ .indent_w = 30 }); + // defer zgui.unindent(.{ .indent_w = 30 }); + + // readOnlyCheckbox("finder_down", data.finder_down); + // readOnlyFloat("seconds_finder_down", data.seconds_finder_down); + // readOnlyFloat("x_first", data.x_first); + // readOnlyFloat("y_first", data.y_first); + // readOnlyFloat("x_raw", data.x_raw); + // readOnlyFloat("y_raw", data.y_raw); + // }, + .scroll_discrete, + .scroll_smooth, + => { + const data = event.data.scroll; + zgui.text("data.scroll", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyFloat("x_delta", data.x_delta); + readOnlyFloat("y_delta", data.y_delta); + readOnlyScalar("unused", u32, data.unused); + readOnlyFloat("viewport_scale", data.viewport_scale); + readOnlyScalar("cursor_index", u32, data.cursor_index); + }, + .reload_overlays, + .input_focus_captured, // deprecated + .input_focus_released, // deprecated + .scene_application_changed, + .input_focus_changed, + .scene_application_using_wrong_graphics_adapter, + .action_binding_reloaded, + .scene_app_pipe_disconnected, + .quit, + .process_quit, + .quit_acknowledged, + .monitor_show_headset_view, + .monitor_hide_headset_view, + => { + const data = event.data.process; + zgui.text("data.process", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyScalar("pid", u32, data.pid); + readOnlyScalar("old_pid", u32, data.old_pid); + readOnlyCheckbox("forced", data.forced); + readOnlyCheckbox("connection_lost", data.connection_lost); + }, + .hide_render_models, + .show_render_models, + .scene_application_state_changed, // see OpenVR.Applications.getSceneApplicationState() + => {}, + .console_opened, + .console_closed, + .overlay_shown, // OpenVR.Overlay.isOverlayVisible() is true + .overlay_hidden, // OpenVR.Overlay.isOverlayVisible() is false + .dashboard_activated, + .dashboard_deactivated, + .show_keyboard, + .hide_keyboard, + .overlay_gamepad_focus_gained, + .overlay_gamepad_focus_lost, + .overlay_shared_texture_changed, + .screenshot_triggered, + .image_failed, + .dashboard_overlay_created, + .switch_gamepad_focus, + .request_screenshot, + .screenshot_taken, + .screenshot_failed, + .submit_screenshot_to_dashboard, + .primary_dashboard_device_changed, + .room_view_shown, + .room_view_hidden, + => {}, + .screenshot_progress_to_dashboard => {}, // should be EventScreenshotProgress? + // .screenshot_progress_to_dashboard=> { + // const data = event.data.screenshot_progress; + // zgui.text("data.screenshot_progress", .{}); + // zgui.indent(.{ .indent_w = 30 }); + // defer zgui.unindent(.{ .indent_w = 30 }); + + // readOnlyFloat("progress", data.progress); + // }, + .show_ui => { + const data = event.data.show_ui; + zgui.text("data.show_ui", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyText("type", @tagName(data.type)); + }, + .show_dev_tools => { + const data = event.data.show_dev_tools; + zgui.text("data.show_dev_tools", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyInt("browser_identifier", data.browser_identifier); + }, + .desktop_view_updating, + .desktop_view_ready, + .start_dashboard, + .elevate_prism, + .overlay_closed, + .dashboard_thumb_changed, + .desktop_might_be_visible, + .desktop_might_be_hidden, + .notification_shown, + .notification_hidden, + .notification_begin_interaction, + .notification_destroyed, + => {}, + .driver_requested_quit, + .restart_requested, + .invalidate_swap_texture_sets, + .chaperone_data_has_changed, + .chaperone_temp_data_has_changed, + .chaperone_settings_have_changed, + .chaperone_flush_cache, + .chaperone_room_setup_starting, + .chaperone_room_setup_finished, + .standing_zero_pose_reset, + .audio_settings_have_changed, + .background_setting_has_changed, + .camera_settings_have_changed, + .reprojection_setting_has_changed, + .model_skin_settings_have_changed, + .environment_settings_have_changed, + .power_settings_have_changed, + .enable_home_app_settings_have_changed, + .steam_vr_section_setting_changed, + .lighthouse_section_setting_changed, + .null_section_setting_changed, + .user_interface_section_setting_changed, + .notifications_section_setting_changed, + .keyboard_section_setting_changed, + .perf_section_setting_changed, + .dashboard_section_setting_changed, + .web_interface_section_setting_changed, + .trackers_section_setting_changed, + .last_known_section_setting_changed, + .dismissed_warnings_section_setting_changed, + .gpu_speed_section_setting_changed, + .windows_mr_section_setting_changed, + .other_section_setting_changed, + .any_driver_settings_changed, + .status_update, + .web_interface_install_driver_completed, + .mc_image_updated, + .firmware_update_started, + .firmware_update_finished, + .keyboard_closed, // deprecated + .keyboard_done, + .keyboard_opened_global, + .keyboard_closed_global, + .application_list_updated, + .application_mime_type_load, + .process_connected, + .process_disconnected, + .compositor_chaperone_bounds_shown, + .compositor_chaperone_bounds_hidden, + .compositor_display_disconnected, + .compositor_display_reconnected, + => {}, + .chaperone_universe_has_changed => {}, // should be EventChaperone? + // .chaperone_universe_has_changed=> { + // const data = event.data.chaperone; + // zgui.text("data.chaperone", .{}); + // zgui.indent(.{ .indent_w = 30 }); + // defer zgui.unindent(.{ .indent_w = 30 }); + + // readOnlyScalar("previous_universe", u64, data.previous_universe); + // readOnlyScalar("current_universe", u64, data.current_universe); + // }, + .keyboard_char_input => {}, // should be EventKeyboard? + // .keyboard_char_input => { + // const data = event.data.keyboard; + // zgui.text("data.keyboard", .{}); + // zgui.indent(.{ .indent_w = 30 }); + // defer zgui.unindent(.{ .indent_w = 30 }); + + // readOnlyScalar("new_input[0]", u8, data.new_input[0]); + // readOnlyScalar("new_input[1]", u8, data.new_input[1]); + // readOnlyScalar("new_input[2]", u8, data.new_input[2]); + // readOnlyScalar("new_input[3]", u8, data.new_input[3]); + // readOnlyScalar("new_input[4]", u8, data.new_input[4]); + // readOnlyScalar("new_input[5]", u8, data.new_input[5]); + // readOnlyScalar("new_input[6]", u8, data.new_input[6]); + // readOnlyScalar("new_input[7]", u8, data.new_input[7]); + // readOnlyScalar("user_value", u64, data.user_value); + // readOnlyScalar("overlay_handle", u64, data.overlay_handle); + // }, + .seated_zero_pose_reset => {}, // should be EventSeatedZeroPoseReset? + // .seated_zero_pose_reset => { + // const data = event.data.seated_zero_pose_reset; + // zgui.text("data.seated_zero_pose_reset", .{}); + // zgui.indent(.{ .indent_w = 30 }); + // defer zgui.unindent(.{ .indent_w = 30 }); + + // readOnlyCheckbox("reset_by_system_menu", data.reset_by_system_menu); + // }, + .compositor_hdcp_error => { + const data = event.data.hdcp_error; + zgui.text("data.hdcp_error", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyText("code", @tagName(data.code)); + }, + .compositor_application_not_responding, + .compositor_application_resumed, + .compositor_out_of_video_memory, + .compositor_display_mode_not_supported, + .compositor_stage_override_ready, + .compositor_request_disconnect_reconnect, + .tracked_camera_start_video_stream, + .tracked_camera_stop_video_stream, + .tracked_camera_pause_video_stream, + .tracked_camera_resume_video_stream, + .performance_test_enable_capture, + .performance_test_disable_capture, + .message_overlay_closed, + .message_overlay_close_requested, + => {}, + .performance_test_fidelity_level => {}, // should be EventPerformanceTest? + // .performance_test_fidelity_level => { + // const data = event.data.performance_test; + // zgui.text("data.performance_test", .{}); + // zgui.indent(.{ .indent_w = 30 }); + // defer zgui.unindent(.{ .indent_w = 30 }); + + // readOnlyScalar("fidelity_level", u32, data.fidelity_level); + // }, + .tracked_camera_editing_surface => {}, // should be EventEditingCameraSurface? + // .tracked_camera_editing_surface => { + // const data = event.data.camera_surface; + // zgui.text("data.camera_surface", .{}); + // zgui.indent(.{ .indent_w = 30 }); + // defer zgui.unindent(.{ .indent_w = 30 }); + + // readOnlyScalar("overlay_handle", u64, data.overlay_handle); + // readOnlyScalar("visual_mode", u32, data.visual_mode); + // }, + .input_haptic_vibration => { + const data = event.data.haptic_vibration; + zgui.text("data.haptic_vibration", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyScalar("container_handle", u64, data.container_handle); + readOnlyScalar("component_handle", u64, data.component_handle); + readOnlyFloat("duration_seconds", data.duration_seconds); + readOnlyFloat("frequency", data.frequency); + readOnlyFloat("amplitude", data.amplitude); + }, + .input_binding_load_failed, + .input_binding_load_successful, + => { + const data = event.data.input_binding; + zgui.text("data.input_binding", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyScalar("app_container", u64, data.app_container); + readOnlyScalar("path_message", u64, data.path_message); + readOnlyScalar("path_url", u64, data.path_url); + readOnlyScalar("path_controller_type", u64, data.path_controller_type); + }, + .input_action_manifest_reloaded => {}, + .input_action_manifest_load_failed => { + const data = event.data.action_manifest; + zgui.text("data.action_manifest", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyScalar("path_app_key", u64, data.path_app_key); + readOnlyScalar("path_message", u64, data.path_message); + readOnlyScalar("path_message_param", u64, data.path_message_param); + readOnlyScalar("path_manifest_path", u64, data.path_manifest_path); + }, + .input_progress_update => { + const data = event.data.progress_update; + zgui.text("data.progress_update", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyScalar("application_property_container", u64, data.application_property_container); + readOnlyScalar("path_device", u64, data.path_device); + readOnlyScalar("path_input_source", u64, data.path_input_source); + readOnlyScalar("path_progress_action", u64, data.path_progress_action); + readOnlyScalar("path_icon", u64, data.path_icon); + readOnlyFloat("progress", data.progress); + }, + .input_tracker_activated, + .input_bindings_updated, + .input_binding_subscription_changed, + => {}, + .spatial_anchors_pose_updated, + .spatial_anchors_descriptor_updated, + .spatial_anchors_request_pose_update, + .spatial_anchors_request_descriptor_update, + => { + const data = event.data.spatial_anchor; + zgui.text("data.spatial_anchor", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyScalar("handle", u32, data.handle); + }, + .system_report_started => {}, + .audio_set_speakers_volume, + .audio_set_microphone_volume, + => {}, // should be EventAudioVolumeControl? + // .audio_set_speakers_volume, + // .audio_set_microphone_volume, + // => { + // const data = event.data.audio_volume_control; + // zgui.text("data.audio_volume_control", .{}); + // zgui.indent(.{ .indent_w = 30 }); + // defer zgui.unindent(.{ .indent_w = 30 }); + + // readOnlyFloat("volume_level", data.volume_level); + // }, + .audio_set_speakers_mute, + .audio_set_microphone_mute, + => {}, // should be EventAudioMuteControl? + // .audio_set_speakers_mute, + // .audio_set_microphone_mute, + // => { + // const data = event.data.audio_mute_control; + // zgui.text("data.audio_mute_control", .{}); + // zgui.indent(.{ .indent_w = 30 }); + // defer zgui.unindent(.{ .indent_w = 30 }); + + // readOnlyCheckbox("mute", data.mute); + // }, + .vendor_specific_reserved_start, + .vendor_specific_reserved_end, + => {}, + _ => {}, + } +} + +fn readOnlyControllerState(controller_state: OpenVR.ControllerState) void { + readOnlyScalar("packet_num", u32, controller_state.packet_num); + readOnlyScalar("button_pressed", u64, controller_state.button_pressed); + readOnlyScalar("button_touched", u64, controller_state.button_touched); + zgui.text("axis", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + for (controller_state.axis, 0..) |axis, i| { + zgui.pushIntId(@intCast(i)); + defer zgui.popId(); + zgui.text("[{}]", .{i}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + readOnlyFloat("x", axis.x); + readOnlyFloat("y", axis.y); + } +} + +fn renderParams(allocator: ?std.mem.Allocator, comptime arg_types: []const type, comptime arg_ptrs_info: std.builtin.Type.Struct, arg_ptrs: anytype) !void { + if (arg_types.len > 0) { + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + if (arg_types.len != arg_ptrs_info.fields.len) { + @compileError(std.fmt.comptimePrint("expected arg_ptrs to have {} fields, but was {}", .{ arg_types.len, arg_ptrs_info.fields.len })); + } + inline for (arg_types, 0..) |arg_type, i| { + const arg_ptr_info = arg_ptrs_info.fields[i]; + const arg_name: [:0]const u8 = std.fmt.comptimePrint("{s}", .{arg_ptr_info.name}); + const arg_ptr = @field(arg_ptrs, arg_name); + switch (arg_type) { + bool => { + _ = zgui.checkbox(arg_name, .{ .v = arg_ptr }); + }, + u16 => { + _ = zgui.inputScalar(arg_name, u16, .{ + .v = arg_ptr, + .step = 1, + }); + }, + i32 => { + _ = zgui.inputInt(arg_name, .{ + .v = arg_ptr, + .step = 1, + }); + }, + u32 => { + _ = zgui.inputScalar(arg_name, u32, .{ + .v = arg_ptr, + .step = 1, + }); + }, + u64 => { + _ = zgui.inputScalar(arg_name, u64, .{ + .v = arg_ptr, + .step = 1, + }); + }, + usize => { + _ = zgui.inputScalar(arg_name, usize, .{ + .v = arg_ptr, + .step = 1, + }); + }, + f32 => { + _ = zgui.inputFloat(arg_name, .{ .v = arg_ptr }); + }, + [:0]const u8 => { + _ = zgui.inputText(arg_name, .{ .buf = arg_ptr }); + }, + OpenVR.Color => { + _ = zgui.colorEdit4(arg_name, .{ .col = @ptrCast(arg_ptr), .flags = .{ .float = true } }); + }, + OpenVR.InitErrorCode, + OpenVR.TrackingUniverseOrigin, + OpenVR.Eye, + OpenVR.TrackedControllerRole, + OpenVR.TrackedDeviceClass, + OpenVR.EventType, + OpenVR.HiddenAreaMeshType, + OpenVR.TrackedDeviceProperty.Bool, + OpenVR.TrackedDeviceProperty.F32, + OpenVR.TrackedDeviceProperty.I32, + OpenVR.TrackedDeviceProperty.U64, + OpenVR.TrackedDeviceProperty.Matrix34, + OpenVR.TrackedDeviceProperty.Array.F32, + OpenVR.TrackedDeviceProperty.Array.I32, + OpenVR.TrackedDeviceProperty.Array.Vector4, + OpenVR.TrackedDeviceProperty.Array.Matrix34, + OpenVR.TrackedDeviceProperty.String, + OpenVR.TrackedPropertyErrorCode, + OpenVR.ButtonId, + OpenVR.ControllerAxisType, + OpenVR.ApplicationErrorCode, + OpenVR.ApplicationProperty.String, + OpenVR.ApplicationProperty.Bool, + OpenVR.ApplicationProperty.U64, + OpenVR.SceneApplicationState, + OpenVR.SkeletalTransformSpace, + OpenVR.SkeletalReferencePose, + OpenVR.SkeletalMotionRange, + OpenVR.SummaryType, + OpenVR.RenderModelErrorCode, + OpenVR.TimingMode, + => { + _ = zgui.comboFromEnum(arg_name, arg_ptr); + }, + OpenVR.Matrix34 => { + zgui.pushStrId(arg_name); + defer zgui.popId(); + zgui.text("{s}", .{arg_name}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + _ = zgui.inputFloat4("m[0]", .{ .v = &arg_ptr.m[0] }); + _ = zgui.inputFloat4("m[1]", .{ .v = &arg_ptr.m[1] }); + _ = zgui.inputFloat4("m[2]", .{ .v = &arg_ptr.m[2] }); + }, + OpenVR.TrackedDevicePose => { + zgui.pushStrId(arg_name); + defer zgui.popId(); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + { + zgui.text("device_to_absolute_tracking", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + _ = zgui.inputFloat4("m[0]", .{ .v = &arg_ptr.device_to_absolute_tracking.m[0] }); + _ = zgui.inputFloat4("m[1]", .{ .v = &arg_ptr.device_to_absolute_tracking.m[1] }); + _ = zgui.inputFloat4("m[2]", .{ .v = &arg_ptr.device_to_absolute_tracking.m[2] }); + } + + _ = zgui.inputFloat3("velocity.v: (meters/second)", .{ .v = &arg_ptr.velocity.v }); + _ = zgui.inputFloat3("angular_velocity.v: (radians/second)", .{ .v = &arg_ptr.angular_velocity.v }); + _ = zgui.comboFromEnum("tracking_result", &arg_ptr.tracking_result); + _ = zgui.checkbox("pose_is_valid", .{ .v = &arg_ptr.pose_is_valid }); + _ = zgui.checkbox("device_is_connected", .{ .v = &arg_ptr.device_is_connected }); + }, + OpenVR.RenderModel => { + readOnlyText(arg_name, "use loadRenderModelAsync"); + }, + *OpenVR.RenderModel.TextureMap => { + readOnlyText(arg_name, "use loadTextureAsync"); + }, + OpenVR.RenderModel.ControllerModeState => { + zgui.text(arg_name, .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + _ = zgui.checkbox("scroll_wheel_visible", .{ .v = &arg_ptr.scroll_wheel_visible }); + }, + OpenVR.StageRenderSettings => { + zgui.text(arg_name, .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + _ = zgui.colorEdit4("primary_color", .{ .col = @ptrCast(&arg_ptr.primary_color), .flags = .{ .float = true } }); + _ = zgui.colorEdit4("secondary_color", .{ .col = @ptrCast(&arg_ptr.secondary_color), .flags = .{ .float = true } }); + _ = zgui.inputFloat("vignette_inner_radius", .{ .v = @ptrCast(&arg_ptr.vignette_inner_radius) }); + _ = zgui.inputFloat("vignette_outer_radius", .{ .v = @ptrCast(&arg_ptr.vignette_outer_radius) }); + _ = zgui.inputFloat("fresnel_strength", .{ .v = @ptrCast(&arg_ptr.fresnel_strength) }); + _ = zgui.checkbox("backface_culling", .{ .v = @ptrCast(&arg_ptr.backface_culling) }); + _ = zgui.checkbox("greyscale", .{ .v = @ptrCast(&arg_ptr.greyscale) }); + _ = zgui.checkbox("wireframe", .{ .v = @ptrCast(&arg_ptr.wireframe) }); + }, + else => switch (arg_ptr_info.type) { + *std.ArrayList(OpenVR.AppOverrideKeys) => { + if (allocator) |alloc| { + zgui.pushStrId(arg_name); + defer zgui.popId(); + zgui.text("{s}", .{arg_name}); + zgui.sameLine(.{}); + if (zgui.button("Add", .{})) { + const key = OpenVR.AppOverrideKeys{ + .key = try alloc.allocSentinel(u8, 1024, 0), + .value = try alloc.allocSentinel(u8, 1024, 0), + }; + key.key[0] = 0; + key.value[0] = 0; + try arg_ptr.append(key); + } + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + if (arg_ptr.items.len > 0) { + for (arg_ptr.items, 0..) |*app_override_key, j| { + zgui.pushIntId(@intCast(j)); + defer zgui.popId(); + zgui.text("[{}]", .{j}); + zgui.sameLine(.{}); + if (zgui.button("Remove", .{})) { + const key = arg_ptr.orderedRemove(j); + alloc.free(key.key); + alloc.free(key.value); + break; + } + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + _ = zgui.inputText("key", .{ .buf = app_override_key.key }); + _ = zgui.inputText("value", .{ .buf = app_override_key.value }); + } + } else { + zgui.text("(empty)", .{}); + } + } else { + @panic("allocator required for " ++ arg_name); + } + }, + *std.ArrayList(OpenVR.TrackedDeviceIndex) => { + zgui.pushStrId(arg_name); + defer zgui.popId(); + zgui.text("{s}", .{arg_name}); + zgui.sameLine(.{}); + if (zgui.button("Add", .{})) { + try arg_ptr.append(0); + } + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + if (arg_ptr.items.len > 0) { + for (arg_ptr.items, 0..) |*tracked_device_index, j| { + zgui.pushIntId(@intCast(j)); + defer zgui.popId(); + _ = zgui.inputScalar("##", u32, .{ .v = tracked_device_index }); + zgui.sameLine(.{}); + zgui.text("[{}]", .{j}); + zgui.sameLine(.{}); + if (zgui.button("Remove", .{})) { + _ = arg_ptr.orderedRemove(j); + break; + } + } + } else { + zgui.text("(empty)", .{}); + } + }, + *std.ArrayList(OpenVR.ActiveActionSet) => { + zgui.pushStrId(arg_name); + defer zgui.popId(); + zgui.text("{s}", .{arg_name}); + zgui.sameLine(.{}); + if (zgui.button("Add", .{})) { + try arg_ptr.append(std.mem.zeroes(OpenVR.ActiveActionSet)); + } + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + if (arg_ptr.items.len > 0) { + for (arg_ptr.items, 0..) |*active_action_set, j| { + zgui.pushIntId(@intCast(j)); + defer zgui.popId(); + zgui.text("[{}]", .{j}); + zgui.sameLine(.{}); + if (zgui.button("Remove", .{})) { + _ = arg_ptr.orderedRemove(j); + break; + } + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + _ = zgui.inputScalar("action_set", u64, .{ .v = &active_action_set.action_set }); + _ = zgui.inputScalar("restricted_to_device", u64, .{ .v = &active_action_set.restricted_to_device }); + _ = zgui.inputScalar("secondary_action_set", u64, .{ .v = &active_action_set.secondary_action_set }); + _ = zgui.inputScalar("padding", u32, .{ .v = &active_action_set.padding }); + _ = zgui.inputInt("priority", .{ .v = &active_action_set.priority }); + } + } else { + zgui.text("(empty)", .{}); + } + }, + *std.ArrayList(OpenVR.InputBindingInfo) => { + zgui.pushStrId(arg_name); + defer zgui.popId(); + zgui.text("{s}", .{arg_name}); + zgui.sameLine(.{}); + if (zgui.button("Add", .{})) { + try arg_ptr.append(std.mem.zeroes(OpenVR.InputBindingInfo)); + } + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + if (arg_ptr.items.len > 0) { + for (arg_ptr.items, 0..) |*input_binding_info, j| { + zgui.pushIntId(@intCast(j)); + defer zgui.popId(); + zgui.text("[{}]", .{j}); + zgui.sameLine(.{}); + if (zgui.button("Remove", .{})) { + _ = arg_ptr.orderedRemove(j); + break; + } + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + _ = zgui.inputText("device_path_name", .{ .buf = &input_binding_info.device_path_name }); + _ = zgui.inputText("input_path_name", .{ .buf = &input_binding_info.input_path_name }); + _ = zgui.inputText("mode_name", .{ .buf = &input_binding_info.mode_name }); + _ = zgui.inputText("slot_name", .{ .buf = &input_binding_info.slot_name }); + _ = zgui.inputText("input_source_type", .{ .buf = &input_binding_info.input_source_type }); + } + } else { + zgui.text("(empty)", .{}); + } + }, + else => @compileError(@typeName(arg_type) ++ " not implemented"), + }, + } + zgui.sameLine(.{}); + zgui.text(", ", .{}); + } + } else { + zgui.sameLine(.{}); + } +} + +fn deinitResult(allocator: std.mem.Allocator, comptime Return: type, result: ?Return) void { + if (result) |r| { + switch (@typeInfo(Return)) { + .error_union => |error_union| { + if (r) |payload| { + deinitResult(allocator, error_union.payload, payload); + } else |_| {} + return; + }, + else => switch (Return) { + void => {}, + ?OpenVR.MimeTypes => { + if (r) |payload| { + payload.deinit(allocator); + } + }, + OpenVR.BoundsColor, + OpenVR.CompositorPoses, + OpenVR.FilePaths, + OpenVR.AppKeys, + => r.deinit(allocator), + []u8, + [:0]u8, + []f32, + []i32, + []u64, + []OpenVR.Vector4, + []OpenVR.Matrix34, + []OpenVR.TrackedDevicePose, + []OpenVR.FrameTiming, + []OpenVR.BoneTransform, + []OpenVR.InputBindingInfo, + => allocator.free(r), + ?[:0]u8 => { + if (r) |payload| { + allocator.free(payload); + } + }, + else => @compileError(@typeName(Return) ++ " not implemented"), + }, + } + } +} + +pub fn readOnlyHexdump(allocator: std.mem.Allocator, bytes: []const u8) !void { + const chars_per_byte = 2 + 1; // 2 hexdigits + 1 space + const bytes_per_line = 16; + const chars_per_line = chars_per_byte * bytes_per_line + 1; // 1 for newline + const lines = bytes.len / bytes_per_line; + const chars = chars_per_line * (1 + lines); + const buffer = try allocator.allocSentinel(u8, chars, 0); + defer allocator.free(buffer); + for (bytes, 0..) |byte, i| { + const row = i / bytes_per_line; + const col = @mod(i, bytes_per_line); + const j = chars_per_line * row + chars_per_byte * col; + if (col < 8) { + _ = try std.fmt.bufPrint(buffer[j .. j + chars_per_byte], "{X:0>2} ", .{byte}); + } else { + _ = try std.fmt.bufPrint(buffer[j .. j + chars_per_byte], " {X:0>2}", .{byte}); + } + if (col == bytes_per_line - 1) { + buffer[j + chars_per_byte] = '\n'; + } + if (i == bytes.len - 1) { + buffer[j + chars_per_byte] = 0; + } + } + _ = zgui.inputTextMultiline("##", .{ + .buf = buffer, + .flags = .{ .read_only = true }, + .w = bytes_per_line * 1.333 * zgui.getFontSize(), + }); +} +fn renderResult(allocator: ?std.mem.Allocator, comptime Return: type, result: Return) !void { + switch (@typeInfo(Return)) { + .pointer => |pointer| { + if (pointer.size == .slice and pointer.child != u8) { + if (result.len > 0) { + for (result, 0..) |v, i| { + zgui.pushIntId(@intCast(i)); + defer zgui.popId(); + try renderResult(allocator, pointer.child, v); + zgui.sameLine(.{}); + zgui.text("[{}]", .{i}); + } + } else { + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + zgui.text("(empty)", .{}); + } + return; + } + }, + .optional => |optional| { + if (result) |v| { + try renderResult(allocator, optional.child, v); + } else { + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + zgui.text("null", .{}); + } + return; + }, + .error_union => |error_union| { + if (result) |v| { + try renderResult(allocator, error_union.payload, v); + } else |err| { + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + zgui.text("{!}", .{err}); + } + return; + }, + else => {}, + } + + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + switch (Return) { + void => {}, + bool => readOnlyCheckbox("##", result), + u16 => readOnlyScalar("##", u16, result), + i32 => readOnlyInt("##", result), + u32 => readOnlyScalar("##", u32, result), + u64 => readOnlyScalar("##", u64, result), + f32 => readOnlyFloat("##", result), + OpenVR.TrackedDevicePose => readOnlyTrackedDevicePose(result), + OpenVR.VSyncTiming => { + readOnlyFloat("seconds_since_last_vsync", result.seconds_since_last_vsync); + readOnlyScalar("frame_counter", u64, result.frame_counter); + }, + OpenVR.RenderTargetSize => readOnlyScalarN("##", [2]u32, .{ + @as(OpenVR.RenderTargetSize, result).width, + @as(OpenVR.RenderTargetSize, result).height, + }), + OpenVR.FrameTiming => readOnlyFrameTiming(result), + [:0]u8, + [:0]const u8, + => readOnlyText("##", result), + // binary + []u8 => { + if (allocator) |alloc| { + try readOnlyHexdump(alloc, result); + } else { + @panic("allocator required for " ++ @typeName(Return)); + } + }, + OpenVR.TrackingUniverseOrigin, + OpenVR.TrackedControllerRole, + OpenVR.TrackedDeviceClass, + OpenVR.DeviceActivityLevel, + OpenVR.CalibrationState, + OpenVR.SceneApplicationState, + OpenVR.SkeletalTrackingLevel, + => readOnlyText("##", @tagName(result)), + OpenVR.PlayAreaSize => { + readOnlyFloat("x", result.x); + readOnlyFloat("z", result.z); + }, + OpenVR.Quad => { + readOnlyFloat3("corners[0]", result.corners[0].v); + readOnlyFloat3("corners[1]", result.corners[1].v); + readOnlyFloat3("corners[2]", result.corners[2].v); + readOnlyFloat3("corners[3]", result.corners[3].v); + }, + OpenVR.CumulativeStats => { + readOnlyScalar("pid", u32, result.pid); + readOnlyScalar("num_frame_presents", u32, result.num_frame_presents); + readOnlyScalar("num_dropped_frames", u32, result.num_dropped_frames); + readOnlyScalar("num_reprojected_frames", u32, result.num_reprojected_frames); + readOnlyScalar("num_frame_presents_on_startup", u32, result.num_frame_presents_on_startup); + readOnlyScalar("num_dropped_frames_on_startup", u32, result.num_dropped_frames_on_startup); + readOnlyScalar("num_reprojected_frames_on_startup", u32, result.num_reprojected_frames_on_startup); + readOnlyScalar("num_loading", u32, result.num_loading); + readOnlyScalar("num_frame_presents_loading", u32, result.num_frame_presents_loading); + readOnlyScalar("num_dropped_frames_loading", u32, result.num_dropped_frames_loading); + readOnlyScalar("num_reprojected_frames_loading", u32, result.num_reprojected_frames_loading); + readOnlyScalar("num_timed_out", u32, result.num_timed_out); + readOnlyScalar("num_frame_presents_timed_out", u32, result.num_frame_presents_timed_out); + readOnlyScalar("num_dropped_frames_timed_out", u32, result.num_dropped_frames_timed_out); + readOnlyScalar("num_reprojected_frames_timed_out", u32, result.num_reprojected_frames_timed_out); + readOnlyScalar("num_frame_submits", u32, result.num_frame_submits); + readOnlyScalar("sum_compositor_cpu_time_ms", f64, result.sum_compositor_cpu_time_ms); + readOnlyScalar("sum_compositor_gpu_time_ms", f64, result.sum_compositor_gpu_time_ms); + readOnlyScalar("sum_target_frame_times", f64, result.sum_target_frame_times); + readOnlyScalar("sum_application_cpu_time_ms", f64, result.sum_application_cpu_time_ms); + readOnlyScalar("sum_application_gpu_time_ms", f64, result.sum_application_gpu_time_ms); + readOnlyScalar("num_frames_with_depth", u32, result.num_frames_with_depth); + }, + OpenVR.CompositorPose => { + { + zgui.text("render_pose", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyTrackedDevicePose(result.render_pose); + } + { + zgui.text("game_pose", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyTrackedDevicePose(result.game_pose); + } + }, + OpenVR.CompositorPoses => { + { + zgui.text("render_poses", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + readOnlyTrackedDevicePoses(result.render_poses); + } + { + zgui.text("game_poses", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyTrackedDevicePoses(result.game_poses); + } + }, + OpenVR.Color => readOnlyColor4("##", @bitCast(result)), + OpenVR.BoundsColor => { + if (result.bound_colors.len > 0) { + for (result.bound_colors, 0..) |bound_color, i| { + zgui.pushIntId(@intCast(i)); + defer zgui.popId(); + readOnlyColor4("bound_colors", @bitCast(bound_color)); + zgui.sameLine(.{}); + zgui.text("[{}]", .{i}); + } + } else { + readOnlyText("bound_colors", "(empty)"); + } + readOnlyColor4("camera_color", @bitCast(result.camera_color)); + }, + OpenVR.Vector2 => readOnlyFloat2("##", result.v), + OpenVR.Vector4 => readOnlyFloat4("##", result.v), + OpenVR.Matrix34 => readOnlyMatrix34(result), + OpenVR.Matrix44 => readOnlyMatrix44(result), + OpenVR.RawProjection => { + readOnlyFloat("left", result.left); + readOnlyFloat("right", result.right); + readOnlyFloat("top", result.top); + readOnlyFloat("bottom", result.bottom); + }, + OpenVR.DistortionCoordinates => { + readOnlyFloat2("red", result.red); + readOnlyFloat2("green", result.green); + readOnlyFloat2("blue", result.blue); + }, + OpenVR.Event => readOnlyEvent(result), + OpenVR.EventWithPose => { + { + zgui.text("event", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyEvent(result.event); + } + { + zgui.text("pose", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyTrackedDevicePose(result.pose); + } + }, + OpenVR.ControllerState => readOnlyControllerState(result), + OpenVR.ControllerStateWithPose => { + { + zgui.text("controller_state", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyControllerState(result.controller_state); + } + { + zgui.text("pose", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyTrackedDevicePose(result.pose); + } + }, + OpenVR.FilePaths => { + if (allocator) |alloc| { + const paths = try result.allocPaths(alloc); + defer alloc.free(paths); + + for (paths, 0..) |path, i| { + const path_z = try alloc.allocSentinel(u8, path.len, 0); + defer alloc.free(path_z); + std.mem.copyForwards(u8, path_z, path); + zgui.pushIntId(@intCast(i)); + defer zgui.popId(); + readOnlyText("##", path_z); + zgui.sameLine(.{}); + zgui.text("[{}]", .{i}); + } + } else { + @panic("allocator required for " ++ @typeName(Return)); + } + }, + OpenVR.MimeTypes => { + if (allocator) |alloc| { + const mime_types = try result.allocTypes(alloc); + defer alloc.free(mime_types); + + for (mime_types, 0..) |mime_type, i| { + const mime_type_z = try alloc.allocSentinel(u8, mime_type.len, 0); + defer alloc.free(mime_type_z); + std.mem.copyForwards(u8, mime_type_z, mime_type); + zgui.pushIntId(@intCast(i)); + defer zgui.popId(); + readOnlyText("##", mime_type_z); + zgui.sameLine(.{}); + zgui.text("[{}]", .{i}); + } + } else { + @panic("allocator required for " ++ @typeName(Return)); + } + }, + OpenVR.AppKeys => { + if (allocator) |alloc| { + const app_keys = try result.allocKeys(alloc); + defer alloc.free(app_keys); + + for (app_keys, 0..) |app_key, i| { + const app_key_z = try alloc.allocSentinel(u8, app_key.len, 0); + defer alloc.free(app_key_z); + std.mem.copyForwards(u8, app_key_z, app_key); + zgui.pushIntId(@intCast(i)); + defer zgui.popId(); + readOnlyText("##", app_key_z); + zgui.sameLine(.{}); + zgui.text("[{}]", .{i}); + } + } else { + @panic("allocator required for " ++ @typeName(Return)); + } + }, + OpenVR.InputDigitalActionData => { + readOnlyCheckbox("active", result.active); + readOnlyScalar("active_origin", u64, result.active_origin); + readOnlyCheckbox("state", result.state); + readOnlyCheckbox("changed", result.changed); + readOnlyFloat("update_time", result.update_time); + }, + OpenVR.InputAnalogActionData => { + readOnlyCheckbox("active", result.active); + readOnlyScalar("active_origin", u64, result.active_origin); + readOnlyFloat("x", result.x); + readOnlyFloat("y", result.y); + readOnlyFloat("z", result.z); + readOnlyFloat("delta_x", result.delta_x); + readOnlyFloat("delta_y", result.delta_y); + readOnlyFloat("delta_z", result.delta_z); + readOnlyFloat("update_time", result.update_time); + }, + OpenVR.InputPoseActionData => { + readOnlyCheckbox("active", result.active); + readOnlyScalar("active_origin", u64, result.active_origin); + { + zgui.text("pose", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + + readOnlyTrackedDevicePose(result.pose); + } + }, + OpenVR.InputSkeletalActionData => { + readOnlyCheckbox("active", result.active); + readOnlyScalar("active_origin", u64, result.active_origin); + }, + OpenVR.BoneTransform => { + readOnlyFloat4("position.v", result.position.v); + { + zgui.text("orientation", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + readOnlyFloat("w", result.orientation.w); + readOnlyFloat("x", result.orientation.x); + readOnlyFloat("y", result.orientation.y); + readOnlyFloat("z", result.orientation.z); + } + }, + OpenVR.SkeletalSummaryData => { + readOnlyFloat5("finger_curl", result.finger_curl); + readOnlyFloat4("finger_splay", result.finger_splay); + }, + OpenVR.InputOriginInfo => { + readOnlyScalar("device_path", u64, result.device_path); + readOnlyScalar("tracked_device_index", u32, result.tracked_device_index); + readOnlyText("render_model_component_name", std.mem.sliceTo(&result.render_model_component_name, 0)); + }, + OpenVR.InputBindingInfo => { + readOnlyText("device_path_name", std.mem.sliceTo(&result.device_path_name, 0)); + readOnlyText("input_path_name", std.mem.sliceTo(&result.input_path_name, 0)); + readOnlyText("mode_name", std.mem.sliceTo(&result.mode_name, 0)); + readOnlyText("slot_name", std.mem.sliceTo(&result.slot_name, 0)); + readOnlyText("input_source_type", std.mem.sliceTo(&result.input_source_type, 0)); + }, + OpenVR.RenderModel.ComponentState => { + { + zgui.text("tracking_to_component_render_model", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + readOnlyMatrix34(result.tracking_to_component_render_model); + } + { + zgui.text("tracking_to_component_local", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + readOnlyMatrix34(result.tracking_to_component_local); + } + readOnlyScalar("properties", u32, result.properties); + }, + OpenVR.RenderModel => { + { + zgui.text("vertex_data", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + readOnlyScalar("len", usize, result.vertex_data.len); + } + { + zgui.text("index_data", .{}); + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + readOnlyScalar("len", usize, result.index_data.len); + } + readOnlyInt("diffuse_texture_id", result.diffuse_texture_id); + }, + OpenVR.RenderModel.Vertex => { + readOnlyFloat3("position.v", result.position.v); + readOnlyFloat3("normal.v", result.normal.v); + readOnlyFloat2("texture_coord", result.texture_coord); + }, + *OpenVR.RenderModel.TextureMap => { + readOnlyScalar("width", u16, result.width); + readOnlyScalar("height", u16, result.height); + readOnlyText("texture_map_data", "(binary)"); + readOnlyText("format", @tagName(result.format)); + readOnlyScalar("mip_levels", u16, result.mip_levels); + }, + OpenVR.BenchmarkResults => { + readOnlyFloat("mega_pixels_per_second", result.mega_pixels_per_second); + readOnlyFloat("hmd_recommended_mega_pixels_per_second", result.hmd_recommended_mega_pixels_per_second); + }, + OpenVR.CompositorPosePredictionIDs => { + readOnlyScalar("render_pose_prediction_id", u32, result.render_pose_prediction_id); + readOnlyScalar("game_pose_prediction_id", u32, result.game_pose_prediction_id); + }, + else => @compileError(@typeName(Return) ++ " not implemented"), + } +} + +pub fn getter(comptime T: type, comptime f_name: [:0]const u8, self: T, arg_ptrs: anytype, return_doc: ?[:0]const u8) !void { + zgui.pushStrId(f_name); + defer zgui.popId(); + + const ArgPtrs = @TypeOf(arg_ptrs); + const arg_ptrs_info = @typeInfo(ArgPtrs).@"struct"; + + const f_type = fType(T, f_name); + const args = args: { + var args: f_type.Args = undefined; + args[0] = self; + fillArgs(arg_ptrs_info, arg_ptrs, 1, f_type.Args, &args); + break :args args; + }; + + const result = @call(.auto, f_type.f, args); + zgui.text("{s}(", .{f_name}); + try renderParams(null, f_type.arg_types[1..], arg_ptrs_info, arg_ptrs); + zgui.text(") {s}", .{return_doc orelse f_type.return_name}); + + try renderResult(null, f_type.Return, result); + zgui.newLine(); +} + +fn fillArgs(comptime arg_ptrs_info: std.builtin.Type.Struct, arg_ptrs: anytype, comptime offset: usize, comptime Args: type, args: *Args) void { + inline for (arg_ptrs_info.fields, 0..) |field, i| { + const arg_ptr = @field(arg_ptrs, field.name); + args[i + offset] = switch (@typeInfo(field.type)) { + .pointer => |pointer| switch (pointer.size) { + .slice => arg_ptr, + .one => switch (@typeInfo(pointer.child)) { + .array => std.mem.sliceTo(arg_ptr, 0), + else => switch (field.type) { + *std.ArrayList(OpenVR.AppOverrideKeys), + *std.ArrayList(OpenVR.TrackedDeviceIndex), + *std.ArrayList(OpenVR.ActiveActionSet), + *std.ArrayList(OpenVR.InputBindingInfo), + => arg_ptr.items, + *?OpenVR.RenderModelError!OpenVR.RenderModel => arg_ptr.*.? catch @panic("render model required"), + *?OpenVR.RenderModelError!*OpenVR.RenderModel.TextureMap => arg_ptr.*.? catch @panic("texture map required"), + else => arg_ptr.*, + }, + }, + else => arg_ptr.*, + }, + else => @compileError("expected " ++ field.name ++ " to be a pointer but was a " ++ @typeName(field.type)), + }; + } +} + +pub fn staticGetter(comptime T: type, comptime f_name: [:0]const u8, arg_ptrs: anytype, return_doc: ?[:0]const u8) !void { + zgui.pushStrId(f_name); + defer zgui.popId(); + + const ArgPtrs = @TypeOf(arg_ptrs); + const arg_ptrs_info = @typeInfo(ArgPtrs).@"struct"; + + const f_type = fType(T, f_name); + const args = args: { + var args: f_type.Args = undefined; + fillArgs(arg_ptrs_info, arg_ptrs, 0, f_type.Args, &args); + break :args args; + }; + + const result = @call(.auto, f_type.f, args); + zgui.text("{s}(", .{f_name}); + try renderParams(null, f_type.arg_types[0..], arg_ptrs_info, arg_ptrs); + zgui.text(") {s}", .{return_doc orelse f_type.return_name}); + + try renderResult(null, f_type.Return, result); + zgui.newLine(); +} + +pub fn allocGetter(allocator: std.mem.Allocator, comptime T: type, comptime f_name: [:0]const u8, self: T, arg_ptrs: anytype, return_doc: ?[:0]const u8) !void { + zgui.pushStrId(f_name); + defer zgui.popId(); + + const ArgPtrs = @TypeOf(arg_ptrs); + const arg_ptrs_info = @typeInfo(ArgPtrs).@"struct"; + + const f_type = fType(T, f_name); + const args = args: { + var args: f_type.Args = undefined; + + args[0] = self; + args[1] = allocator; + fillArgs(arg_ptrs_info, arg_ptrs, 2, f_type.Args, &args); + break :args args; + }; + + const result = @call(.auto, f_type.f, args); + defer deinitResult(allocator, f_type.Return, result); + zgui.text("{s}(", .{f_name}); + { + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + zgui.text("allocator", .{}); + zgui.sameLine(.{}); + zgui.text(",", .{}); + } + if (f_type.arg_types.len > 2) { + try renderParams(allocator, f_type.arg_types[2..], arg_ptrs_info, arg_ptrs); + } + zgui.text(") {s}", .{return_doc orelse f_type.return_name}); + + try renderResult(allocator, f_type.Return, result); + zgui.newLine(); +} + +fn FType(comptime T: type, comptime f_name: []const u8) type { + const f = @field(T, f_name); + const F = @TypeOf(f); + const f_info = @typeInfo(F).@"fn"; + comptime var arg_types: [f_info.params.len]type = undefined; + inline for (f_info.params, 0..) |param, i| { + arg_types[i] = param.type.?; + } + const Args = std.meta.Tuple(&arg_types); + const Return = f_info.return_type.?; + const return_type_info = @typeInfo(Return); + const Payload = switch (return_type_info) { + .error_union => |error_union| error_union.payload, + else => Return, + }; + const payload_prefix = switch (return_type_info) { + .error_union => "!", + else => "", + }; + + return struct { + f: F = f, + F: type = F, + f_info: std.builtin.Type.Fn = f_info, + arg_types: [f_info.params.len]type = arg_types, + Args: type = Args, + Return: type = Return, + return_type_info: std.builtin.Type = return_type_info, + Payload: type = Payload, + return_name: []const u8 = payload_prefix ++ @typeName(Payload), + }; +} +fn fType(comptime T: type, comptime f_name: []const u8) FType(T, f_name) { + return .{}; +} + +pub fn setter(comptime T: type, comptime f_name: [:0]const u8, self: T, arg_ptrs: anytype, return_doc: ?[:0]const u8) !void { + zgui.pushStrId(f_name); + defer zgui.popId(); + + const ArgPtrs = @TypeOf(arg_ptrs); + const arg_ptrs_info = @typeInfo(ArgPtrs).@"struct"; + + const f_type = fType(T, f_name); + + if (zgui.button(f_name, .{})) { + const args = args: { + var args: f_type.Args = undefined; + args[0] = self; + fillArgs(arg_ptrs_info, arg_ptrs, 1, f_type.Args, &args); + break :args args; + }; + + @call(.auto, f_type.f, args); + } + zgui.sameLine(.{}); + zgui.text("(", .{}); + try renderParams(null, f_type.arg_types[1..], arg_ptrs_info, arg_ptrs); + zgui.text(") {s}", .{return_doc orelse f_type.return_name}); + + zgui.newLine(); +} + +pub fn deinitSetter(comptime T: type, comptime f_name: [:0]const u8, self: T, arg_ptrs: anytype, result_ptr: anytype, return_doc: ?[:0]const u8) !void { + zgui.pushStrId(f_name); + defer zgui.popId(); + + const ArgPtrs = @TypeOf(arg_ptrs); + const arg_ptrs_info = @typeInfo(ArgPtrs).@"struct"; + + const f_type = fType(T, f_name); + + if (zgui.button(f_name, .{})) { + const args = args: { + var args: f_type.Args = undefined; + args[0] = self; + fillArgs(arg_ptrs_info, arg_ptrs, 1, f_type.Args, &args); + break :args args; + }; + + @call(.auto, f_type.f, args); + result_ptr.* = null; + } + zgui.sameLine(.{}); + zgui.text("(", .{}); + try renderParams(null, f_type.arg_types[1..], arg_ptrs_info, arg_ptrs); + zgui.text(") {s}", .{return_doc orelse f_type.return_name}); + + zgui.newLine(); +} + +pub fn persistedSetter(comptime T: type, comptime f_name: [:0]const u8, self: T, arg_ptrs: anytype, result_ptr: *?fType(T, f_name).Return, return_doc: ?[:0]const u8) !void { + zgui.pushStrId(f_name); + defer zgui.popId(); + + const ArgPtrs = @TypeOf(arg_ptrs); + const arg_ptrs_info = @typeInfo(ArgPtrs).@"struct"; + + const f_type = fType(T, f_name); + + if (zgui.button(f_name, .{})) { + const args = args: { + var args: f_type.Args = undefined; + + args[0] = self; + fillArgs(arg_ptrs_info, arg_ptrs, 1, f_type.Args, &args); + break :args args; + }; + + result_ptr.* = @call(.auto, f_type.f, args); + } + zgui.sameLine(.{}); + zgui.text("(", .{}); + try renderParams(null, f_type.arg_types[1..], arg_ptrs_info, arg_ptrs); + zgui.text(") {s}", .{return_doc orelse f_type.return_name}); + + try renderResult(null, ?f_type.Return, result_ptr.*); + zgui.newLine(); +} + +pub fn allocPersistedSetter(allocator: std.mem.Allocator, comptime T: type, comptime f_name: [:0]const u8, self: T, arg_ptrs: anytype, result_ptr: *?fType(T, f_name).Return, return_doc: ?[:0]const u8) !void { + zgui.pushStrId(f_name); + defer zgui.popId(); + + const ArgPtrs = @TypeOf(arg_ptrs); + const arg_ptrs_info = @typeInfo(ArgPtrs).@"struct"; + + const f_type = fType(T, f_name); + + if (zgui.button(f_name, .{})) { + deinitResult(allocator, f_type.Return, result_ptr.*); + + const args = args: { + var args: f_type.Args = undefined; + + args[0] = self; + args[1] = allocator; + fillArgs(arg_ptrs_info, arg_ptrs, 2, f_type.Args, &args); + break :args args; + }; + + result_ptr.* = @call(.auto, f_type.f, args); + } + zgui.sameLine(.{}); + zgui.text("(", .{}); + { + zgui.indent(.{ .indent_w = 30 }); + defer zgui.unindent(.{ .indent_w = 30 }); + zgui.text("allocator", .{}); + zgui.sameLine(.{}); + zgui.text(",", .{}); + } + if (f_type.arg_types.len > 2) { + try renderParams(allocator, f_type.arg_types[2..], arg_ptrs_info, arg_ptrs); + } + zgui.text(") {s}", .{return_doc orelse f_type.return_name}); + + try renderResult(null, ?f_type.Return, result_ptr.*); + zgui.newLine(); +} + +``` + +`samples/physically_based_rendering_wgpu/README.md`: + +```md +## physically based rendering (wgpu) + +This sample implements physically-based rendering (PBR) and image-based lighting (IBL) to achive realistic looking rendering results. Works on Windows, Linux and MacOS. For more details please see below. + +![image](screenshot0.jpg) +![image](screenshot1.jpg) +![image](screenshot2.jpg) + +Indirect lighting is precomputed and stored every time user changes current HDRI (skybox). + +Precomputation phase consists of few steps: +* Generation of environment cube texture from spherical equirectangular environment texture (render to cube texture) +* Generation of irradiance cube texture (render to cube texture) +* Generation of prefiltered environment cube texture (render to cube texture) +* Generation of BRDF integration 2D texture (compute shader) + +During normal rendering we: +* Sample ambient occlusion texture, base color texture, metallic-roughness texture and normal texture (those textures describe the "material" of the object) +* Compute direct lighting using camera position and results from the previous step +* Compute indirect lighting by sampling irradiance cube texture, filtered environment cube texture and BRDF integration 2D texture (we also need camera position, surface normal and surface roughness for correct texture lookups) +* Combine direct and indirect lighting +* Perform very simple tone-mapping +* Perform gamma correction + +This demo exercises some features from our libraries, in particular: +* Async shader compilation (zgpu) +* Mipmap generation on the GPU (zgpu) +* GPU resource management (zgpu) +* Image loading (zstbi) +* Mesh loading (zmesh.io) +* Simple GUI (zgui) +* 3D math (zmath) + +``` + +`samples/physically_based_rendering_wgpu/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "physically_based_rendering_wgpu"; +pub const content_dir = demo_name ++ "_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + @import("zgpu").addLibraryPathsTo(exe); + const zgpu = b.dependency("zgpu", .{ + .target = options.target, + }); + exe.root_module.addImport("zgpu", zgpu.module("root")); + exe.linkLibrary(zgpu.artifact("zdawn")); + + const zmath = b.dependency("zmath", .{ + .target = options.target, + }); + exe.root_module.addImport("zmath", zmath.module("root")); + + const zgui = b.dependency("zgui", .{ + .target = options.target, + .backend = .glfw_wgpu, + }); + exe.root_module.addImport("zgui", zgui.module("root")); + exe.linkLibrary(zgui.artifact("imgui")); + + const zmesh = b.dependency("zmesh", .{ + .target = options.target, + }); + exe.root_module.addImport("zmesh", zmesh.module("root")); + exe.linkLibrary(zmesh.artifact("zmesh")); + + const zstbi = b.dependency("zstbi", .{ + .target = options.target, + }); + exe.root_module.addImport("zstbi", zstbi.module("root")); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + exe.step.dependOn(&install_content_step.step); + + if (options.target.result.os.tag == .macos) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("macos12/usr/lib")); + exe.addSystemFrameworkPath(system_sdk.path("macos12/System/Library/Frameworks")); + } + } else if (options.target.result.os.tag == .linux) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("linux/lib/x86_64-linux-gnu")); + } + } + + return exe; +} + +``` + +`samples/physically_based_rendering_wgpu/src/physically_based_rendering_wgpu.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const assert = std.debug.assert; +const zglfw = @import("zglfw"); +const zgpu = @import("zgpu"); +const wgpu = zgpu.wgpu; +const zgui = @import("zgui"); +const zm = @import("zmath"); +const zmesh = @import("zmesh"); +const wgsl = @import("physically_based_rendering_wgsl.zig"); +const zstbi = @import("zstbi"); + +const content_dir = @import("build_options").content_dir; +const window_title = "zig-gamedev: physically based rendering (wgpu)"; + +const Vertex = extern struct { + position: [3]f32, + normal: [3]f32, + texcoord: [2]f32, + tangent: [4]f32, +}; + +const Mesh = struct { + index_offset: u32, + vertex_offset: i32, + num_indices: u32, + num_vertices: u32, +}; + +const num_mesh_textures = 4; + +const cube_mesh = 0; +const helmet_mesh = 1; + +const enable_async_shader_compilation = true; + +const env_cube_tex_resolution = 1024; +const irradiance_cube_tex_resolution = 128; +const filtered_env_tex_resolution = 512; +const filtered_env_tex_mip_levels = 6; +const brdf_integration_tex_resolution = 512; + +const MeshUniforms = struct { + object_to_world: zm.Mat, + world_to_clip: zm.Mat, + camera_position: [3]f32, + draw_mode: i32, +}; + +const DemoState = struct { + allocator: std.mem.Allocator, + + window: *zglfw.Window, + gctx: *zgpu.GraphicsContext, + + precompute_env_tex_pipe: zgpu.RenderPipelineHandle = .{}, + precompute_irradiance_tex_pipe: zgpu.RenderPipelineHandle = .{}, + precompute_filtered_env_tex_pipe: zgpu.RenderPipelineHandle = .{}, + precompute_brdf_integration_tex_pipe: zgpu.ComputePipelineHandle = .{}, + mesh_pipe: zgpu.RenderPipelineHandle = .{}, + sample_env_tex_pipe: zgpu.RenderPipelineHandle = .{}, + + uniform_tex2d_sam_bgl: zgpu.BindGroupLayoutHandle, + uniform_texcube_sam_bgl: zgpu.BindGroupLayoutHandle, + texstorage2d_bgl: zgpu.BindGroupLayoutHandle, + + vertex_buf: zgpu.BufferHandle, + index_buf: zgpu.BufferHandle, + + depth_tex: zgpu.TextureHandle, + depth_texv: zgpu.TextureViewHandle, + + mesh_tex: [num_mesh_textures]zgpu.TextureHandle, + mesh_texv: [num_mesh_textures]zgpu.TextureViewHandle, + + env_cube_tex: zgpu.TextureHandle, + env_cube_texv: zgpu.TextureViewHandle, + + irradiance_cube_tex: zgpu.TextureHandle, + irradiance_cube_texv: zgpu.TextureViewHandle, + + filtered_env_cube_tex: zgpu.TextureHandle, + filtered_env_cube_texv: zgpu.TextureViewHandle, + + brdf_integration_tex: zgpu.TextureHandle, + brdf_integration_texv: zgpu.TextureViewHandle, + + mesh_bg: zgpu.BindGroupHandle, + env_bg: zgpu.BindGroupHandle, + + meshes: std.ArrayList(Mesh), + + draw_mode: i32 = 0, + current_hdri_index: i32 = 1, + is_lighting_precomputed: bool = false, + + mesh_yaw: f32 = 0.0, + camera: struct { + position: [3]f32 = .{ 3.0, 0.0, 3.0 }, + forward: [3]f32 = .{ 0.0, 0.0, 0.0 }, + pitch: f32 = 0.0, + yaw: f32 = math.pi + 0.25 * math.pi, + } = .{}, + mouse: struct { + cursor_pos: [2]f64 = .{ 0, 0 }, + } = .{}, +}; + +fn loadAllMeshes( + arena: std.mem.Allocator, + out_meshes: *std.ArrayList(Mesh), + out_vertices: *std.ArrayList(Vertex), + out_indices: *std.ArrayList(u32), +) !void { + var indices = std.ArrayList(u32).init(arena); + var positions = std.ArrayList([3]f32).init(arena); + var normals = std.ArrayList([3]f32).init(arena); + var texcoords = std.ArrayList([2]f32).init(arena); + var tangents = std.ArrayList([4]f32).init(arena); + + { + const pre_indices_len = indices.items.len; + const pre_positions_len = positions.items.len; + + const data = try zmesh.io.parseAndLoadFile(content_dir ++ "cube.gltf"); + defer zmesh.io.freeData(data); + try zmesh.io.appendMeshPrimitive(data, 0, 0, &indices, &positions, &normals, &texcoords, &tangents); + + try out_meshes.append(.{ + .index_offset = @as(u32, @intCast(pre_indices_len)), + .vertex_offset = @as(i32, @intCast(pre_positions_len)), + .num_indices = @as(u32, @intCast(indices.items.len - pre_indices_len)), + .num_vertices = @as(u32, @intCast(positions.items.len - pre_positions_len)), + }); + } + { + const pre_indices_len = indices.items.len; + const pre_positions_len = positions.items.len; + + const data = try zmesh.io.parseAndLoadFile(content_dir ++ "SciFiHelmet/SciFiHelmet.gltf"); + defer zmesh.io.freeData(data); + try zmesh.io.appendMeshPrimitive(data, 0, 0, &indices, &positions, &normals, &texcoords, &tangents); + + try out_meshes.append(.{ + .index_offset = @as(u32, @intCast(pre_indices_len)), + .vertex_offset = @as(i32, @intCast(pre_positions_len)), + .num_indices = @as(u32, @intCast(indices.items.len - pre_indices_len)), + .num_vertices = @as(u32, @intCast(positions.items.len - pre_positions_len)), + }); + } + + try out_indices.ensureTotalCapacity(indices.items.len); + for (indices.items) |mesh_index| { + out_indices.appendAssumeCapacity(mesh_index); + } + + try out_vertices.ensureTotalCapacity(positions.items.len); + for (positions.items, 0..) |_, index| { + out_vertices.appendAssumeCapacity(.{ + .position = positions.items[index], + .normal = normals.items[index], + .texcoord = texcoords.items[index], + .tangent = tangents.items[index], + }); + } +} + +fn create(allocator: std.mem.Allocator, window: *zglfw.Window) !*DemoState { + const gctx = try zgpu.GraphicsContext.create( + allocator, + .{ + .window = window, + .fn_getTime = @ptrCast(&zglfw.getTime), + .fn_getFramebufferSize = @ptrCast(&zglfw.Window.getFramebufferSize), + .fn_getWin32Window = @ptrCast(&zglfw.getWin32Window), + .fn_getX11Display = @ptrCast(&zglfw.getX11Display), + .fn_getX11Window = @ptrCast(&zglfw.getX11Window), + .fn_getWaylandDisplay = @ptrCast(&zglfw.getWaylandDisplay), + .fn_getWaylandSurface = @ptrCast(&zglfw.getWaylandWindow), + .fn_getCocoaWindow = @ptrCast(&zglfw.getCocoaWindow), + }, + .{}, + ); + errdefer gctx.destroy(allocator); + + var arena_state = std.heap.ArenaAllocator.init(allocator); + defer arena_state.deinit(); + const arena = arena_state.allocator(); + + // + // Create bind group layouts. + // + const mesh_bgl = gctx.createBindGroupLayout(&.{ + zgpu.bufferEntry(0, .{ .vertex = true, .fragment = true }, .uniform, true, 0), + zgpu.textureEntry(1, .{ .fragment = true }, .float, .tvdim_2d, false), + zgpu.textureEntry(2, .{ .fragment = true }, .float, .tvdim_2d, false), + zgpu.textureEntry(3, .{ .fragment = true }, .float, .tvdim_2d, false), + zgpu.textureEntry(4, .{ .fragment = true }, .float, .tvdim_2d, false), + zgpu.textureEntry(5, .{ .fragment = true }, .float, .tvdim_cube, false), + zgpu.textureEntry(6, .{ .fragment = true }, .float, .tvdim_cube, false), + zgpu.textureEntry(7, .{ .fragment = true }, .float, .tvdim_2d, false), + zgpu.samplerEntry(8, .{ .fragment = true }, .filtering), + }); + defer gctx.releaseResource(mesh_bgl); + + const uniform_tex2d_sam_bgl = gctx.createBindGroupLayout(&.{ + zgpu.bufferEntry(0, .{ .vertex = true }, .uniform, true, 0), + zgpu.textureEntry(1, .{ .fragment = true }, .float, .tvdim_2d, false), + zgpu.samplerEntry(2, .{ .fragment = true }, .filtering), + }); + const uniform_texcube_sam_bgl = gctx.createBindGroupLayout(&.{ + zgpu.bufferEntry(0, .{ .vertex = true, .fragment = true }, .uniform, true, 0), + zgpu.textureEntry(1, .{ .fragment = true }, .float, .tvdim_cube, false), + zgpu.samplerEntry(2, .{ .fragment = true }, .filtering), + }); + const texstorage2d_bgl = gctx.createBindGroupLayout(&.{ + zgpu.storageTextureEntry(0, .{ .compute = true }, .write_only, .rgba16_float, .tvdim_2d), + }); + + // + // Create meshes. + // + zmesh.init(arena); + defer zmesh.deinit(); + + var meshes = std.ArrayList(Mesh).init(allocator); + var vertices = std.ArrayList(Vertex).init(arena); + var indices = std.ArrayList(u32).init(arena); + try loadAllMeshes(arena, &meshes, &vertices, &indices); + + const total_num_vertices = @as(u32, @intCast(vertices.items.len)); + const total_num_indices = @as(u32, @intCast(indices.items.len)); + + // Create a vertex buffer. + const vertex_buf = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .vertex = true }, + .size = total_num_vertices * @sizeOf(Vertex), + }); + gctx.queue.writeBuffer(gctx.lookupResource(vertex_buf).?, 0, Vertex, vertices.items); + + // Create an index buffer. + const index_buf = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .index = true }, + .size = total_num_indices * @sizeOf(u32), + }); + gctx.queue.writeBuffer(gctx.lookupResource(index_buf).?, 0, u32, indices.items); + + // + // Create textures. + // + const depth = createDepthTexture(gctx); + + // Create mesh textures. + const mesh_texture_paths = &[num_mesh_textures][:0]const u8{ + content_dir ++ "SciFiHelmet/SciFiHelmet_AmbientOcclusion.png", + content_dir ++ "SciFiHelmet/SciFiHelmet_BaseColor.png", + content_dir ++ "SciFiHelmet/SciFiHelmet_MetallicRoughness.png", + content_dir ++ "SciFiHelmet/SciFiHelmet_Normal.png", + }; + var mesh_tex: [num_mesh_textures]zgpu.TextureHandle = undefined; + var mesh_texv: [num_mesh_textures]zgpu.TextureViewHandle = undefined; + + for (mesh_texture_paths, 0..) |path, tex_index| { + var image = try zstbi.Image.loadFromFile(path, 4); + defer image.deinit(); + + mesh_tex[tex_index] = gctx.createTexture(.{ + .usage = .{ .texture_binding = true, .copy_dst = true }, + .size = .{ + .width = image.width, + .height = image.height, + .depth_or_array_layers = 1, + }, + .format = zgpu.imageInfoToTextureFormat( + image.num_components, + image.bytes_per_component, + image.is_hdr, + ), + .mip_level_count = math.log2_int(u32, @max(image.width, image.height)) + 1, + }); + mesh_texv[tex_index] = gctx.createTextureView(mesh_tex[tex_index], .{}); + + gctx.queue.writeTexture( + .{ .texture = gctx.lookupResource(mesh_tex[tex_index]).? }, + .{ + .bytes_per_row = image.bytes_per_row, + .rows_per_image = image.height, + }, + .{ .width = image.width, .height = image.height }, + u8, + image.data, + ); + } + + // Create an empty env. cube texture (we will render to it). + const env_cube_tex = gctx.createTexture(.{ + .usage = .{ .texture_binding = true, .render_attachment = true, .copy_dst = true }, + .size = .{ + .width = env_cube_tex_resolution, + .height = env_cube_tex_resolution, + .depth_or_array_layers = 6, + }, + .format = .rgba16_float, + .mip_level_count = math.log2_int(u32, env_cube_tex_resolution) + 1, + }); + const env_cube_texv = gctx.createTextureView(env_cube_tex, .{ + .dimension = .tvdim_cube, + }); + + // Create an empty irradiance cube texture (we will render to it). + const irradiance_cube_tex = gctx.createTexture(.{ + .usage = .{ .texture_binding = true, .render_attachment = true, .copy_dst = true }, + .size = .{ + .width = irradiance_cube_tex_resolution, + .height = irradiance_cube_tex_resolution, + .depth_or_array_layers = 6, + }, + .format = .rgba16_float, + .mip_level_count = math.log2_int(u32, irradiance_cube_tex_resolution) + 1, + }); + const irradiance_cube_texv = gctx.createTextureView(irradiance_cube_tex, .{ + .dimension = .tvdim_cube, + }); + + // Create an empty filtered env. cube texture (we will render to it). + const filtered_env_cube_tex = gctx.createTexture(.{ + .usage = .{ .texture_binding = true, .render_attachment = true }, + .size = .{ + .width = filtered_env_tex_resolution, + .height = filtered_env_tex_resolution, + .depth_or_array_layers = 6, + }, + .format = .rgba16_float, + .mip_level_count = filtered_env_tex_mip_levels, + }); + const filtered_env_cube_texv = gctx.createTextureView(filtered_env_cube_tex, .{ + .dimension = .tvdim_cube, + }); + + // Create an empty BRDF integration texture (we will generate its content in a compute shader). + const brdf_integration_tex = gctx.createTexture(.{ + .usage = .{ .texture_binding = true, .storage_binding = true }, + .size = .{ + .width = brdf_integration_tex_resolution, + .height = brdf_integration_tex_resolution, + }, + .format = .rgba16_float, + .mip_level_count = 1, + }); + const brdf_integration_texv = gctx.createTextureView(brdf_integration_tex, .{}); + + // + // Create samplers. + // + const aniso_sam = gctx.createSampler(.{ + .mag_filter = .linear, + .min_filter = .linear, + .mipmap_filter = .linear, + .max_anisotropy = 16, + }); + + const trilinear_sam = gctx.createSampler(.{ + .mag_filter = .linear, + .min_filter = .linear, + .mipmap_filter = .linear, + }); + + // + // Generates mipmaps on the GPU. + // + { + const commands = commands: { + const encoder = gctx.device.createCommandEncoder(null); + defer encoder.release(); + + for (mesh_tex) |texture| { + gctx.generateMipmaps(arena, encoder, texture); + } + + break :commands encoder.finish(null); + }; + defer commands.release(); + gctx.submit(&.{commands}); + } + + // + // Create bind groups. + // + const mesh_bg = gctx.createBindGroup(mesh_bgl, &.{ + .{ .binding = 0, .buffer_handle = gctx.uniforms.buffer, .offset = 0, .size = @sizeOf(MeshUniforms) }, + .{ .binding = 1, .texture_view_handle = mesh_texv[0] }, + .{ .binding = 2, .texture_view_handle = mesh_texv[1] }, + .{ .binding = 3, .texture_view_handle = mesh_texv[2] }, + .{ .binding = 4, .texture_view_handle = mesh_texv[3] }, + .{ .binding = 5, .texture_view_handle = irradiance_cube_texv }, + .{ .binding = 6, .texture_view_handle = filtered_env_cube_texv }, + .{ .binding = 7, .texture_view_handle = brdf_integration_texv }, + .{ .binding = 8, .sampler_handle = aniso_sam }, + }); + + const env_bg = gctx.createBindGroup(uniform_texcube_sam_bgl, &.{ + .{ .binding = 0, .buffer_handle = gctx.uniforms.buffer, .offset = 0, .size = @sizeOf(zm.Mat) }, + .{ .binding = 1, .texture_view_handle = env_cube_texv }, + .{ .binding = 2, .sampler_handle = trilinear_sam }, + }); + + const demo = try allocator.create(DemoState); + demo.* = .{ + .window = window, + .gctx = gctx, + .allocator = allocator, + .uniform_tex2d_sam_bgl = uniform_tex2d_sam_bgl, + .uniform_texcube_sam_bgl = uniform_texcube_sam_bgl, + .texstorage2d_bgl = texstorage2d_bgl, + .vertex_buf = vertex_buf, + .index_buf = index_buf, + .depth_tex = depth.tex, + .depth_texv = depth.texv, + .mesh_tex = mesh_tex, + .mesh_texv = mesh_texv, + .env_cube_tex = env_cube_tex, + .env_cube_texv = env_cube_texv, + .irradiance_cube_tex = irradiance_cube_tex, + .irradiance_cube_texv = irradiance_cube_texv, + .filtered_env_cube_tex = filtered_env_cube_tex, + .filtered_env_cube_texv = filtered_env_cube_texv, + .brdf_integration_tex = brdf_integration_tex, + .brdf_integration_texv = brdf_integration_texv, + .mesh_bg = mesh_bg, + .env_bg = env_bg, + .meshes = meshes, + }; + + // + // Create pipelines. + // + createRenderPipe( + allocator, + gctx, + &.{mesh_bgl}, + wgsl.mesh_vs, + wgsl.mesh_fs, + zgpu.GraphicsContext.swapchain_format, + false, + wgpu.DepthStencilState{ + .format = .depth32_float, + .depth_write_enabled = true, + .depth_compare = .less, + }, + &demo.mesh_pipe, + ); + createRenderPipe( + allocator, + gctx, + &.{uniform_texcube_sam_bgl}, + wgsl.sample_env_tex_vs, + wgsl.sample_env_tex_fs, + zgpu.GraphicsContext.swapchain_format, + true, + wgpu.DepthStencilState{ + .format = .depth32_float, + .depth_write_enabled = false, + .depth_compare = .less_equal, + }, + &demo.sample_env_tex_pipe, + ); + createRenderPipe( + allocator, + gctx, + &.{uniform_tex2d_sam_bgl}, + wgsl.precompute_env_tex_vs, + wgsl.precompute_env_tex_fs, + .rgba16_float, + true, + null, + &demo.precompute_env_tex_pipe, + ); + createRenderPipe( + allocator, + gctx, + &.{uniform_texcube_sam_bgl}, + wgsl.precompute_irradiance_tex_vs, + wgsl.precompute_irradiance_tex_fs, + .rgba16_float, + true, + null, + &demo.precompute_irradiance_tex_pipe, + ); + createRenderPipe( + allocator, + gctx, + &.{uniform_texcube_sam_bgl}, + wgsl.precompute_filtered_env_tex_vs, + wgsl.precompute_filtered_env_tex_fs, + .rgba16_float, + true, + null, + &demo.precompute_filtered_env_tex_pipe, + ); + { + const pl = gctx.createPipelineLayout(&.{texstorage2d_bgl}); + defer gctx.releaseResource(pl); + + const cs_mod = zgpu.createWgslShaderModule( + gctx.device, + wgsl.precompute_brdf_integration_tex_cs, + null, + ); + defer cs_mod.release(); + + const pipe_desc = wgpu.ComputePipelineDescriptor{ + .compute = .{ + .module = cs_mod, + .entry_point = "main", + }, + }; + if (enable_async_shader_compilation) { + gctx.createComputePipelineAsync(allocator, pl, pipe_desc, &demo.precompute_brdf_integration_tex_pipe); + } else { + demo.precompute_brdf_integration_tex_pipe = gctx.createComputePipeline(pl, pipe_desc); + } + } + + return demo; +} + +fn destroy(allocator: std.mem.Allocator, demo: *DemoState) void { + demo.meshes.deinit(); + demo.gctx.destroy(allocator); + allocator.destroy(demo); +} + +fn update(demo: *DemoState) void { + zgui.backend.newFrame( + demo.gctx.swapchain_descriptor.width, + demo.gctx.swapchain_descriptor.height, + ); + + zgui.setNextWindowPos(.{ .x = 20.0, .y = 20.0, .cond = .always }); + zgui.setNextWindowSize(.{ .w = -1.0, .h = -1.0, .cond = .always }); + + if (zgui.begin("Demo Settings", .{ .flags = .{ .no_move = true, .no_resize = true } })) { + zgui.bulletText( + "Average : {d:.3} ms/frame ({d:.1} fps)", + .{ demo.gctx.stats.average_cpu_time, demo.gctx.stats.fps }, + ); + zgui.bulletText("LMB + drag : rotate helmet", .{}); + zgui.bulletText("RMB + drag : rotate camera", .{}); + zgui.bulletText("W, A, S, D : move camera", .{}); + + zgui.spacing(); + zgui.spacing(); + zgui.sameLine(.{ .spacing = 0.0 }); + if (zgui.combo("HDRI", .{ + .current_item = &demo.current_hdri_index, + .items_separated_by_zeros = "Newport Loft\x00Drackenstein Quarry\x00Freight Station\x00\x00", + })) { + demo.is_lighting_precomputed = false; + } + + zgui.spacing(); + zgui.spacing(); + _ = zgui.radioButtonStatePtr("Draw PBR effect", .{ .v = &demo.draw_mode, .v_button = 0 }); + _ = zgui.radioButtonStatePtr("Draw Ambient Occlusion texture", .{ .v = &demo.draw_mode, .v_button = 1 }); + _ = zgui.radioButtonStatePtr("Draw Base Color texture", .{ .v = &demo.draw_mode, .v_button = 2 }); + _ = zgui.radioButtonStatePtr("Draw Metallic texture", .{ .v = &demo.draw_mode, .v_button = 3 }); + _ = zgui.radioButtonStatePtr("Draw Roughness texture", .{ .v = &demo.draw_mode, .v_button = 4 }); + _ = zgui.radioButtonStatePtr("Draw Normal texture", .{ .v = &demo.draw_mode, .v_button = 5 }); + } + zgui.end(); + + const window = demo.window; + + // Handle camera rotation with mouse. + { + const cursor_pos = window.getCursorPos(); + const delta_x = @as(f32, @floatCast(cursor_pos[0] - demo.mouse.cursor_pos[0])); + const delta_y = @as(f32, @floatCast(cursor_pos[1] - demo.mouse.cursor_pos[1])); + demo.mouse.cursor_pos = cursor_pos; + + if (window.getMouseButton(.left) == .press) { + demo.mesh_yaw += 0.0025 * delta_x; + demo.mesh_yaw = zm.modAngle(demo.mesh_yaw); + } else if (window.getMouseButton(.right) == .press) { + demo.camera.pitch += 0.0025 * delta_y; + demo.camera.yaw += 0.0025 * delta_x; + demo.camera.pitch = @min(demo.camera.pitch, 0.48 * math.pi); + demo.camera.pitch = @max(demo.camera.pitch, -0.48 * math.pi); + demo.camera.yaw = zm.modAngle(demo.camera.yaw); + } + } + + // Handle camera movement with 'WASD' keys. + { + const speed = zm.f32x4s(2.0); + const delta_time = zm.f32x4s(demo.gctx.stats.delta_time); + const transform = zm.mul(zm.rotationX(demo.camera.pitch), zm.rotationY(demo.camera.yaw)); + var forward = zm.normalize3(zm.mul(zm.f32x4(0.0, 0.0, 1.0, 0.0), transform)); + + zm.storeArr3(&demo.camera.forward, forward); + + const right = speed * delta_time * zm.normalize3(zm.cross3(zm.f32x4(0.0, 1.0, 0.0, 0.0), forward)); + forward = speed * delta_time * forward; + + var cam_pos = zm.loadArr3(demo.camera.position); + + if (window.getKey(.w) == .press) { + cam_pos += forward; + } else if (window.getKey(.s) == .press) { + cam_pos -= forward; + } + if (window.getKey(.d) == .press) { + cam_pos += right; + } else if (window.getKey(.a) == .press) { + cam_pos -= right; + } + + zm.storeArr3(&demo.camera.position, cam_pos); + } + + // Keyboard shortcut for switching scenes + if (demo.is_lighting_precomputed == true and window.getKey(.tab) == .press) { + demo.current_hdri_index += 1; + if (demo.current_hdri_index >= 3) demo.current_hdri_index = 0; + demo.is_lighting_precomputed = false; + } +} + +fn draw(demo: *DemoState) void { + const gctx = demo.gctx; + const fb_width = gctx.swapchain_descriptor.width; + const fb_height = gctx.swapchain_descriptor.height; + + const cam_world_to_view = zm.lookToLh( + zm.loadArr3(demo.camera.position), + zm.loadArr3(demo.camera.forward), + zm.f32x4(0.0, 1.0, 0.0, 0.0), + ); + const cam_view_to_clip = zm.perspectiveFovLh( + 0.25 * math.pi, + @as(f32, @floatFromInt(fb_width)) / @as(f32, @floatFromInt(fb_height)), + 0.01, + 200.0, + ); + const cam_world_to_clip = zm.mul(cam_world_to_view, cam_view_to_clip); + + const back_buffer_view = gctx.swapchain.getCurrentTextureView(); + defer back_buffer_view.release(); + + const commands = commands: { + const encoder = gctx.device.createCommandEncoder(null); + defer encoder.release(); + + if (!demo.is_lighting_precomputed) { + precomputeImageLighting(demo, encoder); + } + + // Draw SciFiHelmet. + pass: { + const vb_info = gctx.lookupResourceInfo(demo.vertex_buf) orelse break :pass; + const ib_info = gctx.lookupResourceInfo(demo.index_buf) orelse break :pass; + const mesh_pipe = gctx.lookupResource(demo.mesh_pipe) orelse break :pass; + const mesh_bg = gctx.lookupResource(demo.mesh_bg) orelse break :pass; + const depth_texv = gctx.lookupResource(demo.depth_texv) orelse break :pass; + + const color_attachments = [_]wgpu.RenderPassColorAttachment{.{ + .view = back_buffer_view, + .load_op = .clear, + .store_op = .store, + }}; + const depth_attachment = wgpu.RenderPassDepthStencilAttachment{ + .view = depth_texv, + .depth_load_op = .clear, + .depth_store_op = .store, + .depth_clear_value = 1.0, + }; + const render_pass_info = wgpu.RenderPassDescriptor{ + .color_attachment_count = color_attachments.len, + .color_attachments = &color_attachments, + .depth_stencil_attachment = &depth_attachment, + }; + const pass = encoder.beginRenderPass(render_pass_info); + defer { + pass.end(); + pass.release(); + } + pass.setVertexBuffer(0, vb_info.gpuobj.?, 0, vb_info.size); + pass.setIndexBuffer(ib_info.gpuobj.?, .uint32, 0, ib_info.size); + pass.setPipeline(mesh_pipe); + + const object_to_world = zm.rotationY(demo.mesh_yaw); + + const mem = gctx.uniformsAllocate(MeshUniforms, 1); + mem.slice[0] = .{ + .object_to_world = zm.transpose(object_to_world), + .world_to_clip = zm.transpose(cam_world_to_clip), + .camera_position = demo.camera.position, + .draw_mode = demo.draw_mode, + }; + + pass.setBindGroup(0, mesh_bg, &.{mem.offset}); + pass.drawIndexed( + demo.meshes.items[helmet_mesh].num_indices, + 1, + demo.meshes.items[helmet_mesh].index_offset, + demo.meshes.items[helmet_mesh].vertex_offset, + 0, + ); + } + + // Draw env. cube texture. + pass: { + const vb_info = gctx.lookupResourceInfo(demo.vertex_buf) orelse break :pass; + const ib_info = gctx.lookupResourceInfo(demo.index_buf) orelse break :pass; + const env_pipe = gctx.lookupResource(demo.sample_env_tex_pipe) orelse break :pass; + const env_bg = gctx.lookupResource(demo.env_bg) orelse break :pass; + const depth_texv = gctx.lookupResource(demo.depth_texv) orelse break :pass; + + const color_attachments = [_]wgpu.RenderPassColorAttachment{.{ + .view = back_buffer_view, + .load_op = .load, + .store_op = .store, + }}; + const depth_attachment = wgpu.RenderPassDepthStencilAttachment{ + .view = depth_texv, + .depth_load_op = .load, + .depth_store_op = .store, + .depth_clear_value = 1.0, + }; + const render_pass_info = wgpu.RenderPassDescriptor{ + .color_attachment_count = color_attachments.len, + .color_attachments = &color_attachments, + .depth_stencil_attachment = &depth_attachment, + }; + const pass = encoder.beginRenderPass(render_pass_info); + defer { + pass.end(); + pass.release(); + } + pass.setVertexBuffer(0, vb_info.gpuobj.?, 0, vb_info.size); + pass.setIndexBuffer(ib_info.gpuobj.?, .uint32, 0, ib_info.size); + pass.setPipeline(env_pipe); + + var world_to_view_origin = cam_world_to_view; + world_to_view_origin[3] = zm.f32x4(0.0, 0.0, 0.0, 1.0); + + const mem = gctx.uniformsAllocate(zm.Mat, 1); + mem.slice[0] = zm.transpose(zm.mul(world_to_view_origin, cam_view_to_clip)); + + pass.setBindGroup(0, env_bg, &.{mem.offset}); + pass.drawIndexed( + demo.meshes.items[cube_mesh].num_indices, + 1, + demo.meshes.items[cube_mesh].index_offset, + demo.meshes.items[cube_mesh].vertex_offset, + 0, + ); + } + + // Gui pass. + { + const color_attachments = [_]wgpu.RenderPassColorAttachment{.{ + .view = back_buffer_view, + .load_op = .load, + .store_op = .store, + }}; + const render_pass_info = wgpu.RenderPassDescriptor{ + .color_attachment_count = color_attachments.len, + .color_attachments = &color_attachments, + }; + const pass = encoder.beginRenderPass(render_pass_info); + defer { + pass.end(); + pass.release(); + } + zgui.backend.draw(pass); + } + + break :commands encoder.finish(null); + }; + defer commands.release(); + + gctx.submit(&.{commands}); + + if (gctx.present() == .swap_chain_resized) { + // Release old depth texture. + gctx.releaseResource(demo.depth_texv); + gctx.destroyResource(demo.depth_tex); + + // Create a new depth texture to match the new window size. + const depth = createDepthTexture(gctx); + demo.depth_tex = depth.tex; + demo.depth_texv = depth.texv; + } +} + +fn createDepthTexture(gctx: *zgpu.GraphicsContext) struct { + tex: zgpu.TextureHandle, + texv: zgpu.TextureViewHandle, +} { + const tex = gctx.createTexture(.{ + .usage = .{ .render_attachment = true }, + .dimension = .tdim_2d, + .size = .{ + .width = gctx.swapchain_descriptor.width, + .height = gctx.swapchain_descriptor.height, + .depth_or_array_layers = 1, + }, + .format = .depth32_float, + .mip_level_count = 1, + .sample_count = 1, + }); + const texv = gctx.createTextureView(tex, .{}); + return .{ .tex = tex, .texv = texv }; +} + +fn precomputeImageLighting( + demo: *DemoState, + encoder: wgpu.CommandEncoder, +) void { + const gctx = demo.gctx; + + _ = gctx.lookupResource(demo.precompute_env_tex_pipe) orelse return; + _ = gctx.lookupResource(demo.precompute_irradiance_tex_pipe) orelse return; + _ = gctx.lookupResource(demo.precompute_filtered_env_tex_pipe) orelse return; + _ = gctx.lookupResource(demo.precompute_brdf_integration_tex_pipe) orelse return; + + // Create HDR source texture (this is an equirect texture, we will generate cubemap from it). + const hdr_source_tex = hdr_source_tex: { + const hdri_paths = [_][:0]const u8{ + content_dir ++ "Newport_Loft.hdr", + content_dir ++ "drackenstein_quarry_4k.hdr", + content_dir ++ "freight_station_4k.hdr", + }; + zstbi.setFlipVerticallyOnLoad(true); + var image = zstbi.Image.loadFromFile( + hdri_paths[@as(usize, @intCast(demo.current_hdri_index))], + 4, + ) catch unreachable; + defer { + image.deinit(); + zstbi.setFlipVerticallyOnLoad(false); + } + + const hdr_source_tex = gctx.createTexture(.{ + .usage = .{ .texture_binding = true, .copy_dst = true }, + .size = .{ + .width = image.width, + .height = image.height, + .depth_or_array_layers = 1, + }, + .format = zgpu.imageInfoToTextureFormat( + image.num_components, + image.bytes_per_component, + image.is_hdr, + ), + .mip_level_count = 1, + }); + + gctx.queue.writeTexture( + .{ .texture = gctx.lookupResource(hdr_source_tex).? }, + .{ + .bytes_per_row = image.bytes_per_row, + .rows_per_image = image.height, + }, + .{ .width = image.width, .height = image.height }, + u8, + image.data, + ); + + break :hdr_source_tex hdr_source_tex; + }; + defer gctx.releaseResource(hdr_source_tex); + + const hdr_source_texv = gctx.createTextureView(hdr_source_tex, .{}); + defer gctx.releaseResource(hdr_source_texv); + + var arena_state = std.heap.ArenaAllocator.init(demo.allocator); + defer arena_state.deinit(); + const arena = arena_state.allocator(); + + // + // Step 1. + // + drawToCubeTexture( + gctx, + encoder, + demo.uniform_tex2d_sam_bgl, + demo.precompute_env_tex_pipe, + hdr_source_texv, // Source texture view. + demo.env_cube_tex, // Dest. texture. + 0, // Dest. mipmap level to render to. + demo.vertex_buf, + demo.index_buf, + ); + gctx.generateMipmaps(arena, encoder, demo.env_cube_tex); + + // + // Step 2. + // + drawToCubeTexture( + gctx, + encoder, + demo.uniform_texcube_sam_bgl, + demo.precompute_irradiance_tex_pipe, + demo.env_cube_texv, // Source texture view. + demo.irradiance_cube_tex, // Dest. texture. + 0, // Dest. mipmap level to render to. + demo.vertex_buf, + demo.index_buf, + ); + gctx.generateMipmaps(arena, encoder, demo.irradiance_cube_tex); + + // + // Step 3. + // + { + var mip_level: u32 = 0; + while (mip_level < filtered_env_tex_mip_levels) : (mip_level += 1) { + drawToCubeTexture( + gctx, + encoder, + demo.uniform_texcube_sam_bgl, + demo.precompute_filtered_env_tex_pipe, + demo.env_cube_texv, // Source texture view. + demo.filtered_env_cube_tex, // Dest. texture. + mip_level, // Dest. mipmap level to render to. + demo.vertex_buf, + demo.index_buf, + ); + } + } + + // + // Step 4. + // + { + const bg = gctx.createBindGroup(demo.texstorage2d_bgl, &.{ + .{ .binding = 0, .texture_view_handle = demo.brdf_integration_texv }, + }); + defer gctx.releaseResource(bg); + + const pass = encoder.beginComputePass(null); + defer { + pass.end(); + pass.release(); + } + const num_groups = @divExact(brdf_integration_tex_resolution, 8); + pass.setPipeline(gctx.lookupResource(demo.precompute_brdf_integration_tex_pipe).?); + pass.setBindGroup(0, gctx.lookupResource(bg).?, null); + pass.dispatchWorkgroups(num_groups, num_groups, 1); + } + + demo.is_lighting_precomputed = true; +} + +fn drawToCubeTexture( + gctx: *zgpu.GraphicsContext, + encoder: wgpu.CommandEncoder, + pipe_bgl: zgpu.BindGroupLayoutHandle, + pipe: zgpu.RenderPipelineHandle, + source_texv: zgpu.TextureViewHandle, + dest_tex: zgpu.TextureHandle, + dest_mip_level: u32, + vertex_buf: zgpu.BufferHandle, + index_buf: zgpu.BufferHandle, +) void { + const dest_tex_info = gctx.lookupResourceInfo(dest_tex) orelse return; + const vb_info = gctx.lookupResourceInfo(vertex_buf) orelse return; + const ib_info = gctx.lookupResourceInfo(index_buf) orelse return; + const pipeline = gctx.lookupResource(pipe) orelse return; + + assert(dest_mip_level < dest_tex_info.mip_level_count); + const dest_tex_width = dest_tex_info.size.width >> @as(u5, @intCast(dest_mip_level)); + const dest_tex_height = dest_tex_info.size.height >> @as(u5, @intCast(dest_mip_level)); + assert(dest_tex_width == dest_tex_height); + + const sam = gctx.createSampler(.{ + .mag_filter = .linear, + .min_filter = .linear, + .mipmap_filter = .linear, + }); + defer gctx.releaseResource(sam); + + const Uniforms = extern struct { + object_to_clip: zm.Mat, + roughness: f32, + }; + + const bg = gctx.createBindGroup(pipe_bgl, &.{ + .{ .binding = 0, .buffer_handle = gctx.uniforms.buffer, .offset = 0, .size = @sizeOf(Uniforms) }, + .{ .binding = 1, .texture_view_handle = source_texv }, + .{ .binding = 2, .sampler_handle = sam }, + }); + defer gctx.releaseResource(bg); + + const zero = zm.f32x4(0.0, 0.0, 0.0, 0.0); + const object_to_view = [_]zm.Mat{ + zm.lookToLh(zero, zm.f32x4(1.0, 0.0, 0.0, 0.0), zm.f32x4(0.0, 1.0, 0.0, 0.0)), + zm.lookToLh(zero, zm.f32x4(-1.0, 0.0, 0.0, 0.0), zm.f32x4(0.0, 1.0, 0.0, 0.0)), + zm.lookToLh(zero, zm.f32x4(0.0, 1.0, 0.0, 0.0), zm.f32x4(0.0, 0.0, -1.0, 0.0)), + zm.lookToLh(zero, zm.f32x4(0.0, -1.0, 0.0, 0.0), zm.f32x4(0.0, 0.0, 1.0, 0.0)), + zm.lookToLh(zero, zm.f32x4(0.0, 0.0, 1.0, 0.0), zm.f32x4(0.0, 1.0, 0.0, 0.0)), + zm.lookToLh(zero, zm.f32x4(0.0, 0.0, -1.0, 0.0), zm.f32x4(0.0, 1.0, 0.0, 0.0)), + }; + const view_to_clip = zm.perspectiveFovLh(math.pi * 0.5, 1.0, 0.1, 10.0); + + var cube_face_idx: u32 = 0; + while (cube_face_idx < 6) : (cube_face_idx += 1) { + const face_texv = gctx.createTextureView(dest_tex, .{ + .dimension = .tvdim_2d, + .base_mip_level = dest_mip_level, + .mip_level_count = 1, + .base_array_layer = cube_face_idx, + .array_layer_count = 1, + }); + defer gctx.releaseResource(face_texv); + + const color_attachments = [_]wgpu.RenderPassColorAttachment{.{ + .view = gctx.lookupResource(face_texv).?, + .load_op = .clear, + .store_op = .store, + }}; + const render_pass_info = wgpu.RenderPassDescriptor{ + .color_attachment_count = color_attachments.len, + .color_attachments = &color_attachments, + }; + const pass = encoder.beginRenderPass(render_pass_info); + defer { + pass.end(); + pass.release(); + } + + pass.setVertexBuffer(0, vb_info.gpuobj.?, 0, vb_info.size); + pass.setIndexBuffer(ib_info.gpuobj.?, .uint32, 0, ib_info.size); + + pass.setPipeline(pipeline); + + const mem = gctx.uniformsAllocate(Uniforms, 1); + mem.slice[0] = .{ + .object_to_clip = zm.transpose(zm.mul(object_to_view[cube_face_idx], view_to_clip)), + .roughness = @as(f32, @floatFromInt(dest_mip_level + 1)) / @as(f32, @floatFromInt(filtered_env_tex_mip_levels)), + }; + pass.setBindGroup(0, gctx.lookupResource(bg).?, &.{mem.offset}); + + // NOTE: We assume that the first mesh in vertex/index buffer is a 'cube'. + pass.drawIndexed(36, 1, 0, 0, 0); + } +} + +fn createRenderPipe( + allocator: std.mem.Allocator, + gctx: *zgpu.GraphicsContext, + bgls: []const zgpu.BindGroupLayoutHandle, + wgsl_vs: [:0]const u8, + wgsl_fs: [:0]const u8, + format: wgpu.TextureFormat, + only_position_attrib: bool, + depth_state: ?wgpu.DepthStencilState, + out_pipe: *zgpu.RenderPipelineHandle, +) void { + const pl = gctx.createPipelineLayout(bgls); + defer gctx.releaseResource(pl); + + const vs_mod = zgpu.createWgslShaderModule(gctx.device, wgsl_vs, null); + defer vs_mod.release(); + + const fs_mod = zgpu.createWgslShaderModule(gctx.device, wgsl_fs, null); + defer fs_mod.release(); + + const color_targets = [_]wgpu.ColorTargetState{.{ + .format = format, + }}; + + const vertex_attributes = [_]wgpu.VertexAttribute{ + .{ .format = .float32x3, .offset = 0, .shader_location = 0 }, + .{ .format = .float32x3, .offset = @offsetOf(Vertex, "normal"), .shader_location = 1 }, + .{ .format = .float32x2, .offset = @offsetOf(Vertex, "texcoord"), .shader_location = 2 }, + .{ .format = .float32x4, .offset = @offsetOf(Vertex, "tangent"), .shader_location = 3 }, + }; + const vertex_buffers = [_]wgpu.VertexBufferLayout{.{ + .array_stride = @sizeOf(Vertex), + .attribute_count = if (only_position_attrib) 1 else vertex_attributes.len, + .attributes = &vertex_attributes, + }}; + + // Create a render pipeline. + const pipe_desc = wgpu.RenderPipelineDescriptor{ + .vertex = wgpu.VertexState{ + .module = vs_mod, + .entry_point = "main", + .buffer_count = vertex_buffers.len, + .buffers = &vertex_buffers, + }, + .fragment = &wgpu.FragmentState{ + .module = fs_mod, + .entry_point = "main", + .target_count = color_targets.len, + .targets = &color_targets, + }, + .depth_stencil = if (depth_state) |ds| &ds else null, + }; + + if (enable_async_shader_compilation) { + gctx.createRenderPipelineAsync(allocator, pl, pipe_desc, out_pipe); + } else { + out_pipe.* = gctx.createRenderPipeline(pl, pipe_desc); + } +} + +pub fn main() !void { + try zglfw.init(); + defer zglfw.terminate(); + + // Change current working directory to where the executable is located. + { + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + std.posix.chdir(path) catch {}; + } + + zglfw.windowHint(.client_api, .no_api); + + const window = try zglfw.Window.create(1600, 1000, window_title, null); + defer window.destroy(); + window.setSizeLimits(400, 400, -1, -1); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + zstbi.init(allocator); + defer zstbi.deinit(); + + const demo = try create(allocator, window); + defer destroy(allocator, demo); + + const scale_factor = scale_factor: { + const scale = window.getContentScale(); + break :scale_factor @max(scale[0], scale[1]); + }; + + zgui.init(allocator); + defer zgui.deinit(); + + _ = zgui.io.addFontFromFile(content_dir ++ "Roboto-Medium.ttf", math.floor(16.0 * scale_factor)); + + zgui.backend.init( + window, + demo.gctx.device, + @intFromEnum(zgpu.GraphicsContext.swapchain_format), + @intFromEnum(wgpu.TextureFormat.undef), + ); + defer zgui.backend.deinit(); + + zgui.getStyle().scaleAllSizes(scale_factor); + + while (!window.shouldClose() and window.getKey(.escape) != .press) { + zglfw.pollEvents(); + update(demo); + draw(demo); + } +} + +``` + +`samples/physically_based_rendering_wgpu/src/physically_based_rendering_wgsl.zig`: + +```zig +// zig fmt: off +const global = +\\ const gamma: f32 = 2.2; +\\ const pi: f32 = 3.1415926; +\\ +\\ fn saturate(x: f32) -> f32 { +\\ return clamp(x, 0.0, 1.0); +\\ } +\\ +\\ fn radicalInverseVdc(in_bits: u32) -> f32 { +\\ var bits = (in_bits << 16u) | (in_bits >> 16u); +\\ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); +\\ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); +\\ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); +\\ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); +\\ return f32(bits) * bitcast(0x2f800000); +\\ } +\\ +\\ fn hammersley(idx: u32, n: u32) -> vec2 { +\\ return vec2(f32(idx) / f32(n), radicalInverseVdc(idx)); +\\ } +\\ +\\ fn importanceSampleGgx(xi: vec2, roughness: f32, n: vec3) -> vec3 { +\\ let alpha = roughness * roughness; +\\ let phi = 2.0 * pi * xi.x; +\\ let cos_theta = sqrt((1.0 - xi.y) / (1.0 + (alpha * alpha - 1.0) * xi.y)); +\\ let sin_theta = sqrt(1.0 - cos_theta * cos_theta); +\\ +\\ var h: vec3; +\\ h.x = sin_theta * cos(phi); +\\ h.y = sin_theta * sin(phi); +\\ h.z = cos_theta; +\\ +\\ // This is Right-Handed coordinate system and works for upper-left UV coordinate systems. +\\ var up_vector: vec3; +\\ if (abs(n.y) < 0.999) { +\\ up_vector = vec3(0.0, 1.0, 0.0); +\\ } else { +\\ up_vector = vec3(0.0, 0.0, 1.0); +\\ } +\\ let tangent_x = normalize(cross(up_vector, n)); +\\ let tangent_y = normalize(cross(n, tangent_x)); +\\ +\\ // Tangent to world space. +\\ return normalize(tangent_x * h.x + tangent_y * h.y + n * h.z); +\\ } +\\ +\\ fn geometrySchlickGgx(cos_theta: f32, roughness: f32) -> f32 { +\\ let k = (roughness * roughness) * 0.5; +\\ return cos_theta / (cos_theta * (1.0 - k) + k); +\\ } +\\ +\\ fn geometrySmith(n_dot_l: f32, n_dot_v: f32, roughness: f32) -> f32 { +\\ return geometrySchlickGgx(n_dot_v, roughness) * geometrySchlickGgx(n_dot_l, roughness); +\\ } +\\ +; +pub const precompute_env_tex_vs = +\\ struct Uniforms { +\\ object_to_clip: mat4x4, +\\ } +\\ @group(0) @binding(0) var uniforms: Uniforms; +\\ struct VertexOut { +\\ @builtin(position) position_clip: vec4, +\\ @location(0) position: vec3, +\\ } +\\ +\\ @vertex fn main( +\\ @location(0) position: vec3, +\\ ) -> VertexOut { +\\ var output: VertexOut; +\\ output.position_clip = vec4(position, 1.0) * uniforms.object_to_clip; +\\ output.position = position; +\\ return output; +\\ } +; +pub const precompute_env_tex_fs = +\\ @group(0) @binding(1) var equirect_tex: texture_2d; +\\ @group(0) @binding(2) var equirect_sam: sampler; +\\ +\\ fn sampleSphericalMap(v: vec3) -> vec2 { +\\ var uv = vec2(atan2(v.z, v.x), asin(v.y)); +\\ uv = uv * vec2(0.1591, 0.3183); +\\ uv = uv + vec2(0.5); +\\ return uv; +\\ } +\\ +\\ @fragment fn main( +\\ @location(0) position: vec3, +\\ ) -> @location(0) vec4 { +\\ let uv = sampleSphericalMap(normalize(position)); +\\ let color = textureSampleLevel(equirect_tex, equirect_sam, uv, 0.0).xyz; +\\ return vec4(color, 1.0); +\\ } +; +pub const precompute_irradiance_tex_vs = +\\ struct Uniforms { +\\ object_to_clip: mat4x4, +\\ } +\\ @group(0) @binding(0) var uniforms: Uniforms; +\\ +\\ struct VertexOut { +\\ @builtin(position) position_clip: vec4, +\\ @location(0) position: vec3, +\\ } +\\ +\\ @vertex fn main( +\\ @location(0) position: vec3, +\\ ) -> VertexOut { +\\ var output: VertexOut; +\\ output.position_clip = vec4(position, 1.0) * uniforms.object_to_clip; +\\ output.position = position; +\\ return output; +\\ } +; +pub const precompute_irradiance_tex_fs = global ++ +\\ @group(0) @binding(1) var env_tex: texture_cube; +\\ @group(0) @binding(2) var env_sam: sampler; +\\ +\\ @fragment fn main( +\\ @location(0) position: vec3, +\\ ) -> @location(0) vec4 { +\\ let n = normalize(position); +\\ +\\ // This is Right-Handed coordinate system and works for upper-left UV coordinate systems. +\\ var up_vector: vec3; +\\ if (abs(n.y) < 0.999) { +\\ up_vector = vec3(0.0, 1.0, 0.0); +\\ } else { +\\ up_vector = vec3(0.0, 0.0, 1.0); +\\ } +\\ let tangent_x = normalize(cross(up_vector, n)); +\\ let tangent_y = normalize(cross(n, tangent_x)); +\\ +\\ var num_samples: i32 = 0; +\\ var irradiance = vec3(0.0); +\\ +\\ for (var phi = 0.0; phi < 2.0 * pi; phi = phi + 0.025) { +\\ let sin_phi = sin(phi); +\\ let cos_phi = cos(phi); +\\ +\\ for (var theta = 0.0; theta < 0.5 * pi; theta = theta + 0.025) { +\\ let sin_theta = sin(theta); +\\ let cos_theta = cos(theta); +\\ +\\ // Point on a hemisphere. +\\ let h = vec3(sin_theta * cos_phi, sin_theta * sin_phi, cos_theta); +\\ +\\ // Transform from tangent space to world space. +\\ let sample_vector = tangent_x * h.x + tangent_y * h.y + n * h.z; +\\ +\\ let irr = textureSample(env_tex, env_sam, sample_vector).xyz * cos_theta * sin_theta; +\\ +\\ irradiance = irradiance + irr; +\\ num_samples = num_samples + 1; +\\ } +\\ } +\\ +\\ irradiance = pi * irradiance * vec3(1.0 / f32(num_samples)); +\\ return vec4(irradiance, 1.0); +\\ } +; +const precompute_filtered_env_tex_common = +\\ struct Uniforms { +\\ object_to_clip: mat4x4, +\\ roughness: f32, +\\ } +\\ @group(0) @binding(0) var uniforms: Uniforms; +\\ +; +pub const precompute_filtered_env_tex_vs = precompute_filtered_env_tex_common ++ +\\ struct VertexOut { +\\ @builtin(position) position_clip: vec4, +\\ @location(0) position: vec3, +\\ } +\\ +\\ @vertex fn main( +\\ @location(0) position: vec3, +\\ ) -> VertexOut { +\\ var output: VertexOut; +\\ output.position_clip = vec4(position, 1.0) * uniforms.object_to_clip; +\\ output.position = position; +\\ return output; +\\ } +; +pub const precompute_filtered_env_tex_fs = global ++ precompute_filtered_env_tex_common ++ +\\ @group(0) @binding(1) var env_tex: texture_cube; +\\ @group(0) @binding(2) var env_sam: sampler; +\\ +\\ @fragment fn main( +\\ @location(0) position: vec3, +\\ ) -> @location(0) vec4 { +\\ let roughness = uniforms.roughness; +\\ let n = normalize(position); +\\ let r = n; +\\ let v = r; +\\ +\\ var prefiltered_color = vec3(0.0); +\\ var total_weight = 0.0; +\\ let num_samples = 4096u; +\\ +\\ for (var sample_idx = 0u; sample_idx < num_samples; sample_idx += 1u) { +\\ let xi = hammersley(sample_idx, num_samples); +\\ let h = importanceSampleGgx(xi, roughness, n); +\\ let lvec = 2.0 * dot(v, h) * h - v; +\\ let l = normalize(2.0 * dot(v, h) * h - v); +\\ let n_dot_l = saturate(dot(n, l)); +\\ var color = textureSample(env_tex, env_sam, lvec).xyz * n_dot_l; +\\ prefiltered_color += color; +\\ total_weight += n_dot_l; +\\ } +\\ return vec4(prefiltered_color / max(total_weight, 0.001), 1.0); +\\ } +; +pub const precompute_brdf_integration_tex_cs = global ++ +\\ @group(0) @binding(0) var brdf_tex: texture_storage_2d; +\\ +\\ fn integrate(roughness: f32, n_dot_v: f32) -> vec2 { +\\ var v: vec3; +\\ v.x = 0.0; +\\ v.y = n_dot_v; // cos +\\ v.z = sqrt(1.0 - n_dot_v * n_dot_v); // sin +\\ +\\ let n = vec3(0.0, 1.0, 0.0); +\\ +\\ var a = 0.0; +\\ var b = 0.0; +\\ let num_samples = 1024u; +\\ +\\ for (var sample_idx = 0u; sample_idx < num_samples; sample_idx = sample_idx + 1u) { +\\ let xi = hammersley(sample_idx, num_samples); +\\ let h = importanceSampleGgx(xi, roughness, n); +\\ let l = normalize(2.0 * dot(v, h) * h - v); +\\ +\\ let n_dot_l = saturate(l.y); +\\ let n_dot_h = saturate(h.y); +\\ let v_dot_h = saturate(dot(v, h)); +\\ +\\ if (n_dot_l > 0.0) { +\\ let g = geometrySmith(n_dot_l, n_dot_v, roughness); +\\ let g_vis = g * v_dot_h / (n_dot_h * n_dot_v); +\\ let fc = pow(1.0 - v_dot_h, 5.0); +\\ a = a + (1.0 - fc) * g_vis; +\\ b = b + fc * g_vis; +\\ } +\\ } +\\ return vec2(a, b) / vec2(f32(num_samples)); +\\ } +\\ +\\ @compute @workgroup_size(8, 8, 1) +\\ fn main( +\\ @builtin(global_invocation_id) global_id: vec3, +\\ ) { +\\ let dim = textureDimensions(brdf_tex); +\\ let roughness = f32(global_id.y + 1u) / f32(dim.y); +\\ let n_dot_v = f32(global_id.x + 1u) / f32(dim.x); +\\ let result = integrate(roughness, n_dot_v); +\\ textureStore(brdf_tex, vec2(global_id.xy), vec4(result, 0.0, 1.0)); +\\ } +; +const mesh_common = +\\ struct MeshUniforms { +\\ object_to_world: mat4x4, +\\ world_to_clip: mat4x4, +\\ camera_position: vec3, +\\ draw_mode: i32, +\\ } +\\ @group(0) @binding(0) var uniforms: MeshUniforms; +\\ +; +pub const mesh_vs = mesh_common ++ +\\ struct VertexOut { +\\ @builtin(position) position_clip: vec4, +\\ @location(0) position: vec3, +\\ @location(1) normal: vec3, +\\ @location(2) texcoord: vec2, +\\ @location(3) tangent: vec4, +\\ } +\\ +\\ @vertex fn main( +\\ @location(0) position: vec3, +\\ @location(1) normal: vec3, +\\ @location(2) texcoord: vec2, +\\ @location(3) tangent: vec4, +\\ ) -> VertexOut { +\\ var output: VertexOut; +\\ output.position_clip = vec4(position, 1.0) * uniforms.object_to_world * uniforms.world_to_clip; +\\ output.position = (vec4(position, 1.0) * uniforms.object_to_world).xyz; +\\ output.normal = normal; +\\ output.texcoord = texcoord; +\\ output.tangent = tangent; +\\ return output; +\\ } +; +pub const mesh_fs = global ++ mesh_common ++ +\\ @group(0) @binding(1) var ao_tex: texture_2d; +\\ @group(0) @binding(2) var base_color_tex: texture_2d; +\\ @group(0) @binding(3) var metallic_roughness_tex: texture_2d; +\\ @group(0) @binding(4) var normal_tex: texture_2d; +\\ +\\ @group(0) @binding(5) var irradiance_tex: texture_cube; +\\ @group(0) @binding(6) var filtered_env_tex: texture_cube; +\\ @group(0) @binding(7) var brdf_integration_tex: texture_2d; +\\ +\\ @group(0) @binding(8) var aniso_sam: sampler; +\\ +\\ fn fresnelSchlickRoughness(cos_theta: f32, f0: vec3, roughness: f32) -> vec3 { +\\ return f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - cos_theta, 5.0); +\\ } +\\ +\\ @fragment fn main( +\\ @location(0) position: vec3, +\\ @location(1) normal: vec3, +\\ @location(2) texcoord: vec2, +\\ @location(3) tangent: vec4, +\\ ) -> @location(0) vec4 { +\\ if (uniforms.draw_mode == 1) { +\\ return vec4(pow(textureSample(ao_tex, aniso_sam, texcoord).xyz, vec3(1.0 / gamma)), 1.0); +\\ } else if (uniforms.draw_mode == 2) { +\\ return vec4(textureSample(base_color_tex, aniso_sam, texcoord).xyz, 1.0); +\\ } else if (uniforms.draw_mode == 3) { +\\ let m = pow(textureSample(metallic_roughness_tex, aniso_sam, texcoord).z, 1.0 / gamma); +\\ return vec4(m, m, m, 1.0); +\\ } else if (uniforms.draw_mode == 4) { +\\ let r = pow(textureSample(metallic_roughness_tex, aniso_sam, texcoord).y, 1.0 / gamma); +\\ return vec4(r, r, r, 1.0); +\\ } else if (uniforms.draw_mode == 5) { +\\ return vec4(pow(textureSample(normal_tex, aniso_sam, texcoord).xyz, vec3(1.0 / gamma)), 1.0); +\\ } +\\ +\\ let unit_normal = normalize(normal); +\\ let unit_tangent = vec4(normalize(tangent.xyz), tangent.w); +\\ let unit_bitangent = normalize(cross(normal, unit_tangent.xyz)) * unit_tangent.w; +\\ +\\ let object_to_world = mat3x3( +\\ uniforms.object_to_world[0].xyz, +\\ uniforms.object_to_world[1].xyz, +\\ uniforms.object_to_world[2].xyz, +\\ ); +\\ var n = normalize(textureSample(normal_tex, aniso_sam, texcoord).xyz * 2.0 - 1.0); +\\ n = n * transpose(mat3x3(unit_tangent.xyz, unit_bitangent, unit_normal)); +\\ n = normalize(n * object_to_world); +\\ +\\ var metallic: f32; +\\ var roughness: f32; +\\ { +\\ let rm = textureSample(metallic_roughness_tex, aniso_sam, texcoord).yz; +\\ roughness = rm.x; +\\ metallic = rm.y; +\\ } +\\ let base_color = pow(textureSample(base_color_tex, aniso_sam, texcoord).xyz, vec3(gamma)); +\\ let ao = textureSample(ao_tex, aniso_sam, texcoord).x; +\\ +\\ let v = normalize(uniforms.camera_position - position); +\\ let n_dot_v = saturate(dot(n, v)); +\\ +\\ let f0 = mix(vec3(0.04), base_color, vec3(metallic)); +\\ +\\ let r = reflect(-v, n); +\\ let f = fresnelSchlickRoughness(n_dot_v, f0, roughness); +\\ +\\ let kd = (1.0 - f) * (1.0 - metallic); +\\ +\\ let irradiance = textureSample(irradiance_tex, aniso_sam, n).xyz; +\\ let prefiltered_color = textureSampleLevel( +\\ filtered_env_tex, +\\ aniso_sam, +\\ r, +\\ roughness * 5.0, // roughness * (num_mip_levels - 1.0) +\\ ).xyz; +\\ let env_brdf = textureSample( +\\ brdf_integration_tex, +\\ aniso_sam, +\\ vec2(min(n_dot_v, 0.999), roughness), +\\ ).xy; +\\ +\\ let diffuse = irradiance * base_color; +\\ let specular = prefiltered_color * (f * env_brdf.x + env_brdf.y); +\\ let ambient = (kd * diffuse + specular) * ao; +\\ +\\ var color = ambient; +\\ color = color / (color + 1.0); +\\ +\\ return vec4(pow(color, vec3(1.0 / gamma)), 1.0); +\\ } +; +pub const sample_env_tex_vs = +\\ struct Uniforms { +\\ object_to_clip: mat4x4, +\\ } +\\ @group(0) @binding(0) var uniforms: Uniforms; +\\ +\\ struct VertexOut { +\\ @builtin(position) position_clip: vec4, +\\ @location(0) position: vec3, +\\ } +\\ +\\ @vertex fn main( +\\ @location(0) position: vec3, +\\ ) -> VertexOut { +\\ var output: VertexOut; +\\ output.position_clip = (vec4(position, 1.0) * uniforms.object_to_clip).xyww; +\\ output.position = position; +\\ return output; +\\ } +; +pub const sample_env_tex_fs = global ++ +\\ @group(0) @binding(1) var env_tex: texture_cube; +\\ @group(0) @binding(2) var env_sam: sampler; +\\ +\\ @fragment fn main( +\\ @location(0) position: vec3, +\\ ) -> @location(0) vec4 { +\\ var color = textureSample(env_tex, env_sam, position).xyz; +\\ color = color / (color + vec3(1.0)); +\\ return vec4(pow(color, vec3(1.0 / gamma)), 1.0); +\\ } +; +// zig fmt: on + +``` + +`samples/physics_test_wgpu/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "physics_test_wgpu"; +pub const content_dir = demo_name ++ "_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + @import("zgpu").addLibraryPathsTo(exe); + const zgpu = b.dependency("zgpu", .{ + .target = options.target, + }); + exe.root_module.addImport("zgpu", zgpu.module("root")); + exe.linkLibrary(zgpu.artifact("zdawn")); + + const zgui = b.dependency("zgui", .{ + .target = options.target, + .backend = .glfw_wgpu, + }); + exe.root_module.addImport("zgui", zgui.module("root")); + exe.linkLibrary(zgui.artifact("imgui")); + + const zmath = b.dependency("zmath", .{ + .target = options.target, + }); + exe.root_module.addImport("zmath", zmath.module("root")); + + const zmesh = b.dependency("zmesh", .{ + .target = options.target, + }); + exe.root_module.addImport("zmesh", zmesh.module("root")); + exe.linkLibrary(zmesh.artifact("zmesh")); + + const zphysics = b.dependency("zphysics", .{ + .target = options.target, + .use_double_precision = false, + .enable_debug_renderer = true, + .enable_asserts = true, + }); + exe.root_module.addImport("zphysics", zphysics.module("root")); + exe.linkLibrary(zphysics.artifact("joltc")); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + exe.step.dependOn(&install_content_step.step); + + if (options.target.result.os.tag == .macos) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("macos12/usr/lib")); + exe.addSystemFrameworkPath(system_sdk.path("macos12/System/Library/Frameworks")); + } + } else if (options.target.result.os.tag == .linux) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("linux/lib/x86_64-linux-gnu")); + } + } + + return exe; +} + +``` + +`samples/physics_test_wgpu/src/physics_test_wgpu.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const zglfw = @import("zglfw"); +const zgpu = @import("zgpu"); +const wgpu = zgpu.wgpu; +const zgui = @import("zgui"); +const zm = @import("zmath"); +const zphy = @import("zphysics"); +const zmesh = @import("zmesh"); +const wgsl = @import("physics_test_wgsl.zig"); + +const content_dir = @import("build_options").content_dir; +const window_title = "zig-gamedev: physics test (wgpu)"; + +const FrameUniforms = struct { + world_to_clip: zm.Mat, + camera_position: [3]f32, +}; + +const DrawUniforms = struct { + object_to_world: zm.Mat, + basecolor_roughness: [4]f32, +}; + +const Vertex = struct { + position: [3]f32, + normal: [3]f32, +}; + +const Mesh = struct { + index_offset: u32, + vertex_offset: i32, + num_indices: u32, + num_vertices: u32, + + const IndexType = zmesh.Shape.IndexType; +}; + +const object_layers = struct { + const non_moving: zphy.ObjectLayer = 0; + const moving: zphy.ObjectLayer = 1; + const len: u32 = 2; +}; + +const broad_phase_layers = struct { + const non_moving: zphy.BroadPhaseLayer = 0; + const moving: zphy.BroadPhaseLayer = 1; + const len: u32 = 2; +}; + +const BroadPhaseLayerInterface = extern struct { + broad_phase_layer_interface: zphy.BroadPhaseLayerInterface = .init(@This()), + object_to_broad_phase: [object_layers.len]zphy.BroadPhaseLayer = undefined, + + fn init() BroadPhaseLayerInterface { + var object_to_broad_phase: [object_layers.len]zphy.BroadPhaseLayer = undefined; + object_to_broad_phase[object_layers.non_moving] = broad_phase_layers.non_moving; + object_to_broad_phase[object_layers.moving] = broad_phase_layers.moving; + return .{ .object_to_broad_phase = object_to_broad_phase }; + } + + fn selfPtr(broad_phase_layer_interface: *zphy.BroadPhaseLayerInterface) *BroadPhaseLayerInterface { + return @alignCast(@fieldParentPtr("broad_phase_layer_interface", broad_phase_layer_interface)); + } + + fn selfPtrConst(broad_phase_layer_interface: *const zphy.BroadPhaseLayerInterface) *const BroadPhaseLayerInterface { + return @alignCast(@fieldParentPtr("broad_phase_layer_interface", broad_phase_layer_interface)); + } + + pub fn getNumBroadPhaseLayers(_: *const zphy.BroadPhaseLayerInterface) callconv(.c) u32 { + return broad_phase_layers.len; + } + + pub fn getBroadPhaseLayer( + broad_phase_layer_interface: *const zphy.BroadPhaseLayerInterface, + layer: zphy.ObjectLayer, + ) callconv(.c) zphy.BroadPhaseLayer { + return selfPtrConst(broad_phase_layer_interface).object_to_broad_phase[layer]; + } +}; + +const ObjectVsBroadPhaseLayerFilter = extern struct { + object_vs_broad_phase_layer_filter: zphy.ObjectVsBroadPhaseLayerFilter = .init(@This()), + + pub fn shouldCollide( + _: *const zphy.ObjectVsBroadPhaseLayerFilter, + layer1: zphy.ObjectLayer, + layer2: zphy.BroadPhaseLayer, + ) callconv(.c) bool { + return switch (layer1) { + object_layers.non_moving => layer2 == broad_phase_layers.moving, + object_layers.moving => true, + else => unreachable, + }; + } +}; + +const ObjectLayerPairFilter = extern struct { + object_layer_pair_filter: zphy.ObjectLayerPairFilter = .init(@This()), + + pub fn shouldCollide( + _: *const zphy.ObjectLayerPairFilter, + object1: zphy.ObjectLayer, + object2: zphy.ObjectLayer, + ) callconv(.c) bool { + return switch (object1) { + object_layers.non_moving => object2 == object_layers.moving, + object_layers.moving => true, + else => unreachable, + }; + } +}; + +const ContactListener = extern struct { + contact_listener: zphy.ContactListener = .init(@This()), + + fn selfPtr(contact_listener: *zphy.ContactListener) *ContactListener { + return @alignCast(@fieldParentPtr("contact_listener", contact_listener)); + } + + fn selfPtrConst(contact_listener: *const zphy.ContactListener) *const ContactListener { + return @alignCast(@fieldParentPtr("contact_listener", contact_listener)); + } + + pub fn onContactValidate( + contact_listener: *zphy.ContactListener, + body1: *const zphy.Body, + body2: *const zphy.Body, + base_offset: *const [3]zphy.Real, + collision_result: *const zphy.CollideShapeResult, + ) callconv(.c) zphy.ValidateResult { + _ = contact_listener; + _ = body1; + _ = body2; + _ = base_offset; + _ = collision_result; + return .accept_all_contacts; + } + + pub fn onContactAdded( + contact_listener: *zphy.ContactListener, + body1: *const zphy.Body, + body2: *const zphy.Body, + _: *const zphy.ContactManifold, + _: *zphy.ContactSettings, + ) callconv(.c) void { + _ = contact_listener; + _ = body1; + _ = body2; + } + + pub fn onContactPersisted( + contact_listener: *zphy.ContactListener, + body1: *const zphy.Body, + body2: *const zphy.Body, + _: *const zphy.ContactManifold, + _: *zphy.ContactSettings, + ) callconv(.c) void { + _ = contact_listener; + _ = body1; + _ = body2; + } + + pub fn onContactRemoved( + contact_listener: *zphy.ContactListener, + sub_shape_id_pair: *const zphy.SubShapeIdPair, + ) callconv(.c) void { + _ = contact_listener; + _ = sub_shape_id_pair; + } +}; + +const DemoState = struct { + window: *zglfw.Window, + gctx: *zgpu.GraphicsContext, + + render_pipe: zgpu.RenderPipelineHandle = .{}, + uniform_bg: zgpu.BindGroupHandle, + + vertex_buf: zgpu.BufferHandle, + index_buf: zgpu.BufferHandle, + + depth_tex: zgpu.TextureHandle, + depth_texv: zgpu.TextureViewHandle, + + meshes: std.ArrayList(Mesh), + + broad_phase_layer_interface: *BroadPhaseLayerInterface, + object_vs_broad_phase_layer_filter: *ObjectVsBroadPhaseLayerFilter, + object_layer_pair_filter: *ObjectLayerPairFilter, + contact_listener: *ContactListener, + physics_system: *zphy.PhysicsSystem, + + camera: struct { + position: [3]f32 = .{ 0.0, 8.0, -8.0 }, + forward: [3]f32 = .{ 0.0, 0.0, 1.0 }, + pitch: f32 = 0.125 * math.pi, + yaw: f32 = 0.0, + } = .{}, + mouse: struct { + cursor_pos: [2]f64 = .{ 0, 0 }, + } = .{}, +}; + +fn appendMesh( + mesh: zmesh.Shape, + meshes: *std.ArrayList(Mesh), + meshes_indices: *std.ArrayList(Mesh.IndexType), + meshes_positions: *std.ArrayList([3]f32), + meshes_normals: *std.ArrayList([3]f32), +) void { + meshes.append(.{ + .index_offset = @as(u32, @intCast(meshes_indices.items.len)), + .vertex_offset = @as(i32, @intCast(meshes_positions.items.len)), + .num_indices = @as(u32, @intCast(mesh.indices.len)), + .num_vertices = @as(u32, @intCast(mesh.positions.len)), + }) catch unreachable; + + meshes_indices.appendSlice(mesh.indices) catch unreachable; + meshes_positions.appendSlice(mesh.positions) catch unreachable; + meshes_normals.appendSlice(mesh.normals.?) catch unreachable; +} + +const mesh_floor = 0; +const mesh_cube = 1; + +fn generateMeshes( + allocator: std.mem.Allocator, + meshes: *std.ArrayList(Mesh), + meshes_indices: *std.ArrayList(Mesh.IndexType), + meshes_positions: *std.ArrayList([3]f32), + meshes_normals: *std.ArrayList([3]f32), +) void { + var arena_state = std.heap.ArenaAllocator.init(allocator); + defer arena_state.deinit(); + const arena = arena_state.allocator(); + + zmesh.init(arena); + defer zmesh.deinit(); + + { + const terrain = (struct { + fn impl(uv: *const [2]f32, position: *[3]f32, userdata: ?*anyopaque) callconv(.c) void { + _ = userdata; + position[0] = uv[0]; + position[1] = 0.0; + position[2] = uv[1]; + } + }).impl; + var ground = zmesh.Shape.initParametric(terrain, 32, 32, null); + defer ground.deinit(); + ground.translate(-0.5, 0.0, -0.5); + ground.invert(0, 0); + ground.scale(128.0, 1.0, 128.0); + ground.unweld(); + ground.computeNormals(); + + appendMesh(ground, meshes, meshes_indices, meshes_positions, meshes_normals); + } + + { + var cube = zmesh.Shape.initCube(); + defer cube.deinit(); + cube.translate(-0.5, -0.5, -0.5); + cube.unweld(); + cube.computeNormals(); + + appendMesh(cube, meshes, meshes_indices, meshes_positions, meshes_normals); + } +} + +fn create(allocator: std.mem.Allocator, window: *zglfw.Window) !*DemoState { + var arena_state = std.heap.ArenaAllocator.init(allocator); + defer arena_state.deinit(); + const arena = arena_state.allocator(); + + // + // Procedural meshes + // + var meshes = std.ArrayList(Mesh).init(allocator); + var meshes_indices = std.ArrayList(Mesh.IndexType).init(arena); + var meshes_positions = std.ArrayList([3]f32).init(arena); + var meshes_normals = std.ArrayList([3]f32).init(arena); + generateMeshes(allocator, &meshes, &meshes_indices, &meshes_positions, &meshes_normals); + + const total_num_vertices = @as(u32, @intCast(meshes_positions.items.len)); + const total_num_indices = @as(u32, @intCast(meshes_indices.items.len)); + + // + // Graphics + // + const gctx = try zgpu.GraphicsContext.create( + allocator, + .{ + .window = window, + .fn_getTime = @ptrCast(&zglfw.getTime), + .fn_getFramebufferSize = @ptrCast(&zglfw.Window.getFramebufferSize), + .fn_getWin32Window = @ptrCast(&zglfw.getWin32Window), + .fn_getX11Display = @ptrCast(&zglfw.getX11Display), + .fn_getX11Window = @ptrCast(&zglfw.getX11Window), + .fn_getWaylandDisplay = @ptrCast(&zglfw.getWaylandDisplay), + .fn_getWaylandSurface = @ptrCast(&zglfw.getWaylandWindow), + .fn_getCocoaWindow = @ptrCast(&zglfw.getCocoaWindow), + }, + .{}, + ); + errdefer gctx.destroy(allocator); + + // Uniform buffer and layout + const uniform_bgl = gctx.createBindGroupLayout(&.{ + zgpu.bufferEntry(0, .{ .vertex = true, .fragment = true }, .uniform, true, 0), + }); + defer gctx.releaseResource(uniform_bgl); + + const uniform_bg = gctx.createBindGroup(uniform_bgl, &.{ + .{ + .binding = 0, + .buffer_handle = gctx.uniforms.buffer, + .offset = 0, + .size = @max(@sizeOf(FrameUniforms), @sizeOf(DrawUniforms)), + }, + }); + + // Vertex buffer + const vertex_buf = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .vertex = true }, + .size = total_num_vertices * @sizeOf(Vertex), + }); + { + var vertex_data = std.ArrayList(Vertex).init(arena); + defer vertex_data.deinit(); + vertex_data.resize(total_num_vertices) catch unreachable; + + for (meshes_positions.items, 0..) |_, i| { + vertex_data.items[i].position = meshes_positions.items[i]; + vertex_data.items[i].normal = meshes_normals.items[i]; + } + gctx.queue.writeBuffer(gctx.lookupResource(vertex_buf).?, 0, Vertex, vertex_data.items); + } + + // Index buffer + const index_buf = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .index = true }, + .size = total_num_indices * @sizeOf(Mesh.IndexType), + }); + gctx.queue.writeBuffer(gctx.lookupResource(index_buf).?, 0, Mesh.IndexType, meshes_indices.items); + + // Depth texture + const depth = createDepthTexture(gctx); + + // + // Physics + // + try zphy.init(allocator, .{}); + + const broad_phase_layer_interface = try allocator.create(BroadPhaseLayerInterface); + broad_phase_layer_interface.* = BroadPhaseLayerInterface.init(); + + const object_vs_broad_phase_layer_filter = try allocator.create(ObjectVsBroadPhaseLayerFilter); + object_vs_broad_phase_layer_filter.* = .{}; + + const object_layer_pair_filter = try allocator.create(ObjectLayerPairFilter); + object_layer_pair_filter.* = .{}; + + const contact_listener = try allocator.create(ContactListener); + contact_listener.* = .{}; + + const physics_system = try zphy.PhysicsSystem.create( + @as(*const zphy.BroadPhaseLayerInterface, @ptrCast(broad_phase_layer_interface)), + @as(*const zphy.ObjectVsBroadPhaseLayerFilter, @ptrCast(object_vs_broad_phase_layer_filter)), + @as(*const zphy.ObjectLayerPairFilter, @ptrCast(object_layer_pair_filter)), + .{ + .max_bodies = 1024, + .num_body_mutexes = 0, + .max_body_pairs = 1024, + .max_contact_constraints = 1024, + }, + ); + + { + const body_interface = physics_system.getBodyInterfaceMut(); + + const floor_shape_settings = try zphy.BoxShapeSettings.create(.{ 100.0, 1.0, 100.0 }); + defer floor_shape_settings.asShapeSettings().release(); + + const floor_shape = try floor_shape_settings.asShapeSettings().createShape(); + defer floor_shape.release(); + + _ = try body_interface.createAndAddBody(.{ + .position = .{ 0.0, -1.0, 0.0, 1.0 }, + .rotation = .{ 0.0, 0.0, 0.0, 1.0 }, + .shape = floor_shape, + .motion_type = .static, + .object_layer = object_layers.non_moving, + }, .activate); + + const box_shape_settings = try zphy.BoxShapeSettings.create(.{ 0.5, 0.5, 0.5 }); + defer box_shape_settings.asShapeSettings().release(); + + const box_shape = try box_shape_settings.asShapeSettings().createShape(); + defer box_shape.release(); + + var i: u32 = 0; + while (i < 16) : (i += 1) { + const fi = @as(f32, @floatFromInt(i)); + _ = try body_interface.createAndAddBody(.{ + .position = .{ 0.0, 8.0 + fi * 1.2, 8.0, 1.0 }, + .rotation = .{ 0.0, 0.0, 0.0, 1.0 }, + .shape = box_shape, + .motion_type = .dynamic, + .object_layer = object_layers.moving, + .angular_velocity = .{ 0.0, 0.0, 0.0, 0 }, + //.allow_sleeping = false, + }, .activate); + } + + physics_system.optimizeBroadPhase(); + } + + // + // Demo + // + const demo = try allocator.create(DemoState); + demo.* = .{ + .window = window, + .gctx = gctx, + .uniform_bg = uniform_bg, + .vertex_buf = vertex_buf, + .index_buf = index_buf, + .depth_tex = depth.tex, + .depth_texv = depth.texv, + .meshes = meshes, + .broad_phase_layer_interface = broad_phase_layer_interface, + .object_vs_broad_phase_layer_filter = object_vs_broad_phase_layer_filter, + .object_layer_pair_filter = object_layer_pair_filter, + .contact_listener = contact_listener, + .physics_system = physics_system, + }; + + // + // GPU pipelines (async compiled; need to be created *after* the `demo` instance is constructed) + // + zgpu.createRenderPipelineSimple( + allocator, + gctx, + &.{ uniform_bgl, uniform_bgl }, + wgsl.vs, + wgsl.fs, + @sizeOf(Vertex), + &.{ + .{ .format = .float32x3, .offset = 0, .shader_location = 0 }, + .{ .format = .float32x3, .offset = @offsetOf(Vertex, "normal"), .shader_location = 1 }, + }, + .{ .topology = .triangle_list }, + zgpu.GraphicsContext.swapchain_format, + .{ + .format = .depth32_float, + .depth_write_enabled = true, + .depth_compare = .less, + }, + &demo.render_pipe, + ); + + return demo; +} + +fn destroy(allocator: std.mem.Allocator, demo: *DemoState) void { + demo.meshes.deinit(); + demo.physics_system.destroy(); + allocator.destroy(demo.contact_listener); + allocator.destroy(demo.object_vs_broad_phase_layer_filter); + allocator.destroy(demo.object_layer_pair_filter); + allocator.destroy(demo.broad_phase_layer_interface); + zphy.deinit(); + demo.gctx.destroy(allocator); + allocator.destroy(demo); +} + +const frame_rate_target = 60.0; + +fn update(demo: *DemoState) void { + zgui.backend.newFrame(demo.gctx.swapchain_descriptor.width, demo.gctx.swapchain_descriptor.height); + demo.physics_system.update(1.0 / frame_rate_target, .{}) catch unreachable; + + const window = demo.window; + + // Handle camera rotation with mouse. + { + const cursor_pos = window.getCursorPos(); + const delta_x = @as(f32, @floatCast(cursor_pos[0] - demo.mouse.cursor_pos[0])); + const delta_y = @as(f32, @floatCast(cursor_pos[1] - demo.mouse.cursor_pos[1])); + demo.mouse.cursor_pos = cursor_pos; + + if (window.getMouseButton(.right) == .press) { + demo.camera.pitch += 0.0025 * delta_y; + demo.camera.yaw += 0.0025 * delta_x; + demo.camera.pitch = @min(demo.camera.pitch, 0.48 * math.pi); + demo.camera.pitch = @max(demo.camera.pitch, -0.48 * math.pi); + demo.camera.yaw = zm.modAngle(demo.camera.yaw); + } + } + + // Handle camera movement with 'WASD' keys. + { + const speed = zm.f32x4s(2.0); + const delta_time = zm.f32x4s(demo.gctx.stats.delta_time); + const transform = zm.mul(zm.rotationX(demo.camera.pitch), zm.rotationY(demo.camera.yaw)); + var forward = zm.normalize3(zm.mul(zm.f32x4(0.0, 0.0, 1.0, 0.0), transform)); + + zm.storeArr3(&demo.camera.forward, forward); + + const right = speed * delta_time * + zm.normalize3(zm.cross3(zm.f32x4(0.0, 1.0, 0.0, 0.0), forward)); + forward = speed * delta_time * forward; + + var cam_pos = zm.loadArr3(demo.camera.position); + + if (window.getKey(.w) == .press) { + cam_pos += forward; + } else if (window.getKey(.s) == .press) { + cam_pos -= forward; + } + if (window.getKey(.d) == .press) { + cam_pos += right; + } else if (window.getKey(.a) == .press) { + cam_pos -= right; + } + + zm.storeArr3(&demo.camera.position, cam_pos); + } +} + +fn draw(demo: *DemoState) void { + const gctx = demo.gctx; + const fb_width = gctx.swapchain_descriptor.width; + const fb_height = gctx.swapchain_descriptor.height; + + const cam_world_to_view = zm.lookToLh( + zm.loadArr3(demo.camera.position), + zm.loadArr3(demo.camera.forward), + zm.f32x4(0.0, 1.0, 0.0, 0.0), + ); + const cam_view_to_clip = zm.perspectiveFovLh( + 0.25 * math.pi, + @as(f32, @floatFromInt(fb_width)) / @as(f32, @floatFromInt(fb_height)), + 0.01, + 200.0, + ); + const cam_world_to_clip = zm.mul(cam_world_to_view, cam_view_to_clip); + + // Lookup common resources which may be needed for all the passes. + const depth_texv = gctx.lookupResource(demo.depth_texv) orelse return; + const uniform_bg = gctx.lookupResource(demo.uniform_bg) orelse return; + const vertex_buf_info = gctx.lookupResourceInfo(demo.vertex_buf) orelse return; + const index_buf_info = gctx.lookupResourceInfo(demo.index_buf) orelse return; + + const swapchain_texv = gctx.swapchain.getCurrentTextureView(); + defer swapchain_texv.release(); + + const commands = commands: { + const encoder = gctx.device.createCommandEncoder(null); + defer encoder.release(); + + pass: { + const render_pipe = gctx.lookupResource(demo.render_pipe) orelse break :pass; + + const pass = zgpu.beginRenderPassSimple( + encoder, + .clear, + swapchain_texv, + .{ .r = 0.2, .g = 0.4, .b = 0.8, .a = 1.0 }, + depth_texv, + 1.0, + ); + defer zgpu.endReleasePass(pass); + + pass.setVertexBuffer(0, vertex_buf_info.gpuobj.?, 0, vertex_buf_info.size); + pass.setIndexBuffer( + index_buf_info.gpuobj.?, + if (Mesh.IndexType == u16) .uint16 else .uint32, + 0, + index_buf_info.size, + ); + pass.setPipeline(render_pipe); + + // Update "world to clip" (camera) xform. + { + const mem = gctx.uniformsAllocate(FrameUniforms, 1); + mem.slice[0] = .{ + .world_to_clip = zm.transpose(cam_world_to_clip), + .camera_position = demo.camera.position, + }; + pass.setBindGroup(0, uniform_bg, &.{mem.offset}); + } + + // Draw "floor". + { + const mem = gctx.uniformsAllocate(DrawUniforms, 1); + mem.slice[0] = .{ + .object_to_world = zm.identity(), + .basecolor_roughness = .{ 0.2, 0.2, 0.2, 1.0 }, + }; + pass.setBindGroup(1, uniform_bg, &.{mem.offset}); + pass.drawIndexed( + demo.meshes.items[mesh_floor].num_indices, + 1, + demo.meshes.items[mesh_floor].index_offset, + demo.meshes.items[mesh_floor].vertex_offset, + 0, + ); + } + + // Draw all dynamic bodies. + const bodies = demo.physics_system.getBodiesUnsafe(); + for (bodies) |body| { + if (!zphy.isValidBodyPointer(body) or body.motion_properties == null) continue; + + const object_to_world = object_to_world: { + const position = if (zphy.Real == f32) + zm.loadArr4(body.position) + else + zm.loadArr4(.{ + @as(f32, @floatCast(body.position[0])), + @as(f32, @floatCast(body.position[1])), + @as(f32, @floatCast(body.position[2])), + @as(f32, @floatCast(body.position[3])), + }); + const rotation = zm.loadArr4(body.rotation); + var xform = zm.matFromQuat(rotation); + xform[3] = position; + xform[3][3] = 1.0; + break :object_to_world xform; + }; + + const mem = gctx.uniformsAllocate(DrawUniforms, 1); + mem.slice[0] = .{ + .object_to_world = zm.transpose(object_to_world), + .basecolor_roughness = .{ 0.1, 0.5, 0.05, 0.5 }, + }; + pass.setBindGroup(1, uniform_bg, &.{mem.offset}); + pass.drawIndexed( + demo.meshes.items[mesh_cube].num_indices, + 1, + demo.meshes.items[mesh_cube].index_offset, + demo.meshes.items[mesh_cube].vertex_offset, + 0, + ); + } + } + { + const pass = zgpu.beginRenderPassSimple(encoder, .load, swapchain_texv, null, null, null); + defer zgpu.endReleasePass(pass); + zgui.backend.draw(pass); + } + + break :commands encoder.finish(null); + }; + defer commands.release(); + + gctx.submit(&.{commands}); +} + +fn createDepthTexture(gctx: *zgpu.GraphicsContext) struct { + tex: zgpu.TextureHandle, + texv: zgpu.TextureViewHandle, +} { + const tex = gctx.createTexture(.{ + .usage = .{ .render_attachment = true }, + .dimension = .tdim_2d, + .size = .{ + .width = gctx.swapchain_descriptor.width, + .height = gctx.swapchain_descriptor.height, + .depth_or_array_layers = 1, + }, + .format = .depth32_float, + .mip_level_count = 1, + .sample_count = 1, + }); + const texv = gctx.createTextureView(tex, .{}); + return .{ .tex = tex, .texv = texv }; +} + +pub fn main() !void { + try zglfw.init(); + defer zglfw.terminate(); + + // Change current working directory to where the executable is located. + { + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + std.posix.chdir(path) catch {}; + } + + zglfw.windowHint(.client_api, .no_api); + + const window = try zglfw.Window.create(1600, 1000, window_title, null); + defer window.destroy(); + window.setSizeLimits(400, 400, -1, -1); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + var demo = try create(allocator, window); + defer destroy(allocator, demo); + + const scale_factor = scale_factor: { + const scale = window.getContentScale(); + break :scale_factor @max(scale[0], scale[1]); + }; + + zgui.init(allocator); + defer zgui.deinit(); + + _ = zgui.io.addFontFromFile(content_dir ++ "Roboto-Medium.ttf", math.floor(16.0 * scale_factor)); + + zgui.backend.init( + window, + demo.gctx.device, + @intFromEnum(zgpu.GraphicsContext.swapchain_format), + @intFromEnum(wgpu.TextureFormat.undef), + ); + defer zgui.backend.deinit(); + + zgui.getStyle().scaleAllSizes(scale_factor); + + var frame_timer = try std.time.Timer.start(); + + while (!window.shouldClose() and window.getKey(.escape) != .press) { + { + // spin loop for frame limiter + const target_ns = @divTrunc(std.time.ns_per_s, frame_rate_target); + while (frame_timer.read() < target_ns) { + std.atomic.spinLoopHint(); + } + frame_timer.reset(); + } + + zglfw.pollEvents(); + + update(demo); + draw(demo); + + if (demo.gctx.present() == .swap_chain_resized) { + // Release old depth texture. + demo.gctx.releaseResource(demo.depth_texv); + demo.gctx.destroyResource(demo.depth_tex); + + // Create a new depth texture to match the new window size. + const depth = createDepthTexture(demo.gctx); + demo.depth_tex = depth.tex; + demo.depth_texv = depth.texv; + } + } +} + +``` + +`samples/physics_test_wgpu/src/physics_test_wgsl.zig`: + +```zig +// zig fmt: off +const common = +\\ struct DrawUniforms { +\\ object_to_world: mat4x4, +\\ basecolor_roughness: vec4, +\\ } +\\ @group(1) @binding(0) var draw_uniforms: DrawUniforms; +\\ +\\ struct FrameUniforms { +\\ world_to_clip: mat4x4, +\\ camera_position: vec3, +\\ } +\\ @group(0) @binding(0) var frame_uniforms: FrameUniforms; +; +pub const vs = common ++ +\\ struct VertexOut { +\\ @builtin(position) position_clip: vec4, +\\ @location(0) position: vec3, +\\ @location(1) normal: vec3, +\\ @location(2) barycentrics: vec3, +\\ } +\\ @vertex fn main( +\\ @location(0) position: vec3, +\\ @location(1) normal: vec3, +\\ @builtin(vertex_index) vertex_index: u32, +\\ ) -> VertexOut { +\\ var output: VertexOut; +\\ output.position_clip = vec4(position, 1.0) * draw_uniforms.object_to_world * frame_uniforms.world_to_clip; +\\ output.position = (vec4(position, 1.0) * draw_uniforms.object_to_world).xyz; +\\ output.normal = normal * mat3x3( +\\ draw_uniforms.object_to_world[0].xyz, +\\ draw_uniforms.object_to_world[1].xyz, +\\ draw_uniforms.object_to_world[2].xyz, +\\ ); +\\ let index = vertex_index % 3u; +\\ output.barycentrics = vec3(f32(index == 0u), f32(index == 1u), f32(index == 2u)); +\\ return output; +\\ } +; +pub const fs = common ++ +\\ const pi = 3.1415926; +\\ +\\ fn saturate(x: f32) -> f32 { return clamp(x, 0.0, 1.0); } +\\ +\\ // Trowbridge-Reitz GGX normal distribution function. +\\ fn distributionGgx(n: vec3, h: vec3, alpha: f32) -> f32 { +\\ let alpha_sq = alpha * alpha; +\\ let n_dot_h = saturate(dot(n, h)); +\\ let k = n_dot_h * n_dot_h * (alpha_sq - 1.0) + 1.0; +\\ return alpha_sq / (pi * k * k); +\\ } +\\ +\\ fn geometrySchlickGgx(x: f32, k: f32) -> f32 { +\\ return x / (x * (1.0 - k) + k); +\\ } +\\ +\\ fn geometrySmith(n: vec3, v: vec3, l: vec3, k: f32) -> f32 { +\\ let n_dot_v = saturate(dot(n, v)); +\\ let n_dot_l = saturate(dot(n, l)); +\\ return geometrySchlickGgx(n_dot_v, k) * geometrySchlickGgx(n_dot_l, k); +\\ } +\\ +\\ fn fresnelSchlick(h_dot_v: f32, f0: vec3) -> vec3 { +\\ return f0 + (vec3(1.0, 1.0, 1.0) - f0) * pow(1.0 - h_dot_v, 5.0); +\\ } +\\ +\\ @fragment fn main( +\\ @location(0) position: vec3, +\\ @location(1) normal: vec3, +\\ @location(2) barycentrics: vec3, +\\ ) -> @location(0) vec4 { +\\ let v = normalize(frame_uniforms.camera_position - position); +\\ let n = normalize(normal); +\\ +\\ let base_color = draw_uniforms.basecolor_roughness.xyz; +\\ let ao = 1.0; +\\ var roughness = draw_uniforms.basecolor_roughness.a; +\\ var metallic: f32; +\\ if (roughness < 0.0) { metallic = 1.0; } else { metallic = 0.0; } +\\ roughness = abs(roughness); +\\ +\\ let alpha = roughness * roughness; +\\ var k = alpha + 1.0; +\\ k = (k * k) / 8.0; +\\ var f0 = vec3(0.04); +\\ f0 = mix(f0, base_color, metallic); +\\ +\\ let light_positions = array, 4>( +\\ vec3(25.0, 15.0, 25.0), +\\ vec3(-25.0, 15.0, 25.0), +\\ vec3(25.0, 15.0, -25.0), +\\ vec3(-25.0, 15.0, -25.0), +\\ ); +\\ let light_radiance = array, 4>( +\\ 4.0 * vec3(0.0, 100.0, 250.0), +\\ 8.0 * vec3(200.0, 150.0, 250.0), +\\ 3.0 * vec3(200.0, 0.0, 0.0), +\\ 9.0 * vec3(200.0, 150.0, 0.0), +\\ ); +\\ +\\ var lo = vec3(0.0); +\\ for (var light_index: i32 = 0; light_index < 4; light_index = light_index + 1) { +\\ let lvec = light_positions[light_index] - position; +\\ +\\ let l = normalize(lvec); +\\ let h = normalize(l + v); +\\ +\\ let distance_sq = dot(lvec, lvec); +\\ let attenuation = 1.0 / distance_sq; +\\ let radiance = light_radiance[light_index] * attenuation; +\\ +\\ let f = fresnelSchlick(saturate(dot(h, v)), f0); +\\ +\\ let ndf = distributionGgx(n, h, alpha); +\\ let g = geometrySmith(n, v, l, k); +\\ +\\ let numerator = ndf * g * f; +\\ let denominator = 4.0 * saturate(dot(n, v)) * saturate(dot(n, l)); +\\ let specular = numerator / max(denominator, 0.001); +\\ +\\ let ks = f; +\\ let kd = (vec3(1.0) - ks) * (1.0 - metallic); +\\ +\\ let n_dot_l = saturate(dot(n, l)); +\\ lo = lo + (kd * base_color / pi + specular) * radiance * n_dot_l; +\\ } +\\ +\\ let ambient = vec3(0.03) * base_color * ao; +\\ var color = ambient + lo; +\\ color = color / (color + 1.0); +\\ color = pow(color, vec3(1.0 / 2.2)); +\\ +\\ // wireframe +\\ var barys = barycentrics; +\\ barys.z = 1.0 - barys.x - barys.y; +\\ let deltas = fwidth(barys); +\\ let smoothing = deltas * 1.0; +\\ let thickness = deltas * 0.25; +\\ barys = smoothstep(thickness, thickness + smoothing, barys); +\\ let min_bary = min(barys.x, min(barys.y, barys.z)); +\\ return vec4(min_bary * color, 1.0); +\\ } +// zig fmt: on +; + +``` + +`samples/procedural_mesh_wgpu/README.md`: + +```md +## procedural mesh (wgpu) + +![image](screenshot.png) + +* This sample shows how to efficiently draw several procedurally generated meshes +* All vertices and indices are stored in one large vertex/index buffer +* Simple physically-based shading is used +* Single-pass wireframe rendering +* Works on Windows/Linux/Mac + +Main drawing loop is optimized and changes just one dynamic offset before each draw call: + +```zig +pass.setVertexBuffer(0, vb_info.gpuobj.?, 0, vb_info.size); +pass.setIndexBuffer(ib_info.gpuobj.?, .uint16, 0, ib_info.size); + +pass.setPipeline(pipeline); + +// Update "world to clip" (camera) xform. +{ + const mem = gctx.uniformsAllocate(FrameUniforms, 1); + mem.slice[0].world_to_clip = zm.transpose(cam_world_to_clip); + mem.slice[0].camera_position = demo.camera.position; + + pass.setBindGroup(0, bind_group, &.{mem.offset}); +} + +for (demo.drawables.items) |drawable| { + // Update "object to world" xform. + const object_to_world = zm.translationV(zm.load(drawable.position[0..], zm.Vec, 3)); + + const mem = gctx.uniformsAllocate(DrawUniforms, 1); + mem.slice[0].object_to_world = zm.transpose(object_to_world); + mem.slice[0].basecolor_roughness = drawable.basecolor_roughness; + + pass.setBindGroup(1, bind_group, &.{mem.offset}); + + // Draw. + pass.drawIndexed( + demo.meshes.items[drawable.mesh_index].num_indices, + 1, + demo.meshes.items[drawable.mesh_index].index_offset, + demo.meshes.items[drawable.mesh_index].vertex_offset, + 0, + ); +} +``` + +Used libraries: +* zgpu +* zmath +* zmesh +* znoise + +``` + +`samples/procedural_mesh_wgpu/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "procedural_mesh_wgpu"; +pub const content_dir = demo_name ++ "_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + @import("zgpu").addLibraryPathsTo(exe); + const zgpu = b.dependency("zgpu", .{ + .target = options.target, + }); + exe.root_module.addImport("zgpu", zgpu.module("root")); + exe.linkLibrary(zgpu.artifact("zdawn")); + + const zgui = b.dependency("zgui", .{ + .target = options.target, + .backend = .glfw_wgpu, + }); + exe.root_module.addImport("zgui", zgui.module("root")); + exe.linkLibrary(zgui.artifact("imgui")); + + const zmath = b.dependency("zmath", .{ + .target = options.target, + }); + exe.root_module.addImport("zmath", zmath.module("root")); + + const zmesh = b.dependency("zmesh", .{ + .target = options.target, + }); + exe.root_module.addImport("zmesh", zmesh.module("root")); + exe.linkLibrary(zmesh.artifact("zmesh")); + + const znoise = b.dependency("znoise", .{ + .target = options.target, + }); + exe.root_module.addImport("znoise", znoise.module("root")); + exe.linkLibrary(znoise.artifact("FastNoiseLite")); + + const ztracy = b.dependency("ztracy", .{ + .target = options.target, + }); + exe.root_module.addImport("ztracy", ztracy.module("root")); + exe.linkLibrary(ztracy.artifact("tracy")); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + exe.step.dependOn(&install_content_step.step); + + if (options.target.result.os.tag == .macos) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("macos12/usr/lib")); + exe.addSystemFrameworkPath(system_sdk.path("macos12/System/Library/Frameworks")); + } + } else if (options.target.result.os.tag == .linux) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("linux/lib/x86_64-linux-gnu")); + } + } + + return exe; +} + +``` + +`samples/procedural_mesh_wgpu/src/procedural_mesh_wgpu.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const zglfw = @import("zglfw"); +const zgpu = @import("zgpu"); +const wgpu = zgpu.wgpu; +const zgui = @import("zgui"); +const zm = @import("zmath"); +const zmesh = @import("zmesh"); +const znoise = @import("znoise"); +const ztracy = @import("ztracy"); +const wgsl = @import("procedural_mesh_wgsl.zig"); + +const content_dir = @import("build_options").content_dir; +const window_title = "zig-gamedev: procedural mesh (wgpu)"; + +const IndexType = zmesh.Shape.IndexType; + +const Vertex = struct { + position: [3]f32, + normal: [3]f32, +}; + +const FrameUniforms = struct { + world_to_clip: zm.Mat, + camera_position: [3]f32, +}; + +const DrawUniforms = struct { + object_to_world: zm.Mat, + basecolor_roughness: [4]f32, +}; + +const Mesh = struct { + index_offset: u32, + vertex_offset: i32, + num_indices: u32, + num_vertices: u32, +}; + +const Drawable = struct { + mesh_index: u32, + position: [3]f32, + basecolor_roughness: [4]f32, +}; + +const DemoState = struct { + window: *zglfw.Window, + gctx: *zgpu.GraphicsContext, + + pipeline: zgpu.RenderPipelineHandle, + bind_group: zgpu.BindGroupHandle, + + vertex_buffer: zgpu.BufferHandle, + index_buffer: zgpu.BufferHandle, + + depth_texture: zgpu.TextureHandle, + depth_texture_view: zgpu.TextureViewHandle, + + meshes: std.ArrayList(Mesh), + drawables: std.ArrayList(Drawable), + + camera: struct { + position: [3]f32 = .{ 0.0, 4.0, -4.0 }, + forward: [3]f32 = .{ 0.0, 0.0, 1.0 }, + pitch: f32 = 0.15 * math.pi, + yaw: f32 = 0.0, + } = .{}, + mouse: struct { + cursor_pos: [2]f64 = .{ 0, 0 }, + } = .{}, +}; + +fn appendMesh( + mesh: zmesh.Shape, + meshes: *std.ArrayList(Mesh), + meshes_indices: *std.ArrayList(IndexType), + meshes_positions: *std.ArrayList([3]f32), + meshes_normals: *std.ArrayList([3]f32), +) void { + meshes.append(.{ + .index_offset = @as(u32, @intCast(meshes_indices.items.len)), + .vertex_offset = @as(i32, @intCast(meshes_positions.items.len)), + .num_indices = @as(u32, @intCast(mesh.indices.len)), + .num_vertices = @as(u32, @intCast(mesh.positions.len)), + }) catch unreachable; + + meshes_indices.appendSlice(mesh.indices) catch unreachable; + meshes_positions.appendSlice(mesh.positions) catch unreachable; + meshes_normals.appendSlice(mesh.normals.?) catch unreachable; +} + +fn initScene( + allocator: std.mem.Allocator, + drawables: *std.ArrayList(Drawable), + meshes: *std.ArrayList(Mesh), + meshes_indices: *std.ArrayList(IndexType), + meshes_positions: *std.ArrayList([3]f32), + meshes_normals: *std.ArrayList([3]f32), +) void { + const tracy_zone = ztracy.ZoneNC(@src(), "initScene", 0x00_ff_00_00); + defer tracy_zone.End(); + + var arena_state = std.heap.ArenaAllocator.init(allocator); + defer arena_state.deinit(); + const arena = arena_state.allocator(); + + zmesh.init(arena); + defer zmesh.deinit(); + + // Trefoil knot. + { + var mesh = zmesh.Shape.initTrefoilKnot(10, 128, 0.8); + defer mesh.deinit(); + mesh.rotate(math.pi * 0.5, 1.0, 0.0, 0.0); + mesh.unweld(); + mesh.computeNormals(); + + drawables.append(.{ + .mesh_index = @as(u32, @intCast(meshes.items.len)), + .position = .{ 0, 1, 0 }, + .basecolor_roughness = .{ 0.0, 0.7, 0.0, 0.6 }, + }) catch unreachable; + + appendMesh(mesh, meshes, meshes_indices, meshes_positions, meshes_normals); + } + // Parametric sphere. + { + var mesh = zmesh.Shape.initParametricSphere(20, 20); + defer mesh.deinit(); + mesh.rotate(math.pi * 0.5, 1.0, 0.0, 0.0); + mesh.unweld(); + mesh.computeNormals(); + + drawables.append(.{ + .mesh_index = @as(u32, @intCast(meshes.items.len)), + .position = .{ 3, 1, 0 }, + .basecolor_roughness = .{ 0.7, 0.0, 0.0, 0.2 }, + }) catch unreachable; + + appendMesh(mesh, meshes, meshes_indices, meshes_positions, meshes_normals); + } + // Icosahedron. + { + var mesh = zmesh.Shape.initIcosahedron(); + defer mesh.deinit(); + mesh.unweld(); + mesh.computeNormals(); + + drawables.append(.{ + .mesh_index = @as(u32, @intCast(meshes.items.len)), + .position = .{ -3, 1, 0 }, + .basecolor_roughness = .{ 0.7, 0.6, 0.0, 0.4 }, + }) catch unreachable; + + appendMesh(mesh, meshes, meshes_indices, meshes_positions, meshes_normals); + } + // Dodecahedron. + { + var mesh = zmesh.Shape.initDodecahedron(); + defer mesh.deinit(); + mesh.unweld(); + mesh.computeNormals(); + + drawables.append(.{ + .mesh_index = @as(u32, @intCast(meshes.items.len)), + .position = .{ 0, 1, 3 }, + .basecolor_roughness = .{ 0.0, 0.1, 1.0, 0.2 }, + }) catch unreachable; + + appendMesh(mesh, meshes, meshes_indices, meshes_positions, meshes_normals); + } + // Cylinder with top and bottom caps. + { + var disk = zmesh.Shape.initParametricDisk(10, 2); + defer disk.deinit(); + disk.invert(0, 0); + + var cylinder = zmesh.Shape.initCylinder(10, 4); + defer cylinder.deinit(); + + cylinder.merge(disk); + cylinder.translate(0, 0, -1); + disk.invert(0, 0); + cylinder.merge(disk); + + cylinder.scale(0.5, 0.5, 2); + cylinder.rotate(math.pi * 0.5, 1.0, 0.0, 0.0); + + cylinder.unweld(); + cylinder.computeNormals(); + + drawables.append(.{ + .mesh_index = @as(u32, @intCast(meshes.items.len)), + .position = .{ -3, 0, 3 }, + .basecolor_roughness = .{ 1.0, 0.0, 0.0, 0.3 }, + }) catch unreachable; + + appendMesh(cylinder, meshes, meshes_indices, meshes_positions, meshes_normals); + } + // Torus. + { + var mesh = zmesh.Shape.initTorus(10, 20, 0.2); + defer mesh.deinit(); + + drawables.append(.{ + .mesh_index = @as(u32, @intCast(meshes.items.len)), + .position = .{ 3, 1.5, 3 }, + .basecolor_roughness = .{ 1.0, 0.5, 0.0, 0.2 }, + }) catch unreachable; + + appendMesh(mesh, meshes, meshes_indices, meshes_positions, meshes_normals); + } + // Subdivided sphere. + { + var mesh = zmesh.Shape.initSubdividedSphere(3); + defer mesh.deinit(); + mesh.unweld(); + mesh.computeNormals(); + + drawables.append(.{ + .mesh_index = @as(u32, @intCast(meshes.items.len)), + .position = .{ 3, 1, 6 }, + .basecolor_roughness = .{ 0.0, 1.0, 0.0, 0.2 }, + }) catch unreachable; + + appendMesh(mesh, meshes, meshes_indices, meshes_positions, meshes_normals); + } + // Tetrahedron. + { + var mesh = zmesh.Shape.initTetrahedron(); + defer mesh.deinit(); + mesh.unweld(); + mesh.computeNormals(); + + drawables.append(.{ + .mesh_index = @as(u32, @intCast(meshes.items.len)), + .position = .{ 0, 0.5, 6 }, + .basecolor_roughness = .{ 1.0, 0.0, 1.0, 0.2 }, + }) catch unreachable; + + appendMesh(mesh, meshes, meshes_indices, meshes_positions, meshes_normals); + } + // Octahedron. + { + var mesh = zmesh.Shape.initOctahedron(); + defer mesh.deinit(); + mesh.unweld(); + mesh.computeNormals(); + + drawables.append(.{ + .mesh_index = @as(u32, @intCast(meshes.items.len)), + .position = .{ -3, 1, 6 }, + .basecolor_roughness = .{ 0.2, 0.0, 1.0, 0.2 }, + }) catch unreachable; + + appendMesh(mesh, meshes, meshes_indices, meshes_positions, meshes_normals); + } + // Rock. + { + var rock = zmesh.Shape.initRock(123, 4); + defer rock.deinit(); + rock.unweld(); + rock.computeNormals(); + + drawables.append(.{ + .mesh_index = @as(u32, @intCast(meshes.items.len)), + .position = .{ -6, 0, 3 }, + .basecolor_roughness = .{ 1.0, 1.0, 1.0, 1.0 }, + }) catch unreachable; + + appendMesh(rock, meshes, meshes_indices, meshes_positions, meshes_normals); + } + // Custom parametric (simple terrain). + { + const gen = znoise.FnlGenerator{ + .fractal_type = .fbm, + .frequency = 2.0, + .octaves = 5, + .lacunarity = 2.02, + }; + const local = struct { + fn terrain(uv: *const [2]f32, position: *[3]f32, userdata: ?*anyopaque) callconv(.C) void { + _ = userdata; + position[0] = uv[0]; + position[1] = 0.025 * gen.noise2(uv[0], uv[1]); + position[2] = uv[1]; + } + }; + var ground = zmesh.Shape.initParametric(local.terrain, 40, 40, null); + defer ground.deinit(); + ground.translate(-0.5, -0.0, -0.5); + ground.invert(0, 0); + ground.scale(20, 20, 20); + ground.computeNormals(); + + drawables.append(.{ + .mesh_index = @as(u32, @intCast(meshes.items.len)), + .position = .{ 0, 0, 0 }, + .basecolor_roughness = .{ 0.1, 0.1, 0.1, 1.0 }, + }) catch unreachable; + + appendMesh(ground, meshes, meshes_indices, meshes_positions, meshes_normals); + } +} + +fn init(allocator: std.mem.Allocator, window: *zglfw.Window) !DemoState { + const gctx = try zgpu.GraphicsContext.create( + allocator, + .{ + .window = window, + .fn_getTime = @ptrCast(&zglfw.getTime), + .fn_getFramebufferSize = @ptrCast(&zglfw.Window.getFramebufferSize), + .fn_getWin32Window = @ptrCast(&zglfw.getWin32Window), + .fn_getX11Display = @ptrCast(&zglfw.getX11Display), + .fn_getX11Window = @ptrCast(&zglfw.getX11Window), + .fn_getWaylandDisplay = @ptrCast(&zglfw.getWaylandDisplay), + .fn_getWaylandSurface = @ptrCast(&zglfw.getWaylandWindow), + .fn_getCocoaWindow = @ptrCast(&zglfw.getCocoaWindow), + }, + .{}, + ); + errdefer gctx.destroy(allocator); + + var arena_state = std.heap.ArenaAllocator.init(allocator); + defer arena_state.deinit(); + const arena = arena_state.allocator(); + + const bind_group_layout = gctx.createBindGroupLayout(&.{ + zgpu.bufferEntry(0, .{ .vertex = true, .fragment = true }, .uniform, true, 0), + }); + defer gctx.releaseResource(bind_group_layout); + + const pipeline_layout = gctx.createPipelineLayout(&.{ + bind_group_layout, + bind_group_layout, + }); + defer gctx.releaseResource(pipeline_layout); + + const pipeline = pipeline: { + const vs_module = zgpu.createWgslShaderModule(gctx.device, wgsl.vs, "vs"); + defer vs_module.release(); + + const fs_module = zgpu.createWgslShaderModule(gctx.device, wgsl.fs, "fs"); + defer fs_module.release(); + + const color_targets = [_]wgpu.ColorTargetState{.{ + .format = zgpu.GraphicsContext.swapchain_format, + }}; + + const vertex_attributes = [_]wgpu.VertexAttribute{ + .{ .format = .float32x3, .offset = 0, .shader_location = 0 }, + .{ .format = .float32x3, .offset = @offsetOf(Vertex, "normal"), .shader_location = 1 }, + }; + const vertex_buffers = [_]wgpu.VertexBufferLayout{.{ + .array_stride = @sizeOf(Vertex), + .attribute_count = vertex_attributes.len, + .attributes = &vertex_attributes, + }}; + + // Create a render pipeline. + const pipeline_descriptor = wgpu.RenderPipelineDescriptor{ + .vertex = wgpu.VertexState{ + .module = vs_module, + .entry_point = "main", + .buffer_count = vertex_buffers.len, + .buffers = &vertex_buffers, + }, + .primitive = wgpu.PrimitiveState{ + .front_face = .cw, + .cull_mode = .back, + .topology = .triangle_list, + }, + .depth_stencil = &wgpu.DepthStencilState{ + .format = .depth32_float, + .depth_write_enabled = true, + .depth_compare = .less, + }, + .fragment = &wgpu.FragmentState{ + .module = fs_module, + .entry_point = "main", + .target_count = color_targets.len, + .targets = &color_targets, + }, + }; + break :pipeline gctx.createRenderPipeline(pipeline_layout, pipeline_descriptor); + }; + + const bind_group = gctx.createBindGroup(bind_group_layout, &.{ + .{ + .binding = 0, + .buffer_handle = gctx.uniforms.buffer, + .offset = 0, + .size = @max(@sizeOf(FrameUniforms), @sizeOf(DrawUniforms)), + }, + }); + + var drawables = std.ArrayList(Drawable).init(allocator); + var meshes = std.ArrayList(Mesh).init(allocator); + var meshes_indices = std.ArrayList(IndexType).init(arena); + var meshes_positions = std.ArrayList([3]f32).init(arena); + var meshes_normals = std.ArrayList([3]f32).init(arena); + initScene(allocator, &drawables, &meshes, &meshes_indices, &meshes_positions, &meshes_normals); + + const total_num_vertices = @as(u32, @intCast(meshes_positions.items.len)); + const total_num_indices = @as(u32, @intCast(meshes_indices.items.len)); + + // Create a vertex buffer. + const vertex_buffer = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .vertex = true }, + .size = total_num_vertices * @sizeOf(Vertex), + }); + { + var vertex_data = std.ArrayList(Vertex).init(arena); + defer vertex_data.deinit(); + vertex_data.resize(total_num_vertices) catch unreachable; + + for (meshes_positions.items, 0..) |_, i| { + vertex_data.items[i].position = meshes_positions.items[i]; + vertex_data.items[i].normal = meshes_normals.items[i]; + } + gctx.queue.writeBuffer(gctx.lookupResource(vertex_buffer).?, 0, Vertex, vertex_data.items); + } + + // Create an index buffer. + const index_buffer = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .index = true }, + .size = total_num_indices * @sizeOf(IndexType), + }); + gctx.queue.writeBuffer(gctx.lookupResource(index_buffer).?, 0, IndexType, meshes_indices.items); + + // Create a depth texture and its 'view'. + const depth = createDepthTexture(gctx); + + return DemoState{ + .window = window, + .gctx = gctx, + .pipeline = pipeline, + .bind_group = bind_group, + .vertex_buffer = vertex_buffer, + .index_buffer = index_buffer, + .depth_texture = depth.texture, + .depth_texture_view = depth.view, + .meshes = meshes, + .drawables = drawables, + }; +} + +fn deinit(allocator: std.mem.Allocator, demo: *DemoState) void { + demo.meshes.deinit(); + demo.drawables.deinit(); + demo.gctx.destroy(allocator); + demo.* = undefined; +} + +fn update(demo: *DemoState) void { + zgui.backend.newFrame( + demo.gctx.swapchain_descriptor.width, + demo.gctx.swapchain_descriptor.height, + ); + + zgui.setNextWindowPos(.{ .x = 20.0, .y = 20.0, .cond = .always }); + zgui.setNextWindowSize(.{ .w = -1.0, .h = -1.0, .cond = .always }); + + if (zgui.begin("Demo Settings", .{ .flags = .{ .no_move = true, .no_resize = true } })) { + zgui.bulletText( + "Average : {d:.3} ms/frame ({d:.1} fps)", + .{ demo.gctx.stats.average_cpu_time, demo.gctx.stats.fps }, + ); + zgui.bulletText("RMB + drag : rotate camera", .{}); + zgui.bulletText("W, A, S, D : move camera", .{}); + } + zgui.end(); + + const window = demo.window; + + // Handle camera rotation with mouse. + { + const cursor_pos = window.getCursorPos(); + const delta_x = @as(f32, @floatCast(cursor_pos[0] - demo.mouse.cursor_pos[0])); + const delta_y = @as(f32, @floatCast(cursor_pos[1] - demo.mouse.cursor_pos[1])); + demo.mouse.cursor_pos = cursor_pos; + + if (window.getMouseButton(.right) == .press) { + demo.camera.pitch += 0.0025 * delta_y; + demo.camera.yaw += 0.0025 * delta_x; + demo.camera.pitch = @min(demo.camera.pitch, 0.48 * math.pi); + demo.camera.pitch = @max(demo.camera.pitch, -0.48 * math.pi); + demo.camera.yaw = zm.modAngle(demo.camera.yaw); + } + } + + // Handle camera movement with 'WASD' keys. + { + const speed = zm.f32x4s(2.0); + const delta_time = zm.f32x4s(demo.gctx.stats.delta_time); + const transform = zm.mul(zm.rotationX(demo.camera.pitch), zm.rotationY(demo.camera.yaw)); + var forward = zm.normalize3(zm.mul(zm.f32x4(0.0, 0.0, 1.0, 0.0), transform)); + + zm.storeArr3(&demo.camera.forward, forward); + + const right = speed * delta_time * zm.normalize3(zm.cross3(zm.f32x4(0.0, 1.0, 0.0, 0.0), forward)); + forward = speed * delta_time * forward; + + var cam_pos = zm.loadArr3(demo.camera.position); + + if (window.getKey(.w) == .press) { + cam_pos += forward; + } else if (window.getKey(.s) == .press) { + cam_pos -= forward; + } + if (window.getKey(.d) == .press) { + cam_pos += right; + } else if (window.getKey(.a) == .press) { + cam_pos -= right; + } + + zm.storeArr3(&demo.camera.position, cam_pos); + } +} + +fn draw(demo: *DemoState) void { + const gctx = demo.gctx; + const fb_width = gctx.swapchain_descriptor.width; + const fb_height = gctx.swapchain_descriptor.height; + + const cam_world_to_view = zm.lookToLh( + zm.loadArr3(demo.camera.position), + zm.loadArr3(demo.camera.forward), + zm.f32x4(0.0, 1.0, 0.0, 0.0), + ); + const cam_view_to_clip = zm.perspectiveFovLh( + 0.25 * math.pi, + @as(f32, @floatFromInt(fb_width)) / @as(f32, @floatFromInt(fb_height)), + 0.01, + 200.0, + ); + const cam_world_to_clip = zm.mul(cam_world_to_view, cam_view_to_clip); + + const back_buffer_view = gctx.swapchain.getCurrentTextureView(); + defer back_buffer_view.release(); + + const commands = commands: { + const encoder = gctx.device.createCommandEncoder(null); + defer encoder.release(); + + // Main pass. + pass: { + const vb_info = gctx.lookupResourceInfo(demo.vertex_buffer) orelse break :pass; + const ib_info = gctx.lookupResourceInfo(demo.index_buffer) orelse break :pass; + const pipeline = gctx.lookupResource(demo.pipeline) orelse break :pass; + const bind_group = gctx.lookupResource(demo.bind_group) orelse break :pass; + const depth_view = gctx.lookupResource(demo.depth_texture_view) orelse break :pass; + + const color_attachments = [_]wgpu.RenderPassColorAttachment{.{ + .view = back_buffer_view, + .load_op = .clear, + .store_op = .store, + }}; + const depth_attachment = wgpu.RenderPassDepthStencilAttachment{ + .view = depth_view, + .depth_load_op = .clear, + .depth_store_op = .store, + .depth_clear_value = 1.0, + }; + const render_pass_info = wgpu.RenderPassDescriptor{ + .color_attachment_count = color_attachments.len, + .color_attachments = &color_attachments, + .depth_stencil_attachment = &depth_attachment, + }; + const pass = encoder.beginRenderPass(render_pass_info); + defer { + pass.end(); + pass.release(); + } + + pass.setVertexBuffer(0, vb_info.gpuobj.?, 0, vb_info.size); + pass.setIndexBuffer( + ib_info.gpuobj.?, + if (IndexType == u16) .uint16 else .uint32, + 0, + ib_info.size, + ); + + pass.setPipeline(pipeline); + + // Update "world to clip" (camera) xform. + { + const mem = gctx.uniformsAllocate(FrameUniforms, 1); + mem.slice[0].world_to_clip = zm.transpose(cam_world_to_clip); + mem.slice[0].camera_position = demo.camera.position; + + pass.setBindGroup(0, bind_group, &.{mem.offset}); + } + + for (demo.drawables.items) |drawable| { + // Update "object to world" xform. + const object_to_world = zm.translationV(zm.loadArr3(drawable.position)); + + const mem = gctx.uniformsAllocate(DrawUniforms, 1); + mem.slice[0].object_to_world = zm.transpose(object_to_world); + mem.slice[0].basecolor_roughness = drawable.basecolor_roughness; + + pass.setBindGroup(1, bind_group, &.{mem.offset}); + + // Draw. + pass.drawIndexed( + demo.meshes.items[drawable.mesh_index].num_indices, + 1, + demo.meshes.items[drawable.mesh_index].index_offset, + demo.meshes.items[drawable.mesh_index].vertex_offset, + 0, + ); + } + } + + // Gui pass. + { + const color_attachments = [_]wgpu.RenderPassColorAttachment{.{ + .view = back_buffer_view, + .load_op = .load, + .store_op = .store, + }}; + const render_pass_info = wgpu.RenderPassDescriptor{ + .color_attachment_count = color_attachments.len, + .color_attachments = &color_attachments, + }; + const pass = encoder.beginRenderPass(render_pass_info); + defer { + pass.end(); + pass.release(); + } + + zgui.backend.draw(pass); + } + + break :commands encoder.finish(null); + }; + defer commands.release(); + + gctx.submit(&.{commands}); + + if (gctx.present() == .swap_chain_resized) { + // Release old depth texture. + gctx.releaseResource(demo.depth_texture_view); + gctx.destroyResource(demo.depth_texture); + + // Create a new depth texture to match the new window size. + const depth = createDepthTexture(gctx); + demo.depth_texture = depth.texture; + demo.depth_texture_view = depth.view; + } + ztracy.FrameMark(); +} + +fn createDepthTexture(gctx: *zgpu.GraphicsContext) struct { + texture: zgpu.TextureHandle, + view: zgpu.TextureViewHandle, +} { + const texture = gctx.createTexture(.{ + .usage = .{ .render_attachment = true }, + .dimension = .tdim_2d, + .size = .{ + .width = gctx.swapchain_descriptor.width, + .height = gctx.swapchain_descriptor.height, + .depth_or_array_layers = 1, + }, + .format = .depth32_float, + .mip_level_count = 1, + .sample_count = 1, + }); + const view = gctx.createTextureView(texture, .{}); + return .{ .texture = texture, .view = view }; +} + +pub fn main() !void { + try zglfw.init(); + defer zglfw.terminate(); + + // Change current working directory to where the executable is located. + { + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + std.posix.chdir(path) catch {}; + } + + zglfw.windowHint(.client_api, .no_api); + + const window = try zglfw.Window.create(1600, 1000, window_title, null); + defer window.destroy(); + window.setSizeLimits(400, 400, -1, -1); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + var demo = try init(allocator, window); + defer deinit(allocator, &demo); + + const scale_factor = scale_factor: { + const scale = window.getContentScale(); + break :scale_factor @max(scale[0], scale[1]); + }; + + zgui.init(allocator); + defer zgui.deinit(); + + _ = zgui.io.addFontFromFile(content_dir ++ "Roboto-Medium.ttf", math.floor(16.0 * scale_factor)); + + zgui.backend.init( + window, + demo.gctx.device, + @intFromEnum(zgpu.GraphicsContext.swapchain_format), + @intFromEnum(wgpu.TextureFormat.undef), + ); + defer zgui.backend.deinit(); + + zgui.getStyle().scaleAllSizes(scale_factor); + + while (!window.shouldClose() and window.getKey(.escape) != .press) { + zglfw.pollEvents(); + update(&demo); + draw(&demo); + } +} + +``` + +`samples/procedural_mesh_wgpu/src/procedural_mesh_wgsl.zig`: + +```zig +// zig fmt: off +const common = +\\ struct DrawUniforms { +\\ object_to_world: mat4x4, +\\ basecolor_roughness: vec4, +\\ } +\\ @group(1) @binding(0) var draw_uniforms: DrawUniforms; +\\ +\\ struct FrameUniforms { +\\ world_to_clip: mat4x4, +\\ camera_position: vec3, +\\ } +\\ @group(0) @binding(0) var frame_uniforms: FrameUniforms; +; +pub const vs = common ++ +\\ struct VertexOut { +\\ @builtin(position) position_clip: vec4, +\\ @location(0) position: vec3, +\\ @location(1) normal: vec3, +\\ @location(2) barycentrics: vec3, +\\ } +\\ @vertex fn main( +\\ @location(0) position: vec3, +\\ @location(1) normal: vec3, +\\ @builtin(vertex_index) vertex_index: u32, +\\ ) -> VertexOut { +\\ var output: VertexOut; +\\ output.position_clip = vec4(position, 1.0) * draw_uniforms.object_to_world * frame_uniforms.world_to_clip; +\\ output.position = (vec4(position, 1.0) * draw_uniforms.object_to_world).xyz; +\\ output.normal = normal * mat3x3( +\\ draw_uniforms.object_to_world[0].xyz, +\\ draw_uniforms.object_to_world[1].xyz, +\\ draw_uniforms.object_to_world[2].xyz, +\\ ); +\\ let index = vertex_index % 3u; +\\ output.barycentrics = vec3(f32(index == 0u), f32(index == 1u), f32(index == 2u)); +\\ return output; +\\ } +; +pub const fs = common ++ +\\ const pi = 3.1415926; +\\ +\\ fn saturate(x: f32) -> f32 { return clamp(x, 0.0, 1.0); } +\\ +\\ // Trowbridge-Reitz GGX normal distribution function. +\\ fn distributionGgx(n: vec3, h: vec3, alpha: f32) -> f32 { +\\ let alpha_sq = alpha * alpha; +\\ let n_dot_h = saturate(dot(n, h)); +\\ let k = n_dot_h * n_dot_h * (alpha_sq - 1.0) + 1.0; +\\ return alpha_sq / (pi * k * k); +\\ } +\\ +\\ fn geometrySchlickGgx(x: f32, k: f32) -> f32 { +\\ return x / (x * (1.0 - k) + k); +\\ } +\\ +\\ fn geometrySmith(n: vec3, v: vec3, l: vec3, k: f32) -> f32 { +\\ let n_dot_v = saturate(dot(n, v)); +\\ let n_dot_l = saturate(dot(n, l)); +\\ return geometrySchlickGgx(n_dot_v, k) * geometrySchlickGgx(n_dot_l, k); +\\ } +\\ +\\ fn fresnelSchlick(h_dot_v: f32, f0: vec3) -> vec3 { +\\ return f0 + (vec3(1.0, 1.0, 1.0) - f0) * pow(1.0 - h_dot_v, 5.0); +\\ } +\\ +\\ @fragment fn main( +\\ @location(0) position: vec3, +\\ @location(1) normal: vec3, +\\ @location(2) barycentrics: vec3, +\\ ) -> @location(0) vec4 { +\\ let v = normalize(frame_uniforms.camera_position - position); +\\ let n = normalize(normal); +\\ +\\ let base_color = draw_uniforms.basecolor_roughness.xyz; +\\ let ao = 1.0; +\\ var roughness = draw_uniforms.basecolor_roughness.a; +\\ var metallic: f32; +\\ if (roughness < 0.0) { metallic = 1.0; } else { metallic = 0.0; } +\\ roughness = abs(roughness); +\\ +\\ let alpha = roughness * roughness; +\\ var k = alpha + 1.0; +\\ k = (k * k) / 8.0; +\\ var f0 = vec3(0.04); +\\ f0 = mix(f0, base_color, metallic); +\\ +\\ let light_positions = array, 4>( +\\ vec3(25.0, 15.0, 25.0), +\\ vec3(-25.0, 15.0, 25.0), +\\ vec3(25.0, 15.0, -25.0), +\\ vec3(-25.0, 15.0, -25.0), +\\ ); +\\ let light_radiance = array, 4>( +\\ 4.0 * vec3(0.0, 100.0, 250.0), +\\ 8.0 * vec3(200.0, 150.0, 250.0), +\\ 3.0 * vec3(200.0, 0.0, 0.0), +\\ 9.0 * vec3(200.0, 150.0, 0.0), +\\ ); +\\ +\\ var lo = vec3(0.0); +\\ for (var light_index: i32 = 0; light_index < 4; light_index = light_index + 1) { +\\ let lvec = light_positions[light_index] - position; +\\ +\\ let l = normalize(lvec); +\\ let h = normalize(l + v); +\\ +\\ let distance_sq = dot(lvec, lvec); +\\ let attenuation = 1.0 / distance_sq; +\\ let radiance = light_radiance[light_index] * attenuation; +\\ +\\ let f = fresnelSchlick(saturate(dot(h, v)), f0); +\\ +\\ let ndf = distributionGgx(n, h, alpha); +\\ let g = geometrySmith(n, v, l, k); +\\ +\\ let numerator = ndf * g * f; +\\ let denominator = 4.0 * saturate(dot(n, v)) * saturate(dot(n, l)); +\\ let specular = numerator / max(denominator, 0.001); +\\ +\\ let ks = f; +\\ let kd = (vec3(1.0) - ks) * (1.0 - metallic); +\\ +\\ let n_dot_l = saturate(dot(n, l)); +\\ lo = lo + (kd * base_color / pi + specular) * radiance * n_dot_l; +\\ } +\\ +\\ let ambient = vec3(0.03) * base_color * ao; +\\ var color = ambient + lo; +\\ color = color / (color + 1.0); +\\ color = pow(color, vec3(1.0 / 2.2)); +\\ +\\ // wireframe +\\ var barys = barycentrics; +\\ barys.z = 1.0 - barys.x - barys.y; +\\ let deltas = fwidth(barys); +\\ let smoothing = deltas * 1.0; +\\ let thickness = deltas * 0.25; +\\ barys = smoothstep(thickness, thickness + smoothing, barys); +\\ let min_bary = min(barys.x, min(barys.y, barys.z)); +\\ return vec4(min_bary * color, 1.0); +\\ } +// zig fmt: on +; + +``` + +`samples/rasterization/README.md`: + +```md +## rasterization + +This sample application shows how GPU rasterizes triangles in slow motion (atomic operations are used in the pixel shader). This works by capturing render output to a transient buffer and then playing it back at human-discernable speed. + +Demo in action: https://www.youtube.com/watch?v=uuSK8itGa4o + +![image](screenshot.png) + +``` + +`samples/rasterization/build.zig`: + +```zig +const builtin = @import("builtin"); +const std = @import("std"); + +pub const demo_name = "rasterization"; +pub const content_dir = demo_name ++ "_content/"; + +// in future zig version e342433 +pub fn pathResolve(b: *std.Build, paths: []const []const u8) []u8 { + return std.fs.path.resolve(b.allocator, paths) catch @panic("OOM"); +} + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zmath = b.dependency("zmath", .{ + .target = options.target, + }); + exe.root_module.addImport("zmath", zmath.module("root")); + + const zmesh = b.dependency("zmesh", .{ + .target = options.target, + }); + exe.root_module.addImport("zmesh", zmesh.module("root")); + exe.linkLibrary(zmesh.artifact("zmesh")); + + const zwindows = b.dependency("zwindows", .{ + .zxaudio2_debug_layer = options.zxaudio2_debug_layer, + .zd3d12_debug_layer = options.zd3d12_debug_layer, + .zd3d12_gbv = options.zd3d12_gbv, + }); + const zwindows_module = zwindows.module("zwindows"); + const zd3d12_module = zwindows.module("zd3d12"); + + exe.root_module.addImport("zwindows", zwindows_module); + exe.root_module.addImport("zd3d12", zd3d12_module); + + @import("../common/build.zig").link(exe, .{ + .zwindows = zwindows_module, + .zd3d12 = zd3d12_module, + }); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + if (builtin.os.tag == .windows or builtin.os.tag == .linux) { + const compile_shaders = @import("zwindows").addCompileShaders(b, demo_name, zwindows, .{ .shader_ver = "6_6" }); + const root_path = pathResolve(b, &.{ @src().file, "..", "..", ".." }); + const shaders_path = b.pathJoin(&.{ root_path, content_path, "shaders" }); + + const common_hlsl_path = b.pathJoin(&.{ root_path, "samples", "common/src/hlsl/common.hlsl" }); + compile_shaders.addVsShader(common_hlsl_path, "vsImGui", b.pathJoin(&.{ shaders_path, "imgui.vs.cso" }), "PSO__IMGUI"); + compile_shaders.addPsShader(common_hlsl_path, "psImGui", b.pathJoin(&.{ shaders_path, "imgui.ps.cso" }), "PSO__IMGUI"); + compile_shaders.addCsShader(common_hlsl_path, "csGenerateMipmaps", b.pathJoin(&.{ shaders_path, "generate_mipmaps.cs.cso" }), "PSO__GENERATE_MIPMAPS"); + + const hlsl_path = b.pathJoin(&.{ root_path, src_path, demo_name ++ ".hlsl" }); + compile_shaders.addVsShader(hlsl_path, "vsRecordPixels", b.pathJoin(&.{ shaders_path, "record_pixels.vs.cso" }), "PSO__RECORD_PIXELS"); + compile_shaders.addPsShader(hlsl_path, "psRecordPixels", b.pathJoin(&.{ shaders_path, "record_pixels.ps.cso" }), "PSO__RECORD_PIXELS"); + compile_shaders.addVsShader(hlsl_path, "vsDrawMesh", b.pathJoin(&.{ shaders_path, "draw_mesh.vs.cso" }), "PSO__DRAW_MESH"); + compile_shaders.addPsShader(hlsl_path, "psDrawMesh", b.pathJoin(&.{ shaders_path, "draw_mesh.ps.cso" }), "PSO__DRAW_MESH"); + compile_shaders.addCsShader(hlsl_path, "csDrawPixels", b.pathJoin(&.{ shaders_path, "draw_pixels.cs.cso" }), "PSO__DRAW_PIXELS"); + compile_shaders.addCsShader(hlsl_path, "csClearPixels", b.pathJoin(&.{ shaders_path, "clear_pixels.cs.cso" }), "PSO__CLEAR_PIXELS"); + + install_content_step.step.dependOn(compile_shaders.step); + } + exe.step.dependOn(&install_content_step.step); + + // This is needed to export symbols from an .exe file. + // We export D3D12SDKVersion and D3D12SDKPath symbols which + // is required by DirectX 12 Agility SDK. + exe.rdynamic = true; + + @import("zwindows").install_d3d12(&exe.step, zwindows, .bin); + + return exe; +} + +``` + +`samples/rasterization/src/rasterization.hlsl`: + +```hlsl +#define COMPUTE_GROUP_SZIE 32 + +struct Pixel { + float2 position; + float3 color; +}; + +#if defined(PSO__RECORD_PIXELS) + +#define ROOT_SIGNATURE \ + "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | CBV_SRV_UAV_HEAP_DIRECTLY_INDEXED), " \ + "CBV(b0), " \ + "CBV(b1), " \ + "DescriptorTable(UAV(u0), visibility = SHADER_VISIBILITY_PIXEL), " \ + "StaticSampler(s0, filter = FILTER_ANISOTROPIC, maxAnisotropy = 16, visibility = SHADER_VISIBILITY_PIXEL)" + +struct DrawConst { + float4x4 object_to_world; +}; +ConstantBuffer cbv_draw_const : register(b0); + +struct FrameConst { + float4x4 world_to_clip; + float3 camera_position; +}; +ConstantBuffer cbv_frame_const : register(b1); + +RWStructuredBuffer uav_pixels : register(u0); + +SamplerState sam_aniso : register(s0); + +[RootSignature(ROOT_SIGNATURE)] +void vsRecordPixels( + float3 position : POSITION, + float3 normal : _Normal, + float2 texcoord : _Texcoord, + float4 tangent : _Tangent, + out float4 out_position_sv : SV_Position, + out float3 out_position : _Position, + out float3 out_normal : _Normal, + out float2 out_texcoord : _Texcoord, + out float4 out_tangent : _Tangent +) { + const float4x4 object_to_clip = mul(cbv_draw_const.object_to_world, cbv_frame_const.world_to_clip); + out_position_sv = mul(float4(position, 1.0), object_to_clip); + out_position = mul(float4(position, 1.0), cbv_draw_const.object_to_world).xyz; + out_normal = normal; + out_texcoord = texcoord; + out_tangent = tangent; +} + +#define PI 3.1415926 + +// Trowbridge-Reitz GGX normal distribution function. +float distributionGgx(float3 n, float3 h, float alpha) { + float alpha_sq = alpha * alpha; + float n_dot_h = saturate(dot(n, h)); + float k = n_dot_h * n_dot_h * (alpha_sq - 1.0) + 1.0; + return alpha_sq / (PI * k * k); +} + +float geometrySchlickGgx(float x, float k) { + return x / (x * (1.0 - k) + k); +} + +float geometrySmith(float3 n, float3 v, float3 l, float k) { + float n_dot_v = saturate(dot(n, v)); + float n_dot_l = saturate(dot(n, l)); + return geometrySchlickGgx(n_dot_v, k) * geometrySchlickGgx(n_dot_l, k); +} + +float3 fresnelSchlick(float h_dot_v, float3 f0) { + return f0 + (float3(1.0, 1.0, 1.0) - f0) * pow(1.0 - h_dot_v, 5.0); +} + +[earlydepthstencil] +[RootSignature(ROOT_SIGNATURE)] +void psRecordPixels( + float4 position_window : SV_Position, + float3 position : _Position, + float3 normal : _Normal, + float2 texcoord : _Texcoord, + float4 tangent : _Tangent +) { + Texture2D srv_ao = ResourceDescriptorHeap[0]; + Texture2D srv_base_color = ResourceDescriptorHeap[1]; + Texture2D srv_metallic_roughness = ResourceDescriptorHeap[2]; + Texture2D srv_normal = ResourceDescriptorHeap[3]; + + const float3 v = normalize(cbv_frame_const.camera_position - position); + + const float3 ao = srv_ao.Sample(sam_aniso, texcoord).rgb; + const float3 base_color = pow(srv_base_color.Sample(sam_aniso, texcoord).rgb, 2.2); + + float3 n = normalize(srv_normal.Sample(sam_aniso, texcoord).rgb * 2.0 - 1.0); + { + normal = normalize(normal); + tangent.xyz = normalize(tangent.xyz); + const float3 bitangent = normalize(cross(normal, tangent.xyz)) * tangent.w; + const float3x3 object_to_world = (float3x3)cbv_draw_const.object_to_world; + n = mul(n, float3x3(tangent.xyz, bitangent, normal)); + n = normalize(mul(n, object_to_world)); + } + + float metallic; + float roughness; + { + const float2 mr = srv_metallic_roughness.Sample(sam_aniso, texcoord).bg; + metallic = mr.r; + roughness = mr.g; + } + + float alpha = roughness * roughness; + float k = alpha + 1.0; + k = (k * k) / 8.0; + float3 f0 = float3(0.04, 0.04, 0.04); + f0 = lerp(f0, base_color, metallic); + + const float3 light_positions[4] = { + float3(20.0, 10.0, 20.0), + float3(-20.0, 10.0, 20.0), + float3(20.0, 10.0, -20.0), + float3(-20.0, 10.0, -20.0), + }; + const float3 light_radiance[4] = { + 8.0 * float3(200.0, 150.0, 200.0), + 8.0 * float3(200.0, 150.0, 200.0), + 8.0 * float3(200.0, 150.0, 200.0), + 8.0 * float3(200.0, 150.0, 200.0), + }; + + float3 lo = 0.0; + for (int light_index = 0; light_index < 4; ++light_index) { + float3 lvec = light_positions[light_index] - position; + + float3 l = normalize(lvec); + float3 h = normalize(l + v); + + float distance_sq = dot(lvec, lvec); + float attenuation = 1.0 / distance_sq; + float3 radiance = light_radiance[light_index] * attenuation; + + float3 f = fresnelSchlick(saturate(dot(h, v)), f0); + + float ndf = distributionGgx(n, h, alpha); + float g = geometrySmith(n, v, l, k); + + float3 numerator = ndf * g * f; + float denominator = 4.0 * saturate(dot(n, v)) * saturate(dot(n, l)); + float3 specular = numerator / max(denominator, 0.001); + + float3 ks = f; + float3 kd = float3(1.0, 1.0, 1.0) - ks; + kd *= 1.0 - metallic; + + float n_dot_l = saturate(dot(n, l)); + lo += (kd * base_color / PI + specular) * radiance * n_dot_l; + } + + float3 ambient = float3(0.03, 0.03, 0.03) * base_color * ao; + float3 color = ambient + lo; + color = color / (color + 1.0); + color = pow(color, 1.0 / 2.2); + + const uint index = uav_pixels.IncrementCounter(); + uav_pixels[index].position = position_window.xy; + uav_pixels[index].color = color; +} + +#elif defined(PSO__DRAW_PIXELS) + +#define ROOT_SIGNATURE \ + "DescriptorTable(SRV(t0), UAV(u0))" + +StructuredBuffer srv_pixels : register(t0); +RWTexture2D uav_pixels : register(u0); + +[RootSignature(ROOT_SIGNATURE)] +[numthreads(COMPUTE_GROUP_SZIE, 1, 1)] +void csDrawPixels( + uint3 dispatch_id : SV_DispatchThreadID +) { + const Pixel pixel = srv_pixels[dispatch_id.x]; + uav_pixels[uint2(pixel.position)] = float4(pixel.color, 1.0); +} + +#elif defined(PSO__CLEAR_PIXELS) + +#define ROOT_SIGNATURE \ + "DescriptorTable(UAV(u0))" + +RWStructuredBuffer uav_pixels : register(u0); + +[RootSignature(ROOT_SIGNATURE)] +[numthreads(COMPUTE_GROUP_SZIE, 1, 1)] +void csClearPixels( + uint3 dispatch_id : SV_DispatchThreadID +) { + uav_pixels[dispatch_id.x].position = 0.0; + uav_pixels[dispatch_id.x].color = 0.0; +} + +#elif defined(PSO__DRAW_MESH) + +#define ROOT_SIGNATURE \ + "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT), " \ + "CBV(b0, visibility = SHADER_VISIBILITY_VERTEX), " \ + "CBV(b1, visibility = SHADER_VISIBILITY_VERTEX)" + +struct DrawConst { + float4x4 object_to_world; +}; +ConstantBuffer cbv_draw_const : register(b0); + +struct FrameConst { + float4x4 world_to_clip; +}; +ConstantBuffer cbv_frame_const : register(b1); + +[RootSignature(ROOT_SIGNATURE)] +void vsDrawMesh( + float3 position : POSITION, + out float4 out_position_sv : SV_Position +) { + const float4x4 object_to_clip = mul(cbv_draw_const.object_to_world, cbv_frame_const.world_to_clip); + out_position_sv = mul(float4(position, 1.0), object_to_clip); +} + +[RootSignature(ROOT_SIGNATURE)] +void psDrawMesh( + float4 position_window : SV_Position, + out float4 out_color : SV_Target0 +) { + out_color = 1.0; +} + +#endif + +``` + +`samples/rasterization/src/rasterization.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const assert = std.debug.assert; +const L = std.unicode.utf8ToUtf16LeStringLiteral; + +const zwindows = @import("zwindows"); +const windows = zwindows.windows; +const d3d12 = zwindows.d3d12; +const hrPanic = zwindows.hrPanic; +const hrPanicOnFail = zwindows.hrPanicOnFail; + +const zd3d12 = @import("zd3d12"); + +const common = @import("common"); +const c = common.c; +const GuiRenderer = common.GuiRenderer; +const zm = @import("zmath"); +const zmesh = @import("zmesh"); + +pub export const D3D12SDKVersion: u32 = 610; +pub export const D3D12SDKPath: [*:0]const u8 = ".\\d3d12\\"; + +const content_dir = @import("build_options").content_dir; + +const window_name = "zig-gamedev: rasterization"; +const window_width = 1920; +const window_height = 1080; + +// Compute shader group size in 'csClearPixels' and 'csDrawPixels' (rasterization.hlsl). +const compute_group_size = 32; + +const Pso_DrawConst = struct { + object_to_world: [16]f32, +}; + +const Pso_FrameConst = struct { + world_to_clip: [16]f32, + camera_position: [3]f32, +}; + +const Pso_Pixel = struct { + position: [2]f32, + color: [3]f32, +}; + +const Pso_Vertex = struct { + position: [3]f32, + normal: [3]f32, + texcoord: [2]f32, + tangent: [4]f32, +}; + +const DemoState = struct { + gctx: zd3d12.GraphicsContext, + guir: GuiRenderer, + frame_stats: common.FrameStats, + + z_pre_pass_pso: zd3d12.PipelineHandle, + record_pixels_pso: zd3d12.PipelineHandle, + draw_pixels_pso: zd3d12.PipelineHandle, + clear_pixels_pso: zd3d12.PipelineHandle, + draw_mesh_pso: zd3d12.PipelineHandle, + + vertex_buffer: zd3d12.ResourceHandle, + index_buffer: zd3d12.ResourceHandle, + + depth_texture: zd3d12.ResourceHandle, + depth_texture_dsv: d3d12.CPU_DESCRIPTOR_HANDLE, + + pixel_buffer: zd3d12.ResourceHandle, + pixel_buffer_srv: d3d12.CPU_DESCRIPTOR_HANDLE, + pixel_buffer_uav: d3d12.CPU_DESCRIPTOR_HANDLE, + + pixel_texture: zd3d12.ResourceHandle, + pixel_texture_uav: d3d12.CPU_DESCRIPTOR_HANDLE, + pixel_texture_rtv: d3d12.CPU_DESCRIPTOR_HANDLE, + + mesh_num_vertices: u32, + mesh_num_indices: u32, + + draw_wireframe: bool, + num_pixel_groups: u32, + raster_speed: i32, + + mesh_textures: [4]zd3d12.ResourceHandle, + + camera: struct { + position: [3]f32, + forward: [3]f32, + pitch: f32, + yaw: f32, + }, + mouse: struct { + cursor_prev_x: i32, + cursor_prev_y: i32, + }, +}; + +fn init(allocator: std.mem.Allocator) !DemoState { + const window = try common.initWindow(allocator, window_name, window_width, window_height); + + var arena_allocator_state = std.heap.ArenaAllocator.init(allocator); + defer arena_allocator_state.deinit(); + const arena_allocator = arena_allocator_state.allocator(); + + var gctx = zd3d12.GraphicsContext.init(.{ + .allocator = allocator, + .window = window, + }); + + // Enable vsync. + gctx.present_flags = .{}; + gctx.present_interval = 1; + + const z_pre_pass_pso = blk: { + const input_layout_desc = [_]d3d12.INPUT_ELEMENT_DESC{ + d3d12.INPUT_ELEMENT_DESC.init("POSITION", 0, .R32G32B32_FLOAT, 0, 0, .PER_VERTEX_DATA, 0), + }; + + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.InputLayout = .{ + .pInputElementDescs = &input_layout_desc, + .NumElements = input_layout_desc.len, + }; + pso_desc.DSVFormat = .D32_FLOAT; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.RasterizerState.CullMode = .NONE; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/draw_mesh.vs.cso", null)); + + break :blk gctx.createGraphicsShaderPipeline(&pso_desc); + }; + + const record_pixels_pso = blk: { + const input_layout_desc = [_]d3d12.INPUT_ELEMENT_DESC{ + d3d12.INPUT_ELEMENT_DESC.init("POSITION", 0, .R32G32B32_FLOAT, 0, 0, .PER_VERTEX_DATA, 0), + d3d12.INPUT_ELEMENT_DESC.init("_Normal", 0, .R32G32B32_FLOAT, 0, 12, .PER_VERTEX_DATA, 0), + d3d12.INPUT_ELEMENT_DESC.init("_Texcoord", 0, .R32G32_FLOAT, 0, 24, .PER_VERTEX_DATA, 0), + d3d12.INPUT_ELEMENT_DESC.init("_Tangent", 0, .R32G32B32A32_FLOAT, 0, 32, .PER_VERTEX_DATA, 0), + }; + + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.InputLayout = .{ + .pInputElementDescs = &input_layout_desc, + .NumElements = input_layout_desc.len, + }; + pso_desc.DSVFormat = .D32_FLOAT; + pso_desc.DepthStencilState.DepthFunc = .LESS_EQUAL; + pso_desc.DepthStencilState.DepthWriteMask = .ZERO; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.RasterizerState.CullMode = .NONE; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/record_pixels.vs.cso", null)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/record_pixels.ps.cso", null)); + + break :blk gctx.createGraphicsShaderPipeline(&pso_desc); + }; + + const draw_mesh_pso = blk: { + const input_layout_desc = [_]d3d12.INPUT_ELEMENT_DESC{ + d3d12.INPUT_ELEMENT_DESC.init("POSITION", 0, .R32G32B32_FLOAT, 0, 0, .PER_VERTEX_DATA, 0), + }; + + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.InputLayout = .{ + .pInputElementDescs = &input_layout_desc, + .NumElements = input_layout_desc.len, + }; + pso_desc.RTVFormats[0] = .R8G8B8A8_UNORM; + pso_desc.NumRenderTargets = 1; + pso_desc.DSVFormat = .D32_FLOAT; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.RasterizerState.FillMode = .WIREFRAME; + pso_desc.RasterizerState.CullMode = .NONE; + pso_desc.DepthStencilState.DepthFunc = .LESS_EQUAL; + pso_desc.DepthStencilState.DepthWriteMask = .ZERO; + pso_desc.RasterizerState.AntialiasedLineEnable = windows.TRUE; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/draw_mesh.vs.cso", null)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/draw_mesh.ps.cso", null)); + + break :blk gctx.createGraphicsShaderPipeline(&pso_desc); + }; + + const draw_pixels_pso = draw_pixels_pso: { + var desc = d3d12.COMPUTE_PIPELINE_STATE_DESC.initDefault(); + desc.CS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/draw_pixels.cs.cso", null)); + break :draw_pixels_pso gctx.createComputeShaderPipeline( + &desc, + ); + }; + const clear_pixels_pso = clear_pixels_pso: { + var desc = d3d12.COMPUTE_PIPELINE_STATE_DESC.initDefault(); + desc.CS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/clear_pixels.cs.cso", null)); + break :clear_pixels_pso gctx.createComputeShaderPipeline(&desc); + }; + + zmesh.init(arena_allocator); + defer zmesh.deinit(); + + var mesh_indices = std.ArrayList(u32).init(arena_allocator); + var mesh_positions = std.ArrayList([3]f32).init(arena_allocator); + var mesh_normals = std.ArrayList([3]f32).init(arena_allocator); + var mesh_texcoords = std.ArrayList([2]f32).init(arena_allocator); + var mesh_tangents = std.ArrayList([4]f32).init(arena_allocator); + { + const data = try zmesh.io.parseAndLoadFile( + try std.fs.path.joinZ(arena_allocator, &.{ + try std.fs.selfExeDirPathAlloc(arena_allocator), + content_dir ++ "SciFiHelmet/SciFiHelmet.gltf", + }), + ); + defer zmesh.io.freeData(data); + + try zmesh.io.appendMeshPrimitive( + data, + 0, + 0, + &mesh_indices, + &mesh_positions, + &mesh_normals, + &mesh_texcoords, + &mesh_tangents, + ); + } + const mesh_num_indices = @as(u32, @intCast(mesh_indices.items.len)); + const mesh_num_vertices = @as(u32, @intCast(mesh_positions.items.len)); + + const vertex_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(mesh_num_vertices * @sizeOf(Pso_Vertex)), + .{ .COPY_DEST = true }, + null, + ) catch |err| hrPanic(err); + + const index_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(mesh_num_indices * @sizeOf(u32)), + .{ .COPY_DEST = true }, + null, + ) catch |err| hrPanic(err); + + const depth_texture = gctx.createCommittedResource( + .DEFAULT, + .{}, + &blk: { + var desc = d3d12.RESOURCE_DESC.initTex2d(.D32_FLOAT, gctx.viewport_width, gctx.viewport_height, 1); + desc.Flags = .{ .ALLOW_DEPTH_STENCIL = true, .DENY_SHADER_RESOURCE = true }; + break :blk desc; + }, + .{ .DEPTH_WRITE = true }, + &d3d12.CLEAR_VALUE.initDepthStencil(.D32_FLOAT, 1.0, 0), + ) catch |err| hrPanic(err); + + const depth_texture_dsv = gctx.allocateCpuDescriptors(.DSV, 1); + gctx.device.CreateDepthStencilView( + gctx.lookupResource(depth_texture).?, // Get the D3D12 resource from a handle. + null, + depth_texture_dsv, + ); + + const pixel_buffer = gctx.createCommittedResource( + .DEFAULT, + .{ .ALLOW_SHADER_ATOMICS = true }, + &blk: { + var desc = d3d12.RESOURCE_DESC.initBuffer( + (gctx.viewport_width * gctx.viewport_height + 1) * @sizeOf(Pso_Pixel), + ); + desc.Flags = .{ .ALLOW_UNORDERED_ACCESS = true }; + break :blk desc; + }, + .{ .UNORDERED_ACCESS = true }, + null, + ) catch |err| hrPanic(err); + + const pixel_buffer_srv = gctx.allocShaderResourceView( + pixel_buffer, + &d3d12.SHADER_RESOURCE_VIEW_DESC.initStructuredBuffer( + 1, // FirstElement + gctx.viewport_width * gctx.viewport_height, // NumElements + @sizeOf(Pso_Pixel), // StructureByteStride + ), + ); + + const pixel_buffer_uav = gctx.allocUnorderedAccessView( + pixel_buffer, + pixel_buffer, + &d3d12.UNORDERED_ACCESS_VIEW_DESC.initStructuredBuffer( + 1, + gctx.viewport_width * gctx.viewport_height, + @sizeOf(Pso_Pixel), + 0, // CounterOffsetInBytes + ), + ); + + const pixel_texture = gctx.createCommittedResource( + .DEFAULT, + .{}, + &blk: { + var desc = d3d12.RESOURCE_DESC.initTex2d(.R8G8B8A8_UNORM, gctx.viewport_width, gctx.viewport_height, 1); + desc.Flags = .{ .ALLOW_UNORDERED_ACCESS = true, .ALLOW_RENDER_TARGET = true }; + break :blk desc; + }, + .{ .UNORDERED_ACCESS = true }, + &d3d12.CLEAR_VALUE.initColor(.R8G8B8A8_UNORM, &.{ 0.2, 0.4, 0.8, 1.0 }), + ) catch |err| hrPanic(err); + + const pixel_texture_uav = gctx.allocUnorderedAccessView( + pixel_texture, + null, + null, + ); + + const pixel_texture_rtv = gctx.allocateCpuDescriptors(.RTV, 1); + gctx.device.CreateRenderTargetView( + gctx.lookupResource(pixel_texture).?, + null, + pixel_texture_rtv, + ); + + gctx.beginFrame(); + + const guir = GuiRenderer.init(arena_allocator, &gctx, 1, content_dir); + + const mesh_textures = [_]zd3d12.ResourceHandle{ + gctx.createAndUploadTex2dFromFile( + content_dir ++ "SciFiHelmet/SciFiHelmet_AmbientOcclusion.png", + .{}, + ) catch |err| hrPanic(err), + gctx.createAndUploadTex2dFromFile( + content_dir ++ "SciFiHelmet/SciFiHelmet_BaseColor.png", + .{}, + ) catch |err| hrPanic(err), + gctx.createAndUploadTex2dFromFile( + content_dir ++ "SciFiHelmet/SciFiHelmet_MetallicRoughness.png", + .{}, + ) catch |err| hrPanic(err), + gctx.createAndUploadTex2dFromFile( + content_dir ++ "SciFiHelmet/SciFiHelmet_Normal.png", + .{}, + ) catch |err| hrPanic(err), + }; + + // allocate to ResourceDescriptorHeap[0..3] + for (mesh_textures) |texture| { + const descriptor = gctx.allocatePersistentGpuDescriptors(1); + gctx.device.CreateShaderResourceView(gctx.lookupResource(texture).?, null, descriptor.cpu_handle); + } + + // Generate mipmaps. + { + const mipmapgen_bytecode = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/generate_mipmaps.cs.cso", null)); + var mipgen = zd3d12.MipmapGenerator.init(&gctx, .R8G8B8A8_UNORM, mipmapgen_bytecode); + defer mipgen.deinit(&gctx); + for (mesh_textures) |texture| { + mipgen.generateMipmaps(&gctx, texture); + gctx.addTransitionBarrier(texture, .{ .PIXEL_SHADER_RESOURCE = true }); + } + gctx.finishGpuCommands(); // Wait for the GPU so that we can release the generator. + } + + // Fill vertex buffer with vertex data. + { + const verts = gctx.allocateUploadBufferRegion(Pso_Vertex, mesh_num_vertices); + for (mesh_positions.items, 0..) |_, i| { + verts.cpu_slice[i].position = mesh_positions.items[i]; + verts.cpu_slice[i].normal = mesh_normals.items[i]; + verts.cpu_slice[i].texcoord = mesh_texcoords.items[i]; + verts.cpu_slice[i].tangent = mesh_tangents.items[i]; + } + + gctx.cmdlist.CopyBufferRegion( + gctx.lookupResource(vertex_buffer).?, + 0, + verts.buffer, + verts.buffer_offset, + verts.cpu_slice.len * @sizeOf(@TypeOf(verts.cpu_slice[0])), + ); + } + + // Fill index buffer with index data. + { + const indices = gctx.allocateUploadBufferRegion(u32, mesh_num_indices); + for (mesh_indices.items, 0..) |_, i| { + indices.cpu_slice[i] = mesh_indices.items[i]; + } + + gctx.cmdlist.CopyBufferRegion( + gctx.lookupResource(index_buffer).?, + 0, + indices.buffer, + indices.buffer_offset, + indices.cpu_slice.len * @sizeOf(@TypeOf(indices.cpu_slice[0])), + ); + } + + gctx.addTransitionBarrier(vertex_buffer, .{ .VERTEX_AND_CONSTANT_BUFFER = true }); + gctx.addTransitionBarrier(index_buffer, .{ .INDEX_BUFFER = true }); + gctx.flushResourceBarriers(); + + gctx.endFrame(); + + gctx.finishGpuCommands(); + + return DemoState{ + .gctx = gctx, + .guir = guir, + .frame_stats = common.FrameStats.init(), + .z_pre_pass_pso = z_pre_pass_pso, + .record_pixels_pso = record_pixels_pso, + .draw_pixels_pso = draw_pixels_pso, + .clear_pixels_pso = clear_pixels_pso, + .draw_mesh_pso = draw_mesh_pso, + .vertex_buffer = vertex_buffer, + .index_buffer = index_buffer, + .depth_texture = depth_texture, + .depth_texture_dsv = depth_texture_dsv, + .pixel_buffer = pixel_buffer, + .pixel_buffer_srv = pixel_buffer_srv, + .pixel_buffer_uav = pixel_buffer_uav, + .pixel_texture = pixel_texture, + .pixel_texture_uav = pixel_texture_uav, + .pixel_texture_rtv = pixel_texture_rtv, + .mesh_textures = mesh_textures, + .mesh_num_vertices = mesh_num_vertices, + .mesh_num_indices = mesh_num_indices, + .draw_wireframe = true, + .num_pixel_groups = 0, + .raster_speed = 4, + .camera = .{ + .position = [3]f32{ 3.0, 0.0, -3.0 }, + .forward = [3]f32{ 0.0, 0.0, 0.0 }, + .pitch = 0.0 * math.pi, + .yaw = -0.25 * math.pi, + }, + .mouse = .{ + .cursor_prev_x = 0, + .cursor_prev_y = 0, + }, + }; +} + +fn deinit(demo: *DemoState, allocator: std.mem.Allocator) void { + demo.gctx.finishGpuCommands(); + demo.guir.deinit(&demo.gctx); + demo.gctx.deinit(allocator); + common.deinitWindow(allocator); + demo.* = undefined; +} + +fn update(demo: *DemoState) void { + demo.frame_stats.update(demo.gctx.window, window_name); + const dt = demo.frame_stats.delta_time; + + common.newImGuiFrame(dt); + + c.igSetNextWindowPos( + c.ImVec2{ .x = @as(f32, @floatFromInt(demo.gctx.viewport_width)) - 600.0 - 20, .y = 20.0 }, + c.ImGuiCond_FirstUseEver, + c.ImVec2{ .x = 0.0, .y = 0.0 }, + ); + c.igSetNextWindowSize(.{ .x = 600.0, .y = -1 }, c.ImGuiCond_Always); + + _ = c.igBegin( + "Demo Settings", + null, + c.ImGuiWindowFlags_NoMove | c.ImGuiWindowFlags_NoResize | c.ImGuiWindowFlags_NoSavedSettings, + ); + + if (demo.draw_wireframe) { + c.igBulletText("", ""); + c.igSameLine(0, -1); + c.igTextColored(.{ .x = 0, .y = 0.8, .z = 0, .w = 1 }, "Right Mouse Button + Drag", ""); + c.igSameLine(0, -1); + c.igText(" : rotate camera", ""); + + c.igBulletText("", ""); + c.igSameLine(0, -1); + c.igTextColored(.{ .x = 0, .y = 0.8, .z = 0, .w = 1 }, "W, A, S, D", ""); + c.igSameLine(0, -1); + c.igText(" : move camera", ""); + } + + if (c.igButton( + if (demo.draw_wireframe) " Freeze & Rasterize " else " Clear & Unfreeze ", + .{ .x = 0, .y = 0 }, + )) { + demo.draw_wireframe = !demo.draw_wireframe; + demo.num_pixel_groups = 0; + } + + if (!demo.draw_wireframe) { + _ = c.igSliderInt("Rasterization speed", &demo.raster_speed, 4, 32, null, c.ImGuiSliderFlags_None); + } + + c.igEnd(); + + if (demo.draw_wireframe) { + // Handle camera rotation with mouse. + { + var pos: windows.POINT = undefined; + _ = windows.GetCursorPos(&pos); + const delta_x = @as(f32, @floatFromInt(pos.x)) - @as(f32, @floatFromInt(demo.mouse.cursor_prev_x)); + const delta_y = @as(f32, @floatFromInt(pos.y)) - @as(f32, @floatFromInt(demo.mouse.cursor_prev_y)); + demo.mouse.cursor_prev_x = pos.x; + demo.mouse.cursor_prev_y = pos.y; + + if (windows.GetAsyncKeyState(windows.VK_RBUTTON) < 0) { + demo.camera.pitch += 0.0025 * delta_y; + demo.camera.yaw += 0.0025 * delta_x; + demo.camera.pitch = @min(demo.camera.pitch, 0.48 * math.pi); + demo.camera.pitch = @max(demo.camera.pitch, -0.48 * math.pi); + demo.camera.yaw = zm.modAngle(demo.camera.yaw); + } + } + + // Handle camera movement with 'WASD' keys. + { + const speed = zm.f32x4s(1.0); + const delta_time = zm.f32x4s(demo.frame_stats.delta_time); + const transform = zm.mul(zm.rotationX(demo.camera.pitch), zm.rotationY(demo.camera.yaw)); + var forward = zm.normalize3(zm.mul(zm.f32x4(0.0, 0.0, 1.0, 0.0), transform)); + + zm.store(demo.camera.forward[0..], forward, 3); + + const right = speed * delta_time * zm.normalize3(zm.cross3(zm.f32x4(0.0, 1.0, 0.0, 0.0), forward)); + forward = speed * delta_time * forward; + + var cpos = zm.load(demo.camera.position[0..], zm.Vec, 3); + + if (windows.GetAsyncKeyState('W') < 0) { + cpos += forward; + } else if (windows.GetAsyncKeyState('S') < 0) { + cpos -= forward; + } + if (windows.GetAsyncKeyState('D') < 0) { + cpos += right; + } else if (windows.GetAsyncKeyState('A') < 0) { + cpos -= right; + } + + zm.store(demo.camera.position[0..], cpos, 3); + } + } +} + +fn draw(demo: *DemoState) void { + var gctx = &demo.gctx; + + const cam_world_to_view = zm.lookToLh( + zm.load(demo.camera.position[0..], zm.Vec, 3), + zm.load(demo.camera.forward[0..], zm.Vec, 3), + zm.f32x4(0.0, 1.0, 0.0, 0.0), + ); + const cam_view_to_clip = zm.perspectiveFovLh( + 0.25 * math.pi, + @as(f32, @floatFromInt(gctx.viewport_width)) / @as(f32, @floatFromInt(gctx.viewport_height)), + 0.01, + 200.0, + ); + const cam_world_to_clip = zm.mul(cam_world_to_view, cam_view_to_clip); + + gctx.beginFrame(); + + // Set input assembler (IA) state. + gctx.cmdlist.IASetPrimitiveTopology(.TRIANGLELIST); + gctx.cmdlist.IASetVertexBuffers(0, 1, &.{ + .{ + .BufferLocation = gctx.lookupResource(demo.vertex_buffer).?.GetGPUVirtualAddress(), + .SizeInBytes = demo.mesh_num_vertices * @sizeOf(Pso_Vertex), + .StrideInBytes = @sizeOf(Pso_Vertex), + }, + }); + gctx.cmdlist.IASetIndexBuffer(&.{ + .BufferLocation = gctx.lookupResource(demo.index_buffer).?.GetGPUVirtualAddress(), + .SizeInBytes = demo.mesh_num_indices * @sizeOf(u32), + .Format = .R32_UINT, + }); + + if (demo.draw_wireframe) { + gctx.cmdlist.OMSetRenderTargets( + 0, + null, + windows.TRUE, + &demo.depth_texture_dsv, + ); + gctx.cmdlist.ClearDepthStencilView(demo.depth_texture_dsv, .{ .DEPTH = true }, 1.0, 0, 0, null); + + // + // Z pre pass for wireframe mesh. + // + gctx.setCurrentPipeline(demo.z_pre_pass_pso); + // Upload per-frame constant data (camera xform). + { + const mem = gctx.allocateUploadMemory(Pso_FrameConst, 1); + zm.storeMat(mem.cpu_slice[0].world_to_clip[0..], zm.transpose(cam_world_to_clip)); + gctx.cmdlist.SetGraphicsRootConstantBufferView(1, mem.gpu_base); + } + // Upload per-draw constant data (object to world xform) and draw. + { + const object_to_world = zm.translation(0.0, 0.0, 0.0); + const mem = gctx.allocateUploadMemory(Pso_DrawConst, 1); + zm.storeMat(mem.cpu_slice[0].object_to_world[0..], zm.transpose(object_to_world)); + gctx.cmdlist.SetGraphicsRootConstantBufferView(0, mem.gpu_base); + } + gctx.cmdlist.DrawIndexedInstanced(demo.mesh_num_indices, 1, 0, 0, 0); + + gctx.addTransitionBarrier(demo.pixel_texture, .{ .RENDER_TARGET = true }); + gctx.flushResourceBarriers(); + + gctx.cmdlist.OMSetRenderTargets( + 1, + &.{demo.pixel_texture_rtv}, + windows.TRUE, + &demo.depth_texture_dsv, + ); + gctx.cmdlist.ClearRenderTargetView( + demo.pixel_texture_rtv, + &[4]f32{ 0.2, 0.4, 0.8, 1.0 }, + 0, + null, + ); + + // + // Draw wireframe mesh. + // + gctx.setCurrentPipeline(demo.draw_mesh_pso); + // Upload per-frame constant data (camera xform). + { + const mem = gctx.allocateUploadMemory(Pso_FrameConst, 1); + zm.storeMat(mem.cpu_slice[0].world_to_clip[0..], zm.transpose(cam_world_to_clip)); + gctx.cmdlist.SetGraphicsRootConstantBufferView(1, mem.gpu_base); + } + // Upload per-draw constant data (object to world xform) and draw. + { + const object_to_world = zm.translation(0.0, 0.0, 0.0); + const mem = gctx.allocateUploadMemory(Pso_DrawConst, 1); + zm.storeMat(mem.cpu_slice[0].object_to_world[0..], zm.transpose(object_to_world)); + gctx.cmdlist.SetGraphicsRootConstantBufferView(0, mem.gpu_base); + } + gctx.cmdlist.DrawIndexedInstanced(demo.mesh_num_indices, 1, 0, 0, 0); + } else { + // Check if we need to regenerate our pixel buffer. + if (demo.num_pixel_groups == 0) { + // Reset pixel buffer atomic counter. + { + const param = [_]d3d12.WRITEBUFFERIMMEDIATE_PARAMETER{.{ + .Dest = gctx.lookupResource(demo.pixel_buffer).?.GetGPUVirtualAddress(), + .Value = 0, + }}; + gctx.addTransitionBarrier(demo.pixel_buffer, .{ .COPY_DEST = true }); + gctx.flushResourceBarriers(); + gctx.cmdlist.WriteBufferImmediate(param.len, ¶m, null); + gctx.addTransitionBarrier(demo.pixel_buffer, .{ .UNORDERED_ACCESS = true }); + gctx.flushResourceBarriers(); + } + + // Clear pixel buffer. + gctx.setCurrentPipeline(demo.clear_pixels_pso); + gctx.cmdlist.SetComputeRootDescriptorTable( + 0, + gctx.copyDescriptorsToGpuHeap(1, demo.pixel_buffer_uav), + ); + gctx.cmdlist.Dispatch(gctx.viewport_width * gctx.viewport_height / compute_group_size, 1, 1); + gctx.cmdlist.ResourceBarrier( + 1, + &.{ + d3d12.RESOURCE_BARRIER.initUav(gctx.lookupResource(demo.pixel_buffer).?), + }, + ); + + gctx.cmdlist.OMSetRenderTargets(0, null, windows.TRUE, &demo.depth_texture_dsv); + gctx.cmdlist.ClearDepthStencilView(demo.depth_texture_dsv, .{ .DEPTH = true }, 1.0, 0, 0, null); + + // + // Z pre pass. + // + gctx.setCurrentPipeline(demo.z_pre_pass_pso); + // Upload per-frame constant data (camera xform). + { + const mem = gctx.allocateUploadMemory(Pso_FrameConst, 1); + zm.storeMat(mem.cpu_slice[0].world_to_clip[0..], zm.transpose(cam_world_to_clip)); + gctx.cmdlist.SetGraphicsRootConstantBufferView(1, mem.gpu_base); + } + // Upload per-draw constant data (object to world xform) and draw. + { + const object_to_world = zm.translation(0.0, 0.0, 0.0); + const mem = gctx.allocateUploadMemory(Pso_DrawConst, 1); + zm.storeMat(mem.cpu_slice[0].object_to_world[0..], zm.transpose(object_to_world)); + gctx.cmdlist.SetGraphicsRootConstantBufferView(0, mem.gpu_base); + } + gctx.cmdlist.DrawIndexedInstanced(demo.mesh_num_indices, 1, 0, 0, 0); + + // + // Record pixels to linear pixel buffer + // + gctx.setCurrentPipeline(demo.record_pixels_pso); + // Bind pixel buffer UAV. + gctx.cmdlist.SetGraphicsRootDescriptorTable( + 2, + gctx.copyDescriptorsToGpuHeap(1, demo.pixel_buffer_uav), + ); + // Upload per-frame constant data (camera xform). + { + const mem = gctx.allocateUploadMemory(Pso_FrameConst, 1); + + zm.storeMat(mem.cpu_slice[0].world_to_clip[0..], zm.transpose(cam_world_to_clip)); + mem.cpu_slice[0].camera_position = demo.camera.position; + + gctx.cmdlist.SetGraphicsRootConstantBufferView(1, mem.gpu_base); + } + // Upload per-draw constant data (object to world xform) and draw. + { + const object_to_world = zm.translation(0.0, 0.0, 0.0); + const mem = gctx.allocateUploadMemory(Pso_DrawConst, 1); + zm.storeMat(mem.cpu_slice[0].object_to_world[0..], zm.transpose(object_to_world)); + gctx.cmdlist.SetGraphicsRootConstantBufferView(0, mem.gpu_base); + } + gctx.cmdlist.DrawIndexedInstanced(demo.mesh_num_indices, 1, 0, 0, 0); + } + + // Increase number of drawn pixels to achieve animation effect. + demo.num_pixel_groups += @as(u32, @intCast(demo.raster_speed)); + if (demo.num_pixel_groups > gctx.viewport_width * gctx.viewport_height / compute_group_size) { + demo.num_pixel_groups = gctx.viewport_width * gctx.viewport_height / compute_group_size; + } + + gctx.addTransitionBarrier(demo.pixel_buffer, .{ .NON_PIXEL_SHADER_RESOURCE = true }); + gctx.addTransitionBarrier(demo.pixel_texture, .{ .UNORDERED_ACCESS = true }); + gctx.flushResourceBarriers(); + + // + // Draw pixels to the pixel texture. + // + gctx.setCurrentPipeline(demo.draw_pixels_pso); + gctx.setComputeRootDescriptorTable(0, &.{ + demo.pixel_buffer_srv, + demo.pixel_texture_uav, + }); + gctx.cmdlist.Dispatch(demo.num_pixel_groups, 1, 1); + } + + const back_buffer = gctx.getBackBuffer(); + + // Copy pixel texture to the back buffer. + gctx.addTransitionBarrier(demo.pixel_texture, .{ .COPY_SOURCE = true }); + gctx.addTransitionBarrier(back_buffer.resource_handle, .{ .COPY_DEST = true }); + gctx.flushResourceBarriers(); + + gctx.cmdlist.CopyResource( + gctx.lookupResource(back_buffer.resource_handle).?, + gctx.lookupResource(demo.pixel_texture).?, + ); + + gctx.addTransitionBarrier(back_buffer.resource_handle, .{ .RENDER_TARGET = true }); + gctx.addTransitionBarrier(demo.pixel_texture, .{ .UNORDERED_ACCESS = true }); + gctx.flushResourceBarriers(); + + // Set back buffer as a render target (for UI and Direct2D). + gctx.cmdlist.OMSetRenderTargets( + 1, + &.{back_buffer.descriptor_handle}, + windows.TRUE, + null, + ); + + demo.guir.draw(gctx); + + gctx.addTransitionBarrier(back_buffer.resource_handle, d3d12.RESOURCE_STATES.PRESENT); + gctx.flushResourceBarriers(); + + gctx.endFrame(); +} + +pub fn main() !void { + common.init(); + defer common.deinit(); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + var demo = try init(allocator); + defer deinit(&demo, allocator); + + while (common.handleWindowEvents()) { + update(&demo); + draw(&demo); + } +} + +``` + +`samples/sdl2_demo/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "sdl2_demo"; +pub const content_dir = demo_name ++ "_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, "main.zig" })), + .target = options.target, + .optimize = options.optimize, + }); + exe.linkLibC(); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const zsdl = b.dependency("zsdl", .{}); + exe.root_module.addImport("zsdl2", zsdl.module("zsdl2")); + exe.root_module.addImport("zsdl2_image", zsdl.module("zsdl2_image")); + + @import("zsdl").prebuilt_sdl2.addLibraryPathsTo(exe); + switch (exe.rootModuleTarget().os.tag) { + .windows => { + exe.linkSystemLibrary("SDL2"); + exe.linkSystemLibrary("SDL2main"); + exe.linkSystemLibrary("SDL2_ttf"); + exe.linkSystemLibrary("SDL2_image"); + }, + .linux => { + exe.linkSystemLibrary("SDL2"); + exe.linkSystemLibrary("SDL2_ttf"); + exe.linkSystemLibrary("SDL2_image"); + exe.root_module.addRPathSpecial("$ORIGIN"); + }, + .macos => { + exe.linkFramework("SDL2"); + exe.linkFramework("SDL2_ttf"); + exe.linkFramework("SDL2_image"); + exe.root_module.addRPathSpecial("@executable_path"); + }, + else => {}, + } + + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(b.pathJoin(&.{ cwd_path, content_dir })), + .install_dir = .bin, + .install_subdir = content_dir, + }); + exe.step.dependOn(&install_content_step.step); + + return exe; +} + +pub fn buildWeb(b: *std.Build, options: anytype) *std.Build.Step { + const zemscripten = @import("zemscripten"); + + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + + const wasm = b.addStaticLibrary(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, "main-web.zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zsdl = b.dependency("zsdl", .{}); + wasm.root_module.addImport("zsdl2", zsdl.module("zsdl2")); + wasm.root_module.addImport("zsdl2_image", zsdl.module("zsdl2_image")); + + wasm.root_module.addImport("zemscripten", b.dependency("zemscripten", .{}).module("root")); + + const emcc_flags = zemscripten.emccDefaultFlags(b.allocator, .{ + .optimize = options.optimize, + .fsanitize = true, + }); + + var emcc_settings = zemscripten.emccDefaultSettings(b.allocator, .{ + .optimize = options.optimize, + }); + emcc_settings.put("ALLOW_MEMORY_GROWTH", "1") catch unreachable; + emcc_settings.put("USE_SDL", "2") catch unreachable; + emcc_settings.put("USE_SDL_IMAGE", "2") catch unreachable; + emcc_settings.put("SDL2_IMAGE_FORMATS", "[\"png\"]") catch unreachable; + + return zemscripten.emccStep( + b, + wasm, + .{ + .optimize = options.optimize, + .flags = emcc_flags, + .settings = emcc_settings, + .embed_paths = &.{ + .{ + .src_path = "samples/sdl2_demo/sdl2_demo_content/zero.png", + .virtual_path = "sdl2_demo_content/zero.png", + }, + }, + .install_dir = .{ .custom = "web" }, + }, + ); +} + +``` + +`samples/sdl2_demo/src/main-web.zig`: + +```zig +const std = @import("std"); + +const zemscripten = @import("zemscripten"); +pub const panic = zemscripten.panic; + +pub const std_options = std.Options{ + .logFn = zemscripten.log, +}; + +const sdl2_demo = @import("sdl2_demo.zig"); + +export fn main() c_int { + sdl2_demo.init() catch |err| { + std.log.err("sdl_demo.init failed with error: {s}", .{@errorName(err)}); + return -1; + }; + + zemscripten.setMainLoop(mainLoopCallback, null, false); + + return 0; +} + +export fn mainLoopCallback() void { + sdl2_demo.updateAndRender() catch |err| { + std.log.err("sdl_demo.updateAndRender failed with error: {s}", .{@errorName(err)}); + }; +} + +``` + +`samples/sdl2_demo/src/main.zig`: + +```zig +const std = @import("std"); + +const sdl2_demo = @import("sdl2_demo.zig"); + +pub fn main() !void { + { // Change current working directory to where the executable is located. + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + try std.posix.chdir(path); + } + + try sdl2_demo.init(); + defer sdl2_demo.deinit(); + + while (sdl2_demo.shouldQuit() == false) { + try sdl2_demo.updateAndRender(); + } +} + +``` + +`samples/sdl2_demo/src/sdl2_demo.zig`: + +```zig +const std = @import("std"); +const sdl = @import("zsdl2"); +const sdl_image = @import("zsdl2_image"); + +const content_dir = "sdl2_demo_content/"; + +var quit = false; +var window: *sdl.Window = undefined; +var renderer: *sdl.Renderer = undefined; +var sprite: Sprite = undefined; + +const platform_rect = sdl.Rect{ .x = 160, .y = 380, .w = 300, .h = 50 }; + +pub fn init() !void { + _ = try sdl.setHint(sdl.hint_windows_dpi_awareness, "system"); + try sdl.init(.{ .audio = true, .video = true }); + + const default_window_width = 640; + const default_window_height = 480; + + window = try sdl.createWindow( + "zig-gamedev: sdl2_demo", + sdl.Window.pos_undefined, + sdl.Window.pos_undefined, + default_window_width, + default_window_height, + .{ .allow_highdpi = false }, + ); + + renderer = try sdl.createRenderer( + window, + null, + .{ .present_vsync = true }, + ); + + sprite = try Sprite.initWithFile(content_dir ++ "zero.png"); + sprite.x = default_window_width / 2; + sprite.y = 220; +} + +pub fn deinit() void { + sprite.deinit(); + renderer.destroy(); + window.destroy(); + sdl.quit(); +} + +pub fn shouldQuit() bool { + return quit; +} + +pub fn updateAndRender() !void { + var event: sdl.Event = undefined; + while (sdl.pollEvent(&event)) { + if (event.type == .quit) { + quit = true; + } else if (event.type == .keydown) { + if (event.key.keysym.sym == .escape) { + quit = true; + } + } + } + + // Clear screen with colour + try renderer.setDrawColor(.{ .r = 24, .g = 22, .b = 22, .a = 255 }); + try renderer.clear(); + + // Draw platform + try renderer.setDrawColor(.{ .r = 108, .g = 128, .b = 128, .a = 255 }); + try renderer.fillRect(platform_rect); + + // Draw Zero the Ziguana + try sprite.draw(); + + renderer.present(); +} + +const Sprite = struct { + texture: *sdl.Texture, + texture_width: u16, + texture_height: u16, + x: i32, + y: i32, + scale: f32, + + pub fn initWithFile(filepath: [:0]const u8) !Sprite { + const surface = try sdl_image.load(filepath); + defer surface.free(); + return .{ + .texture = try renderer.createTextureFromSurface(surface), + .texture_width = @intCast(surface.w), + .texture_height = @intCast(surface.h), + .x = 0, + .y = 0, + .scale = 1.0, + }; + } + + pub fn deinit(self: *Sprite) void { + self.texture.destroy(); + self.texture = undefined; + } + + pub fn draw(self: Sprite) !void { + const width = @as(f32, @floatFromInt(self.texture_width)) * self.scale; + const height = @as(f32, @floatFromInt(self.texture_height)) * self.scale; + try renderer.copy(self.texture, null, &.{ + .x = self.x - @as(i32, @intFromFloat(@round(width / 2))), + .y = self.y - @as(i32, @intFromFloat(@round(height / 2))), + .w = @as(i32, @intFromFloat(@round(width))), + .h = @as(i32, @intFromFloat(@round(height))), + }); + } +}; + +``` + +`samples/simple_openvr/README.md`: + +```md +## simple openvr + +Port of https://github.com/ValveSoftware/openvr/blob/master/samples/hellovr_dx12/hellovr_dx12_main.cpp + +[Original license](https://github.com/ValveSoftware/openvr/blob/v2.2.3/LICENSE) + +![image](screenshot.png) + +``` + +`samples/simple_openvr/build.zig`: + +```zig +const std = @import("std"); +const builtin = @import("builtin"); + +pub const demo_name = "simple_openvr"; +pub const content_dir = demo_name ++ "_content/"; + +// in future zig version e342433 +pub fn pathResolve(b: *std.Build, paths: []const []const u8) []u8 { + return std.fs.path.resolve(b.allocator, paths) catch @panic("OOM"); +} + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zmath = b.dependency("zmath", .{ + .target = options.target, + }); + exe.root_module.addImport("zmath", zmath.module("root")); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + const zwindows = b.dependency("zwindows", .{ + .zxaudio2_debug_layer = options.zxaudio2_debug_layer, + .zd3d12_debug_layer = options.zd3d12_debug_layer, + .zd3d12_gbv = options.zd3d12_gbv, + }); + const zwindows_module = zwindows.module("zwindows"); + const zd3d12_module = zwindows.module("zd3d12"); + + exe.root_module.addImport("zwindows", zwindows_module); + exe.root_module.addImport("zd3d12", zd3d12_module); + + const zopenvr = b.dependency("zopenvr", .{ + .zxaudio2_debug_layer = options.zxaudio2_debug_layer, + .zd3d12_debug_layer = options.zd3d12_debug_layer, + .zd3d12_gbv = options.zd3d12_gbv, + }); + exe.root_module.addImport("zopenvr", zopenvr.module("root")); + + @import("zopenvr").addLibraryPathsTo(zopenvr, exe); + @import("zopenvr").linkOpenVR(exe); + @import("zopenvr").installOpenVR(zopenvr, &exe.step, options.target.result, .bin); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + if (builtin.os.tag == .windows or builtin.os.tag == .linux) { + const compile_shaders = @import("zwindows").addCompileShaders(b, demo_name, zwindows, .{ .shader_ver = "6_6" }); + const root_path = pathResolve(b, &.{ @src().file, "..", "..", ".." }); + const shaders_path = b.pathJoin(&.{ root_path, content_path, "shaders" }); + + const common_hlsl_path = b.pathJoin(&.{ root_path, "samples", "common/src/hlsl/common.hlsl" }); + compile_shaders.addVsShader(common_hlsl_path, "vsImGui", b.pathJoin(&.{ shaders_path, "imgui.vs.cso" }), "PSO__IMGUI"); + compile_shaders.addPsShader(common_hlsl_path, "psImGui", b.pathJoin(&.{ shaders_path, "imgui.ps.cso" }), "PSO__IMGUI"); + compile_shaders.addCsShader(common_hlsl_path, "csGenerateMipmaps", b.pathJoin(&.{ shaders_path, "generate_mipmaps.cs.cso" }), "PSO__GENERATE_MIPMAPS"); + + const axes_hlsl_path = b.pathJoin(&.{ root_path, src_path, "axes.hlsl" }); + compile_shaders.addVsShader(axes_hlsl_path, "VSMain", b.pathJoin(&.{ shaders_path, "axes.vs.cso" }), "PSO__AXES"); + compile_shaders.addPsShader(axes_hlsl_path, "PSMain", b.pathJoin(&.{ shaders_path, "axes.ps.cso" }), "PSO__AXES"); + + const companion_hlsl_path = b.pathJoin(&.{ root_path, src_path, "companion.hlsl" }); + compile_shaders.addVsShader(companion_hlsl_path, "VSMain", b.pathJoin(&.{ shaders_path, "companion.vs.cso" }), "PSO__COMPANION"); + compile_shaders.addPsShader(companion_hlsl_path, "PSMain", b.pathJoin(&.{ shaders_path, "companion.ps.cso" }), "PSO__COMPANION"); + + const render_model_hlsl_path = b.pathJoin(&.{ root_path, src_path, "render_model.hlsl" }); + compile_shaders.addVsShader(render_model_hlsl_path, "VSMain", b.pathJoin(&.{ shaders_path, "render_model.vs.cso" }), "PSO__RENDER_MODEL"); + compile_shaders.addPsShader(render_model_hlsl_path, "PSMain", b.pathJoin(&.{ shaders_path, "render_model.ps.cso" }), "PSO__RENDER_MODEL"); + + const scene_hlsl_path = b.pathJoin(&.{ root_path, src_path, "scene.hlsl" }); + compile_shaders.addVsShader(scene_hlsl_path, "VSMain", b.pathJoin(&.{ shaders_path, "scene.vs.cso" }), "PSO__SCENE"); + compile_shaders.addPsShader(scene_hlsl_path, "PSMain", b.pathJoin(&.{ shaders_path, "scene.ps.cso" }), "PSO__SCENE"); + + install_content_step.step.dependOn(compile_shaders.step); + } + exe.step.dependOn(&install_content_step.step); + + // This is needed to export symbols from an .exe file. + // We export D3D12SDKVersion and D3D12SDKPath symbols which + // is required by DirectX 12 Agility SDK. + exe.rdynamic = true; + + @import("zwindows").install_d3d12(&exe.step, zwindows, .bin); + + return exe; +} + +``` + +`samples/simple_openvr/src/axes.hlsl`: + +```hlsl + +// Vertex Shader +struct VS_INPUT +{ + float3 vPosition : POSITION; + float3 vColor: COLOR0; +}; + +struct PS_INPUT +{ + float4 vPosition : SV_POSITION; + float4 vColor : TEXCOORD0; +}; + +cbuffer SceneConstantBuffer : register(b0) +{ + float4x4 g_MVPMatrix; +}; + +PS_INPUT VSMain( VS_INPUT i ) +{ + PS_INPUT o; + o.vPosition = mul( g_MVPMatrix, float4( i.vPosition, 1.0 ) ); +#ifdef VULKAN + o.vPosition.y = -o.vPosition.y; +#endif + o.vColor = float4( i.vColor.rgb, 1.0 ); + return o; +} + +float4 PSMain( PS_INPUT i ) : SV_TARGET +{ + return i.vColor; +} + +``` + +`samples/simple_openvr/src/companion.hlsl`: + +```hlsl + +// Vertex Shader +struct VS_INPUT +{ + float2 vPosition : POSITION; + float2 vUVCoords: TEXCOORD0; +}; + +struct PS_INPUT +{ + float4 vPosition : SV_POSITION; + float2 vUVCoords : TEXCOORD0; +}; + +Texture2DMS g_Texture : register(t0); + + +PS_INPUT VSMain( VS_INPUT i ) +{ + PS_INPUT o; + o.vPosition = float4( i.vPosition, 0.0, 1.0 ); +#ifdef VULKAN + o.vPosition.y = -o.vPosition.y; +#endif + o.vUVCoords = i.vUVCoords; + return o; +} + +float4 PSMain( PS_INPUT i ) : SV_TARGET +{ + // Determine texture dimensions + float nTextureWidth; + float nTextureHeight; + float nNumSamples; + g_Texture.GetDimensions( nTextureWidth, nTextureHeight, nNumSamples ); + + // Fetch sample 0 + float4 vColor = g_Texture.Load( i.vUVCoords * float2( nTextureWidth, nTextureHeight ), 0 ); + return vColor; +} + +``` + +`samples/simple_openvr/src/render_model.hlsl`: + +```hlsl + +// Vertex Shader +struct VS_INPUT +{ + float3 vPosition : POSITION; + float3 vNormal: TEXCOORD0; + float2 vUVCoords: TEXCOORD1; +}; + +struct PS_INPUT +{ + float4 vPosition : SV_POSITION; + float2 vUVCoords : TEXCOORD0; +}; + +cbuffer SceneConstantBuffer : register(b0) +{ + float4x4 g_MVPMatrix; +}; + +SamplerState g_SamplerState : register(s0); +Texture2D g_Texture : register(t0); + + +PS_INPUT VSMain( VS_INPUT i ) +{ + PS_INPUT o; + o.vPosition = mul( g_MVPMatrix, float4( i.vPosition, 1.0 ) ); +#ifdef VULKAN + o.vPosition.y = -o.vPosition.y; +#endif + o.vUVCoords = i.vUVCoords; + return o; +} + +float4 PSMain( PS_INPUT i ) : SV_TARGET +{ + float4 vColor = g_Texture.Sample( g_SamplerState, i.vUVCoords ); + return vColor; +} + +``` + +`samples/simple_openvr/src/scene.hlsl`: + +```hlsl + +// Vertex Shader +struct VS_INPUT +{ + float3 vPosition : POSITION; + float2 vUVCoords: TEXCOORD0; +}; + +struct PS_INPUT +{ + float4 vPosition : SV_POSITION; + float2 vUVCoords : TEXCOORD0; +}; + +cbuffer SceneConstantBuffer : register(b0) +{ + float4x4 g_MVPMatrix; +}; + +SamplerState g_SamplerState : register(s0); +Texture2D g_Texture : register(t0); + + +PS_INPUT VSMain( VS_INPUT i ) +{ + PS_INPUT o; + + o.vPosition = mul( g_MVPMatrix, float4( i.vPosition, 1.0 ) ); +#ifdef VULKAN + o.vPosition.y = -o.vPosition.y; +#endif + o.vUVCoords = i.vUVCoords; + return o; +} + +float4 PSMain( PS_INPUT i ) : SV_TARGET +{ + float4 vColor = g_Texture.Sample( g_SamplerState, i.vUVCoords ); + return vColor; +} + +``` + +`samples/simple_openvr/src/simple_openvr.zig`: + +```zig +const std = @import("std"); +const OpenVR = @import("zopenvr"); + +const zmath = @import("zmath"); +const zglfw = @import("zglfw"); + +const zwindows = @import("zwindows"); +const windows = zwindows.windows; +const d3d12 = zwindows.d3d12; +const d3d = zwindows.d3d; +const dxgi = zwindows.dxgi; + +const zd3d12 = @import("zd3d12"); + +// We need to export below symbols for DirectX 12 Agility SDK. +pub export const D3D12SDKVersion: u32 = 610; +pub export const D3D12SDKPath: [*:0]const u8 = ".\\d3d12\\"; + +const content_dir = @import("build_options").content_dir; + +pub const std_options = std.Options{ + .log_level = .debug, +}; + +const TrackedDeviceByIndex = std.AutoHashMap(OpenVR.TrackedDeviceIndex, TrackedDevice); +const DevicePoseByIndex = std.AutoHashMap(OpenVR.TrackedDeviceIndex, zmath.Mat); +const ConstantBufferByEye = std.EnumArray(OpenVR.Eye, zd3d12.ConstantBufferHandle(ConstantBuffer)); + +const App = struct { + openvr: OpenVR, + system: OpenVR.System, + compositor: OpenVR.Compositor, + render_models: OpenVR.RenderModels, + tracked_device_by_index: TrackedDeviceByIndex, + mipmapgen_bytecode: d3d12.SHADER_BYTECODE, + + pub fn init(allocator: std.mem.Allocator, mipmapgen_bytecode: d3d12.SHADER_BYTECODE) !App { + const openvr = try OpenVR.init(.scene); + + return .{ + .openvr = openvr, + .system = try openvr.system(), + .compositor = try openvr.compositor(), + .render_models = try openvr.renderModels(), + .tracked_device_by_index = TrackedDeviceByIndex.init(allocator), + .mipmapgen_bytecode = mipmapgen_bytecode, + }; + } + + fn deinit(self: *App) void { + self.tracked_device_by_index.deinit(); + self.openvr.deinit(); + self.* = undefined; + } + + fn allocTrackedDevice(self: *App, allocator: std.mem.Allocator, gctx: *zd3d12.GraphicsContext, index: OpenVR.TrackedDeviceIndex) !void { + // try to find a device we've already set up + if (self.tracked_device_by_index.contains(index)) { + return; + } + + const render_model_name = try self.system.allocTrackedDevicePropertyString(allocator, index, .render_model_name); + defer allocator.free(render_model_name); + if (std.mem.eql(u8, render_model_name, "generic_hmd")) { + return; + } + + const render_model = try self.render_models.loadRenderModel(render_model_name); + defer self.render_models.freeRenderModel(render_model); + + const render_model_texture = try self.render_models.loadTexture(render_model.diffuse_texture_id); + defer self.render_models.freeTexture(render_model_texture); + std.debug.assert(render_model_texture.format == .rgba8_srgb); + + const vertices = try gctx.uploadVertices(OpenVR.RenderModel.Vertex, render_model.vertex_data); + const vertex_indices = try gctx.uploadVertexIndices(u16, render_model.index_data); + + var mipmap_genenerator = zd3d12.MipmapGenerator.init(gctx, .R8G8B8A8_UNORM, self.mipmapgen_bytecode); + defer mipmap_genenerator.deinit(gctx); + + gctx.beginFrame(); + defer gctx.endFrame(); + defer gctx.finishGpuCommands(); + + const number_of_components = 4; + const texture_map_data_length = @as(usize, render_model_texture.width) * @as(usize, render_model_texture.height) * number_of_components; + const texture = try gctx.createAndUploadTex2d(render_model_texture.width, render_model_texture.height, number_of_components, render_model_texture.texture_map_data[0..texture_map_data_length]); + mipmap_genenerator.generateMipmaps(gctx, texture); + + const texture_shader_resource_view = gctx.allocShaderResourceView(texture, null); + + gctx.addTransitionBarrier(texture, .{ .PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + + const tracked_device = TrackedDevice{ + .index = index, + .vertices = vertices, + .vertex_indices = vertex_indices, + .texture = texture, + .texture_shader_resource_view = texture_shader_resource_view, + .constants = ConstantBufferByEye.init(.{ + .left = try gctx.createConstantBuffer(ConstantBuffer), + .right = try gctx.createConstantBuffer(ConstantBuffer), + }), + .vertex_count = render_model.triangle_count * 3, + }; + try self.tracked_device_by_index.put(index, tracked_device); + } +}; + +const SceneVertex = extern struct { + position: [3]f32, + tex_coord: [2]f32, +}; +fn addCubeToScene(mat: zmath.Mat, vert_data: *std.ArrayList(SceneVertex)) !void { + const A = zmath.mul(zmath.Vec{ 0, 0, 0, 1 }, mat); + const B = zmath.mul(zmath.Vec{ 1, 0, 0, 1 }, mat); + const C = zmath.mul(zmath.Vec{ 1, 1, 0, 1 }, mat); + const D = zmath.mul(zmath.Vec{ 0, 1, 0, 1 }, mat); + const E = zmath.mul(zmath.Vec{ 0, 0, 1, 1 }, mat); + const F = zmath.mul(zmath.Vec{ 1, 0, 1, 1 }, mat); + const G = zmath.mul(zmath.Vec{ 1, 1, 1, 1 }, mat); + const H = zmath.mul(zmath.Vec{ 0, 1, 1, 1 }, mat); + + const vertices = [_]SceneVertex{ + // Front + .{ .position = .{ E[0], E[1], E[2] }, .tex_coord = .{ 0, 1 } }, + .{ .position = .{ F[0], F[1], F[2] }, .tex_coord = .{ 1, 1 } }, + .{ .position = .{ G[0], G[1], G[2] }, .tex_coord = .{ 1, 0 } }, + .{ .position = .{ G[0], G[1], G[2] }, .tex_coord = .{ 1, 0 } }, + .{ .position = .{ H[0], H[1], H[2] }, .tex_coord = .{ 0, 0 } }, + .{ .position = .{ E[0], E[1], E[2] }, .tex_coord = .{ 0, 1 } }, + + // Back + .{ .position = .{ B[0], B[1], B[2] }, .tex_coord = .{ 0, 1 } }, + .{ .position = .{ A[0], A[1], A[2] }, .tex_coord = .{ 1, 1 } }, + .{ .position = .{ D[0], D[1], D[2] }, .tex_coord = .{ 1, 0 } }, + .{ .position = .{ D[0], D[1], D[2] }, .tex_coord = .{ 1, 0 } }, + .{ .position = .{ C[0], C[1], C[2] }, .tex_coord = .{ 0, 0 } }, + .{ .position = .{ B[0], B[1], B[2] }, .tex_coord = .{ 0, 1 } }, + + // Top + .{ .position = .{ H[0], H[1], H[2] }, .tex_coord = .{ 0, 1 } }, + .{ .position = .{ G[0], G[1], G[2] }, .tex_coord = .{ 1, 1 } }, + .{ .position = .{ C[0], C[1], C[2] }, .tex_coord = .{ 1, 0 } }, + .{ .position = .{ C[0], C[1], C[2] }, .tex_coord = .{ 1, 0 } }, + .{ .position = .{ D[0], D[1], D[2] }, .tex_coord = .{ 0, 0 } }, + .{ .position = .{ H[0], H[1], H[2] }, .tex_coord = .{ 0, 1 } }, + + // Bottom + .{ .position = .{ A[0], A[1], A[2] }, .tex_coord = .{ 0, 1 } }, + .{ .position = .{ B[0], B[1], B[2] }, .tex_coord = .{ 1, 1 } }, + .{ .position = .{ F[0], F[1], F[2] }, .tex_coord = .{ 1, 0 } }, + .{ .position = .{ F[0], F[1], F[2] }, .tex_coord = .{ 1, 0 } }, + .{ .position = .{ E[0], E[1], E[2] }, .tex_coord = .{ 0, 0 } }, + .{ .position = .{ A[0], A[1], A[2] }, .tex_coord = .{ 0, 1 } }, + + // Left + .{ .position = .{ A[0], A[1], A[2] }, .tex_coord = .{ 0, 1 } }, + .{ .position = .{ E[0], E[1], E[2] }, .tex_coord = .{ 1, 1 } }, + .{ .position = .{ H[0], H[1], H[2] }, .tex_coord = .{ 1, 0 } }, + .{ .position = .{ H[0], H[1], H[2] }, .tex_coord = .{ 1, 0 } }, + .{ .position = .{ D[0], D[1], D[2] }, .tex_coord = .{ 0, 0 } }, + .{ .position = .{ A[0], A[1], A[2] }, .tex_coord = .{ 0, 1 } }, + + // Right + .{ .position = .{ F[0], F[1], F[2] }, .tex_coord = .{ 0, 1 } }, + .{ .position = .{ B[0], B[1], B[2] }, .tex_coord = .{ 1, 1 } }, + .{ .position = .{ C[0], C[1], C[2] }, .tex_coord = .{ 1, 0 } }, + .{ .position = .{ C[0], C[1], C[2] }, .tex_coord = .{ 1, 0 } }, + .{ .position = .{ G[0], G[1], G[2] }, .tex_coord = .{ 0, 0 } }, + .{ .position = .{ F[0], F[1], F[2] }, .tex_coord = .{ 0, 1 } }, + }; + // triangles instead of quads + try vert_data.appendSlice(&vertices); +} + +const AxesVertex = extern struct { + position: [3]f32, + color: [3]f32, +}; + +fn matFromMatrix34(mat: OpenVR.Matrix34) zmath.Mat { + return zmath.matFromArr(.{ + mat.m[0][0], mat.m[1][0], mat.m[2][0], 0, + mat.m[0][1], mat.m[1][1], mat.m[2][1], 0, + mat.m[0][2], mat.m[1][2], mat.m[2][2], 0, + mat.m[0][3], mat.m[1][3], mat.m[2][3], 1, + }); +} +fn matFromMatrix44(mat: OpenVR.Matrix44) zmath.Mat { + return zmath.matFromArr(.{ + mat.m[0][0], mat.m[1][0], mat.m[2][0], mat.m[3][0], + mat.m[0][1], mat.m[1][1], mat.m[2][1], mat.m[3][1], + mat.m[0][2], mat.m[1][2], mat.m[2][2], mat.m[3][2], + mat.m[0][3], mat.m[1][3], mat.m[2][3], mat.m[3][3], + }); +} +const RTVIndex = enum(i32) { + left_eye = 0, + right_eye, + swapchain0, + swapchain1, + + const NUM_RTVS = 4; +}; + +// Slots in the ConstantBufferView/ShaderResourceView descriptor heap +const CBVSRVIndex = enum(i32) { + cbv_left_eye = 0, + cbv_right_eye, + srv_left_eye, + srv_right_eye, + srv_texture_map, + + // Slot for texture in each possible render model + srv_texture_render_model0, + srv_texture_render_model_max = @intFromEnum(CBVSRVIndex.srv_texture_render_model0) + OpenVR.max_tracked_device_count, + + // Slot for transform in each possible rendermodel + cbv_left_eye_render_model0, + cbv_left_eye_render_model_max = @intFromEnum(CBVSRVIndex.cbv_left_eye_render_model0) + OpenVR.max_tracked_device_count, + + cbv_right_eye_render_model0, + cbv_right_eye_render_model_max = @intFromEnum(CBVSRVIndex.cbv_right_eye_render_model0) + OpenVR.max_tracked_device_count, + + NUM_SRV_CBVS, +}; + +const Float4 = [4]f32; +const Float4x4 = [4]Float4; +const ConstantBuffer = extern struct { + model_view_projection: Float4x4, +}; +const EyeFramebuffer = struct { + eye: OpenVR.Eye, + texture: zd3d12.ResourceHandle, + render_target_view_handle: d3d12.CPU_DESCRIPTOR_HANDLE, + shader_resource_view_handle: d3d12.CPU_DESCRIPTOR_HANDLE, + depth_stencil: zd3d12.ResourceHandle, + depth_stencil_view_handle: d3d12.CPU_DESCRIPTOR_HANDLE, + constant: zd3d12.ConstantBufferHandle(ConstantBuffer), +}; + +fn createEye(gctx: *zd3d12.GraphicsContext, eye: OpenVR.Eye, msaa_sample_count: u32, render_target_size: OpenVR.RenderTargetSize) !EyeFramebuffer { + var eye_framebuffer: EyeFramebuffer = undefined; + eye_framebuffer.eye = eye; + const texture_desc = d3d12.RESOURCE_DESC.initFrameBuffer( + .R8G8B8A8_UNORM_SRGB, + render_target_size.width, + render_target_size.height, + msaa_sample_count, + ); + + // Create color target + eye_framebuffer.texture = try gctx.createCommittedResource( + .DEFAULT, + .{}, + &texture_desc, + .{ .PIXEL_SHADER_RESOURCE = true }, + &d3d12.CLEAR_VALUE.initColor(.R8G8B8A8_UNORM_SRGB, &.{ 0, 0, 0, 1 }), + ); + + eye_framebuffer.render_target_view_handle = gctx.allocRenderTargetView(eye_framebuffer.texture, null); + eye_framebuffer.shader_resource_view_handle = gctx.allocShaderResourceView(eye_framebuffer.texture, null); + + // Create depth + { + var depth_desc: d3d12.RESOURCE_DESC = texture_desc; + depth_desc.Format = .D32_FLOAT; + depth_desc.Flags = .{ .ALLOW_DEPTH_STENCIL = true }; + eye_framebuffer.depth_stencil = try gctx.createCommittedResource( + .DEFAULT, + .{}, + &depth_desc, + .{ .DEPTH_WRITE = true }, + &d3d12.CLEAR_VALUE.initDepthStencil(.D32_FLOAT, 1.0, 0), + ); + } + + eye_framebuffer.depth_stencil_view_handle = gctx.allocDepthStencilView(eye_framebuffer.depth_stencil, null); + + eye_framebuffer.constant = try gctx.createConstantBuffer(ConstantBuffer); + + return eye_framebuffer; +} + +const TrackedDevice = struct { + index: OpenVR.TrackedDeviceIndex, + show: bool = true, + vertices: zd3d12.VerticesHandle, + vertex_indices: zd3d12.VertexIndicesHandle, + texture: zd3d12.ResourceHandle, + texture_shader_resource_view: d3d12.CPU_DESCRIPTOR_HANDLE, + constants: ConstantBufferByEye, + vertex_count: usize, +}; + +var show_cubes = true; +fn toggle_show_cubes(_: *zglfw.Window, key: zglfw.Key, _: i32, action: zglfw.Action, _: zglfw.Mods) callconv(.C) void { + if (key == .c and action == .press) { + show_cubes = !show_cubes; + } +} +pub fn main() !void { + // Change current working directory to where the executable is located. + { + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + try std.posix.chdir(path); + } + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + const allocator = gpa.allocator(); + + try zglfw.init(); + defer zglfw.terminate(); + + const framebuffer_size = [_]i32{ 640, 320 }; + + zglfw.windowHint(.position_x, 700); + zglfw.windowHint(.position_y, 100); + zglfw.windowHint(.resizable, false); + zglfw.windowHint(.client_api, .no_api); + const window = try zglfw.Window.create(framebuffer_size[0], framebuffer_size[1], "", null); + defer window.destroy(); + + const win32_window = zglfw.getWin32Window(window) orelse @panic("failed to get win32 handle to window"); + var gctx = zd3d12.GraphicsContext.init(.{ + .allocator = allocator, + .window = win32_window, + }); + defer gctx.deinit(allocator); + + const msaa_sample_count = 4; + const mipmapgen_bytecode_slice = try std.fs.cwd().readFileAlloc(allocator, content_dir ++ "/shaders/generate_mipmaps.cs.cso", 256 * 1024); + defer allocator.free(mipmapgen_bytecode_slice); + const mipmapgen_bytecode = d3d12.SHADER_BYTECODE.init(mipmapgen_bytecode_slice); + + var app = try App.init(allocator, mipmapgen_bytecode); + defer app.deinit(); + + { + const driver = try app.system.allocTrackedDevicePropertyString(allocator, OpenVR.hmd, .tracking_system_name); + defer allocator.free(driver); + const display = try app.system.allocTrackedDevicePropertyString(allocator, OpenVR.hmd, .serial_number); + defer allocator.free(display); + + const title = try std.fmt.allocPrintZ(allocator, "zig-gamedev: simple openvr - {s} {s}", .{ driver, display }); + defer allocator.free(title); + window.setTitle(title); + } + + // create all shaders + const root_signature = root_signature: { + try gctx.checkFeatureSupport(.ROOT_SIGNATURE, d3d12.FEATURE_DATA_ROOT_SIGNATURE{ + .HighestVersion = .VERSION_1_1, + }); + + const root_signature_desc = d3d12.VERSIONED_ROOT_SIGNATURE_DESC.initVersion1_1( + d3d12.ROOT_SIGNATURE_DESC1.init( + &.{ + .{ + .ParameterType = .CBV, + .u = .{ + .Descriptor = .{ + .ShaderRegister = 0, + }, + }, + .ShaderVisibility = .VERTEX, + }, + .{ + .ParameterType = .DESCRIPTOR_TABLE, + .u = .{ + .DescriptorTable = d3d12.ROOT_DESCRIPTOR_TABLE1{ + .NumDescriptorRanges = 1, + .pDescriptorRanges = &.{ + .{ + .RangeType = .SRV, + .NumDescriptors = 1, + .BaseShaderRegister = 0, + .RegisterSpace = 0, + .Flags = .{}, + .OffsetInDescriptorsFromTableStart = d3d12.DESCRIPTOR_RANGE_OFFSET_APPEND, + }, + }, + }, + }, + .ShaderVisibility = .PIXEL, + }, + }, + &.{ + .{ + .Filter = .MIN_MAG_MIP_POINT, + .AddressU = .CLAMP, + .AddressV = .CLAMP, + .AddressW = .CLAMP, + .MipLODBias = 0.0, + .MaxAnisotropy = 0, + .ComparisonFunc = .NEVER, + .BorderColor = .TRANSPARENT_BLACK, + .MinLOD = 0.0, + .MaxLOD = 340282350000000000000000000000000000000.0, + .ShaderRegister = 0, + .RegisterSpace = 0, + .ShaderVisibility = .ALL, + }, + }, + .{ + .ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT = true, + .DENY_HULL_SHADER_ROOT_ACCESS = true, + .DENY_DOMAIN_SHADER_ROOT_ACCESS = true, + .DENY_GEOMETRY_SHADER_ROOT_ACCESS = true, + }, + ), + ); + const signature: *d3d.IBlob = try zd3d12.serializeVersionedRootSignature(&root_signature_desc); + + break :root_signature try gctx.createRootSignature(0, signature); + }; + + const scene = scene: { + var arena_allocator_state = std.heap.ArenaAllocator.init(allocator); + defer arena_allocator_state.deinit(); + const arena_allocator = arena_allocator_state.allocator(); + + // Describe and create the graphics pipeline state object (PSO). + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + // Define the vertex input layout. + pso_desc.InputLayout = d3d12.INPUT_LAYOUT_DESC.init(&.{ + .{ + .SemanticName = "POSITION", + .SemanticIndex = 0, + .Format = .R32G32B32_FLOAT, + .InputSlot = 0, + .AlignedByteOffset = 0, + .InputSlotClass = .PER_VERTEX_DATA, + .InstanceDataStepRate = 0, + }, + .{ + .SemanticName = "TEXCOORD", + .SemanticIndex = 0, + .Format = .R32G32_FLOAT, + .InputSlot = 0, + .AlignedByteOffset = 12, + .InputSlotClass = .PER_VERTEX_DATA, + .InstanceDataStepRate = 0, + }, + }); + pso_desc.pRootSignature = root_signature; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try std.fs.cwd().readFileAlloc(arena_allocator, content_dir ++ "/shaders/scene.vs.cso", 256 * 1024)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try std.fs.cwd().readFileAlloc(arena_allocator, content_dir ++ "/shaders/scene.ps.cso", 256 * 1024)); + pso_desc.RasterizerState = rasterizer_state: { + var rasterizer_state = d3d12.RASTERIZER_DESC.initDefault(); + rasterizer_state.FrontCounterClockwise = windows.TRUE; + rasterizer_state.MultisampleEnable = windows.TRUE; + break :rasterizer_state rasterizer_state; + }; + pso_desc.SampleMask = windows.UINT_MAX; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.NumRenderTargets = 1; + pso_desc.RTVFormats = .{ + .R8G8B8A8_UNORM_SRGB, + .UNKNOWN, + .UNKNOWN, + .UNKNOWN, + .UNKNOWN, + .UNKNOWN, + .UNKNOWN, + .UNKNOWN, + }; + pso_desc.DSVFormat = .D32_FLOAT; + pso_desc.SampleDesc = .{ + .Count = msaa_sample_count, + .Quality = 0, + }; + + const pipeline = gctx.createGraphicsShaderPipeline(&pso_desc); + + // setup scene + const vertices, const vertex_count = vertices: { + const scale = 0.3; + const scale_spacing = 4.0; + + const scene_volume_init = 20; + + const scene_volume_width = scene_volume_init; + const scene_volume_height = scene_volume_init; + const scene_volume_depth = scene_volume_init; + + var vert_data_array = std.ArrayList(SceneVertex).init(arena_allocator); + const mat_scale = zmath.scaling(scale, scale, scale); + const mat_transform = zmath.translation( + -(scene_volume_width * scale_spacing) / 2, + -(scene_volume_height * scale_spacing) / 2, + -(scene_volume_depth * scale_spacing) / 2, + ); + var mat = zmath.mul(mat_transform, mat_scale); + for (0..scene_volume_depth) |_| { + for (0..scene_volume_height) |_| { + for (0..scene_volume_width) |_| { + try addCubeToScene(mat, &vert_data_array); + mat = zmath.mul(zmath.translation(scale_spacing, 0, 0), mat); + } + mat = zmath.mul(zmath.translation(-scene_volume_width * scale_spacing, scale_spacing, 0), mat); + } + mat = zmath.mul(zmath.translation(0, -scene_volume_height * scale_spacing, scale_spacing), mat); + } + + break :vertices .{ + try gctx.uploadVertices(SceneVertex, vert_data_array.items), + vert_data_array.items.len, + }; + }; + + // setup texture maps + const texture = texture: { + var mipmap_genenerator = zd3d12.MipmapGenerator.init(&gctx, .R8G8B8A8_UNORM, mipmapgen_bytecode); + defer mipmap_genenerator.deinit(&gctx); + + gctx.beginFrame(); + defer gctx.endFrame(); + defer gctx.finishGpuCommands(); + + const texture = try gctx.createAndUploadTex2dFromFile(content_dir ++ "cube_texture.png", .{}); + mipmap_genenerator.generateMipmaps(&gctx, texture); + + const shader_resource_view_handle = gctx.allocShaderResourceView(texture, null); + + gctx.addTransitionBarrier(texture, .{ .PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + + break :texture .{ + .resource = texture, + .shader_resource_view_handle = shader_resource_view_handle, + }; + }; + + break :scene .{ + .pipeline = pipeline, + .vertices = vertices, + .vertex_count = vertex_count, + .texture = texture, + }; + }; + + const companion = companion: { + var arena_allocator_state = std.heap.ArenaAllocator.init(allocator); + defer arena_allocator_state.deinit(); + const arena_allocator = arena_allocator_state.allocator(); + + // Describe and create the graphics pipeline state object (PSO). + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + // Define the vertex input layout. + pso_desc.InputLayout = d3d12.INPUT_LAYOUT_DESC.init(&.{ + .{ + .SemanticName = "POSITION", + .SemanticIndex = 0, + .Format = .R32G32_FLOAT, + .InputSlot = 0, + .AlignedByteOffset = 0, + .InputSlotClass = .PER_VERTEX_DATA, + .InstanceDataStepRate = 0, + }, + .{ + .SemanticName = "TEXCOORD", + .SemanticIndex = 0, + .Format = .R32G32_FLOAT, + .InputSlot = 0, + .AlignedByteOffset = 8, + .InputSlotClass = .PER_VERTEX_DATA, + .InstanceDataStepRate = 0, + }, + }); + _ = root_signature.AddRef(); + pso_desc.pRootSignature = root_signature; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try std.fs.cwd().readFileAlloc(arena_allocator, content_dir ++ "/shaders/companion.vs.cso", 256 * 1024)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try std.fs.cwd().readFileAlloc(arena_allocator, content_dir ++ "/shaders/companion.ps.cso", 256 * 1024)); + pso_desc.RasterizerState = rasterizer_state: { + var rasterizer_state = d3d12.RASTERIZER_DESC.initDefault(); + rasterizer_state.FrontCounterClockwise = windows.TRUE; + break :rasterizer_state rasterizer_state; + }; + pso_desc.DepthStencilState = depth_stencil_state: { + var depth_stencil_state = d3d12.DEPTH_STENCIL_DESC.initDefault(); + depth_stencil_state.DepthEnable = windows.FALSE; + depth_stencil_state.StencilEnable = windows.FALSE; + break :depth_stencil_state depth_stencil_state; + }; + pso_desc.SampleMask = windows.UINT_MAX; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.NumRenderTargets = 1; + pso_desc.RTVFormats = .{ + .R8G8B8A8_UNORM, + .UNKNOWN, + .UNKNOWN, + .UNKNOWN, + .UNKNOWN, + .UNKNOWN, + .UNKNOWN, + .UNKNOWN, + }; + pso_desc.DSVFormat = .UNKNOWN; + pso_desc.SampleDesc = .{ + .Count = 1, + .Quality = 0, + }; + + const pipeline = gctx.createGraphicsShaderPipeline(&pso_desc); + + const Vertex = extern struct { + position: [2]f32, + tex_coord: [2]f32, + }; + const vertices = try gctx.uploadVertices(Vertex, &.{ + // left eye verts + .{ .position = [2]f32{ -1, -1 }, .tex_coord = [2]f32{ 0, 1 } }, + .{ .position = [2]f32{ 0, -1 }, .tex_coord = [2]f32{ 1, 1 } }, + .{ .position = [2]f32{ -1, 1 }, .tex_coord = [2]f32{ 0, 0 } }, + .{ .position = [2]f32{ 0, 1 }, .tex_coord = [2]f32{ 1, 0 } }, + + // right eye verts + .{ .position = [2]f32{ 0, -1 }, .tex_coord = [2]f32{ 0, 1 } }, + .{ .position = [2]f32{ 1, -1 }, .tex_coord = [2]f32{ 1, 1 } }, + .{ .position = [2]f32{ 0, 1 }, .tex_coord = [2]f32{ 0, 0 } }, + .{ .position = [2]f32{ 1, 1 }, .tex_coord = [2]f32{ 1, 0 } }, + }); + + const vertex_indices, const vertex_index_count = vertex_indices: { + const indices: []const u16 = &.{ + 0, 1, 3, + 0, 3, 2, + 4, 5, 7, + 4, 7, 6, + }; + break :vertex_indices .{ + try gctx.uploadVertexIndices(u16, indices), + indices.len, + }; + }; + + break :companion .{ + .pipeline = pipeline, + .vertices = vertices, + .vertex_indices = vertex_indices, + .vertex_index_count = vertex_index_count, + }; + }; + + var axes = axes: { + var arena_allocator_state = std.heap.ArenaAllocator.init(allocator); + defer arena_allocator_state.deinit(); + const arena_allocator = arena_allocator_state.allocator(); + + // Describe and create the graphics pipeline state object (PSO). + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + // Define the vertex input layout. + pso_desc.InputLayout = d3d12.INPUT_LAYOUT_DESC.init(&.{ + .{ + .SemanticName = "POSITION", + .SemanticIndex = 0, + .Format = .R32G32B32_FLOAT, + .InputSlot = 0, + .AlignedByteOffset = 0, + .InputSlotClass = .PER_VERTEX_DATA, + .InstanceDataStepRate = 0, + }, + .{ + .SemanticName = "COLOR", + .SemanticIndex = 0, + .Format = .R32G32B32_FLOAT, + .InputSlot = 0, + .AlignedByteOffset = 12, + .InputSlotClass = .PER_VERTEX_DATA, + .InstanceDataStepRate = 0, + }, + }); + _ = root_signature.AddRef(); + pso_desc.pRootSignature = root_signature; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try std.fs.cwd().readFileAlloc(arena_allocator, content_dir ++ "/shaders/axes.vs.cso", 256 * 1024)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try std.fs.cwd().readFileAlloc(arena_allocator, content_dir ++ "/shaders/axes.ps.cso", 256 * 1024)); + pso_desc.RasterizerState = rasterizer_state: { + var rasterizer_state = d3d12.RASTERIZER_DESC.initDefault(); + rasterizer_state.FrontCounterClockwise = windows.TRUE; + rasterizer_state.MultisampleEnable = windows.TRUE; + break :rasterizer_state rasterizer_state; + }; + pso_desc.SampleMask = windows.UINT_MAX; + pso_desc.PrimitiveTopologyType = .LINE; + pso_desc.NumRenderTargets = 1; + pso_desc.RTVFormats = .{ + .R8G8B8A8_UNORM_SRGB, + .UNKNOWN, + .UNKNOWN, + .UNKNOWN, + .UNKNOWN, + .UNKNOWN, + .UNKNOWN, + .UNKNOWN, + }; + pso_desc.DSVFormat = .D32_FLOAT; + pso_desc.SampleDesc = .{ + .Count = msaa_sample_count, + .Quality = 0, + }; + + const pipeline = gctx.createGraphicsShaderPipeline(&pso_desc); + + const vertices_per_device = 8; + const vertices_array = std.mem.zeroes([OpenVR.max_tracked_device_count * vertices_per_device]AxesVertex); + const vertices = try gctx.uploadVertices(AxesVertex, &vertices_array); + + // workaround https://github.com/ziglang/zig/issues/17101 + const AxesComponent = struct { + pipeline: zd3d12.PipelineHandle, + vertices: zd3d12.VerticesHandle, + vertices_array: [OpenVR.max_tracked_device_count * vertices_per_device]AxesVertex, + vertex_count: usize, + }; + break :axes AxesComponent{ + .pipeline = pipeline, + .vertices = vertices, + .vertices_array = vertices_array, + .vertex_count = 0, + }; + }; + + const render_model = render_model: { + var arena_allocator_state = std.heap.ArenaAllocator.init(allocator); + defer arena_allocator_state.deinit(); + const arena_allocator = arena_allocator_state.allocator(); + + // Describe and create the graphics pipeline state object (PSO). + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + + // Define the vertex input layout. + pso_desc.InputLayout = d3d12.INPUT_LAYOUT_DESC.init(&.{ + .{ + .SemanticName = "POSITION", + .SemanticIndex = 0, + .Format = .R32G32B32_FLOAT, + .InputSlot = 0, + .AlignedByteOffset = 0, + .InputSlotClass = .PER_VERTEX_DATA, + .InstanceDataStepRate = 0, + }, + .{ + .SemanticName = "TEXCOORD", + .SemanticIndex = 0, + .Format = .R32G32B32_FLOAT, + .InputSlot = 0, + .AlignedByteOffset = 12, + .InputSlotClass = .PER_VERTEX_DATA, + .InstanceDataStepRate = 0, + }, + .{ + .SemanticName = "TEXCOORD", + .SemanticIndex = 1, + .Format = .R32G32_FLOAT, + .InputSlot = 0, + .AlignedByteOffset = 24, + .InputSlotClass = .PER_VERTEX_DATA, + .InstanceDataStepRate = 0, + }, + }); + _ = root_signature.AddRef(); + pso_desc.pRootSignature = root_signature; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try std.fs.cwd().readFileAlloc(arena_allocator, content_dir ++ "/shaders/render_model.vs.cso", 256 * 1024)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try std.fs.cwd().readFileAlloc(arena_allocator, content_dir ++ "/shaders/render_model.ps.cso", 256 * 1024)); + pso_desc.RasterizerState = rasterizer_state: { + var rasterizer_state = d3d12.RASTERIZER_DESC.initDefault(); + rasterizer_state.FrontCounterClockwise = windows.TRUE; + rasterizer_state.MultisampleEnable = windows.TRUE; + break :rasterizer_state rasterizer_state; + }; + pso_desc.SampleMask = windows.UINT_MAX; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.NumRenderTargets = 1; + pso_desc.RTVFormats = .{ + .R8G8B8A8_UNORM_SRGB, + .UNKNOWN, + .UNKNOWN, + .UNKNOWN, + .UNKNOWN, + .UNKNOWN, + .UNKNOWN, + .UNKNOWN, + }; + pso_desc.DSVFormat = .D32_FLOAT; + pso_desc.SampleDesc = .{ + .Count = msaa_sample_count, + .Quality = 0, + }; + + const pipeline = gctx.createGraphicsShaderPipeline(&pso_desc); + + break :render_model .{ + .pipeline = pipeline, + }; + }; + + // setup cameras + + const eye_matrix = eye_matrix: { + const near_clip = 0.1; + const far_clip = 30.0; + break :eye_matrix std.EnumArray(OpenVR.Eye, zmath.Mat).init(.{ + .left = zmath.mul( + zmath.inverse(matFromMatrix34(app.system.getEyeToHeadTransform(.left))), + matFromMatrix44(app.system.getProjectionMatrix(.left, near_clip, far_clip)), + ), + .right = zmath.mul( + zmath.inverse(matFromMatrix34(app.system.getEyeToHeadTransform(.right))), + matFromMatrix44(app.system.getProjectionMatrix(.right, near_clip, far_clip)), + ), + }); + }; + + var hmd_pose = zmath.identity(); + var device_pose_by_index = DevicePoseByIndex.init(allocator); + defer device_pose_by_index.deinit(); + + // setup stereo render targets + const render_target_size = render_target_size: { + const super_sample_scale = 1.0; + var render_target_size = app.system.getRecommendedRenderTargetSize(); + render_target_size.width = @intFromFloat(super_sample_scale * @as(f32, @floatFromInt(render_target_size.width))); + render_target_size.height = @intFromFloat(super_sample_scale * @as(f32, @floatFromInt(render_target_size.height))); + break :render_target_size render_target_size; + }; + + const eye_descs = [_]EyeFramebuffer{ + try createEye(&gctx, .left, msaa_sample_count, render_target_size), + try createEye(&gctx, .right, msaa_sample_count, render_target_size), + }; + + for (OpenVR.hmd + 1..OpenVR.max_tracked_device_count) |tracked_device_index| { + if (!app.system.isTrackedDeviceConnected(@intCast(tracked_device_index))) { + continue; + } + try app.allocTrackedDevice(allocator, &gctx, @intCast(tracked_device_index)); + } + + var frame_timer = try std.time.Timer.start(); + _ = window.setKeyCallback(toggle_show_cubes); + + main: while (!window.shouldClose() and window.getKey(.escape) != .press) { + { + // spin loop for frame limiter + const frame_rate_target: u64 = 100; + const target_ns = @divTrunc(std.time.ns_per_s, frame_rate_target); + while (frame_timer.read() < target_ns) { + std.atomic.spinLoopHint(); + } + frame_timer.reset(); + } + + // poll for input immediately after vsync or frame limiter to reduce input latency + zglfw.pollEvents(); + + while (app.system.pollNextEvent()) |event| switch (event.event_type) { + .tracked_device_activated => { + std.log.debug("Device {} attached. Setting up render model.", .{event.tracked_device_index}); + try app.allocTrackedDevice(allocator, &gctx, event.tracked_device_index); + // frame consumed by mipmap generator + continue :main; + }, + .tracked_device_deactivated => { + std.log.debug("Device {} detached.", .{event.tracked_device_index}); + }, + .tracked_device_updated => { + std.log.debug("Device {} updated.", .{event.tracked_device_index}); + }, + else => {}, + }; + + // Process SteamVR controller state + { + var it = app.tracked_device_by_index.valueIterator(); + while (it.next()) |tracked_device| { + if (app.system.getControllerState(tracked_device.index)) |state| { + tracked_device.show = state.button_pressed == 0; + } + } + } + + // update poses + { + const poses = try app.compositor.allocWaitPoses(allocator, OpenVR.max_tracked_device_count, 0); + defer poses.deinit(allocator); + + for (poses.render_poses, 0..) |render_pose, device| { + if (render_pose.pose_is_valid) { + const device_to_absolute_tracking = matFromMatrix34(render_pose.device_to_absolute_tracking); + try device_pose_by_index.put(@intCast(device), device_to_absolute_tracking); + if (device == OpenVR.hmd) { + hmd_pose = zmath.inverse(device_to_absolute_tracking); + } + } else { + _ = device_pose_by_index.remove(@intCast(device)); + } + } + } + + // update controller axes + if (app.system.isInputAvailable()) { + axes.vertex_count = 0; + + var it = app.tracked_device_by_index.valueIterator(); + while (it.next()) |tracked_device| { + if (app.system.getTrackedDeviceClass(tracked_device.index) != .controller) { + continue; + } + if (device_pose_by_index.get(tracked_device.index)) |device_to_tracking| { + const center = zmath.mul(zmath.Vec{ 0, 0, 0, 1 }, device_to_tracking); + for (0..3) |i| { + const color = color: { + var color = [_]f32{ 0, 0, 0 }; + color[i] += 1; + break :color color; + }; + const point = point: { + var point = [_]f32{ 0, 0, 0, 1 }; + point[i] += 0.05; + break :point zmath.mul(@as(zmath.Vec, point), device_to_tracking); + }; + + axes.vertices_array[axes.vertex_count] = .{ + .position = @as([4]f32, center)[0..3].*, + .color = color, + }; + axes.vertex_count += 1; + + axes.vertices_array[axes.vertex_count] = .{ + .position = @as([4]f32, point)[0..3].*, + .color = color, + }; + axes.vertex_count += 1; + } + + { + const start = zmath.mul(zmath.Vec{ 0, 0, -0.02, 1 }, device_to_tracking); + const end = zmath.mul(zmath.Vec{ 0, 0, -39, 1 }, device_to_tracking); + const color = [_]f32{ 0.92, 0.92, 0.71 }; + + axes.vertices_array[axes.vertex_count] = .{ + .position = @as([4]f32, start)[0..3].*, + .color = color, + }; + axes.vertex_count += 1; + + axes.vertices_array[axes.vertex_count] = .{ + .position = @as([4]f32, end)[0..3].*, + .color = color, + }; + axes.vertex_count += 1; + } + } + } + + try gctx.writeResource( + AxesVertex, + axes.vertices.resource, + axes.vertices_array[0..axes.vertex_count], + ); + } + + { + gctx.beginFrame(); + defer gctx.endFrame(); + + app.compositor.setExplicitTimingMode(.explicit_application_performs_post_present_handoff); + + // render stereo targets + gctx.rsSetViewports(&.{ + .{ + .TopLeftX = 0.0, + .TopLeftY = 0.0, + .Width = @floatFromInt(render_target_size.width), + .Height = @floatFromInt(render_target_size.height), + .MinDepth = 0.0, + .MaxDepth = 1.0, + }, + }); + gctx.rsSetScissorRects(&.{ + .{ + .left = 0, + .top = 0, + .right = @intCast(render_target_size.width), + .bottom = @intCast(render_target_size.height), + }, + }); + for (eye_descs) |eye_desc| { + gctx.addTransitionBarrier(eye_desc.texture, .{ .RENDER_TARGET = true }); + gctx.flushResourceBarriers(); + + gctx.omSetRenderTargets( + &.{eye_desc.render_target_view_handle}, + false, + &eye_desc.depth_stencil_view_handle, + ); + gctx.clearRenderTargetView(eye_desc.render_target_view_handle, &.{ 0.0, 0.0, 0.0, 1.0 }, &.{}); + gctx.clearDepthStencilView(eye_desc.depth_stencil_view_handle, .{ .DEPTH = true }, 1.0, 0, &.{}); + + const current_view_projection = zmath.mul(hmd_pose, eye_matrix.get(eye_desc.eye)); + eye_desc.constant.ptr.model_view_projection = current_view_projection; + + if (show_cubes) { + // draw scene + gctx.setCurrentPipeline(scene.pipeline); + + gctx.setGraphicsRootConstantBufferView(0, eye_desc.constant.resource); + + gctx.setGraphicsRootDescriptorTable(1, &.{ + scene.texture.shader_resource_view_handle, + }); + + gctx.iaSetPrimitiveTopology(.TRIANGLELIST); + gctx.iaSetVertexBuffers(0, &.{scene.vertices.view}); + gctx.drawInstanced(@intCast(scene.vertex_count), 1, 0, 0); + } + + // draw the controller axis lines + { + gctx.setCurrentPipeline(axes.pipeline); + + gctx.setGraphicsRootConstantBufferView(0, eye_desc.constant.resource); + + gctx.iaSetPrimitiveTopology(.LINELIST); + gctx.iaSetVertexBuffers(0, &.{axes.vertices.view}); + gctx.drawInstanced(@intCast(axes.vertex_count), 1, 0, 0); + } + + // render model rendering + { + gctx.setCurrentPipeline(render_model.pipeline); + var it = app.tracked_device_by_index.valueIterator(); + while (it.next()) |tracked_device| { + if (!tracked_device.show) { + continue; + } + if (device_pose_by_index.get(tracked_device.index)) |device_to_tracking| { + { + const model_view_projection = zmath.mul(device_to_tracking, current_view_projection); + const constant = tracked_device.constants.get(eye_desc.eye); + // Update the CB with the transform + constant.ptr.model_view_projection = model_view_projection; + + // Bind the CB + gctx.setGraphicsRootConstantBufferView(0, constant.resource); + } + + // Bind the texture + gctx.setGraphicsRootDescriptorTable(1, &.{ + tracked_device.texture_shader_resource_view, + }); + + gctx.iaSetPrimitiveTopology(.TRIANGLELIST); + gctx.iaSetVertexBuffers(0, &.{tracked_device.vertices.view}); + gctx.iaSetIndexBuffer(&tracked_device.vertex_indices.view); + gctx.drawIndexedInstanced(@intCast(tracked_device.vertex_count), 1, 0, 0, 0); + } + } + } + + gctx.addTransitionBarrier(eye_desc.texture, .{ .PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + } + + // render companion window + gctx.setCurrentPipeline(companion.pipeline); + + const back_buffer = gctx.getBackBuffer(); + gctx.addTransitionBarrier(back_buffer.resource_handle, .{ .RENDER_TARGET = true }); + gctx.flushResourceBarriers(); + + gctx.omSetRenderTargets( + &.{back_buffer.descriptor_handle}, + true, + null, + ); + + gctx.rsSetViewports(&.{ + .{ + .TopLeftX = 0.0, + .TopLeftY = 0.0, + .Width = @floatFromInt(framebuffer_size[0]), + .Height = @floatFromInt(framebuffer_size[1]), + .MinDepth = 0.0, + .MaxDepth = 1.0, + }, + }); + gctx.rsSetScissorRects(&.{ + .{ + .left = 0, + .top = 0, + .right = framebuffer_size[0], + .bottom = framebuffer_size[1], + }, + }); + + gctx.iaSetPrimitiveTopology(.TRIANGLELIST); + gctx.iaSetVertexBuffers(0, &.{ + companion.vertices.view, + }); + gctx.iaSetIndexBuffer(&companion.vertex_indices.view); + + gctx.setGraphicsRootDescriptorTable(1, &.{ + eye_descs[0].shader_resource_view_handle, + }); + gctx.drawIndexedInstanced(companion.vertex_index_count / 2, 1, 0, 0, 0); + + gctx.setGraphicsRootDescriptorTable(1, &.{ + eye_descs[1].shader_resource_view_handle, + }); + gctx.drawIndexedInstanced(companion.vertex_index_count / 2, 1, companion.vertex_index_count / 2, 0, 0); + + for (eye_descs) |eye_desc| { + const dx12_texture = OpenVR.D3D12TextureData{ + .resource = @ptrCast(gctx.lookupResource(eye_desc.texture).?), + .command_queue = @ptrCast(gctx.cmdqueue), + .node_mask = 0, + }; + app.compositor.submit(eye_desc.eye, &.{ + .handle = @ptrCast(&dx12_texture), + .texture_type = .directx12, + .color_space = .gamma, + }, .{ + .u_min = 0, + .u_max = 1, + .v_min = 0, + .v_max = 1, + }, .{}) catch |err| switch (err) { + error.DoNotHaveFocus => {}, + else => return err, + }; + } + gctx.addTransitionBarrier(back_buffer.resource_handle, d3d12.RESOURCE_STATES.PRESENT); + gctx.flushResourceBarriers(); + + try app.compositor.submitExplicitTimingData(); + } + app.compositor.postPresentHandoff(); + } + + gctx.finishGpuCommands(); +} + +``` + +`samples/simple_raytracer/README.md`: + +```md +## simple raytracer + +This sample implements basic hybrid renderer. It uses rasterization to resolve primary rays and raytracing for shadow rays. + +**Right Mouse** button and **W, A, S, D** keys can be used to control the camera. + +![image](screenshot.png) + +``` + +`samples/simple_raytracer/build.zig`: + +```zig +const builtin = @import("builtin"); +const std = @import("std"); + +const content_dir = "simple_raytracer_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const exe = b.addExecutable(.{ + .name = "simple_raytracer", + .root_source_file = .{ .path = thisDir() ++ "/src/simple_raytracer.zig" }, + .target = options.target, + .optimize = options.optimize, + }); + + const zpix = b.dependency("zpix", .{ + .target = options.target, + }); + exe.root_module.addImport("zpix", zpix.module("root")); + + const zwindows = b.dependency("zwindows", .{ + .zxaudio2_debug_layer = options.zxaudio2_debug_layer, + .zd3d12_debug_layer = options.zd3d12_debug_layer, + .zd3d12_gbv = options.zd3d12_gbv, + }); + const zwindows_module = zwindows.module("zwindows"); + const zd3d12_module = zwindows.module("zd3d12"); + + exe.root_module.addImport("zwindows", zwindows_module); + exe.root_module.addImport("zd3d12", zd3d12_module); + + @import("../common/build.zig").link(exe, .{ + .zwindows = zwindows_module, + .zd3d12 = zd3d12_module, + }); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const install_content_step = b.addInstallDirectory(.{ + .source_dir = .{ .path = thisDir() ++ "/" ++ content_dir }, + .install_dir = .{ .custom = "" }, + .install_subdir = "bin/" ++ content_dir, + }); + if (builtin.os.tag == .windows or builtin.os.tag == .linux) { + const dxc_step = buildShaders(b); + exe.step.dependOn(dxc_step); + install_content_step.step.dependOn(dxc_step); + } + exe.step.dependOn(&install_content_step.step); + + // This is needed to export symbols from an .exe file. + // We export D3D12SDKVersion and D3D12SDKPath symbols which + // is required by DirectX 12 Agility SDK. + exe.rdynamic = true; + + @import("zwindows").install_d3d12(&exe.step, zwindows, .bin); + + return exe; +} + +fn buildShaders(b: *std.Build) *std.Build.Step { + const dxc_step = b.step("simple_raytracer-dxc", "Build shaders for 'simple raytracer' demo"); + + makeDxcCmd( + b, + dxc_step, + "../common/src/hlsl/common.hlsl", + "vsImGui", + "imgui.vs.cso", + "vs", + "PSO__IMGUI", + ); + makeDxcCmd( + b, + dxc_step, + "../common/src/hlsl/common.hlsl", + "psImGui", + "imgui.ps.cso", + "ps", + "PSO__IMGUI", + ); + makeDxcCmd( + b, + dxc_step, + "../common/src/hlsl/common.hlsl", + "csGenerateMipmaps", + "generate_mipmaps.cs.cso", + "cs", + "PSO__GENERATE_MIPMAPS", + ); + makeDxcCmd( + b, + dxc_step, + "src/simple_raytracer.hlsl", + "vsRastStaticMesh", + "rast_static_mesh.vs.cso", + "vs", + "PSO__RAST_STATIC_MESH", + ); + makeDxcCmd( + b, + dxc_step, + "src/simple_raytracer.hlsl", + "psRastStaticMesh", + "rast_static_mesh.ps.cso", + "ps", + "PSO__RAST_STATIC_MESH", + ); + makeDxcCmd( + b, + dxc_step, + "src/simple_raytracer.hlsl", + "vsZPrePass", + "z_pre_pass.vs.cso", + "vs", + "PSO__Z_PRE_PASS", + ); + makeDxcCmd( + b, + dxc_step, + "src/simple_raytracer.hlsl", + "psZPrePass", + "z_pre_pass.ps.cso", + "ps", + "PSO__Z_PRE_PASS", + ); + makeDxcCmd( + b, + dxc_step, + "src/simple_raytracer.hlsl", + "vsGenShadowRays", + "gen_shadow_rays.vs.cso", + "vs", + "PSO__GEN_SHADOW_RAYS", + ); + makeDxcCmd( + b, + dxc_step, + "src/simple_raytracer.hlsl", + "psGenShadowRays", + "gen_shadow_rays.ps.cso", + "ps", + "PSO__GEN_SHADOW_RAYS", + ); + makeDxcCmd( + b, + dxc_step, + "src/simple_raytracer.hlsl", + "", + "trace_shadow_rays.lib.cso", + "lib", + "PSO__TRACE_SHADOW_RAYS", + ); + + return dxc_step; +} + +fn makeDxcCmd( + b: *std.Build, + dxc_step: *std.Build.Step, + comptime input_path: []const u8, + comptime entry_point: []const u8, + comptime output_filename: []const u8, + comptime profile: []const u8, + comptime define: []const u8, +) void { + const shader_ver = "6_6"; + const shader_dir = thisDir() ++ "/" ++ content_dir ++ "shaders/"; + + const dxc_command = [9][]const u8{ + if (@import("builtin").target.os.tag == .windows) + thisDir() ++ "/../../libs/zwindows/bin/x64/dxc.exe" + else if (@import("builtin").target.os.tag == .linux) + thisDir() ++ "/../../libs/zwindows/bin/x64/dxc", + thisDir() ++ "/" ++ input_path, + if (entry_point.len == 0) "" else "/E " ++ entry_point, + "/Fo " ++ shader_dir ++ output_filename, + "/T " ++ profile ++ "_" ++ shader_ver, + if (define.len == 0) "" else "/D " ++ define, + "/WX", + "/Ges", + "/O3", + }; + + const cmd_step = b.addSystemCommand(&dxc_command); + if (@import("builtin").target.os.tag == .linux) + cmd_step.setEnvironmentVariable("LD_LIBRARY_PATH", thisDir() ++ "/../../libs/zwindows/bin/x64"); + dxc_step.dependOn(&cmd_step.step); +} + +inline fn thisDir() []const u8 { + return comptime std.fs.path.dirname(@src().file) orelse "."; +} + +``` + +`samples/simple_raytracer/src/simple_raytracer.hlsl`: + +```hlsl +#define GAMMA 2.2 +#define PI 3.1415926 +#define FLT_MAX 100000.0 + +struct Vertex { + float3 position; + float3 normal; + float2 texcoords0; + float4 tangent; +}; + +#if defined(PSO__RAST_STATIC_MESH) + +#define root_signature \ + "RootConstants(b0, num32BitConstants = 2), " \ + "DescriptorTable(SRV(t2, numDescriptors = 3), visibility = SHADER_VISIBILITY_PIXEL), " \ + "CBV(b1), " \ + "DescriptorTable(SRV(t0, numDescriptors = 2), visibility = SHADER_VISIBILITY_VERTEX), " \ + "DescriptorTable(SRV(t5), visibility = SHADER_VISIBILITY_PIXEL), " \ + "StaticSampler(s0, filter = FILTER_ANISOTROPIC, maxAnisotropy = 16, visibility = SHADER_VISIBILITY_PIXEL)" + +struct DrawRootConst { + uint vertex_offset; + uint index_offset; +}; +ConstantBuffer cbv_draw_root : register(b0); + +struct FrameConst { + float4x4 object_to_clip; + float4x4 object_to_world; + float3 camera_position; + float3 light_position; + int draw_mode; +}; +ConstantBuffer cbv_frame : register(b1); + +StructuredBuffer srv_vertex_buffer : register(t0); +Buffer srv_index_buffer : register(t1); + +[RootSignature(root_signature)] +void vsRastStaticMesh( + uint vertex_id : SV_VertexID, + out float4 out_position_clip : SV_Position, + out float3 out_position : _Position, + out float3 out_normal : _Normal, + out float2 out_texcoords0 : _Texcoords0, + out float4 out_tangent : _Tangent +) { + const uint vertex_index = srv_index_buffer[vertex_id + cbv_draw_root.index_offset] + cbv_draw_root.vertex_offset; + const Vertex vertex = srv_vertex_buffer[vertex_index]; + + out_position_clip = mul(float4(vertex.position, 1.0), cbv_frame.object_to_clip); + out_position = mul(float4(vertex.position, 1.0), cbv_frame.object_to_world).xyz; + out_normal = vertex.normal; + out_texcoords0 = vertex.texcoords0; + out_tangent = vertex.tangent; +} + +Texture2D srv_base_color_texture : register(t2); +Texture2D srv_metallic_roughness_texture : register(t3); +Texture2D srv_normal_texture: register(t4); + +Texture2D srv_shadow_mask: register(t5); + +SamplerState sam_aniso : register(s0); + +float3 fresnelSchlick(float cos_theta, float3 f0) { + return saturate(f0 + (1.0 - f0) * pow(1.0 - cos_theta, 5.0)); +} + +float distributionGgx(float3 n, float3 h, float roughness) { + float alpha = roughness * roughness; + float alpha_sq = alpha * alpha; + float n_dot_h = dot(n, h); + float n_dot_h_sq = n_dot_h * n_dot_h; + float k = n_dot_h_sq * alpha_sq + (1.0 - n_dot_h_sq); + return alpha_sq / (PI * k * k); +} + +float geometrySchlickGgx(float cos_theta, float roughness) { + float k = (roughness * roughness) * 0.5; + return cos_theta / (cos_theta * (1.0 - k) + k); +} + +// Geometry function returns probability [0.0, 1.0]. +float geometrySmith(float n_dot_l, float n_dot_v, float roughness) { + return saturate(geometrySchlickGgx(n_dot_v, roughness) * geometrySchlickGgx(n_dot_l, roughness)); +} + +[RootSignature(root_signature)] +void psRastStaticMesh( + float4 position_window : SV_Position, + float3 position : _Position, + float3 normal : _Normal, + float2 texcoords0 : _Texcoords0, + float4 tangent : _Tangent, + out float4 out_color : SV_Target0 +) { + float3 n = normalize(srv_normal_texture.Sample(sam_aniso, texcoords0).rgb * 2.0 - 1.0); + + normal = normalize(normal); + tangent.xyz = normalize(tangent.xyz); + const float3 bitangent = normalize(cross(normal, tangent.xyz)) * tangent.w; + + n = mul(n, float3x3(tangent.xyz, bitangent, normal)); + n = normalize(mul(n, (float3x3)cbv_frame.object_to_world)); + + float3 base_color = pow(srv_base_color_texture.Sample(sam_aniso, texcoords0).rgb, GAMMA); + + float metallic; + float roughness; + float ao; + { + const float3 rgb = srv_metallic_roughness_texture.Sample(sam_aniso, texcoords0).rgb; + roughness = rgb.g; + metallic = rgb.b; + ao = rgb.r; + } + + const float3 v = normalize(cbv_frame.camera_position - position); + const float n_dot_v = saturate(dot(n, v)); + + float3 f0 = float3(0.04, 0.04, 0.04); + f0 = lerp(f0, base_color, metallic); + + float3 lo = 0.0; + + const float3 l_vec = cbv_frame.light_position - position; + const float l_vec_len_sq = dot(l_vec, l_vec); + const float l_vec_len = sqrt(l_vec_len_sq); + + // Light contribution. + { + const float3 l_radiance = float3(70.0, 70.0, 50.0); + const float3 l = l_vec * rcp(l_vec_len); + + float3 h = normalize(l + v); + float n_dot_l = saturate(dot(n, l)); + float h_dot_v = saturate(dot(h, v)); + + float attenuation = max(rcp(l_vec_len_sq), 0.001); + float3 radiance = l_radiance * attenuation; + + float3 f = fresnelSchlick(h_dot_v, f0); + float nd = distributionGgx(n, h, roughness); + float g = geometrySmith(n_dot_l, n_dot_v, (roughness + 1.0) * 0.5); + + float3 specular = (nd * g * f) / max(4.0 * n_dot_v * n_dot_l, 0.001); + + float3 kd = (1.0 - f) * (1.0 - metallic); + + lo += (kd * (base_color / PI) + specular) * radiance * n_dot_l; + } + + const float3 ambient = 0.05 * base_color * ao; + + float3 color = ambient + lo; + + color = color / (color + 1.0); + color = pow(color, rcp(GAMMA)); + + const float hit_distance = srv_shadow_mask[position_window.xy]; + const float mask = (hit_distance > l_vec_len) ? 1.0 : 0.5; + + if (cbv_frame.draw_mode == 2) { + out_color = float4(mask, mask, mask, 1.0); + } else { + out_color = float4(color * mask, 1.0); + } +} + +#elif defined(PSO__Z_PRE_PASS) + +#define root_signature \ + "RootConstants(b0, num32BitConstants = 2), " \ + "CBV(b1), " \ + "DescriptorTable(SRV(t0, numDescriptors = 2), visibility = SHADER_VISIBILITY_VERTEX)" + +struct DrawRootConst { + uint vertex_offset; + uint index_offset; +}; +ConstantBuffer cbv_draw_root : register(b0); + +struct FrameConst { + float4x4 object_to_clip; +}; +ConstantBuffer cbv_frame : register(b1); + +StructuredBuffer srv_vertex_buffer : register(t0); +Buffer srv_index_buffer : register(t1); + +[RootSignature(root_signature)] +void vsZPrePass( + uint vertex_id : SV_VertexID, + out float4 out_position_clip : SV_Position +) { + const uint vertex_index = srv_index_buffer[vertex_id + cbv_draw_root.index_offset] + cbv_draw_root.vertex_offset; + const Vertex vertex = srv_vertex_buffer[vertex_index]; + + out_position_clip = mul(float4(vertex.position, 1.0), cbv_frame.object_to_clip); +} + +[RootSignature(root_signature)] +void psZPrePass( + float4 position_window : SV_Position +) { +} + +#elif defined(PSO__GEN_SHADOW_RAYS) + +#define root_signature \ + "RootConstants(b0, num32BitConstants = 2), " \ + "CBV(b1), " \ + "DescriptorTable(SRV(t0, numDescriptors = 2), visibility = SHADER_VISIBILITY_VERTEX), " \ + "DescriptorTable(UAV(u0), visibility = SHADER_VISIBILITY_PIXEL)" + +struct DrawRootConst { + uint vertex_offset; + uint index_offset; +}; +ConstantBuffer cbv_draw_root : register(b0); + +struct FrameConst { + float4x4 object_to_clip; + float4x4 object_to_world; +}; +ConstantBuffer cbv_frame : register(b1); + +StructuredBuffer srv_vertex_buffer : register(t0); +Buffer srv_index_buffer : register(t1); + +[RootSignature(root_signature)] +void vsGenShadowRays( + uint vertex_id : SV_VertexID, + out float4 out_position_clip : SV_Position, + out float3 out_position : _Position, + out float3 out_normal : _Normal +) { + const uint vertex_index = srv_index_buffer[vertex_id + cbv_draw_root.index_offset] + cbv_draw_root.vertex_offset; + const Vertex vertex = srv_vertex_buffer[vertex_index]; + + out_position_clip = mul(float4(vertex.position, 1.0), cbv_frame.object_to_clip); + out_position = mul(float4(vertex.position, 1.0), cbv_frame.object_to_world).xyz; + out_normal = mul(vertex.normal, (float3x3)cbv_frame.object_to_world); +} + +[earlydepthstencil] +[RootSignature(root_signature)] +void psGenShadowRays( + float4 position_window : SV_Position, + float3 position : _Position, + float3 normal : _Normal, + out float4 out_ray_origin : SV_Target0 +) { + float3 n = normalize(normal); + float3 ro = position + 0.001 * n; + out_ray_origin = float4(ro, 0.0); +} + +#elif defined(PSO__TRACE_SHADOW_RAYS) + +RaytracingShaderConfig g_shader_config = { + 4, // MaxPayloadSizeInBytes + 8, // MaxAttributeSizeInBytes +}; + +RaytracingPipelineConfig g_pipeline_config = { + 1, // MaxTraceRecursionDepth +}; + +GlobalRootSignature g_global_signature = { + "SRV(t0)," + "DescriptorTable(SRV(t1), UAV(u0))," + "CBV(b0)," +}; + +SubobjectToExportsAssociation g_assoc = { + "g_global_signature", "generateShadowRay" +}; + +TriangleHitGroup g_shadow_hit_group = { + "", "shadowClosestHit" +}; + +RaytracingAccelerationStructure srv_bvh : register(t0); +Texture2D srv_shadow_rays : register(t1); + +RWTexture2D uav_shadow_mask : register(u0); + +struct FrameConst { + float3 light_position; +}; +ConstantBuffer cbv_frame : register(b0); + +struct Payload { + float t; +}; + +[shader("raygeneration")] +void generateShadowRay() { + float3 ro = srv_shadow_rays[DispatchRaysIndex().xy].xyz; + + RayDesc ray; + ray.Origin = ro; + ray.Direction = normalize(cbv_frame.light_position - ro); + ray.TMin = 0.0; + ray.TMax = 100.0; + + Payload payload; + payload.t = FLT_MAX; + + TraceRay( + srv_bvh, + RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH, + 1, // InstanceInclusionMask + 0, // RayContributionToHitGroupIndex + 0, // MultiplierForGeometryContributionToHitGroupIndex + 0, // MissShaderIndex + ray, + payload + ); + + uav_shadow_mask[DispatchRaysIndex().xy] = payload.t; +} + +[shader("closesthit")] +void shadowClosestHit(inout Payload payload, BuiltInTriangleIntersectionAttributes) { + payload.t = RayTCurrent(); +} + +[shader("miss")] +void shadowMiss(inout Payload payload) { + payload.t = FLT_MAX; +} + +#endif + +``` + +`samples/simple_raytracer/src/simple_raytracer.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const assert = std.debug.assert; +const L = std.unicode.utf8ToUtf16LeStringLiteral; + +const zwindows = @import("zwindows"); +const windows = zwindows.windows; +const d3d12 = zwindows.d3d12; +const hrPanic = zwindows.hrPanic; +const hrPanicOnFail = zwindows.hrPanicOnFail; + +const zd3d12 = @import("zd3d12"); + +const common = @import("common"); +const c = common.c; +const vm = common.vectormath; +const GuiRenderer = common.GuiRenderer; +const zpix = @import("zpix"); + +const Vec2 = vm.Vec2; +const Vec3 = vm.Vec3; +const Vec4 = vm.Vec4; +const Mat4 = vm.Mat4; + +pub export const D3D12SDKVersion: u32 = 610; +pub export const D3D12SDKPath: [*:0]const u8 = ".\\d3d12\\"; + +const content_dir = @import("build_options").content_dir; + +const window_name = "zig-gamedev: simple raytracer"; +const window_width = 1920; +const window_height = 1080; + +const Vertex = struct { + position: Vec3, + normal: Vec3, + texcoords0: Vec2, + tangent: Vec4, +}; + +const Mesh = struct { + index_offset: u32, + vertex_offset: u32, + num_indices: u32, + num_vertices: u32, + material_index: u32, +}; + +const Material = struct { + base_color: Vec3, + roughness: f32, + metallic: f32, + base_color_tex_index: u16, + metallic_roughness_tex_index: u16, + normal_tex_index: u16, +}; + +const ResourceView = struct { + resource: zd3d12.ResourceHandle, + view: d3d12.CPU_DESCRIPTOR_HANDLE, +}; + +const PsoStaticMesh_FrameConst = struct { + object_to_clip: Mat4, + object_to_world: Mat4, + camera_position: Vec3, + padding0: f32 = 0.0, + light_position: Vec3, + draw_mode: i32, // 0 - no shadows, 1 - shadows, 2 - shadow mask +}; +comptime { + assert(@sizeOf(PsoStaticMesh_FrameConst) == 128 + 32); +} + +const PsoZPrePass_FrameConst = struct { + object_to_clip: Mat4, +}; + +const PsoGenShadowRays_FrameConst = struct { + object_to_clip: Mat4, + object_to_world: Mat4, +}; + +const PsoTraceShadowRays_FrameConst = struct { + light_position: Vec3, + padding0: f32 = 0.0, +}; + +const DemoState = struct { + gctx: zd3d12.GraphicsContext, + guir: GuiRenderer, + frame_stats: common.FrameStats, + + static_mesh_pso: zd3d12.PipelineHandle, + z_pre_pass_pso: zd3d12.PipelineHandle, + gen_shadow_rays_pso: zd3d12.PipelineHandle, + + trace_shadow_rays_stateobj: ?*d3d12.IStateObject, + trace_shadow_rays_rs: ?*d3d12.IRootSignature, + trace_shadow_rays_table: zd3d12.ResourceHandle, + + depth_texture: zd3d12.ResourceHandle, + depth_texture_dsv: d3d12.CPU_DESCRIPTOR_HANDLE, + depth_texture_srv: d3d12.CPU_DESCRIPTOR_HANDLE, + + shadow_rays_texture: zd3d12.ResourceHandle, + shadow_rays_texture_rtv: d3d12.CPU_DESCRIPTOR_HANDLE, + shadow_rays_texture_srv: d3d12.CPU_DESCRIPTOR_HANDLE, + + shadow_mask_texture: zd3d12.ResourceHandle, + shadow_mask_texture_uav: d3d12.CPU_DESCRIPTOR_HANDLE, + shadow_mask_texture_srv: d3d12.CPU_DESCRIPTOR_HANDLE, + + vertex_buffer: ResourceView, + index_buffer: ResourceView, + + blas_buffer: zd3d12.ResourceHandle, + tlas_buffer: zd3d12.ResourceHandle, + + meshes: std.ArrayList(Mesh), + materials: std.ArrayList(Material), + textures: std.ArrayList(ResourceView), + + camera: struct { + position: Vec3, + forward: Vec3, + pitch: f32, + yaw: f32, + }, + mouse: struct { + cursor_prev_x: i32, + cursor_prev_y: i32, + }, + light_position: Vec3, + + dxr_is_supported: bool, + dxr_draw_mode: i32, // 0 - no shadows, 1 - shadows, 2 - shadow mask +}; + +fn parseAndLoadGltfFile(path: []const u8) *c.cgltf_data { + var data: *c.cgltf_data = undefined; + const options = std.mem.zeroes(c.cgltf_options); + + var buffer: [std.fs.max_path_bytes]u8 = undefined; + var fba = std.heap.FixedBufferAllocator.init(buffer[0..]); + const allocator = fba.allocator(); + + const full_path = std.fs.path.joinZ(allocator, &.{ + std.fs.selfExeDirPathAlloc(allocator) catch unreachable, + path, + }) catch unreachable; + + // Parse. + { + const result = c.cgltf_parse_file( + &options, + full_path.ptr, + @as([*c][*c]c.cgltf_data, @ptrCast(&data)), + ); + assert(result == c.cgltf_result_success); + } + // Load. + { + const result = c.cgltf_load_buffers(&options, data, full_path.ptr); + assert(result == c.cgltf_result_success); + } + return data; +} + +fn appendMeshPrimitive( + data: *c.cgltf_data, + mesh_index: u32, + prim_index: u32, + indices: *std.ArrayList(u32), + positions: *std.ArrayList(Vec3), + normals: ?*std.ArrayList(Vec3), + texcoords0: ?*std.ArrayList(Vec2), + tangents: ?*std.ArrayList(Vec4), +) void { + assert(mesh_index < data.meshes_count); + assert(prim_index < data.meshes[mesh_index].primitives_count); + const num_vertices: u32 = @as(u32, @intCast(data.meshes[mesh_index].primitives[prim_index].attributes[0].data.*.count)); + const num_indices: u32 = @as(u32, @intCast(data.meshes[mesh_index].primitives[prim_index].indices.*.count)); + + // Indices. + { + indices.ensureTotalCapacity(indices.items.len + num_indices) catch unreachable; + + const accessor = data.meshes[mesh_index].primitives[prim_index].indices; + + assert(accessor.*.buffer_view != null); + assert(accessor.*.stride == accessor.*.buffer_view.*.stride or accessor.*.buffer_view.*.stride == 0); + assert((accessor.*.stride * accessor.*.count) == accessor.*.buffer_view.*.size); + assert(accessor.*.buffer_view.*.buffer.*.data != null); + + const data_addr = @as([*]const u8, @ptrCast(accessor.*.buffer_view.*.buffer.*.data)) + + accessor.*.offset + accessor.*.buffer_view.*.offset; + + if (accessor.*.stride == 1) { + assert(accessor.*.component_type == c.cgltf_component_type_r_8u); + const src = @as([*]const u8, @ptrCast(data_addr)); + var i: u32 = 0; + while (i < num_indices) : (i += 1) { + indices.appendAssumeCapacity(src[i]); + } + } else if (accessor.*.stride == 2) { + assert(accessor.*.component_type == c.cgltf_component_type_r_16u); + const src = @as([*]const u16, @ptrCast(@alignCast(data_addr))); + var i: u32 = 0; + while (i < num_indices) : (i += 1) { + indices.appendAssumeCapacity(src[i]); + } + } else if (accessor.*.stride == 4) { + assert(accessor.*.component_type == c.cgltf_component_type_r_32u); + const src = @as([*]const u32, @ptrCast(@alignCast(data_addr))); + var i: u32 = 0; + while (i < num_indices) : (i += 1) { + indices.appendAssumeCapacity(src[i]); + } + } else { + unreachable; + } + } + + // Attributes. + { + positions.resize(positions.items.len + num_vertices) catch unreachable; + if (normals != null) normals.?.resize(normals.?.items.len + num_vertices) catch unreachable; + if (texcoords0 != null) texcoords0.?.resize(texcoords0.?.items.len + num_vertices) catch unreachable; + if (tangents != null) tangents.?.resize(tangents.?.items.len + num_vertices) catch unreachable; + + const num_attribs: u32 = @as(u32, @intCast(data.meshes[mesh_index].primitives[prim_index].attributes_count)); + + var attrib_index: u32 = 0; + while (attrib_index < num_attribs) : (attrib_index += 1) { + const attrib = &data.meshes[mesh_index].primitives[prim_index].attributes[attrib_index]; + const accessor = attrib.data; + + assert(accessor.*.buffer_view != null); + assert(accessor.*.stride == accessor.*.buffer_view.*.stride or accessor.*.buffer_view.*.stride == 0); + assert((accessor.*.stride * accessor.*.count) == accessor.*.buffer_view.*.size); + assert(accessor.*.buffer_view.*.buffer.*.data != null); + + const data_addr = @as([*]const u8, @ptrCast(accessor.*.buffer_view.*.buffer.*.data)) + + accessor.*.offset + accessor.*.buffer_view.*.offset; + + const len = accessor.*.count * accessor.*.stride; + + if (attrib.*.type == c.cgltf_attribute_type_position) { + assert(accessor.*.type == c.cgltf_type_vec3); + assert(accessor.*.component_type == c.cgltf_component_type_r_32f); + @memcpy( + @as([*]u8, @ptrCast(positions.items.ptr + positions.items.len - num_vertices))[0..len], + data_addr[0..len], + ); + } else if (attrib.*.type == c.cgltf_attribute_type_normal and normals != null) { + assert(accessor.*.type == c.cgltf_type_vec3); + assert(accessor.*.component_type == c.cgltf_component_type_r_32f); + @memcpy( + @as([*]u8, @ptrCast(normals.?.items.ptr + normals.?.items.len - num_vertices))[0..len], + data_addr[0..len], + ); + } else if (attrib.*.type == c.cgltf_attribute_type_texcoord and texcoords0 != null) { + assert(accessor.*.type == c.cgltf_type_vec2); + assert(accessor.*.component_type == c.cgltf_component_type_r_32f); + @memcpy( + @as([*]u8, @ptrCast(texcoords0.?.items.ptr + texcoords0.?.items.len - num_vertices))[0..len], + data_addr[0..len], + ); + } else if (attrib.*.type == c.cgltf_attribute_type_tangent and tangents != null) { + assert(accessor.*.type == c.cgltf_type_vec4); + assert(accessor.*.component_type == c.cgltf_component_type_r_32f); + @memcpy( + @as([*]u8, @ptrCast(tangents.?.items.ptr + tangents.?.items.len - num_vertices))[0..len], + data_addr[0..len], + ); + } + } + } +} + +fn loadScene( + arena: std.mem.Allocator, + gctx: *zd3d12.GraphicsContext, + all_meshes: *std.ArrayList(Mesh), + all_vertices: *std.ArrayList(Vertex), + all_indices: *std.ArrayList(u32), + all_materials: *std.ArrayList(Material), + all_textures: *std.ArrayList(ResourceView), +) void { + var indices = std.ArrayList(u32).init(arena); + var positions = std.ArrayList(Vec3).init(arena); + var normals = std.ArrayList(Vec3).init(arena); + var texcoords0 = std.ArrayList(Vec2).init(arena); + var tangents = std.ArrayList(Vec4).init(arena); + + const data = parseAndLoadGltfFile(content_dir ++ "Sponza/Sponza.gltf"); + defer c.cgltf_free(data); + + const num_meshes = @as(u32, @intCast(data.meshes_count)); + var mesh_index: u32 = 0; + + while (mesh_index < num_meshes) : (mesh_index += 1) { + const num_prims = @as(u32, @intCast(data.meshes[mesh_index].primitives_count)); + var prim_index: u32 = 0; + + while (prim_index < num_prims) : (prim_index += 1) { + const pre_indices_len = indices.items.len; + const pre_positions_len = positions.items.len; + + appendMeshPrimitive( + data, + mesh_index, + prim_index, + &indices, + &positions, + &normals, + &texcoords0, + &tangents, + ); + + const num_materials = @as(u32, @intCast(data.materials_count)); + var material_index: u32 = 0; + var assigned_material_index: u32 = 0xffff_ffff; + + while (material_index < num_materials) : (material_index += 1) { + const prim = &data.meshes[mesh_index].primitives[prim_index]; + if (prim.material == &data.materials[material_index]) { + assigned_material_index = material_index; + break; + } + } + assert(assigned_material_index != 0xffff_ffff); + + all_meshes.append(.{ + .index_offset = @as(u32, @intCast(pre_indices_len)), + .vertex_offset = @as(u32, @intCast(pre_positions_len)), + .num_indices = @as(u32, @intCast(indices.items.len - pre_indices_len)), + .num_vertices = @as(u32, @intCast(positions.items.len - pre_positions_len)), + .material_index = assigned_material_index, + }) catch unreachable; + } + } + + all_indices.ensureTotalCapacity(indices.items.len) catch unreachable; + for (indices.items) |index| { + all_indices.appendAssumeCapacity(index); + } + + all_vertices.ensureTotalCapacity(positions.items.len) catch unreachable; + for (positions.items, 0..) |_, index| { + all_vertices.appendAssumeCapacity(.{ + .position = positions.items[index].scale(0.008), // NOTE(mziulek): Sponza requires scaling. + .normal = normals.items[index], + .texcoords0 = texcoords0.items[index], + .tangent = tangents.items[index], + }); + } + + const num_materials = @as(u32, @intCast(data.materials_count)); + var material_index: u32 = 0; + all_materials.ensureTotalCapacity(num_materials) catch unreachable; + + while (material_index < num_materials) : (material_index += 1) { + const gltf_material = &data.materials[material_index]; + assert(gltf_material.has_pbr_metallic_roughness == 1); + + const mr = &gltf_material.pbr_metallic_roughness; + + const num_images = @as(u32, @intCast(data.images_count)); + const invalid_image_index = num_images; + + var base_color_tex_index: u32 = invalid_image_index; + var metallic_roughness_tex_index: u32 = invalid_image_index; + var normal_tex_index: u32 = invalid_image_index; + + var image_index: u32 = 0; + + while (image_index < num_images) : (image_index += 1) { + const image = &data.images[image_index]; + assert(image.uri != null); + + if (mr.base_color_texture.texture != null and + mr.base_color_texture.texture.*.image.*.uri == image.uri) + { + assert(base_color_tex_index == invalid_image_index); + base_color_tex_index = image_index; + } + + if (mr.metallic_roughness_texture.texture != null and + mr.metallic_roughness_texture.texture.*.image.*.uri == image.uri) + { + assert(metallic_roughness_tex_index == invalid_image_index); + metallic_roughness_tex_index = image_index; + } + + if (gltf_material.normal_texture.texture != null and + gltf_material.normal_texture.texture.*.image.*.uri == image.uri) + { + assert(normal_tex_index == invalid_image_index); + normal_tex_index = image_index; + } + } + assert(base_color_tex_index != invalid_image_index); + + all_materials.appendAssumeCapacity(.{ + .base_color = Vec3.init(mr.base_color_factor[0], mr.base_color_factor[1], mr.base_color_factor[2]), + .roughness = mr.roughness_factor, + .metallic = mr.metallic_factor, + .base_color_tex_index = @as(u16, @intCast(base_color_tex_index)), + .metallic_roughness_tex_index = @as(u16, @intCast(metallic_roughness_tex_index)), + .normal_tex_index = @as(u16, @intCast(normal_tex_index)), + }); + } + + const num_images = @as(u32, @intCast(data.images_count)); + var image_index: u32 = 0; + all_textures.ensureTotalCapacity(num_images + 1) catch unreachable; + + while (image_index < num_images) : (image_index += 1) { + const image = &data.images[image_index]; + + const relpath = std.fmt.allocPrint( + arena, + content_dir ++ "Sponza/{s}", + .{image.uri}, + ) catch unreachable; + + const texture = gctx.createAndUploadTex2dFromFile(relpath, .{}) catch unreachable; + const view = gctx.allocateCpuDescriptors(.CBV_SRV_UAV, 1); + gctx.device.CreateShaderResourceView(gctx.lookupResource(texture).?, null, view); + + all_textures.appendAssumeCapacity(.{ .resource = texture, .view = view }); + } + + const texture_4x4 = ResourceView{ + .resource = gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initTex2d(.R8G8B8A8_UNORM, 4, 4, 0), + .{ .PIXEL_SHADER_RESOURCE = true }, + null, + ) catch |err| hrPanic(err), + .view = gctx.allocateCpuDescriptors(.CBV_SRV_UAV, 1), + }; + gctx.device.CreateShaderResourceView(gctx.lookupResource(texture_4x4.resource).?, null, texture_4x4.view); + + all_textures.appendAssumeCapacity(texture_4x4); +} + +fn init(allocator: std.mem.Allocator) !DemoState { + const window = try common.initWindow(allocator, window_name, window_width, window_height); + + var arena_allocator_state = std.heap.ArenaAllocator.init(allocator); + defer arena_allocator_state.deinit(); + const arena_allocator = arena_allocator_state.allocator(); + + _ = zpix.loadGpuCapturerLibrary(); + _ = zpix.setTargetWindow(window); + _ = zpix.beginCapture( + .{ .GPU = true }, + &.{ .gpu_capture_params = .{ .FileName = L("capture.wpix") } }, + ); + + var gctx = zd3d12.GraphicsContext.init(.{ + .allocator = allocator, + .window = window, + }); + + // Check for DirectX Raytracing (DXR) support. + const dxr_is_supported = blk: { + var options5: d3d12.FEATURE_DATA_D3D12_OPTIONS5 = undefined; + const res = gctx.device.CheckFeatureSupport( + .OPTIONS5, + &options5, + @sizeOf(d3d12.FEATURE_DATA_D3D12_OPTIONS5), + ); + break :blk options5.RaytracingTier != .NOT_SUPPORTED and res == windows.S_OK; + }; + const dxr_draw_mode = @intFromBool(dxr_is_supported); + + const static_mesh_pso = blk: { + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.RTVFormats[0] = .R8G8B8A8_UNORM; + pso_desc.NumRenderTargets = 1; + pso_desc.DSVFormat = .D32_FLOAT; + pso_desc.DepthStencilState.DepthFunc = .LESS_EQUAL; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/rast_static_mesh.vs.cso")); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/rast_static_mesh.ps.cso")); + + break :blk gctx.createGraphicsShaderPipeline(&pso_desc); + }; + + const z_pre_pass_pso = blk: { + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.RTVFormats[0] = .UNKNOWN; + pso_desc.NumRenderTargets = 0; + pso_desc.BlendState.RenderTarget[0].RenderTargetWriteMask = .{}; + pso_desc.DSVFormat = .D32_FLOAT; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/z_pre_pass.vs.cso")); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/z_pre_pass.ps.cso")); + + break :blk gctx.createGraphicsShaderPipeline(&pso_desc); + }; + + const gen_shadow_rays_pso = blk: { + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.RTVFormats[0] = .R32G32B32A32_FLOAT; + pso_desc.NumRenderTargets = 1; + pso_desc.DSVFormat = .D32_FLOAT; + pso_desc.DepthStencilState.DepthWriteMask = .ZERO; + pso_desc.DepthStencilState.DepthFunc = .LESS_EQUAL; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/gen_shadow_rays.vs.cso")); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/gen_shadow_rays.ps.cso")); + + break :blk gctx.createGraphicsShaderPipeline(&pso_desc); + }; + + // Create 'trace shadow rays' RT state object. + var trace_shadow_rays_stateobj: ?*d3d12.IStateObject = null; + var trace_shadow_rays_rs: ?*d3d12.IRootSignature = null; + if (dxr_is_supported) { + const full_path = std.fs.path.join(arena_allocator, &.{ + std.fs.selfExeDirPathAlloc(arena_allocator) catch unreachable, + content_dir ++ "shaders/trace_shadow_rays.lib.cso", + }) catch unreachable; + + const cso_file = std.fs.openFileAbsolute(full_path, .{}) catch unreachable; + defer cso_file.close(); + + const cso_code = cso_file.reader().readAllAlloc(arena_allocator, 256 * 1024) catch unreachable; + + const lib_desc = d3d12.DXIL_LIBRARY_DESC{ + .DXILLibrary = .{ .pShaderBytecode = cso_code.ptr, .BytecodeLength = cso_code.len }, + .NumExports = 0, + .pExports = null, + }; + + const subobject = d3d12.STATE_SUBOBJECT{ + .Type = .DXIL_LIBRARY, + .pDesc = &lib_desc, + }; + + const state_object_desc = d3d12.STATE_OBJECT_DESC{ + .Type = .RAYTRACING_PIPELINE, + .NumSubobjects = 1, + .pSubobjects = @as([*]const d3d12.STATE_SUBOBJECT, @ptrCast(&subobject)), + }; + + hrPanicOnFail(gctx.device.CreateStateObject( + &state_object_desc, + &d3d12.IID_IStateObject, + @as(*?*anyopaque, @ptrCast(&trace_shadow_rays_stateobj)), + )); + hrPanicOnFail(gctx.device.CreateRootSignature( + 0, + cso_code.ptr, + cso_code.len, + &d3d12.IID_IRootSignature, + @as(*?*anyopaque, @ptrCast(&trace_shadow_rays_rs)), + )); + } + + const trace_shadow_rays_table = gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(64 * 1024), + .{ .COPY_DEST = true }, + null, + ) catch |err| hrPanic(err); + + const depth_texture = gctx.createCommittedResource( + .DEFAULT, + .{}, + &blk: { + var desc = d3d12.RESOURCE_DESC.initTex2d(.D32_FLOAT, gctx.viewport_width, gctx.viewport_height, 1); + desc.Flags = .{ .ALLOW_DEPTH_STENCIL = true }; + break :blk desc; + }, + .{ .DEPTH_WRITE = true }, + &d3d12.CLEAR_VALUE.initDepthStencil(.D32_FLOAT, 1.0, 0), + ) catch |err| hrPanic(err); + + const depth_texture_dsv = gctx.allocateCpuDescriptors(.DSV, 1); + const depth_texture_srv = gctx.allocateCpuDescriptors(.CBV_SRV_UAV, 1); + + gctx.device.CreateDepthStencilView(gctx.lookupResource(depth_texture).?, null, depth_texture_dsv); + gctx.device.CreateShaderResourceView( + gctx.lookupResource(depth_texture).?, + &d3d12.SHADER_RESOURCE_VIEW_DESC{ + .Format = .R32_FLOAT, + .ViewDimension = .TEXTURE2D, + .Shader4ComponentMapping = d3d12.DEFAULT_SHADER_4_COMPONENT_MAPPING, + .u = .{ + .Texture2D = .{ + .MostDetailedMip = 0, + .MipLevels = 1, + .PlaneSlice = 0, + .ResourceMinLODClamp = 0.0, + }, + }, + }, + depth_texture_srv, + ); + + const shadow_rays_texture = gctx.createCommittedResource( + .DEFAULT, + .{}, + &blk: { + var desc = d3d12.RESOURCE_DESC.initTex2d( + .R32G32B32A32_FLOAT, + gctx.viewport_width, + gctx.viewport_height, + 1, + ); + desc.Flags = .{ .ALLOW_RENDER_TARGET = true }; + break :blk desc; + }, + .{ .RENDER_TARGET = true }, + &d3d12.CLEAR_VALUE.initColor(.R32G32B32A32_FLOAT, &.{ 0.0, 0.0, 0.0, 0.0 }), + ) catch |err| hrPanic(err); + + const shadow_rays_texture_rtv = gctx.allocateCpuDescriptors(.RTV, 1); + const shadow_rays_texture_srv = gctx.allocateCpuDescriptors(.CBV_SRV_UAV, 1); + + gctx.device.CreateRenderTargetView( + gctx.lookupResource(shadow_rays_texture).?, + null, + shadow_rays_texture_rtv, + ); + gctx.device.CreateShaderResourceView( + gctx.lookupResource(shadow_rays_texture).?, + null, + shadow_rays_texture_srv, + ); + + const shadow_mask_texture = gctx.createCommittedResource( + .DEFAULT, + .{}, + &blk: { + var desc = d3d12.RESOURCE_DESC.initTex2d(.R32_FLOAT, gctx.viewport_width, gctx.viewport_height, 1); + desc.Flags = .{ .ALLOW_UNORDERED_ACCESS = true }; + break :blk desc; + }, + .{ .UNORDERED_ACCESS = true }, + null, + ) catch |err| hrPanic(err); + + const shadow_mask_texture_uav = gctx.allocateCpuDescriptors(.CBV_SRV_UAV, 1); + const shadow_mask_texture_srv = gctx.allocateCpuDescriptors(.CBV_SRV_UAV, 1); + + gctx.device.CreateUnorderedAccessView( + gctx.lookupResource(shadow_mask_texture).?, + null, + null, + shadow_mask_texture_uav, + ); + gctx.device.CreateShaderResourceView( + gctx.lookupResource(shadow_mask_texture).?, + null, + shadow_mask_texture_srv, + ); + + var mipgen_rgba8 = zd3d12.MipmapGenerator.init(arena_allocator, &gctx, .R8G8B8A8_UNORM, content_dir); + + // + // Begin frame to init/upload resources on the GPU. + // + gctx.beginFrame(); + + const guir = GuiRenderer.init(arena_allocator, &gctx, 1, content_dir); + + var all_meshes = std.ArrayList(Mesh).init(allocator); + var all_vertices = std.ArrayList(Vertex).init(arena_allocator); + var all_indices = std.ArrayList(u32).init(arena_allocator); + var all_materials = std.ArrayList(Material).init(allocator); + var all_textures = std.ArrayList(ResourceView).init(allocator); + loadScene( + arena_allocator, + &gctx, + &all_meshes, + &all_vertices, + &all_indices, + &all_materials, + &all_textures, + ); + + for (all_textures.items) |texture| { + mipgen_rgba8.generateMipmaps(&gctx, texture.resource); + gctx.addTransitionBarrier(texture.resource, .{ .PIXEL_SHADER_RESOURCE = true }); + } + gctx.flushResourceBarriers(); + + const vertex_buffer = .{ + .resource = gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(all_vertices.items.len * @sizeOf(Vertex)), + .{ .COPY_DEST = true }, + null, + ) catch |err| hrPanic(err), + .view = gctx.allocateCpuDescriptors(.CBV_SRV_UAV, 1), + }; + gctx.device.CreateShaderResourceView( + gctx.lookupResource(vertex_buffer.resource).?, + &d3d12.SHADER_RESOURCE_VIEW_DESC.initStructuredBuffer( + 0, + @as(u32, @intCast(all_vertices.items.len)), + @sizeOf(Vertex), + ), + vertex_buffer.view, + ); + + const index_buffer = .{ + .resource = gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(all_indices.items.len * @sizeOf(u32)), + .{ .COPY_DEST = true }, + null, + ) catch |err| hrPanic(err), + .view = gctx.allocateCpuDescriptors(.CBV_SRV_UAV, 1), + }; + gctx.device.CreateShaderResourceView( + gctx.lookupResource(index_buffer.resource).?, + &d3d12.SHADER_RESOURCE_VIEW_DESC.initTypedBuffer(.R32_UINT, 0, @as(u32, @intCast(all_indices.items.len))), + index_buffer.view, + ); + + // Upload vertex buffer. + { + const upload = gctx.allocateUploadBufferRegion(Vertex, @as(u32, @intCast(all_vertices.items.len))); + for (all_vertices.items, 0..) |vertex, i| { + upload.cpu_slice[i] = vertex; + } + gctx.cmdlist.CopyBufferRegion( + gctx.lookupResource(vertex_buffer.resource).?, + 0, + upload.buffer, + upload.buffer_offset, + upload.cpu_slice.len * @sizeOf(@TypeOf(upload.cpu_slice[0])), + ); + gctx.addTransitionBarrier(vertex_buffer.resource, .{ .NON_PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + } + + // Upload index buffer. + { + const upload = gctx.allocateUploadBufferRegion(u32, @as(u32, @intCast(all_indices.items.len))); + for (all_indices.items, 0..) |index, i| { + upload.cpu_slice[i] = index; + } + gctx.cmdlist.CopyBufferRegion( + gctx.lookupResource(index_buffer.resource).?, + 0, + upload.buffer, + upload.buffer_offset, + upload.cpu_slice.len * @sizeOf(@TypeOf(upload.cpu_slice[0])), + ); + gctx.addTransitionBarrier(index_buffer.resource, .{ .NON_PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + } + + var temp_resources = std.ArrayList(zd3d12.ResourceHandle).init(arena_allocator); + + // Create "Bottom Level Acceleration Structure" (blas). + const blas_buffer = if (dxr_is_supported) blk_blas: { + var geometry_descs = std.ArrayList(d3d12.RAYTRACING_GEOMETRY_DESC).initCapacity( + arena_allocator, + all_meshes.items.len, + ) catch unreachable; + + const vertex_buffer_addr = gctx.lookupResource(vertex_buffer.resource).?.GetGPUVirtualAddress(); + const index_buffer_addr = gctx.lookupResource(index_buffer.resource).?.GetGPUVirtualAddress(); + + for (all_meshes.items) |mesh| { + const desc = d3d12.RAYTRACING_GEOMETRY_DESC{ + .Flags = .{ .OPAQUE = true }, + .Type = .TRIANGLES, + .u = .{ + .Triangles = .{ + .Transform3x4 = 0, + .IndexFormat = .R32_UINT, + .VertexFormat = .R32G32B32_FLOAT, + .IndexCount = mesh.num_indices, + .VertexCount = mesh.num_vertices, + .IndexBuffer = index_buffer_addr + mesh.index_offset * @sizeOf(u32), + .VertexBuffer = .{ + .StrideInBytes = @sizeOf(Vertex), + .StartAddress = vertex_buffer_addr + mesh.vertex_offset * @sizeOf(Vertex), + }, + }, + }, + }; + geometry_descs.appendAssumeCapacity(desc); + } + + const blas_inputs = d3d12.BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS{ + .Type = .BOTTOM_LEVEL, + .Flags = .{ .PREFER_FAST_TRACE = true }, + .NumDescs = @as(u32, @intCast(geometry_descs.items.len)), + .DescsLayout = .ARRAY, + .u = .{ + .pGeometryDescs = geometry_descs.items.ptr, + }, + }; + + var blas_build_info: d3d12.RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO = undefined; + gctx.device.GetRaytracingAccelerationStructurePrebuildInfo(&blas_inputs, &blas_build_info); + std.log.info("BLAS: {}", .{blas_build_info}); + + const blas_scratch_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &blk: { + var desc = d3d12.RESOURCE_DESC.initBuffer(blas_build_info.ScratchDataSizeInBytes); + desc.Flags = .{ .ALLOW_UNORDERED_ACCESS = true }; + break :blk desc; + }, + .{ .UNORDERED_ACCESS = true }, + null, + ) catch |err| hrPanic(err); + temp_resources.append(blas_scratch_buffer) catch unreachable; + + const blas_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &blk: { + var desc = d3d12.RESOURCE_DESC.initBuffer(blas_build_info.ResultDataMaxSizeInBytes); + desc.Flags = .{ .ALLOW_UNORDERED_ACCESS = true }; + break :blk desc; + }, + .{ .RAYTRACING_ACCELERATION_STRUCTURE = true }, + null, + ) catch |err| hrPanic(err); + + const blas_desc = d3d12.BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC{ + .DestAccelerationStructureData = gctx.lookupResource(blas_buffer).?.GetGPUVirtualAddress(), + .Inputs = blas_inputs, + .SourceAccelerationStructureData = 0, + .ScratchAccelerationStructureData = gctx.lookupResource(blas_scratch_buffer).?.GetGPUVirtualAddress(), + }; + gctx.cmdlist.BuildRaytracingAccelerationStructure(&blas_desc, 0, null); + gctx.cmdlist.ResourceBarrier( + 1, + &[_]d3d12.RESOURCE_BARRIER{ + d3d12.RESOURCE_BARRIER.initUav(gctx.lookupResource(blas_buffer).?), + }, + ); + + break :blk_blas blas_buffer; + } else blk_blas: { + // DXR is not supported. Create a dummy BLAS buffer to simplify code. + break :blk_blas gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(1), + d3d12.RESOURCE_STATES.COMMON, + null, + ) catch |err| hrPanic(err); + }; + + // Create "Top Level Acceleration Structure" (tlas). + const tlas_buffer = if (dxr_is_supported) blk_tlas: { + const instance_desc = d3d12.RAYTRACING_INSTANCE_DESC{ + .Transform = [3][4]f32{ + [4]f32{ 1.0, 0.0, 0.0, 0.0 }, + [4]f32{ 0.0, 1.0, 0.0, 0.0 }, + [4]f32{ 0.0, 0.0, 1.0, 0.0 }, + }, + .p = .{ + .InstanceID = 0, + .InstanceMask = 1, + .InstanceContributionToHitGroupIndex = 0, + .Flags = 0, + }, + .AccelerationStructure = gctx.lookupResource(blas_buffer).?.GetGPUVirtualAddress(), + }; + + const instance_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(@sizeOf(d3d12.RAYTRACING_INSTANCE_DESC)), + .{ .COPY_DEST = true }, + null, + ) catch |err| hrPanic(err); + temp_resources.append(instance_buffer) catch unreachable; + + // Upload instance desc to instance buffer. + { + const upload = gctx.allocateUploadBufferRegion(d3d12.RAYTRACING_INSTANCE_DESC, 1); + upload.cpu_slice[0] = instance_desc; + + gctx.cmdlist.CopyBufferRegion( + gctx.lookupResource(instance_buffer).?, + 0, + upload.buffer, + upload.buffer_offset, + upload.cpu_slice.len * @sizeOf(@TypeOf(upload.cpu_slice[0])), + ); + gctx.addTransitionBarrier(instance_buffer, .{ .NON_PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + } + + const tlas_inputs = d3d12.BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS{ + .Type = .TOP_LEVEL, + .Flags = .{ .PREFER_FAST_TRACE = true }, + .NumDescs = 1, + .DescsLayout = .ARRAY, + .u = .{ + .InstanceDescs = gctx.lookupResource(instance_buffer).?.GetGPUVirtualAddress(), + }, + }; + + var tlas_build_info: d3d12.RAYTRACING_ACCELERATION_STRUCTURE_PREBUILD_INFO = undefined; + gctx.device.GetRaytracingAccelerationStructurePrebuildInfo(&tlas_inputs, &tlas_build_info); + std.log.info("TLAS: {}", .{tlas_build_info}); + + const tlas_scratch_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &blk: { + var desc = d3d12.RESOURCE_DESC.initBuffer(tlas_build_info.ScratchDataSizeInBytes); + desc.Flags = .{ .ALLOW_UNORDERED_ACCESS = true }; + break :blk desc; + }, + .{ .UNORDERED_ACCESS = true }, + null, + ) catch |err| hrPanic(err); + temp_resources.append(tlas_scratch_buffer) catch unreachable; + + const tlas_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &blk: { + var desc = d3d12.RESOURCE_DESC.initBuffer(tlas_build_info.ResultDataMaxSizeInBytes); + desc.Flags = .{ .ALLOW_UNORDERED_ACCESS = true }; + break :blk desc; + }, + .{ .RAYTRACING_ACCELERATION_STRUCTURE = true }, + null, + ) catch |err| hrPanic(err); + + const tlas_desc = d3d12.BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC{ + .DestAccelerationStructureData = gctx.lookupResource(tlas_buffer).?.GetGPUVirtualAddress(), + .Inputs = tlas_inputs, + .SourceAccelerationStructureData = 0, + .ScratchAccelerationStructureData = gctx.lookupResource(tlas_scratch_buffer).?.GetGPUVirtualAddress(), + }; + gctx.cmdlist.BuildRaytracingAccelerationStructure(&tlas_desc, 0, null); + gctx.cmdlist.ResourceBarrier( + 1, + &[_]d3d12.RESOURCE_BARRIER{ + d3d12.RESOURCE_BARRIER.initUav(gctx.lookupResource(tlas_buffer).?), + }, + ); + + break :blk_tlas tlas_buffer; + } else blk_tlas: { + // DXR is not supported. Create a dummy TLAS buffer to simplify code. + break :blk_tlas gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(1), + d3d12.RESOURCE_STATES.COMMON, + null, + ) catch |err| hrPanic(err); + }; + + gctx.endFrame(); + gctx.finishGpuCommands(); + + _ = zpix.endCapture(); + + mipgen_rgba8.deinit(&gctx); + for (temp_resources.items) |resource| { + gctx.destroyResource(resource); + } + + return DemoState{ + .gctx = gctx, + .guir = guir, + .frame_stats = common.FrameStats.init(), + .static_mesh_pso = static_mesh_pso, + .z_pre_pass_pso = z_pre_pass_pso, + .gen_shadow_rays_pso = gen_shadow_rays_pso, + .trace_shadow_rays_stateobj = trace_shadow_rays_stateobj, + .trace_shadow_rays_rs = trace_shadow_rays_rs, + .trace_shadow_rays_table = trace_shadow_rays_table, + .shadow_rays_texture = shadow_rays_texture, + .shadow_rays_texture_rtv = shadow_rays_texture_rtv, + .shadow_rays_texture_srv = shadow_rays_texture_srv, + .shadow_mask_texture = shadow_mask_texture, + .shadow_mask_texture_uav = shadow_mask_texture_uav, + .shadow_mask_texture_srv = shadow_mask_texture_srv, + .meshes = all_meshes, + .materials = all_materials, + .textures = all_textures, + .depth_texture = depth_texture, + .depth_texture_dsv = depth_texture_dsv, + .depth_texture_srv = depth_texture_srv, + .vertex_buffer = vertex_buffer, + .index_buffer = index_buffer, + .blas_buffer = blas_buffer, + .tlas_buffer = tlas_buffer, + .camera = .{ + .position = Vec3.init(0.0, 1.0, 0.0), + .forward = Vec3.initZero(), + .pitch = 0.0, + .yaw = math.pi + 0.25 * math.pi, + }, + .mouse = .{ + .cursor_prev_x = 0, + .cursor_prev_y = 0, + }, + .light_position = Vec3.init(0.0, 5.0, 0.0), + .dxr_is_supported = dxr_is_supported, + .dxr_draw_mode = dxr_draw_mode, + }; +} + +fn deinit(demo: *DemoState, allocator: std.mem.Allocator) void { + demo.gctx.finishGpuCommands(); + if (demo.dxr_is_supported) { + _ = demo.trace_shadow_rays_stateobj.?.Release(); + _ = demo.trace_shadow_rays_rs.?.Release(); + } + demo.meshes.deinit(); + demo.materials.deinit(); + demo.textures.deinit(); + demo.guir.deinit(&demo.gctx); + demo.gctx.deinit(allocator); + common.deinitWindow(allocator); + demo.* = undefined; +} + +fn update(demo: *DemoState) void { + demo.frame_stats.update(demo.gctx.window, window_name); + + common.newImGuiFrame(demo.frame_stats.delta_time); + + c.igSetNextWindowPos( + c.ImVec2{ .x = @as(f32, @floatFromInt(demo.gctx.viewport_width)) - 600.0 - 20, .y = 20.0 }, + c.ImGuiCond_FirstUseEver, + c.ImVec2{ .x = 0.0, .y = 0.0 }, + ); + c.igSetNextWindowSize(c.ImVec2{ .x = 600.0, .y = 0.0 }, c.ImGuiCond_FirstUseEver); + _ = c.igBegin( + "Demo Settings", + null, + c.ImGuiWindowFlags_NoMove | c.ImGuiWindowFlags_NoResize | c.ImGuiWindowFlags_NoSavedSettings, + ); + if (demo.dxr_is_supported) { + c.igTextColored( + c.ImVec4{ .x = 0.0, .y = 0.75, .z = 0.0, .w = 1.0 }, + "DirectX Raytracing (DXR) is supported.", + "", + ); + } else { + c.igTextColored( + c.ImVec4{ .x = 0.75, .y = 0.0, .z = 0.0, .w = 1.0 }, + "DirectX Raytracing (DXR) is NOT supported.", + "", + ); + } + c.igBeginDisabled(!demo.dxr_is_supported); + _ = c.igRadioButton_IntPtr("No Shadows", &demo.dxr_draw_mode, 0); + _ = c.igRadioButton_IntPtr("Shadows", &demo.dxr_draw_mode, 1); + _ = c.igRadioButton_IntPtr("Shadow Mask", &demo.dxr_draw_mode, 2); + c.igEndDisabled(); + c.igEnd(); + + // Handle camera rotation with mouse. + { + var pos: windows.POINT = undefined; + _ = windows.GetCursorPos(&pos); + const delta_x = @as(f32, @floatFromInt(pos.x)) - @as(f32, @floatFromInt(demo.mouse.cursor_prev_x)); + const delta_y = @as(f32, @floatFromInt(pos.y)) - @as(f32, @floatFromInt(demo.mouse.cursor_prev_y)); + demo.mouse.cursor_prev_x = pos.x; + demo.mouse.cursor_prev_y = pos.y; + + if (windows.GetAsyncKeyState(windows.VK_RBUTTON) < 0) { + demo.camera.pitch += 0.0025 * delta_y; + demo.camera.yaw += 0.0025 * delta_x; + demo.camera.pitch = @min(demo.camera.pitch, 0.48 * math.pi); + demo.camera.pitch = @max(demo.camera.pitch, -0.48 * math.pi); + demo.camera.yaw = vm.modAngle(demo.camera.yaw); + } + } + + // Handle camera movement with 'WASD' keys. + { + const speed: f32 = 5.0; + const delta_time = demo.frame_stats.delta_time; + const transform = Mat4.initRotationX(demo.camera.pitch).mul(Mat4.initRotationY(demo.camera.yaw)); + var forward = Vec3.init(0.0, 0.0, 1.0).transform(transform).normalize(); + + demo.camera.forward = forward; + const right = Vec3.init(0.0, 1.0, 0.0).cross(forward).normalize().scale(speed * delta_time); + forward = forward.scale(speed * delta_time); + + if (windows.GetAsyncKeyState('W') < 0) { + demo.camera.position = demo.camera.position.add(forward); + } else if (windows.GetAsyncKeyState('S') < 0) { + demo.camera.position = demo.camera.position.sub(forward); + } + if (windows.GetAsyncKeyState('D') < 0) { + demo.camera.position = demo.camera.position.add(right); + } else if (windows.GetAsyncKeyState('A') < 0) { + demo.camera.position = demo.camera.position.sub(right); + } + } + + demo.light_position.c[0] = @as(f32, @floatCast(0.5 * @sin(0.25 * demo.frame_stats.time))); +} + +fn draw(demo: *DemoState) void { + var gctx = &demo.gctx; + gctx.beginFrame(); + + const cam_world_to_view = vm.Mat4.initLookToLh( + demo.camera.position, + demo.camera.forward, + vm.Vec3.init(0.0, 1.0, 0.0), + ); + const cam_view_to_clip = vm.Mat4.initPerspectiveFovLh( + math.pi / 3.0, + @as(f32, @floatFromInt(gctx.viewport_width)) / @as(f32, @floatFromInt(gctx.viewport_height)), + 0.1, + 50.0, + ); + const cam_world_to_clip = cam_world_to_view.mul(cam_view_to_clip); + + const back_buffer = gctx.getBackBuffer(); + + gctx.addTransitionBarrier(back_buffer.resource_handle, .{ .RENDER_TARGET = true }); + gctx.flushResourceBarriers(); + + gctx.cmdlist.OMSetRenderTargets( + 1, + &[_]d3d12.CPU_DESCRIPTOR_HANDLE{back_buffer.descriptor_handle}, + windows.TRUE, + &demo.depth_texture_dsv, + ); + gctx.cmdlist.ClearRenderTargetView( + back_buffer.descriptor_handle, + &[4]f32{ 0.0, 0.0, 0.0, 1.0 }, + 0, + null, + ); + gctx.cmdlist.ClearDepthStencilView(demo.depth_texture_dsv, .{ .DEPTH = true }, 1.0, 0, 0, null); + gctx.cmdlist.IASetPrimitiveTopology(.TRIANGLELIST); + + // Z Pre Pass. + { + zpix.beginEvent(gctx.cmdlist, "Z Pre Pass"); + defer zpix.endEvent(gctx.cmdlist); + + const object_to_clip = cam_world_to_clip; + + const mem = gctx.allocateUploadMemory(PsoZPrePass_FrameConst, 1); + mem.cpu_slice[0] = .{ + .object_to_clip = object_to_clip.transpose(), + }; + + gctx.setCurrentPipeline(demo.z_pre_pass_pso); + gctx.cmdlist.SetGraphicsRootConstantBufferView(1, mem.gpu_base); + gctx.cmdlist.SetGraphicsRootDescriptorTable(2, blk: { + const table = gctx.copyDescriptorsToGpuHeap(1, demo.vertex_buffer.view); + _ = gctx.copyDescriptorsToGpuHeap(1, demo.index_buffer.view); + break :blk table; + }); + for (demo.meshes.items) |mesh| { + gctx.cmdlist.SetGraphicsRoot32BitConstants(0, 2, &.{ mesh.vertex_offset, mesh.index_offset }, 0); + gctx.cmdlist.DrawInstanced(mesh.num_indices, 1, 0, 0); + } + } + + gctx.addTransitionBarrier(demo.shadow_rays_texture, .{ .RENDER_TARGET = true }); + gctx.flushResourceBarriers(); + + // Generate shadow rays. + if (demo.dxr_is_supported and demo.dxr_draw_mode > 0) { + zpix.beginEvent(gctx.cmdlist, "Generate shadow rays"); + defer zpix.endEvent(gctx.cmdlist); + + gctx.cmdlist.OMSetRenderTargets( + 1, + &[_]d3d12.CPU_DESCRIPTOR_HANDLE{demo.shadow_rays_texture_rtv}, + windows.TRUE, + &demo.depth_texture_dsv, + ); + gctx.cmdlist.ClearRenderTargetView( + demo.shadow_rays_texture_rtv, + &[4]f32{ 0.0, 0.0, 0.0, 0.0 }, + 0, + null, + ); + + const object_to_clip = cam_world_to_clip; + + const mem = gctx.allocateUploadMemory(PsoGenShadowRays_FrameConst, 1); + mem.cpu_slice[0] = .{ + .object_to_clip = object_to_clip.transpose(), + .object_to_world = Mat4.initIdentity(), + }; + + gctx.setCurrentPipeline(demo.gen_shadow_rays_pso); + gctx.cmdlist.SetGraphicsRootConstantBufferView(1, mem.gpu_base); + gctx.cmdlist.SetGraphicsRootDescriptorTable(2, blk: { + const table = gctx.copyDescriptorsToGpuHeap(1, demo.vertex_buffer.view); + _ = gctx.copyDescriptorsToGpuHeap(1, demo.index_buffer.view); + break :blk table; + }); + for (demo.meshes.items) |mesh| { + gctx.cmdlist.SetGraphicsRoot32BitConstants(0, 2, &.{ mesh.vertex_offset, mesh.index_offset }, 0); + gctx.cmdlist.DrawInstanced(mesh.num_indices, 1, 0, 0); + } + + gctx.cmdlist.OMSetRenderTargets( + 1, + &[_]d3d12.CPU_DESCRIPTOR_HANDLE{back_buffer.descriptor_handle}, + windows.TRUE, + &demo.depth_texture_dsv, + ); + } + + gctx.addTransitionBarrier(demo.shadow_rays_texture, .{ .NON_PIXEL_SHADER_RESOURCE = true }); + gctx.addTransitionBarrier(demo.shadow_mask_texture, .{ .UNORDERED_ACCESS = true }); + gctx.flushResourceBarriers(); + + // Trace shadow rays. + if (demo.dxr_is_supported and demo.dxr_draw_mode > 0) { + zpix.beginEvent(gctx.cmdlist, "Trace Shadow Rays"); + defer zpix.endEvent(gctx.cmdlist); + + // Upload 'shader table' content (in this demo it could be done only once at init time). + { + gctx.addTransitionBarrier(demo.trace_shadow_rays_table, .{ .COPY_DEST = true }); + gctx.flushResourceBarriers(); + + const total_table_size = 192; + const upload = gctx.allocateUploadBufferRegion(u8, total_table_size); + + var properties: *d3d12.IStateObjectProperties = undefined; + hrPanicOnFail(demo.trace_shadow_rays_stateobj.?.QueryInterface( + &d3d12.IID_IStateObjectProperties, + @as(*?*anyopaque, @ptrCast(&properties)), + )); + defer _ = properties.Release(); + + // ---------------------------------------------------------------------------------- + // | raygen (32 B) | 0 (32 B) | miss (32 B) | 0 (32 B) | hitgroup (32 B) | 0 (32 B) | + // ---------------------------------------------------------------------------------- + @memcpy( + upload.cpu_slice[0..32], + @as([*]const u8, @ptrCast(properties.GetShaderIdentifier(L("generateShadowRay"))))[0..32], + ); + @memset(upload.cpu_slice[32..][0..32], 0); + @memcpy( + upload.cpu_slice[64..][0..32], + @as([*]const u8, @ptrCast(properties.GetShaderIdentifier(L("shadowMiss"))))[0..32], + ); + @memset(upload.cpu_slice[96..][0..32], 0); + @memcpy( + upload.cpu_slice[128..][0..32], + @as([*]const u8, @ptrCast(properties.GetShaderIdentifier(L("g_shadow_hit_group"))))[0..32], + ); + @memset(upload.cpu_slice[160..][0..32], 0); + + gctx.cmdlist.CopyBufferRegion( + gctx.lookupResource(demo.trace_shadow_rays_table).?, + 0, + upload.buffer, + upload.buffer_offset, + total_table_size, + ); + gctx.addTransitionBarrier(demo.trace_shadow_rays_table, .{ .NON_PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + } + + const mem = gctx.allocateUploadMemory(PsoTraceShadowRays_FrameConst, 1); + mem.cpu_slice[0] = .{ + .light_position = demo.light_position, + }; + + gctx.cmdlist.SetPipelineState1(demo.trace_shadow_rays_stateobj.?); + gctx.cmdlist.SetComputeRootSignature(demo.trace_shadow_rays_rs.?); + gctx.cmdlist.SetComputeRootShaderResourceView( + 0, + gctx.lookupResource(demo.tlas_buffer).?.GetGPUVirtualAddress(), + ); + gctx.cmdlist.SetComputeRootDescriptorTable(1, blk: { + const table = gctx.copyDescriptorsToGpuHeap(1, demo.shadow_rays_texture_srv); + _ = gctx.copyDescriptorsToGpuHeap(1, demo.shadow_mask_texture_uav); + break :blk table; + }); + gctx.cmdlist.SetComputeRootConstantBufferView(2, mem.gpu_base); + + const base_addr = gctx.lookupResource(demo.trace_shadow_rays_table).?.GetGPUVirtualAddress(); + const dispatch_desc = d3d12.DISPATCH_RAYS_DESC{ + .RayGenerationShaderRecord = .{ .StartAddress = base_addr, .SizeInBytes = 32 }, + .MissShaderTable = .{ .StartAddress = base_addr + 64, .SizeInBytes = 32, .StrideInBytes = 32 }, + .HitGroupTable = .{ .StartAddress = base_addr + 128, .SizeInBytes = 32, .StrideInBytes = 32 }, + .CallableShaderTable = .{ .StartAddress = 0, .SizeInBytes = 0, .StrideInBytes = 0 }, + .Width = gctx.viewport_width, + .Height = gctx.viewport_height, + .Depth = 1, + }; + gctx.cmdlist.DispatchRays(&dispatch_desc); + } else { + const gpu_view = gctx.copyDescriptorsToGpuHeap(1, demo.shadow_mask_texture_uav); + gctx.cmdlist.ClearUnorderedAccessViewFloat( + gpu_view, + demo.shadow_mask_texture_uav, + gctx.lookupResource(demo.shadow_mask_texture).?, + &.{ 1000.0, 0.0, 0.0, 0.0 }, + 0, + null, + ); + } + + gctx.addTransitionBarrier(demo.shadow_mask_texture, .{ .PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + + // Draw Sponza. + { + zpix.beginEvent(gctx.cmdlist, "Main Pass"); + defer zpix.endEvent(gctx.cmdlist); + + const object_to_world = vm.Mat4.initIdentity(); + const object_to_clip = object_to_world.mul(cam_world_to_clip); + + const mem = gctx.allocateUploadMemory(PsoStaticMesh_FrameConst, 1); + mem.cpu_slice[0] = .{ + .object_to_clip = object_to_clip.transpose(), + .object_to_world = object_to_world.transpose(), + .camera_position = demo.camera.position, + .light_position = demo.light_position, + .draw_mode = demo.dxr_draw_mode, + }; + + gctx.setCurrentPipeline(demo.static_mesh_pso); + gctx.cmdlist.SetGraphicsRootConstantBufferView(2, mem.gpu_base); + gctx.cmdlist.SetGraphicsRootDescriptorTable(3, blk: { + const table = gctx.copyDescriptorsToGpuHeap(1, demo.vertex_buffer.view); + _ = gctx.copyDescriptorsToGpuHeap(1, demo.index_buffer.view); + break :blk table; + }); + gctx.cmdlist.SetGraphicsRootDescriptorTable( + 4, + gctx.copyDescriptorsToGpuHeap(1, demo.shadow_mask_texture_srv), + ); + for (demo.meshes.items) |mesh| { + gctx.cmdlist.SetGraphicsRoot32BitConstants(0, 2, &.{ mesh.vertex_offset, mesh.index_offset }, 0); + gctx.cmdlist.SetGraphicsRootDescriptorTable(1, blk: { + const color_index = demo.materials.items[mesh.material_index].base_color_tex_index; + const mr_index = demo.materials.items[mesh.material_index].metallic_roughness_tex_index; + const normal_index = demo.materials.items[mesh.material_index].normal_tex_index; + + const table = gctx.copyDescriptorsToGpuHeap(1, demo.textures.items[color_index].view); + _ = gctx.copyDescriptorsToGpuHeap(1, demo.textures.items[mr_index].view); + _ = gctx.copyDescriptorsToGpuHeap(1, demo.textures.items[normal_index].view); + break :blk table; + }); + gctx.cmdlist.DrawInstanced(mesh.num_indices, 1, 0, 0); + } + } + + demo.guir.draw(gctx); + + gctx.addTransitionBarrier(back_buffer.resource_handle, d3d12.RESOURCE_STATES.PRESENT); + gctx.flushResourceBarriers(); + + gctx.endFrame(); +} + +pub fn main() !void { + common.init(); + defer common.deinit(); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + var demo = try init(allocator); + defer deinit(&demo, allocator); + + while (common.handleWindowEvents()) { + update(&demo); + draw(&demo); + } +} + +``` + +`samples/textured_quad/README.md`: + +```md +## textured quad + +This sample demonstrates how to display textured quad and how to generate a mipmap chain. Simple UI lets user change currently displayed mipmap level. + +![image](screenshot.png) + +``` + +`samples/textured_quad/build.zig`: + +```zig +const builtin = @import("builtin"); +const std = @import("std"); + +pub const demo_name = "textured_quad"; +pub const content_dir = demo_name ++ "_content/"; + +// in future zig version e342433 +pub fn pathResolve(b: *std.Build, paths: []const []const u8) []u8 { + return std.fs.path.resolve(b.allocator, paths) catch @panic("OOM"); +} + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zwindows = b.dependency("zwindows", .{ + .zxaudio2_debug_layer = options.zxaudio2_debug_layer, + .zd3d12_debug_layer = options.zd3d12_debug_layer, + .zd3d12_gbv = options.zd3d12_gbv, + }); + const zwindows_module = zwindows.module("zwindows"); + const zd3d12_module = zwindows.module("zd3d12"); + + exe.root_module.addImport("zwindows", zwindows_module); + exe.root_module.addImport("zd3d12", zd3d12_module); + + @import("../common/build.zig").link(exe, .{ + .zwindows = zwindows_module, + .zd3d12 = zd3d12_module, + }); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + + if (builtin.os.tag == .windows or builtin.os.tag == .linux) { + const compile_shaders = @import("zwindows").addCompileShaders(b, demo_name, zwindows, .{ .shader_ver = "6_6" }); + const root_path = pathResolve(b, &.{ @src().file, "..", "..", ".." }); + const shaders_path = b.pathJoin(&.{ root_path, content_path, "shaders" }); + + const common_hlsl_path = b.pathJoin(&.{ root_path, "samples", "common/src/hlsl/common.hlsl" }); + compile_shaders.addVsShader(common_hlsl_path, "vsImGui", b.pathJoin(&.{ shaders_path, "imgui.vs.cso" }), "PSO__IMGUI"); + compile_shaders.addPsShader(common_hlsl_path, "psImGui", b.pathJoin(&.{ shaders_path, "imgui.ps.cso" }), "PSO__IMGUI"); + compile_shaders.addCsShader(common_hlsl_path, "csGenerateMipmaps", b.pathJoin(&.{ shaders_path, "generate_mipmaps.cs.cso" }), "PSO__GENERATE_MIPMAPS"); + + const hlsl_path = b.pathJoin(&.{ root_path, src_path, demo_name ++ ".hlsl" }); + compile_shaders.addVsShader(hlsl_path, "vsMain", b.pathJoin(&.{ shaders_path, demo_name ++ ".vs.cso" }), ""); + compile_shaders.addPsShader(hlsl_path, "psMain", b.pathJoin(&.{ shaders_path, demo_name ++ ".ps.cso" }), ""); + + install_content_step.step.dependOn(compile_shaders.step); + } + exe.step.dependOn(&install_content_step.step); + + // This is needed to export symbols from an .exe file. + // We export D3D12SDKVersion and D3D12SDKPath symbols which + // is required by DirectX 12 Agility SDK. + exe.rdynamic = true; + + @import("zwindows").install_d3d12(&exe.step, zwindows, .bin); + + return exe; +} + +``` + +`samples/textured_quad/src/textured_quad.hlsl`: + +```hlsl +#define root_signature \ + "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT), " \ + "DescriptorTable(SRV(t0), visibility = SHADER_VISIBILITY_PIXEL), " \ + "StaticSampler(s0, filter = FILTER_MIN_MAG_LINEAR_MIP_POINT, visibility = SHADER_VISIBILITY_PIXEL)" + +[RootSignature(root_signature)] +void vsMain( + float3 position : POSITION, + float2 uv : _Texcoords0, + out float4 out_position : SV_Position, + out float2 out_uv : _Texcoords0 +) { + out_position = float4(position, 1.0); + out_uv = uv; +} + +Texture2D srv_t0 : register(t0); +SamplerState sam_s0 : register(s0); + +[RootSignature(root_signature)] +void psMain( + float4 position : SV_Position, + float2 uv : _Texcoords0, + out float4 out_color : SV_Target0 +) { + out_color = srv_t0.Sample(sam_s0, uv); +} + +``` + +`samples/textured_quad/src/textured_quad.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const L = std.unicode.utf8ToUtf16LeStringLiteral; + +const zwindows = @import("zwindows"); +const windows = zwindows.windows; +const d3d12 = zwindows.d3d12; +const hrPanicOnFail = zwindows.hrPanicOnFail; +const hrPanic = zwindows.hrPanic; + +const zd3d12 = @import("zd3d12"); + +const common = @import("common"); +const c = common.c; +const vm = common.vectormath; +const GuiRenderer = common.GuiRenderer; + +pub export const D3D12SDKVersion: u32 = 610; +pub export const D3D12SDKPath: [*:0]const u8 = ".\\d3d12\\"; + +const content_dir = @import("build_options").content_dir; + +const num_mipmaps = 5; + +const Vertex = struct { + position: vm.Vec3, + uv: vm.Vec2, +}; +comptime { + std.debug.assert(@sizeOf([2]Vertex) == 40); + std.debug.assert(@alignOf([2]Vertex) == 4); +} + +const DemoState = struct { + const window_name = "zig-gamedev: textured quad"; + const window_width = 1024; + const window_height = 1024; + + window: windows.HWND, + gctx: zd3d12.GraphicsContext, + guir: GuiRenderer, + frame_stats: common.FrameStats, + pipeline: zd3d12.PipelineHandle, + vertex_buffer: zd3d12.ResourceHandle, + index_buffer: zd3d12.ResourceHandle, + texture: zd3d12.ResourceHandle, + texture_srv: d3d12.CPU_DESCRIPTOR_HANDLE, + mipmap_level: i32, + + fn init(allocator: std.mem.Allocator) !DemoState { + const window = try common.initWindow(allocator, window_name, window_width, window_height); + var gctx = zd3d12.GraphicsContext.init(.{ + .allocator = allocator, + .window = window, + }); + + var arena_allocator_state = std.heap.ArenaAllocator.init(allocator); + defer arena_allocator_state.deinit(); + const arena_allocator = arena_allocator_state.allocator(); + + const pipeline = blk: { + const input_layout_desc = [_]d3d12.INPUT_ELEMENT_DESC{ + d3d12.INPUT_ELEMENT_DESC.init("POSITION", 0, .R32G32B32_FLOAT, 0, 0, .PER_VERTEX_DATA, 0), + d3d12.INPUT_ELEMENT_DESC.init("_Texcoords", 0, .R32G32_FLOAT, 0, 12, .PER_VERTEX_DATA, 0), + }; + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.RTVFormats[0] = .R8G8B8A8_UNORM; + pso_desc.NumRenderTargets = 1; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.RasterizerState.CullMode = .NONE; + pso_desc.DepthStencilState.DepthEnable = windows.FALSE; + pso_desc.InputLayout = .{ + .pInputElementDescs = &input_layout_desc, + .NumElements = input_layout_desc.len, + }; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/textured_quad.vs.cso", null)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/textured_quad.ps.cso", null)); + + break :blk gctx.createGraphicsShaderPipeline(&pso_desc); + }; + + const vertex_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(num_mipmaps * 4 * @sizeOf(Vertex)), + .{ .COPY_DEST = true }, + null, + ) catch |err| hrPanic(err); + + const index_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(4 * @sizeOf(u32)), + .{ .COPY_DEST = true }, + null, + ) catch |err| hrPanic(err); + + const mipmapgen_bytecode = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/generate_mipmaps.cs.cso", null)); + var mipgen = zd3d12.MipmapGenerator.init(&gctx, .R8G8B8A8_UNORM, mipmapgen_bytecode); + + gctx.beginFrame(); + + const guir = GuiRenderer.init(arena_allocator, &gctx, 1, content_dir); + + const texture = gctx.createAndUploadTex2dFromFile( + content_dir ++ "genart_0025_5.png", + .{}, // Create complete mipmap chain (up to 1x1). + ) catch |err| hrPanic(err); + + mipgen.generateMipmaps(&gctx, texture); + + const texture_srv = gctx.allocShaderResourceView( + texture, + &d3d12.SHADER_RESOURCE_VIEW_DESC{ + .Format = .UNKNOWN, + .ViewDimension = .TEXTURE2D, + .Shader4ComponentMapping = d3d12.DEFAULT_SHADER_4_COMPONENT_MAPPING, + .u = .{ + .Texture2D = .{ + .MostDetailedMip = 0, + .MipLevels = 0xffff_ffff, + .PlaneSlice = 0, + .ResourceMinLODClamp = 0.0, + }, + }, + }, + ); + + // Fill vertex buffer. + { + const upload_verts = gctx.allocateUploadBufferRegion(Vertex, num_mipmaps * 4); + var mipmap_index: u32 = 0; + var r: f32 = 1.0; + while (mipmap_index < num_mipmaps) : (mipmap_index += 1) { + const index = mipmap_index * 4; + upload_verts.cpu_slice[index] = .{ + .position = vm.Vec3.init(-r, r, 0.0), + .uv = vm.Vec2.init(0.0, 0.0), + }; + upload_verts.cpu_slice[index + 1] = .{ + .position = vm.Vec3.init(r, r, 0.0), + .uv = vm.Vec2.init(1.0, 0.0), + }; + upload_verts.cpu_slice[index + 2] = .{ + .position = vm.Vec3.init(-r, -r, 0.0), + .uv = vm.Vec2.init(0.0, 1.0), + }; + upload_verts.cpu_slice[index + 3] = .{ + .position = vm.Vec3.init(r, -r, 0.0), + .uv = vm.Vec2.init(1.0, 1.0), + }; + r *= 0.5; + } + gctx.cmdlist.CopyBufferRegion( + gctx.lookupResource(vertex_buffer).?, + 0, + upload_verts.buffer, + upload_verts.buffer_offset, + upload_verts.cpu_slice.len * @sizeOf(@TypeOf(upload_verts.cpu_slice[0])), + ); + } + // Fill index buffer. + { + const upload_indices = gctx.allocateUploadBufferRegion(u32, 4); + upload_indices.cpu_slice[0] = 0; + upload_indices.cpu_slice[1] = 1; + upload_indices.cpu_slice[2] = 2; + upload_indices.cpu_slice[3] = 3; + + gctx.cmdlist.CopyBufferRegion( + gctx.lookupResource(index_buffer).?, + 0, + upload_indices.buffer, + upload_indices.buffer_offset, + upload_indices.cpu_slice.len * @sizeOf(@TypeOf(upload_indices.cpu_slice[0])), + ); + } + + gctx.addTransitionBarrier(vertex_buffer, .{ .VERTEX_AND_CONSTANT_BUFFER = true }); + gctx.addTransitionBarrier(index_buffer, .{ .INDEX_BUFFER = true }); + gctx.addTransitionBarrier(texture, .{ .PIXEL_SHADER_RESOURCE = true }); + gctx.flushResourceBarriers(); + + gctx.endFrame(); + gctx.finishGpuCommands(); + + // NOTE(mziulek): + // We need to call 'deinit' explicitly - we can't rely on 'defer' in this case because it runs *after* + // 'gctx' is copied in 'return' statement below. + mipgen.deinit(&gctx); + + return DemoState{ + .gctx = gctx, + .guir = guir, + .window = window, + .frame_stats = common.FrameStats.init(), + .pipeline = pipeline, + .vertex_buffer = vertex_buffer, + .index_buffer = index_buffer, + .texture = texture, + .texture_srv = texture_srv, + .mipmap_level = 1, + }; + } + + fn deinit(demo: *DemoState, allocator: std.mem.Allocator) void { + demo.gctx.finishGpuCommands(); + demo.guir.deinit(&demo.gctx); + demo.gctx.deinit(allocator); + common.deinitWindow(allocator); + demo.* = undefined; + } + + fn update(demo: *DemoState) void { + demo.frame_stats.update(demo.gctx.window, window_name); + + common.newImGuiFrame(demo.frame_stats.delta_time); + + c.igSetNextWindowPos(.{ .x = 10.0, .y = 10.0 }, c.ImGuiCond_FirstUseEver, .{ .x = 0.0, .y = 0.0 }); + c.igSetNextWindowSize(.{ .x = 600.0, .y = 0.0 }, c.ImGuiCond_FirstUseEver); + _ = c.igBegin( + "Demo Settings", + null, + c.ImGuiWindowFlags_NoMove | c.ImGuiWindowFlags_NoResize | c.ImGuiWindowFlags_NoSavedSettings, + ); + _ = c.igSliderInt("Mipmap Level", &demo.mipmap_level, 0, num_mipmaps - 1, null, c.ImGuiSliderFlags_None); + c.igEnd(); + } + + fn draw(demo: *DemoState) void { + var gctx = &demo.gctx; + gctx.beginFrame(); + + const back_buffer = gctx.getBackBuffer(); + + gctx.addTransitionBarrier(back_buffer.resource_handle, .{ .RENDER_TARGET = true }); + gctx.flushResourceBarriers(); + + gctx.cmdlist.OMSetRenderTargets( + 1, + &.{back_buffer.descriptor_handle}, + windows.TRUE, + null, + ); + gctx.cmdlist.ClearRenderTargetView( + back_buffer.descriptor_handle, + &[4]f32{ 0.2, 0.4, 0.8, 1.0 }, + 0, + null, + ); + gctx.setCurrentPipeline(demo.pipeline); + gctx.cmdlist.IASetPrimitiveTopology(.TRIANGLESTRIP); + gctx.cmdlist.IASetVertexBuffers(0, 1, &.{ + .{ + .BufferLocation = gctx.lookupResource(demo.vertex_buffer).?.GetGPUVirtualAddress(), + .SizeInBytes = num_mipmaps * 4 * @sizeOf(Vertex), + .StrideInBytes = @sizeOf(Vertex), + }, + }); + gctx.cmdlist.IASetIndexBuffer(&.{ + .BufferLocation = gctx.lookupResource(demo.index_buffer).?.GetGPUVirtualAddress(), + .SizeInBytes = 4 * @sizeOf(u32), + .Format = .R32_UINT, + }); + gctx.cmdlist.SetGraphicsRootDescriptorTable(0, gctx.copyDescriptorsToGpuHeap(1, demo.texture_srv)); + gctx.cmdlist.DrawIndexedInstanced(4, 1, 0, demo.mipmap_level * 4, 0); + + demo.guir.draw(gctx); + + gctx.addTransitionBarrier(back_buffer.resource_handle, d3d12.RESOURCE_STATES.PRESENT); + gctx.flushResourceBarriers(); + + gctx.endFrame(); + } +}; + +pub fn main() !void { + common.init(); + defer common.deinit(); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + var demo = try DemoState.init(allocator); + defer demo.deinit(allocator); + + while (common.handleWindowEvents()) { + demo.update(); + demo.draw(); + } +} + +``` + +`samples/textured_quad_wgpu/README.md`: + +```md +## textured quad (wgpu) + +This sample demonstrates how to display textured quad and how to generate a mipmap chain. Simple UI lets user change currently displayed mipmap level. + + +Mipmap generator takes ~260 micro sec. to generate all mips for 1024x1024 texture when running on GTX 1660. + +It is very easy to use, just one call: + +``` +gfx_ctx.generateMipmaps(arena, cmd_encoder, texture_handle); +``` + +![image](screenshot.png) + +``` + +`samples/textured_quad_wgpu/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "textured_quad_wgpu"; +pub const content_dir = demo_name ++ "_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + @import("zgpu").addLibraryPathsTo(exe); + const zgpu = b.dependency("zgpu", .{ + .target = options.target, + }); + exe.root_module.addImport("zgpu", zgpu.module("root")); + exe.linkLibrary(zgpu.artifact("zdawn")); + + const zgui = b.dependency("zgui", .{ + .target = options.target, + .backend = .glfw_wgpu, + }); + exe.root_module.addImport("zgui", zgui.module("root")); + exe.linkLibrary(zgui.artifact("imgui")); + + const zmath = b.dependency("zmath", .{ + .target = options.target, + }); + exe.root_module.addImport("zmath", zmath.module("root")); + + const zstbi = b.dependency("zstbi", .{ + .target = options.target, + }); + exe.root_module.addImport("zstbi", zstbi.module("root")); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + exe.step.dependOn(&install_content_step.step); + + if (options.target.result.os.tag == .macos) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("macos12/usr/lib")); + exe.addSystemFrameworkPath(system_sdk.path("macos12/System/Library/Frameworks")); + } + } else if (options.target.result.os.tag == .linux) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("linux/lib/x86_64-linux-gnu")); + } + } + + return exe; +} + +``` + +`samples/textured_quad_wgpu/src/textured_quad_wgpu.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const zglfw = @import("zglfw"); +const zgpu = @import("zgpu"); +const wgpu = zgpu.wgpu; +const zgui = @import("zgui"); +const zm = @import("zmath"); +const zstbi = @import("zstbi"); + +const content_dir = @import("build_options").content_dir; +const window_title = "zig-gamedev: textured quad (wgpu)"; + +// zig fmt: off +const wgsl_common = +\\ struct Uniforms { +\\ aspect_ratio: f32, +\\ mip_level: f32, +\\ } +\\ @group(0) @binding(0) var uniforms: Uniforms; +; +const wgsl_vs = wgsl_common ++ +\\ struct VertexOut { +\\ @builtin(position) position_clip: vec4, +\\ @location(0) uv: vec2, +\\ } +\\ @vertex fn main( +\\ @location(0) position: vec2, +\\ @location(1) uv: vec2, +\\ ) -> VertexOut { +\\ let p = vec2(position.x / uniforms.aspect_ratio, position.y); +\\ var output: VertexOut; +\\ output.position_clip = vec4(p, 0.0, 1.0); +\\ output.uv = uv; +\\ return output; +\\ } +; +const wgsl_fs = wgsl_common ++ +\\ @group(0) @binding(1) var image: texture_2d; +\\ @group(0) @binding(2) var image_sampler: sampler; +\\ @fragment fn main( +\\ @location(0) uv: vec2, +\\ ) -> @location(0) vec4 { +\\ return textureSampleLevel(image, image_sampler, uv, uniforms.mip_level); +\\ } +// zig fmt: on +; + +const Vertex = extern struct { + position: [2]f32, + uv: [2]f32, +}; + +const Uniforms = extern struct { + aspect_ratio: f32, + mip_level: f32, +}; + +const DemoState = struct { + gctx: *zgpu.GraphicsContext, + + pipeline: zgpu.RenderPipelineHandle = .{}, + bind_group: zgpu.BindGroupHandle, + + vertex_buffer: zgpu.BufferHandle, + index_buffer: zgpu.BufferHandle, + + texture: zgpu.TextureHandle, + texture_view: zgpu.TextureViewHandle, + sampler: zgpu.SamplerHandle, + + mip_level: i32 = 0, +}; + +fn create(allocator: std.mem.Allocator, window: *zglfw.Window) !*DemoState { + const gctx = try zgpu.GraphicsContext.create( + allocator, + .{ + .window = window, + .fn_getTime = @ptrCast(&zglfw.getTime), + .fn_getFramebufferSize = @ptrCast(&zglfw.Window.getFramebufferSize), + .fn_getWin32Window = @ptrCast(&zglfw.getWin32Window), + .fn_getX11Display = @ptrCast(&zglfw.getX11Display), + .fn_getX11Window = @ptrCast(&zglfw.getX11Window), + .fn_getWaylandDisplay = @ptrCast(&zglfw.getWaylandDisplay), + .fn_getWaylandSurface = @ptrCast(&zglfw.getWaylandWindow), + .fn_getCocoaWindow = @ptrCast(&zglfw.getCocoaWindow), + }, + .{}, + ); + errdefer gctx.destroy(allocator); + + var arena_state = std.heap.ArenaAllocator.init(allocator); + defer arena_state.deinit(); + const arena = arena_state.allocator(); + + const bind_group_layout = gctx.createBindGroupLayout(&.{ + zgpu.bufferEntry(0, .{ .vertex = true, .fragment = true }, .uniform, true, 0), + zgpu.textureEntry(1, .{ .fragment = true }, .float, .tvdim_2d, false), + zgpu.samplerEntry(2, .{ .fragment = true }, .filtering), + }); + defer gctx.releaseResource(bind_group_layout); + + // Create a vertex buffer. + const vertex_data = [_]Vertex{ + .{ .position = [2]f32{ -0.9, 0.9 }, .uv = [2]f32{ 0.0, 0.0 } }, + .{ .position = [2]f32{ 0.9, 0.9 }, .uv = [2]f32{ 1.0, 0.0 } }, + .{ .position = [2]f32{ 0.9, -0.9 }, .uv = [2]f32{ 1.0, 1.0 } }, + .{ .position = [2]f32{ -0.9, -0.9 }, .uv = [2]f32{ 0.0, 1.0 } }, + }; + const vertex_buffer = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .vertex = true }, + .size = vertex_data.len * @sizeOf(Vertex), + }); + gctx.queue.writeBuffer(gctx.lookupResource(vertex_buffer).?, 0, Vertex, vertex_data[0..]); + + // Create an index buffer. + const index_data = [_]u16{ 0, 1, 3, 1, 2, 3 }; + const index_buffer = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .index = true }, + .size = index_data.len * @sizeOf(u16), + }); + gctx.queue.writeBuffer(gctx.lookupResource(index_buffer).?, 0, u16, index_data[0..]); + + zstbi.init(arena); + defer zstbi.deinit(); + + var image = try zstbi.Image.loadFromFile(content_dir ++ "genart_0025_5.png", 4); + defer image.deinit(); + + // Create a texture. + const texture = gctx.createTexture(.{ + .usage = .{ .texture_binding = true, .copy_dst = true }, + .size = .{ + .width = image.width, + .height = image.height, + .depth_or_array_layers = 1, + }, + .format = zgpu.imageInfoToTextureFormat( + image.num_components, + image.bytes_per_component, + image.is_hdr, + ), + .mip_level_count = math.log2_int(u32, @max(image.width, image.height)) + 1, + }); + const texture_view = gctx.createTextureView(texture, .{}); + + gctx.queue.writeTexture( + .{ .texture = gctx.lookupResource(texture).? }, + .{ + .bytes_per_row = image.bytes_per_row, + .rows_per_image = image.height, + }, + .{ .width = image.width, .height = image.height }, + u8, + image.data, + ); + + // Create a sampler. + const sampler = gctx.createSampler(.{}); + + const bind_group = gctx.createBindGroup(bind_group_layout, &.{ + .{ .binding = 0, .buffer_handle = gctx.uniforms.buffer, .offset = 0, .size = 256 }, + .{ .binding = 1, .texture_view_handle = texture_view }, + .{ .binding = 2, .sampler_handle = sampler }, + }); + + const demo = try allocator.create(DemoState); + demo.* = .{ + .gctx = gctx, + .bind_group = bind_group, + .vertex_buffer = vertex_buffer, + .index_buffer = index_buffer, + .texture = texture, + .texture_view = texture_view, + .sampler = sampler, + }; + + // Generate mipmaps on the GPU. + const commands = commands: { + const encoder = gctx.device.createCommandEncoder(null); + defer encoder.release(); + + gctx.generateMipmaps(arena, encoder, demo.texture); + + break :commands encoder.finish(null); + }; + defer commands.release(); + gctx.submit(&.{commands}); + + // (Async) Create a render pipeline. + { + const pipeline_layout = gctx.createPipelineLayout(&.{ + bind_group_layout, + }); + defer gctx.releaseResource(pipeline_layout); + + const vs_module = zgpu.createWgslShaderModule(gctx.device, wgsl_vs, "vs"); + defer vs_module.release(); + + const fs_module = zgpu.createWgslShaderModule(gctx.device, wgsl_fs, "fs"); + defer fs_module.release(); + + const color_targets = [_]wgpu.ColorTargetState{.{ + .format = zgpu.GraphicsContext.swapchain_format, + }}; + + const vertex_attributes = [_]wgpu.VertexAttribute{ + .{ .format = .float32x2, .offset = 0, .shader_location = 0 }, + .{ .format = .float32x2, .offset = @offsetOf(Vertex, "uv"), .shader_location = 1 }, + }; + const vertex_buffers = [_]wgpu.VertexBufferLayout{.{ + .array_stride = @sizeOf(Vertex), + .attribute_count = vertex_attributes.len, + .attributes = &vertex_attributes, + }}; + + // Create a render pipeline. + const pipeline_descriptor = wgpu.RenderPipelineDescriptor{ + .vertex = .{ + .module = vs_module, + .entry_point = "main", + .buffer_count = vertex_buffers.len, + .buffers = &vertex_buffers, + }, + .primitive = .{ + .front_face = .cw, + .cull_mode = .back, + .topology = .triangle_list, + }, + .fragment = &.{ + .module = fs_module, + .entry_point = "main", + .target_count = color_targets.len, + .targets = &color_targets, + }, + }; + gctx.createRenderPipelineAsync(allocator, pipeline_layout, pipeline_descriptor, &demo.pipeline); + } + + return demo; +} + +fn destroy(allocator: std.mem.Allocator, demo: *DemoState) void { + demo.gctx.destroy(allocator); + allocator.destroy(demo); +} + +fn update(demo: *DemoState) void { + zgui.backend.newFrame( + demo.gctx.swapchain_descriptor.width, + demo.gctx.swapchain_descriptor.height, + ); + + zgui.setNextWindowPos(.{ .x = 20.0, .y = 20.0, .cond = .always }); + zgui.setNextWindowSize(.{ .w = -1.0, .h = -1.0, .cond = .always }); + + if (zgui.begin("Demo Settings", .{ .flags = .{ .no_move = true, .no_resize = true } })) { + zgui.bulletText( + "Average : {d:.3} ms/frame ({d:.1} fps)", + .{ demo.gctx.stats.average_cpu_time, demo.gctx.stats.fps }, + ); + zgui.spacing(); + _ = zgui.sliderInt("Mipmap Level", .{ + .v = &demo.mip_level, + .min = 0, + .max = @as(i32, @intCast(demo.gctx.lookupResourceInfo(demo.texture).?.mip_level_count - 1)), + }); + } + zgui.end(); +} + +fn draw(demo: *DemoState) void { + const gctx = demo.gctx; + const fb_width = gctx.swapchain_descriptor.width; + const fb_height = gctx.swapchain_descriptor.height; + + const back_buffer_view = gctx.swapchain.getCurrentTextureView(); + defer back_buffer_view.release(); + + const commands = commands: { + const encoder = gctx.device.createCommandEncoder(null); + defer encoder.release(); + + // Main pass. + pass: { + const vb_info = gctx.lookupResourceInfo(demo.vertex_buffer) orelse break :pass; + const ib_info = gctx.lookupResourceInfo(demo.index_buffer) orelse break :pass; + const pipeline = gctx.lookupResource(demo.pipeline) orelse break :pass; + const bind_group = gctx.lookupResource(demo.bind_group) orelse break :pass; + + const color_attachments = [_]wgpu.RenderPassColorAttachment{.{ + .view = back_buffer_view, + .load_op = .clear, + .store_op = .store, + }}; + const render_pass_info = wgpu.RenderPassDescriptor{ + .color_attachment_count = color_attachments.len, + .color_attachments = &color_attachments, + }; + const pass = encoder.beginRenderPass(render_pass_info); + defer { + pass.end(); + pass.release(); + } + + pass.setVertexBuffer(0, vb_info.gpuobj.?, 0, vb_info.size); + pass.setIndexBuffer(ib_info.gpuobj.?, .uint16, 0, ib_info.size); + + pass.setPipeline(pipeline); + + const mem = gctx.uniformsAllocate(Uniforms, 1); + mem.slice[0] = .{ + .aspect_ratio = @as(f32, @floatFromInt(fb_width)) / @as(f32, @floatFromInt(fb_height)), + .mip_level = @as(f32, @floatFromInt(demo.mip_level)), + }; + pass.setBindGroup(0, bind_group, &.{mem.offset}); + pass.drawIndexed(6, 1, 0, 0, 0); + } + + // Gui pass. + { + const color_attachments = [_]wgpu.RenderPassColorAttachment{.{ + .view = back_buffer_view, + .load_op = .load, + .store_op = .store, + }}; + const render_pass_info = wgpu.RenderPassDescriptor{ + .color_attachment_count = color_attachments.len, + .color_attachments = &color_attachments, + }; + const pass = encoder.beginRenderPass(render_pass_info); + defer { + pass.end(); + pass.release(); + } + + zgui.backend.draw(pass); + } + + break :commands encoder.finish(null); + }; + defer commands.release(); + + gctx.submit(&.{commands}); + _ = gctx.present(); +} + +pub fn main() !void { + try zglfw.init(); + defer zglfw.terminate(); + + // Change current working directory to where the executable is located. + { + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + std.posix.chdir(path) catch {}; + } + + zglfw.windowHint(.client_api, .no_api); + + const window = try zglfw.Window.create(1600, 1000, window_title, null); + defer window.destroy(); + window.setSizeLimits(400, 400, -1, -1); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + const demo = try create(allocator, window); + defer destroy(allocator, demo); + + const scale_factor = scale_factor: { + const scale = window.getContentScale(); + break :scale_factor @max(scale[0], scale[1]); + }; + + zgui.init(allocator); + defer zgui.deinit(); + + _ = zgui.io.addFontFromFile(content_dir ++ "Roboto-Medium.ttf", math.floor(16.0 * scale_factor)); + + zgui.backend.init( + window, + demo.gctx.device, + @intFromEnum(zgpu.GraphicsContext.swapchain_format), + @intFromEnum(wgpu.TextureFormat.undef), + ); + defer zgui.backend.deinit(); + + zgui.getStyle().scaleAllSizes(scale_factor); + + while (!window.shouldClose() and window.getKey(.escape) != .press) { + zglfw.pollEvents(); + update(demo); + draw(demo); + } +} + +``` + +`samples/triangle/README.md`: + +```md +## triangle + +This sample is a "hello, world!" for graphics programming with D3D12 and Zig. Includes debug GUI and PIX profiler integration. + +![image](screenshot.png) + +``` + +`samples/triangle/build.zig`: + +```zig +const builtin = @import("builtin"); +const std = @import("std"); + +pub const demo_name = "triangle"; +pub const content_dir = demo_name ++ "_content/"; + +// in future zig version e342433 +pub fn pathResolve(b: *std.Build, paths: []const []const u8) []u8 { + return std.fs.path.resolve(b.allocator, paths) catch @panic("OOM"); +} + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zwindows = b.dependency("zwindows", .{ + .zxaudio2_debug_layer = options.zxaudio2_debug_layer, + .zd3d12_debug_layer = options.zd3d12_debug_layer, + .zd3d12_gbv = options.zd3d12_gbv, + }); + const zwindows_module = zwindows.module("zwindows"); + const zd3d12_module = zwindows.module("zd3d12"); + + exe.root_module.addImport("zwindows", zwindows_module); + exe.root_module.addImport("zd3d12", zd3d12_module); + exe.root_module.addImport("zd3d12", zd3d12_module); + + const zpix = b.dependency("zpix", .{ + .enable = options.zpix_enable, + .path = options.zpix_path, + }); + exe.root_module.addImport("zpix", zpix.module("root")); + + @import("../common/build.zig").link(exe, .{ + .zwindows = zwindows_module, + .zd3d12 = zd3d12_module, + }); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + if (builtin.os.tag == .windows or builtin.os.tag == .linux) { + const compile_shaders = @import("zwindows").addCompileShaders(b, demo_name, zwindows, .{ .shader_ver = "6_6" }); + const root_path = pathResolve(b, &.{ @src().file, "..", "..", ".." }); + const shaders_path = b.pathJoin(&.{ root_path, content_path, "shaders" }); + + const common_hlsl_path = b.pathJoin(&.{ root_path, "samples", "common/src/hlsl/common.hlsl" }); + compile_shaders.addVsShader(common_hlsl_path, "vsImGui", b.pathJoin(&.{ shaders_path, "imgui.vs.cso" }), "PSO__IMGUI"); + compile_shaders.addPsShader(common_hlsl_path, "psImGui", b.pathJoin(&.{ shaders_path, "imgui.ps.cso" }), "PSO__IMGUI"); + + const hlsl_path = b.pathJoin(&.{ root_path, src_path, demo_name ++ ".hlsl" }); + compile_shaders.addVsShader(hlsl_path, "vsTriangle", b.pathJoin(&.{ shaders_path, demo_name ++ ".vs.cso" }), ""); + compile_shaders.addPsShader(hlsl_path, "psTriangle", b.pathJoin(&.{ shaders_path, demo_name ++ ".ps.cso" }), ""); + + install_content_step.step.dependOn(compile_shaders.step); + } + exe.step.dependOn(&install_content_step.step); + + // This is needed to export symbols from an .exe file. + // We export D3D12SDKVersion and D3D12SDKPath symbols which + // is required by DirectX 12 Agility SDK. + exe.rdynamic = true; + + @import("zwindows").install_d3d12(&exe.step, zwindows, .bin); + + return exe; +} + +``` + +`samples/triangle/src/triangle.hlsl`: + +```hlsl +#define root_signature \ + "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT), " \ + "RootConstants(b0, num32BitConstants = 1, visibility = SHADER_VISIBILITY_PIXEL)" + +[RootSignature(root_signature)] +void vsTriangle( + float3 position : POSITION, + out float4 out_position : SV_Position +) { + out_position = float4(position, 1.0); +} + +struct Const { + uint color; +}; +ConstantBuffer cbv_const : register(b0); + +[RootSignature(root_signature)] +void psTriangle( + float4 position : SV_Position, + out float4 out_color : SV_Target0 +) { + const uint c = cbv_const.color; + out_color = float4((c & 0xff) / 255.0, ((c >> 8) & 0xff) / 255.0, ((c >> 16) & 0xff) / 255.0, 1.0); +} + +``` + +`samples/triangle/src/triangle.zig`: + +```zig +const std = @import("std"); + +const zwindows = @import("zwindows"); +const windows = zwindows.windows; +const d3d12 = zwindows.d3d12; +const hrPanic = zwindows.hrPanic; +const hrPanicOnFail = zwindows.hrPanicOnFail; + +const zd3d12 = @import("zd3d12"); +const zpix = @import("zpix"); + +const common = @import("common"); +const c = common.c; +const vm = common.vectormath; +const GuiRenderer = common.GuiRenderer; + +pub export const D3D12SDKVersion: u32 = 610; +pub export const D3D12SDKPath: [*:0]const u8 = ".\\d3d12\\"; + +const content_dir = @import("build_options").content_dir; + +const window_name = "zig-gamedev: triangle"; +const window_width = 900; +const window_height = 900; + +pub fn main() !void { + const pix_library = try zpix.loadGpuCapturerLibrary(); + defer pix_library.deinit(); + + common.init(); + defer common.deinit(); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + var arena_allocator_state = std.heap.ArenaAllocator.init(allocator); + defer arena_allocator_state.deinit(); + const arena_allocator = arena_allocator_state.allocator(); + + const window = try common.initWindow(allocator, window_name, window_width, window_height); + defer common.deinitWindow(allocator); + + var gctx = zd3d12.GraphicsContext.init(.{ + .allocator = allocator, + .window = window, + }); + defer gctx.deinit(allocator); + + const pipeline = blk: { + const input_layout_desc = [_]d3d12.INPUT_ELEMENT_DESC{ + d3d12.INPUT_ELEMENT_DESC.init("POSITION", 0, .R32G32B32_FLOAT, 0, 0, .PER_VERTEX_DATA, 0), + }; + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.DepthStencilState.DepthEnable = windows.FALSE; + pso_desc.InputLayout = .{ + .pInputElementDescs = &input_layout_desc, + .NumElements = input_layout_desc.len, + }; + pso_desc.RTVFormats[0] = .R8G8B8A8_UNORM; + pso_desc.NumRenderTargets = 1; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/triangle.vs.cso", null)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try common.readContentDirFileAlloc(arena_allocator, content_dir, "shaders/triangle.ps.cso", null)); + + break :blk gctx.createGraphicsShaderPipeline(&pso_desc); + }; + + const vertex_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(3 * @sizeOf(vm.Vec3)), + .{ .COPY_DEST = true }, + null, + ) catch |err| hrPanic(err); + + const index_buffer = gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initBuffer(3 * @sizeOf(u32)), + .{ .COPY_DEST = true }, + null, + ) catch |err| hrPanic(err); + + gctx.beginFrame(); + + var guir = GuiRenderer.init(arena_allocator, &gctx, 1, content_dir); + defer guir.deinit(&gctx); + + const upload_verts = gctx.allocateUploadBufferRegion(vm.Vec3, 3); + upload_verts.cpu_slice[0] = vm.Vec3.init(-0.7, -0.7, 0.0); + upload_verts.cpu_slice[1] = vm.Vec3.init(0.0, 0.7, 0.0); + upload_verts.cpu_slice[2] = vm.Vec3.init(0.7, -0.7, 0.0); + + gctx.cmdlist.CopyBufferRegion( + gctx.lookupResource(vertex_buffer).?, + 0, + upload_verts.buffer, + upload_verts.buffer_offset, + upload_verts.cpu_slice.len * @sizeOf(vm.Vec3), + ); + + const upload_indices = gctx.allocateUploadBufferRegion(u32, 3); + upload_indices.cpu_slice[0] = 0; + upload_indices.cpu_slice[1] = 1; + upload_indices.cpu_slice[2] = 2; + + gctx.cmdlist.CopyBufferRegion( + gctx.lookupResource(index_buffer).?, + 0, + upload_indices.buffer, + upload_indices.buffer_offset, + upload_indices.cpu_slice.len * @sizeOf(u32), + ); + + gctx.addTransitionBarrier(vertex_buffer, .{ .VERTEX_AND_CONSTANT_BUFFER = true }); + gctx.addTransitionBarrier(index_buffer, .{ .INDEX_BUFFER = true }); + gctx.flushResourceBarriers(); + + gctx.endFrame(); + gctx.finishGpuCommands(); + + var triangle_color = vm.Vec3.init(0.0, 1.0, 0.0); + + var stats = common.FrameStats.init(); + + while (common.handleWindowEvents()) { + stats.update(window, window_name); + common.newImGuiFrame(stats.delta_time); + + c.igSetNextWindowPos(.{ .x = 10.0, .y = 10.0 }, c.ImGuiCond_FirstUseEver, .{ .x = 0.0, .y = 0.0 }); + c.igSetNextWindowSize(c.ImVec2{ .x = 600.0, .y = 0.0 }, c.ImGuiCond_FirstUseEver); + _ = c.igBegin( + "Demo Settings", + null, + c.ImGuiWindowFlags_NoMove | c.ImGuiWindowFlags_NoResize | c.ImGuiWindowFlags_NoSavedSettings, + ); + _ = c.igColorEdit3("Triangle color", &triangle_color.c, c.ImGuiColorEditFlags_None); + c.igEnd(); + + gctx.beginFrame(); + + const back_buffer = gctx.getBackBuffer(); + + gctx.addTransitionBarrier(back_buffer.resource_handle, .{ .RENDER_TARGET = true }); + gctx.flushResourceBarriers(); + + gctx.cmdlist.OMSetRenderTargets( + 1, + &.{back_buffer.descriptor_handle}, + windows.TRUE, + null, + ); + gctx.cmdlist.ClearRenderTargetView( + back_buffer.descriptor_handle, + &[4]f32{ 0.2, 0.4, 0.8, 1.0 }, + 0, + null, + ); + gctx.setCurrentPipeline(pipeline); + gctx.cmdlist.IASetPrimitiveTopology(.TRIANGLELIST); + gctx.cmdlist.IASetVertexBuffers(0, 1, &.{ + .{ + .BufferLocation = gctx.lookupResource(vertex_buffer).?.GetGPUVirtualAddress(), + .SizeInBytes = 3 * @sizeOf(vm.Vec3), + .StrideInBytes = @sizeOf(vm.Vec3), + }, + }); + gctx.cmdlist.IASetIndexBuffer(&.{ + .BufferLocation = gctx.lookupResource(index_buffer).?.GetGPUVirtualAddress(), + .SizeInBytes = 3 * @sizeOf(u32), + .Format = .R32_UINT, + }); + gctx.cmdlist.SetGraphicsRoot32BitConstant( + 0, + c.igColorConvertFloat4ToU32(.{ + .x = triangle_color.c[0], + .y = triangle_color.c[1], + .z = triangle_color.c[2], + .w = 1.0, + }), + 0, + ); + gctx.cmdlist.DrawIndexedInstanced(3, 1, 0, 0, 0); + + guir.draw(&gctx); + + gctx.addTransitionBarrier(back_buffer.resource_handle, d3d12.RESOURCE_STATES.PRESENT); + gctx.flushResourceBarriers(); + + gctx.endFrame(); + } + + gctx.finishGpuCommands(); +} + +``` + +`samples/triangle_wgpu/README.md`: + +```md +## triangle (wgpu) + +Very simple but fairly complete wgpu sample application, shows how to: + +* create bind group layout +* create render pipeline +* setup vertex/index buffers +* use uniform buffer with dynamic offset +* setup depth buffer +* handle window resizes +* draw GUI ([Dear ImGui](https://github.com/ocornut/imgui)) + +![image](screenshot.png) + +``` + +`samples/triangle_wgpu/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "triangle_wgpu"; +pub const content_dir = demo_name ++ "_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + @import("zgpu").addLibraryPathsTo(exe); + const zgpu = b.dependency("zgpu", .{ + .target = options.target, + }); + exe.root_module.addImport("zgpu", zgpu.module("root")); + exe.linkLibrary(zgpu.artifact("zdawn")); + + const zgui = b.dependency("zgui", .{ + .target = options.target, + .backend = .glfw_wgpu, + }); + exe.root_module.addImport("zgui", zgui.module("root")); + exe.linkLibrary(zgui.artifact("imgui")); + + const zmath = b.dependency("zmath", .{ + .target = options.target, + }); + exe.root_module.addImport("zmath", zmath.module("root")); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + exe.step.dependOn(&install_content_step.step); + + if (options.target.result.os.tag == .macos) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("macos12/usr/lib")); + exe.addSystemFrameworkPath(system_sdk.path("macos12/System/Library/Frameworks")); + } + } else if (options.target.result.os.tag == .linux) { + if (b.lazyDependency("system_sdk", .{})) |system_sdk| { + exe.addLibraryPath(system_sdk.path("linux/lib/x86_64-linux-gnu")); + } + } + + return exe; +} + +``` + +`samples/triangle_wgpu/src/triangle_wgpu.zig`: + +```zig +const std = @import("std"); +const math = std.math; +const zglfw = @import("zglfw"); +const zgpu = @import("zgpu"); +const wgpu = zgpu.wgpu; +const zgui = @import("zgui"); +const zm = @import("zmath"); + +const content_dir = @import("build_options").content_dir; +const window_title = "zig-gamedev: triangle (wgpu)"; + +// zig fmt: off +const wgsl_vs = +\\ @group(0) @binding(0) var object_to_clip: mat4x4; +\\ struct VertexOut { +\\ @builtin(position) position_clip: vec4, +\\ @location(0) color: vec3, +\\ } +\\ @vertex fn main( +\\ @location(0) position: vec3, +\\ @location(1) color: vec3, +\\ ) -> VertexOut { +\\ var output: VertexOut; +\\ output.position_clip = vec4(position, 1.0) * object_to_clip; +\\ output.color = color; +\\ return output; +\\ } +; +const wgsl_fs = +\\ @fragment fn main( +\\ @location(0) color: vec3, +\\ ) -> @location(0) vec4 { +\\ return vec4(color, 1.0); +\\ } +// zig fmt: on +; + +const Vertex = struct { + position: [3]f32, + color: [3]f32, +}; + +const DemoState = struct { + gctx: *zgpu.GraphicsContext, + + pipeline: zgpu.RenderPipelineHandle, + bind_group: zgpu.BindGroupHandle, + + vertex_buffer: zgpu.BufferHandle, + index_buffer: zgpu.BufferHandle, + + depth_texture: zgpu.TextureHandle, + depth_texture_view: zgpu.TextureViewHandle, +}; + +fn init(allocator: std.mem.Allocator, window: *zglfw.Window) !DemoState { + const gctx = try zgpu.GraphicsContext.create( + allocator, + .{ + .window = window, + .fn_getTime = @ptrCast(&zglfw.getTime), + .fn_getFramebufferSize = @ptrCast(&zglfw.Window.getFramebufferSize), + .fn_getWin32Window = @ptrCast(&zglfw.getWin32Window), + .fn_getX11Display = @ptrCast(&zglfw.getX11Display), + .fn_getX11Window = @ptrCast(&zglfw.getX11Window), + .fn_getWaylandDisplay = @ptrCast(&zglfw.getWaylandDisplay), + .fn_getWaylandSurface = @ptrCast(&zglfw.getWaylandWindow), + .fn_getCocoaWindow = @ptrCast(&zglfw.getCocoaWindow), + }, + .{}, + ); + errdefer gctx.destroy(allocator); + + // Create a bind group layout needed for our render pipeline. + const bind_group_layout = gctx.createBindGroupLayout(&.{ + zgpu.bufferEntry(0, .{ .vertex = true }, .uniform, true, 0), + }); + defer gctx.releaseResource(bind_group_layout); + + const pipeline_layout = gctx.createPipelineLayout(&.{bind_group_layout}); + defer gctx.releaseResource(pipeline_layout); + + const pipeline = pipeline: { + const vs_module = zgpu.createWgslShaderModule(gctx.device, wgsl_vs, "vs"); + defer vs_module.release(); + + const fs_module = zgpu.createWgslShaderModule(gctx.device, wgsl_fs, "fs"); + defer fs_module.release(); + + const color_targets = [_]wgpu.ColorTargetState{.{ + .format = zgpu.GraphicsContext.swapchain_format, + }}; + + const vertex_attributes = [_]wgpu.VertexAttribute{ + .{ .format = .float32x3, .offset = 0, .shader_location = 0 }, + .{ .format = .float32x3, .offset = @offsetOf(Vertex, "color"), .shader_location = 1 }, + }; + const vertex_buffers = [_]wgpu.VertexBufferLayout{.{ + .array_stride = @sizeOf(Vertex), + .attribute_count = vertex_attributes.len, + .attributes = &vertex_attributes, + }}; + + const pipeline_descriptor = wgpu.RenderPipelineDescriptor{ + .vertex = wgpu.VertexState{ + .module = vs_module, + .entry_point = "main", + .buffer_count = vertex_buffers.len, + .buffers = &vertex_buffers, + }, + .primitive = wgpu.PrimitiveState{ + .front_face = .ccw, + .cull_mode = .none, + .topology = .triangle_list, + }, + .depth_stencil = &wgpu.DepthStencilState{ + .format = .depth32_float, + .depth_write_enabled = true, + .depth_compare = .less, + }, + .fragment = &wgpu.FragmentState{ + .module = fs_module, + .entry_point = "main", + .target_count = color_targets.len, + .targets = &color_targets, + }, + }; + break :pipeline gctx.createRenderPipeline(pipeline_layout, pipeline_descriptor); + }; + + const bind_group = gctx.createBindGroup(bind_group_layout, &.{ + .{ .binding = 0, .buffer_handle = gctx.uniforms.buffer, .offset = 0, .size = @sizeOf(zm.Mat) }, + }); + + // Create a vertex buffer. + const vertex_buffer = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .vertex = true }, + .size = 3 * @sizeOf(Vertex), + }); + const vertex_data = [_]Vertex{ + .{ .position = [3]f32{ 0.0, 0.5, 0.0 }, .color = [3]f32{ 1.0, 0.0, 0.0 } }, + .{ .position = [3]f32{ -0.5, -0.5, 0.0 }, .color = [3]f32{ 0.0, 1.0, 0.0 } }, + .{ .position = [3]f32{ 0.5, -0.5, 0.0 }, .color = [3]f32{ 0.0, 0.0, 1.0 } }, + }; + gctx.queue.writeBuffer(gctx.lookupResource(vertex_buffer).?, 0, Vertex, vertex_data[0..]); + + // Create an index buffer. + const index_buffer = gctx.createBuffer(.{ + .usage = .{ .copy_dst = true, .index = true }, + .size = 3 * @sizeOf(u32), + }); + const index_data = [_]u32{ 0, 1, 2 }; + gctx.queue.writeBuffer(gctx.lookupResource(index_buffer).?, 0, u32, index_data[0..]); + + // Create a depth texture and its 'view'. + const depth = createDepthTexture(gctx); + + return DemoState{ + .gctx = gctx, + .pipeline = pipeline, + .bind_group = bind_group, + .vertex_buffer = vertex_buffer, + .index_buffer = index_buffer, + .depth_texture = depth.texture, + .depth_texture_view = depth.view, + }; +} + +fn deinit(allocator: std.mem.Allocator, demo: *DemoState) void { + demo.gctx.destroy(allocator); + demo.* = undefined; +} + +fn update(demo: *DemoState) void { + zgui.backend.newFrame( + demo.gctx.swapchain_descriptor.width, + demo.gctx.swapchain_descriptor.height, + ); + zgui.showDemoWindow(null); +} + +fn draw(demo: *DemoState) void { + const gctx = demo.gctx; + const fb_width = gctx.swapchain_descriptor.width; + const fb_height = gctx.swapchain_descriptor.height; + const t = @as(f32, @floatCast(gctx.stats.time)); + + const cam_world_to_view = zm.lookAtLh( + zm.f32x4(3.0, 3.0, -3.0, 1.0), + zm.f32x4(0.0, 0.0, 0.0, 1.0), + zm.f32x4(0.0, 1.0, 0.0, 0.0), + ); + const cam_view_to_clip = zm.perspectiveFovLh( + 0.25 * math.pi, + @as(f32, @floatFromInt(fb_width)) / @as(f32, @floatFromInt(fb_height)), + 0.01, + 200.0, + ); + const cam_world_to_clip = zm.mul(cam_world_to_view, cam_view_to_clip); + + const back_buffer_view = gctx.swapchain.getCurrentTextureView(); + defer back_buffer_view.release(); + + const commands = commands: { + const encoder = gctx.device.createCommandEncoder(null); + defer encoder.release(); + + pass: { + const vb_info = gctx.lookupResourceInfo(demo.vertex_buffer) orelse break :pass; + const ib_info = gctx.lookupResourceInfo(demo.index_buffer) orelse break :pass; + const pipeline = gctx.lookupResource(demo.pipeline) orelse break :pass; + const bind_group = gctx.lookupResource(demo.bind_group) orelse break :pass; + const depth_view = gctx.lookupResource(demo.depth_texture_view) orelse break :pass; + + const color_attachments = [_]wgpu.RenderPassColorAttachment{.{ + .view = back_buffer_view, + .load_op = .clear, + .store_op = .store, + }}; + const depth_attachment = wgpu.RenderPassDepthStencilAttachment{ + .view = depth_view, + .depth_load_op = .clear, + .depth_store_op = .store, + .depth_clear_value = 1.0, + }; + const render_pass_info = wgpu.RenderPassDescriptor{ + .color_attachment_count = color_attachments.len, + .color_attachments = &color_attachments, + .depth_stencil_attachment = &depth_attachment, + }; + const pass = encoder.beginRenderPass(render_pass_info); + defer { + pass.end(); + pass.release(); + } + + pass.setVertexBuffer(0, vb_info.gpuobj.?, 0, vb_info.size); + pass.setIndexBuffer(ib_info.gpuobj.?, .uint32, 0, ib_info.size); + + pass.setPipeline(pipeline); + + // Draw triangle 1. + { + const object_to_world = zm.mul(zm.rotationY(t), zm.translation(-1.0, 0.0, 0.0)); + const object_to_clip = zm.mul(object_to_world, cam_world_to_clip); + + const mem = gctx.uniformsAllocate(zm.Mat, 1); + mem.slice[0] = zm.transpose(object_to_clip); + + pass.setBindGroup(0, bind_group, &.{mem.offset}); + pass.drawIndexed(3, 1, 0, 0, 0); + } + + // Draw triangle 2. + { + const object_to_world = zm.mul(zm.rotationY(0.75 * t), zm.translation(1.0, 0.0, 0.0)); + const object_to_clip = zm.mul(object_to_world, cam_world_to_clip); + + const mem = gctx.uniformsAllocate(zm.Mat, 1); + mem.slice[0] = zm.transpose(object_to_clip); + + pass.setBindGroup(0, bind_group, &.{mem.offset}); + pass.drawIndexed(3, 1, 0, 0, 0); + } + } + { + const color_attachments = [_]wgpu.RenderPassColorAttachment{.{ + .view = back_buffer_view, + .load_op = .load, + .store_op = .store, + }}; + const render_pass_info = wgpu.RenderPassDescriptor{ + .color_attachment_count = color_attachments.len, + .color_attachments = &color_attachments, + }; + const pass = encoder.beginRenderPass(render_pass_info); + defer { + pass.end(); + pass.release(); + } + + zgui.backend.draw(pass); + } + + break :commands encoder.finish(null); + }; + defer commands.release(); + + gctx.submit(&.{commands}); + + if (gctx.present() == .swap_chain_resized) { + // Release old depth texture. + gctx.releaseResource(demo.depth_texture_view); + gctx.destroyResource(demo.depth_texture); + + // Create a new depth texture to match the new window size. + const depth = createDepthTexture(gctx); + demo.depth_texture = depth.texture; + demo.depth_texture_view = depth.view; + } +} + +fn createDepthTexture(gctx: *zgpu.GraphicsContext) struct { + texture: zgpu.TextureHandle, + view: zgpu.TextureViewHandle, +} { + const texture = gctx.createTexture(.{ + .usage = .{ .render_attachment = true }, + .dimension = .tdim_2d, + .size = .{ + .width = gctx.swapchain_descriptor.width, + .height = gctx.swapchain_descriptor.height, + .depth_or_array_layers = 1, + }, + .format = .depth32_float, + .mip_level_count = 1, + .sample_count = 1, + }); + const view = gctx.createTextureView(texture, .{}); + return .{ .texture = texture, .view = view }; +} + +pub fn main() !void { + try zglfw.init(); + defer zglfw.terminate(); + + // Change current working directory to where the executable is located. + { + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + std.posix.chdir(path) catch {}; + } + + zglfw.windowHint(.client_api, .no_api); + + const window = try zglfw.Window.create(1600, 1000, window_title, null); + defer window.destroy(); + window.setSizeLimits(400, 400, -1, -1); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + var demo = try init(allocator, window); + defer deinit(allocator, &demo); + + const scale_factor = scale_factor: { + const scale = window.getContentScale(); + break :scale_factor @max(scale[0], scale[1]); + }; + + zgui.init(allocator); + defer zgui.deinit(); + + _ = zgui.io.addFontFromFile(content_dir ++ "Roboto-Medium.ttf", math.floor(16.0 * scale_factor)); + + zgui.backend.init( + window, + demo.gctx.device, + @intFromEnum(zgpu.GraphicsContext.swapchain_format), + @intFromEnum(wgpu.TextureFormat.undef), + ); + defer zgui.backend.deinit(); + + zgui.getStyle().scaleAllSizes(scale_factor); + + while (!window.shouldClose() and window.getKey(.escape) != .press) { + zglfw.pollEvents(); + update(&demo); + draw(&demo); + } +} + +``` + +`samples/vector_graphics_test/README.md`: + +```md +## vector graphics test + +This sample demonstrates how to use Direct3D 12 <-> Direct2D interop to render vector graphics and high-quality text. + +![image](screenshot.png) + +``` + +`samples/vector_graphics_test/build.zig`: + +```zig +const std = @import("std"); + +pub const demo_name = "vector_graphics_test"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zwindows = b.dependency("zwindows", .{ + .zxaudio2_debug_layer = options.zxaudio2_debug_layer, + .zd3d12_debug_layer = options.zd3d12_debug_layer, + .zd3d12_gbv = options.zd3d12_gbv, + }); + const zwindows_module = zwindows.module("zwindows"); + const zd3d12_module = zwindows.module("zd3d12"); + + exe.root_module.addImport("zwindows", zwindows_module); + exe.root_module.addImport("zd3d12", zd3d12_module); + + @import("../common/build.zig").link(exe, .{ + .zwindows = zwindows_module, + .zd3d12 = zd3d12_module, + }); + + // This is needed to export symbols from an .exe file. + // We export D3D12SDKVersion and D3D12SDKPath symbols which + // is required by DirectX 12 Agility SDK. + exe.rdynamic = true; + + @import("zwindows").install_d3d12(&exe.step, zwindows, .bin); + + return exe; +} + +``` + +`samples/vector_graphics_test/src/vector_graphics_test.zig`: + +```zig +const std = @import("std"); +const assert = std.debug.assert; +const L = std.unicode.utf8ToUtf16LeStringLiteral; + +const zwindows = @import("zwindows"); +const windows = zwindows.windows; +const d3d12 = zwindows.d3d12; +const d2d1 = zwindows.d2d1; +const dwrite = zwindows.dwrite; +const hrPanic = zwindows.hrPanic; +const hrPanicOnFail = zwindows.hrPanicOnFail; + +const zd3d12 = @import("zd3d12"); + +const common = @import("common"); +const c = common.c; + +pub export const D3D12SDKVersion: u32 = 610; +pub export const D3D12SDKPath: [*:0]const u8 = ".\\d3d12\\"; + +const window_name = "zig-gamedev: vector graphics test"; +const window_width = 1920; +const window_height = 1080; + +const DemoState = struct { + gctx: zd3d12.GraphicsContext, + frame_stats: common.FrameStats, + + brush: *d2d1.ISolidColorBrush, + radial_gradient_brush: *d2d1.IRadialGradientBrush, + textformat: *dwrite.ITextFormat, + ellipse: *d2d1.IEllipseGeometry, + stroke_style: *d2d1.IStrokeStyle, + path: *d2d1.IPathGeometry, + ink: *d2d1.IInk, + ink_style: *d2d1.IInkStyle, + bezier_lines_path: *d2d1.IPathGeometry, + + ink_points: std.ArrayList(d2d1.POINT_2F), + + left_mountain_geo: *d2d1.IGeometry, + right_mountain_geo: *d2d1.IGeometry, + sun_geo: *d2d1.IGeometry, + river_geo: *d2d1.IGeometry, + + custom_txtfmt: *dwrite.ITextFormat, +}; + +fn init(allocator: std.mem.Allocator) !DemoState { + const window = try common.initWindow(allocator, window_name, window_width, window_height); + var gctx = zd3d12.GraphicsContext.init(.{ + .allocator = allocator, + .window = window, + }); + + gctx.present_flags = .{}; + gctx.present_interval = 1; + + var ink_points = std.ArrayList(d2d1.POINT_2F).init(allocator); + + const brush = blk: { + var maybe_brush: ?*d2d1.ISolidColorBrush = null; + hrPanicOnFail(gctx.d2d.?.context.CreateSolidColorBrush( + &d2d1.COLOR_F{ .r = 1.0, .g = 0.0, .b = 0.0, .a = 0.5 }, + null, + &maybe_brush, + )); + break :blk maybe_brush.?; + }; + + const textformat = blk: { + var maybe_textformat: ?*dwrite.ITextFormat = null; + hrPanicOnFail(gctx.d2d.?.dwrite_factory.CreateTextFormat( + L("Verdana"), + null, + dwrite.FONT_WEIGHT.NORMAL, + dwrite.FONT_STYLE.NORMAL, + dwrite.FONT_STRETCH.NORMAL, + 32.0, + L("en-us"), + &maybe_textformat, + )); + break :blk maybe_textformat.?; + }; + hrPanicOnFail(textformat.SetTextAlignment(.LEADING)); + hrPanicOnFail(textformat.SetParagraphAlignment(.NEAR)); + + const custom_txtfmt = blk: { + var maybe_textformat: ?*dwrite.ITextFormat = null; + hrPanicOnFail(gctx.d2d.?.dwrite_factory.CreateTextFormat( + L("Ink Free"), + null, + dwrite.FONT_WEIGHT.NORMAL, + dwrite.FONT_STYLE.NORMAL, + dwrite.FONT_STRETCH.NORMAL, + 64.0, + L("en-us"), + &maybe_textformat, + )); + break :blk maybe_textformat.?; + }; + hrPanicOnFail(custom_txtfmt.SetTextAlignment(.LEADING)); + hrPanicOnFail(custom_txtfmt.SetParagraphAlignment(.NEAR)); + + const ellipse = blk: { + var maybe_ellipse: ?*d2d1.IEllipseGeometry = null; + hrPanicOnFail(gctx.d2d.?.factory.CreateEllipseGeometry( + &.{ .point = .{ .x = 1210.0, .y = 150.0 }, .radiusX = 50.0, .radiusY = 70.0 }, + &maybe_ellipse, + )); + break :blk maybe_ellipse.?; + }; + + const stroke_style = blk: { + var maybe_stroke_style: ?*d2d1.IStrokeStyle = null; + hrPanicOnFail(gctx.d2d.?.factory.CreateStrokeStyle( + &.{ + .startCap = .ROUND, + .endCap = .ROUND, + .dashCap = .FLAT, + .lineJoin = .MITER, + .miterLimit = 0.0, + .dashStyle = .SOLID, + .dashOffset = 0.0, + }, + null, + 0, + &maybe_stroke_style, + )); + break :blk maybe_stroke_style.?; + }; + + const path = blk: { + var path: *d2d1.IPathGeometry = undefined; + hrPanicOnFail(gctx.d2d.?.factory.CreatePathGeometry(@as(*?*d2d1.IPathGeometry, @ptrCast(&path)))); + + var sink: *d2d1.IGeometrySink = undefined; + hrPanicOnFail(path.Open(@as(*?*d2d1.IGeometrySink, @ptrCast(&sink)))); + defer { + hrPanicOnFail(sink.Close()); + _ = sink.Release(); + } + sink.BeginFigure(.{ .x = 500.0, .y = 400.0 }, .FILLED); + sink.AddLine(.{ .x = 600.0, .y = 300.0 }); + sink.AddLine(.{ .x = 700.0, .y = 400.0 }); + sink.AddLine(.{ .x = 800.0, .y = 300.0 }); + sink.AddBezier(&.{ + .point1 = .{ .x = 850.0, .y = 350.0 }, + .point2 = .{ .x = 850.0, .y = 350.0 }, + .point3 = .{ .x = 900.0, .y = 300.0 }, + }); + sink.AddBezier(&.{ + .point1 = .{ .x = 920.0, .y = 280.0 }, + .point2 = .{ .x = 950.0, .y = 320.0 }, + .point3 = .{ .x = 1000.0, .y = 300.0 }, + }); + sink.EndFigure(.OPEN); + break :blk path; + }; + const ink_style = blk: { + var ink_style: *d2d1.IInkStyle = undefined; + hrPanicOnFail(gctx.d2d.?.context.CreateInkStyle( + &.{ .nibShape = .ROUND, .nibTransform = d2d1.MATRIX_3X2_F.initIdentity() }, + @as(*?*d2d1.IInkStyle, @ptrCast(&ink_style)), + )); + break :blk ink_style; + }; + + const ink = blk: { + var ink: *d2d1.IInk = undefined; + hrPanicOnFail(gctx.d2d.?.context.CreateInk( + &.{ .x = 0.0, .y = 0.0, .radius = 0.0 }, + @as(*?*d2d1.IInk, @ptrCast(&ink)), + )); + + var p0 = d2d1.POINT_2F{ .x = 0.0, .y = 0.0 }; + ink_points.append(p0) catch unreachable; + ink.SetStartPoint(&.{ .x = p0.x, .y = p0.y, .radius = 1.0 }); + const sp = ink.GetStartPoint(); + assert(sp.x == p0.x and sp.y == p0.y and sp.radius == 1.0); + assert(ink.GetSegmentCount() == 0); + + { + const p1 = d2d1.POINT_2F{ .x = 200.0, .y = 0.0 }; + const cp1 = d2d1.POINT_2F{ .x = p0.x - 40.0, .y = p0.y + 140.0 }; + const cp2 = d2d1.POINT_2F{ .x = p1.x + 40.0, .y = p1.y - 140.0 }; + ink_points.append(cp1) catch unreachable; + ink_points.append(cp2) catch unreachable; + hrPanicOnFail(ink.AddSegments(&.{ + .{ + .point1 = .{ .x = cp1.x, .y = cp1.y, .radius = 12.5 }, + .point2 = .{ .x = cp2.x, .y = cp2.y, .radius = 12.5 }, + .point3 = .{ .x = p1.x, .y = p1.y, .radius = 9.0 }, + }, + }, 1)); + ink_points.append(p1) catch unreachable; + } + + p0 = ink_points.items[ink_points.items.len - 1]; + { + const p1 = d2d1.POINT_2F{ .x = 400.0, .y = 0.0 }; + const cp1 = d2d1.POINT_2F{ .x = p0.x - 40.0, .y = p0.y + 140.0 }; + const cp2 = d2d1.POINT_2F{ .x = p1.x + 40.0, .y = p1.y - 140.0 }; + ink_points.append(cp1) catch unreachable; + ink_points.append(cp2) catch unreachable; + hrPanicOnFail(ink.AddSegments(&.{ + .{ + .point1 = .{ .x = cp1.x, .y = cp1.y, .radius = 6.25 }, + .point2 = .{ .x = cp2.x, .y = cp2.y, .radius = 6.25 }, + .point3 = .{ .x = p1.x, .y = p1.y, .radius = 1.0 }, + }, + }, 1)); + ink_points.append(p1) catch unreachable; + } + + break :blk ink; + }; + + const bezier_lines_path = blk: { + var bezier_lines_path: *d2d1.IPathGeometry = undefined; + hrPanicOnFail(gctx.d2d.?.factory.CreatePathGeometry(@as(*?*d2d1.IPathGeometry, @ptrCast(&bezier_lines_path)))); + + var sink: *d2d1.IGeometrySink = undefined; + hrPanicOnFail(bezier_lines_path.Open(@as(*?*d2d1.IGeometrySink, @ptrCast(&sink)))); + defer { + hrPanicOnFail(sink.Close()); + _ = sink.Release(); + } + sink.BeginFigure(.{ .x = 0.0, .y = 0.0 }, .FILLED); + sink.AddLines(ink_points.items.ptr + 1, @as(u32, @intCast(ink_points.items.len - 1))); + sink.EndFigure(.OPEN); + break :blk bezier_lines_path; + }; + + const left_mountain_geo = blk: { + var left_mountain_path: *d2d1.IPathGeometry = undefined; + hrPanicOnFail(gctx.d2d.?.factory.CreatePathGeometry(@as(*?*d2d1.IPathGeometry, @ptrCast(&left_mountain_path)))); + + var sink: *d2d1.IGeometrySink = undefined; + hrPanicOnFail(left_mountain_path.Open(@as(*?*d2d1.IGeometrySink, @ptrCast(&sink)))); + defer { + hrPanicOnFail(sink.Close()); + _ = sink.Release(); + } + sink.SetFillMode(.WINDING); + + sink.BeginFigure(.{ .x = 346.0, .y = 255.0 }, .FILLED); + const points = [_]d2d1.POINT_2F{ + .{ .x = 267.0, .y = 177.0 }, + .{ .x = 236.0, .y = 192.0 }, + .{ .x = 212.0, .y = 160.0 }, + .{ .x = 156.0, .y = 255.0 }, + .{ .x = 346.0, .y = 255.0 }, + }; + sink.AddLines(&points, points.len); + sink.EndFigure(.CLOSED); + break :blk @as(*d2d1.IGeometry, @ptrCast(left_mountain_path)); + }; + + const right_mountain_geo = blk: { + var right_mountain_path: *d2d1.IPathGeometry = undefined; + hrPanicOnFail(gctx.d2d.?.factory.CreatePathGeometry(@as(*?*d2d1.IPathGeometry, @ptrCast(&right_mountain_path)))); + + var sink: *d2d1.IGeometrySink = undefined; + hrPanicOnFail(right_mountain_path.Open(@as(*?*d2d1.IGeometrySink, @ptrCast(&sink)))); + defer { + hrPanicOnFail(sink.Close()); + _ = sink.Release(); + } + sink.SetFillMode(.WINDING); + + sink.BeginFigure(.{ .x = 575.0, .y = 263.0 }, .FILLED); + const points = [_]d2d1.POINT_2F{ + .{ .x = 481.0, .y = 146.0 }, + .{ .x = 449.0, .y = 181.0 }, + .{ .x = 433.0, .y = 159.0 }, + .{ .x = 401.0, .y = 214.0 }, + .{ .x = 381.0, .y = 199.0 }, + .{ .x = 323.0, .y = 263.0 }, + .{ .x = 575.0, .y = 263.0 }, + }; + sink.AddLines(&points, points.len); + sink.EndFigure(.CLOSED); + break :blk @as(*d2d1.IGeometry, @ptrCast(right_mountain_path)); + }; + + const sun_geo = blk: { + var sun_path: *d2d1.IPathGeometry = undefined; + hrPanicOnFail(gctx.d2d.?.factory.CreatePathGeometry(@as(*?*d2d1.IPathGeometry, @ptrCast(&sun_path)))); + + var sink: *d2d1.IGeometrySink = undefined; + hrPanicOnFail(sun_path.Open(@as(*?*d2d1.IGeometrySink, @ptrCast(&sink)))); + defer { + hrPanicOnFail(sink.Close()); + _ = sink.Release(); + } + sink.SetFillMode(.WINDING); + + sink.BeginFigure(.{ .x = 270.0, .y = 255.0 }, .FILLED); + sink.AddArc(&.{ + .point = .{ .x = 440.0, .y = 255.0 }, + .size = .{ .width = 85.0, .height = 85.0 }, + .rotationAngle = 0.0, // rotation angle + .sweepDirection = .CLOCKWISE, + .arcSize = .SMALL, + }); + sink.EndFigure(.CLOSED); + + sink.BeginFigure(.{ .x = 299.0, .y = 182.0 }, .HOLLOW); + sink.AddBezier(&.{ + .point1 = .{ .x = 299.0, .y = 182.0 }, + .point2 = .{ .x = 294.0, .y = 176.0 }, + .point3 = .{ .x = 285.0, .y = 178.0 }, + }); + sink.AddBezier(&.{ + .point1 = .{ .x = 276.0, .y = 179.0 }, + .point2 = .{ .x = 272.0, .y = 173.0 }, + .point3 = .{ .x = 272.0, .y = 173.0 }, + }); + sink.EndFigure(.OPEN); + + sink.BeginFigure(.{ .x = 354.0, .y = 156.0 }, .HOLLOW); + sink.AddBezier(&.{ + .point1 = .{ .x = 354.0, .y = 156.0 }, + .point2 = .{ .x = 358.0, .y = 149.0 }, + .point3 = .{ .x = 354.0, .y = 142.0 }, + }); + sink.AddBezier(&.{ + .point1 = .{ .x = 349.0, .y = 134.0 }, + .point2 = .{ .x = 354.0, .y = 127.0 }, + .point3 = .{ .x = 354.0, .y = 127.0 }, + }); + sink.EndFigure(.OPEN); + + sink.BeginFigure(.{ .x = 322.0, .y = 164.0 }, .HOLLOW); + sink.AddBezier(&.{ + .point1 = .{ .x = 322.0, .y = 164.0 }, + .point2 = .{ .x = 322.0, .y = 156.0 }, + .point3 = .{ .x = 314.0, .y = 152.0 }, + }); + sink.AddBezier(&.{ + .point1 = .{ .x = 306.0, .y = 149.0 }, + .point2 = .{ .x = 305.0, .y = 141.0 }, + .point3 = .{ .x = 305.0, .y = 141.0 }, + }); + sink.EndFigure(.OPEN); + + sink.BeginFigure(.{ .x = 385.0, .y = 164.0 }, .HOLLOW); + sink.AddBezier(&.{ + .point1 = .{ .x = 385.0, .y = 164.0 }, + .point2 = .{ .x = 392.0, .y = 161.0 }, + .point3 = .{ .x = 394.0, .y = 152.0 }, + }); + sink.AddBezier(&.{ + .point1 = .{ .x = 395.0, .y = 144.0 }, + .point2 = .{ .x = 402.0, .y = 141.0 }, + .point3 = .{ .x = 402.0, .y = 142.0 }, + }); + sink.EndFigure(.OPEN); + + sink.BeginFigure(.{ .x = 408.0, .y = 182.0 }, .HOLLOW); + sink.AddBezier(&.{ + .point1 = .{ .x = 408.0, .y = 182.0 }, + .point2 = .{ .x = 416.0, .y = 184.0 }, + .point3 = .{ .x = 422.0, .y = 178.0 }, + }); + sink.AddBezier(&.{ + .point1 = .{ .x = 428.0, .y = 171.0 }, + .point2 = .{ .x = 435.0, .y = 173.0 }, + .point3 = .{ .x = 435.0, .y = 173.0 }, + }); + sink.EndFigure(.OPEN); + + break :blk @as(*d2d1.IGeometry, @ptrCast(sun_path)); + }; + + const river_geo = blk: { + var river_path: *d2d1.IPathGeometry = undefined; + hrPanicOnFail(gctx.d2d.?.factory.CreatePathGeometry(@as(*?*d2d1.IPathGeometry, @ptrCast(&river_path)))); + + var sink: *d2d1.IGeometrySink = undefined; + hrPanicOnFail(river_path.Open(@as(*?*d2d1.IGeometrySink, @ptrCast(&sink)))); + defer { + hrPanicOnFail(sink.Close()); + _ = sink.Release(); + } + sink.SetFillMode(.WINDING); + + sink.BeginFigure(.{ .x = 183.0, .y = 392.0 }, .FILLED); + sink.AddBezier(&.{ + .point1 = .{ .x = 238.0, .y = 284.0 }, + .point2 = .{ .x = 472.0, .y = 345.0 }, + .point3 = .{ .x = 356.0, .y = 303.0 }, + }); + sink.AddBezier(&.{ + .point1 = .{ .x = 237.0, .y = 261.0 }, + .point2 = .{ .x = 333.0, .y = 256.0 }, + .point3 = .{ .x = 333.0, .y = 256.0 }, + }); + sink.AddBezier(&.{ + .point1 = .{ .x = 335.0, .y = 257.0 }, + .point2 = .{ .x = 241.0, .y = 261.0 }, + .point3 = .{ .x = 411.0, .y = 306.0 }, + }); + sink.AddBezier(&.{ + .point1 = .{ .x = 574.0, .y = 350.0 }, + .point2 = .{ .x = 288.0, .y = 324.0 }, + .point3 = .{ .x = 296.0, .y = 392.0 }, + }); + sink.EndFigure(.CLOSED); + break :blk @as(*d2d1.IGeometry, @ptrCast(river_path)); + }; + + const radial_gradient_brush = blk: { + const stops = [_]d2d1.GRADIENT_STOP{ + .{ .color = d2d1.colorf.YellowGreen, .position = 0.0 }, + .{ .color = d2d1.colorf.LightSkyBlue, .position = 1.0 }, + }; + var stop_collection: *d2d1.IGradientStopCollection = undefined; + hrPanicOnFail(gctx.d2d.?.context.CreateGradientStopCollection( + &stops, + 2, + ._2_2, + .CLAMP, + @as(*?*d2d1.IGradientStopCollection, @ptrCast(&stop_collection)), + )); + defer _ = stop_collection.Release(); + + var radial_gradient_brush: *d2d1.IRadialGradientBrush = undefined; + hrPanicOnFail(gctx.d2d.?.context.CreateRadialGradientBrush( + &.{ + .center = .{ .x = 75.0, .y = 75.0 }, + .gradientOriginOffset = .{ .x = 0.0, .y = 0.0 }, + .radiusX = 75.0, + .radiusY = 75.0, + }, + null, + stop_collection, + @as(*?*d2d1.IRadialGradientBrush, @ptrCast(&radial_gradient_brush)), + )); + break :blk radial_gradient_brush; + }; + + return DemoState{ + .gctx = gctx, + .frame_stats = common.FrameStats.init(), + .brush = brush, + .textformat = textformat, + .ellipse = ellipse, + .stroke_style = stroke_style, + .path = path, + .ink_style = ink_style, + .ink = ink, + .ink_points = ink_points, + .bezier_lines_path = bezier_lines_path, + .left_mountain_geo = left_mountain_geo, + .right_mountain_geo = right_mountain_geo, + .sun_geo = sun_geo, + .river_geo = river_geo, + .radial_gradient_brush = radial_gradient_brush, + .custom_txtfmt = custom_txtfmt, + }; +} + +fn drawShapes(demo: DemoState) void { + var gctx = &demo.gctx; + + gctx.d2d.?.context.DrawLine( + .{ .x = 20.0, .y = 200.0 }, + .{ .x = 120.0, .y = 300.0 }, + @as(*d2d1.IBrush, @ptrCast(demo.brush)), + 33.0, + demo.stroke_style, + ); + gctx.d2d.?.context.DrawLine( + .{ .x = 160.0, .y = 300.0 }, + .{ .x = 260.0, .y = 200.0 }, + @as(*d2d1.IBrush, @ptrCast(demo.brush)), + 33.0, + demo.stroke_style, + ); + gctx.d2d.?.context.DrawLine( + .{ .x = 300.0, .y = 200.0 }, + .{ .x = 400.0, .y = 300.0 }, + @as(*d2d1.IBrush, @ptrCast(demo.brush)), + 33.0, + demo.stroke_style, + ); + + gctx.d2d.?.context.DrawRectangle( + &.{ .left = 500.0, .top = 100.0, .right = 600.0, .bottom = 200.0 }, + @as(*d2d1.IBrush, @ptrCast(demo.brush)), + 5.0, + null, + ); + gctx.d2d.?.context.FillRectangle( + &.{ .left = 610.0, .top = 100.0, .right = 710.0, .bottom = 200.0 }, + @as(*d2d1.IBrush, @ptrCast(demo.brush)), + ); + gctx.d2d.?.context.FillRoundedRectangle( + &.{ + .rect = .{ .left = 830.0, .top = 100.0, .right = 930.0, .bottom = 200.0 }, + .radiusX = 20.0, + .radiusY = 20.0, + }, + @as(*d2d1.IBrush, @ptrCast(demo.brush)), + ); + + gctx.d2d.?.context.DrawEllipse( + &.{ .point = .{ .x = 990.0, .y = 150.0 }, .radiusX = 50.0, .radiusY = 70.0 }, + @as(*d2d1.IBrush, @ptrCast(demo.brush)), + 5.0, + null, + ); + gctx.d2d.?.context.FillEllipse( + &.{ .point = .{ .x = 1100.0, .y = 150.0 }, .radiusX = 50.0, .radiusY = 70.0 }, + @as(*d2d1.IBrush, @ptrCast(demo.brush)), + ); + gctx.d2d.?.context.DrawGeometry( + @as(*d2d1.IGeometry, @ptrCast(demo.ellipse)), + @as(*d2d1.IBrush, @ptrCast(demo.brush)), + 7.0, + null, + ); + gctx.d2d.?.context.SetTransform(&d2d1.MATRIX_3X2_F.initTranslation(110.0, 0.0)); + gctx.d2d.?.context.FillGeometry( + @as(*d2d1.IGeometry, @ptrCast(demo.ellipse)), + @as(*d2d1.IBrush, @ptrCast(demo.brush)), + null, + ); + gctx.d2d.?.context.SetTransform(&d2d1.MATRIX_3X2_F.initIdentity()); + + demo.brush.SetColor(&d2d1.COLOR_F{ .r = 0.2, .g = 0.4, .b = 0.8, .a = 1.0 }); + var i: u32 = 0; + while (i < 5) : (i += 1) { + gctx.d2d.?.context.SetTransform(&d2d1.MATRIX_3X2_F.initTranslation(0.0, @as(f32, @floatFromInt(i)) * 50.0)); + gctx.d2d.?.context.DrawGeometry( + @as(*d2d1.IGeometry, @ptrCast(demo.path)), + @as(*d2d1.IBrush, @ptrCast(demo.brush)), + 15.0, + null, + ); + } + + gctx.d2d.?.context.SetTransform(&d2d1.MATRIX_3X2_F.initTranslation(500.0, 800.0)); + gctx.d2d.?.context.DrawInk(demo.ink, @as(*d2d1.IBrush, @ptrCast(demo.brush)), demo.ink_style); + + demo.brush.SetColor(&d2d1.COLOR_F{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }); + gctx.d2d.?.context.DrawGeometry( + @as(*d2d1.IGeometry, @ptrCast(demo.bezier_lines_path)), + @as(*d2d1.IBrush, @ptrCast(demo.brush)), + 3.0, + null, + ); + + demo.brush.SetColor(&d2d1.COLOR_F{ .r = 0.8, .g = 0.0, .b = 0.0, .a = 1.0 }); + for (demo.ink_points.items) |cp| { + gctx.d2d.?.context.FillEllipse( + &.{ .point = cp, .radiusX = 9.0, .radiusY = 9.0 }, + @as(*d2d1.IBrush, @ptrCast(demo.brush)), + ); + } + + gctx.d2d.?.context.SetTransform(&d2d1.MATRIX_3X2_F.initTranslation(750.0, 900.0)); + gctx.d2d.?.context.DrawInk(demo.ink, @as(*d2d1.IBrush, @ptrCast(demo.brush)), demo.ink_style); + + gctx.d2d.?.context.SetTransform(&d2d1.MATRIX_3X2_F.initTranslation(1080.0, 640.0)); + + // Draw background. + demo.brush.SetColor(&d2d1.colorf.White); + gctx.d2d.?.context.FillRectangle( + &.{ .left = 100.0, .top = 100.0, .right = 620.0, .bottom = 420.0 }, + @as(*d2d1.IBrush, @ptrCast(demo.brush)), + ); + + // NOTE(mziulek): D2D1 is slow. It creates and destroys resources every frame (see graphics.endDraw2d()). + // TODO(mziulek): Check if ID2D1GeometryRealization helps. + + // Draw sun. + // NOTE(mziulek): Using 'demo.radial_gradient_brush' causes GPU-Based Validation errors (D3D11on12 bug?). + // As a workaround we use 'demo.brush' (solid color brush). + demo.brush.SetColor(&d2d1.colorf.DarkOrange); + gctx.d2d.?.context.FillGeometry(demo.sun_geo, @as(*d2d1.IBrush, @ptrCast(demo.brush)), null); + + demo.brush.SetColor(&d2d1.colorf.Black); + gctx.d2d.?.context.DrawGeometry(demo.sun_geo, @as(*d2d1.IBrush, @ptrCast(demo.brush)), 5.0, null); + + // Draw left mountain geometry. + demo.brush.SetColor(&d2d1.colorf.OliveDrab); + gctx.d2d.?.context.FillGeometry(demo.left_mountain_geo, @as(*d2d1.IBrush, @ptrCast(demo.brush)), null); + + demo.brush.SetColor(&d2d1.colorf.Black); + gctx.d2d.?.context.DrawGeometry(demo.left_mountain_geo, @as(*d2d1.IBrush, @ptrCast(demo.brush)), 5.0, null); + + // Draw river geometry. + demo.brush.SetColor(&d2d1.colorf.LightSkyBlue); + gctx.d2d.?.context.FillGeometry(demo.river_geo, @as(*d2d1.IBrush, @ptrCast(demo.brush)), null); + + demo.brush.SetColor(&d2d1.colorf.Black); + gctx.d2d.?.context.DrawGeometry(demo.river_geo, @as(*d2d1.IBrush, @ptrCast(demo.brush)), 5.0, null); + + // Draw right mountain geometry. + demo.brush.SetColor(&d2d1.colorf.YellowGreen); + gctx.d2d.?.context.FillGeometry(demo.right_mountain_geo, @as(*d2d1.IBrush, @ptrCast(demo.brush)), null); + + demo.brush.SetColor(&d2d1.colorf.Black); + gctx.d2d.?.context.DrawGeometry(demo.right_mountain_geo, @as(*d2d1.IBrush, @ptrCast(demo.brush)), 5.0, null); + + gctx.d2d.?.context.SetTransform(&d2d1.MATRIX_3X2_F.initIdentity()); +} + +fn deinit(demo: *DemoState, allocator: std.mem.Allocator) void { + demo.gctx.finishGpuCommands(); + _ = demo.brush.Release(); + _ = demo.textformat.Release(); + _ = demo.custom_txtfmt.Release(); + _ = demo.ellipse.Release(); + _ = demo.stroke_style.Release(); + _ = demo.path.Release(); + _ = demo.ink.Release(); + _ = demo.ink_style.Release(); + _ = demo.bezier_lines_path.Release(); + _ = demo.left_mountain_geo.Release(); + _ = demo.right_mountain_geo.Release(); + _ = demo.sun_geo.Release(); + _ = demo.river_geo.Release(); + _ = demo.radial_gradient_brush.Release(); + demo.ink_points.deinit(); + demo.gctx.deinit(allocator); + common.deinitWindow(allocator); + demo.* = undefined; +} + +fn update(demo: *DemoState) void { + demo.frame_stats.update(demo.gctx.window, window_name); +} + +fn draw(demo: *DemoState) void { + var gctx = &demo.gctx; + gctx.beginFrame(); + + const back_buffer = gctx.getBackBuffer(); + + gctx.addTransitionBarrier(back_buffer.resource_handle, .{ .RENDER_TARGET = true }); + gctx.flushResourceBarriers(); + + gctx.cmdlist.OMSetRenderTargets( + 1, + &.{back_buffer.descriptor_handle}, + windows.TRUE, + null, + ); + gctx.cmdlist.ClearRenderTargetView( + back_buffer.descriptor_handle, + &[4]f32{ 0.0, 0.0, 0.0, 1.0 }, + 0, + null, + ); + + gctx.beginDraw2d(); + { + const stats = &demo.frame_stats; + var buffer = [_]u8{0} ** 64; + const text = std.fmt.bufPrint( + buffer[0..], + "FPS: {d:.1}\nCPU time: {d:.3} ms", + .{ stats.fps, stats.average_cpu_time }, + ) catch unreachable; + + demo.brush.SetColor(&d2d1.COLOR_F{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }); + common.drawText( + gctx.d2d.?.context, + text, + demo.textformat, + &d2d1.RECT_F{ + .left = 10.0, + .top = 10.0, + .right = @as(f32, @floatFromInt(gctx.viewport_width)), + .bottom = @as(f32, @floatFromInt(gctx.viewport_height)), + }, + @as(*d2d1.IBrush, @ptrCast(demo.brush)), + ); + + demo.brush.SetColor(&d2d1.COLOR_F{ .r = 0.6, .g = 0.0, .b = 1.0, .a = 1.0 }); + common.drawText( + gctx.d2d.?.context, + \\Lorem ipsum dolor sit amet, + \\consectetur adipiscing elit, + \\sed do eiusmod tempor incididunt + \\ut labore et dolore magna aliqua. + , + demo.custom_txtfmt, + &d2d1.RECT_F{ + .left = 1030.0, + .top = 220.0, + .right = @as(f32, @floatFromInt(gctx.viewport_width)), + .bottom = @as(f32, @floatFromInt(gctx.viewport_height)), + }, + @as(*d2d1.IBrush, @ptrCast(demo.brush)), + ); + + demo.brush.SetColor(&d2d1.COLOR_F{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }); + drawShapes(demo.*); + } + gctx.endDraw2d(); + + gctx.endFrame(); +} + +pub fn main() !void { + common.init(); + defer common.deinit(); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + + const allocator = gpa.allocator(); + + var demo = try init(allocator); + defer deinit(&demo, allocator); + + while (common.handleWindowEvents()) { + update(&demo); + draw(&demo); + } +} + +``` + +`samples/zphysics_instanced_cubes_d3d12/README.md`: + +```md +## zphysics instanced cubes d3d12 + +Continuous stream of instanced cubes interacting with physics. A good starting point for protoyping game ideas. + +![Screenshot](screenshot.png) + +``` + +`samples/zphysics_instanced_cubes_d3d12/build.zig`: + +```zig +const builtin = @import("builtin"); +const std = @import("std"); + +pub const demo_name = "zphysics_instanced_cubes_d3d12"; +pub const content_dir = demo_name ++ "_content/"; + +pub fn build(b: *std.Build, options: anytype) *std.Build.Step.Compile { + const cwd_path = b.pathJoin(&.{ "samples", demo_name }); + const src_path = b.pathJoin(&.{ cwd_path, "src" }); + const exe = b.addExecutable(.{ + .name = demo_name, + .root_source_file = b.path(b.pathJoin(&.{ src_path, demo_name ++ ".zig" })), + .target = options.target, + .optimize = options.optimize, + }); + + const zmath = b.dependency("zmath", .{ + .target = options.target, + }); + exe.root_module.addImport("zmath", zmath.module("root")); + + const zglfw = b.dependency("zglfw", .{ + .target = options.target, + }); + exe.root_module.addImport("zglfw", zglfw.module("root")); + exe.linkLibrary(zglfw.artifact("glfw")); + + const zgui = b.dependency("zgui", .{ + .target = options.target, + .backend = .glfw_dx12, + }); + exe.root_module.addImport("zgui", zgui.module("root")); + exe.linkLibrary(zgui.artifact("imgui")); + + const zwindows = b.dependency("zwindows", .{ + .zxaudio2_debug_layer = options.zxaudio2_debug_layer, + .zd3d12_debug_layer = options.zd3d12_debug_layer, + .zd3d12_gbv = options.zd3d12_gbv, + }); + const zwindows_module = zwindows.module("zwindows"); + const zd3d12_module = zwindows.module("zd3d12"); + + exe.root_module.addImport("zwindows", zwindows_module); + exe.root_module.addImport("zd3d12", zd3d12_module); + + const zphysics = b.dependency("zphysics", .{ + .target = options.target, + .use_double_precision = false, + .enable_debug_renderer = true, + .enable_asserts = true, + }); + exe.root_module.addImport("zphysics", zphysics.module("root")); + exe.linkLibrary(zphysics.artifact("joltc")); + + const zpix = b.dependency("zpix", .{ + .enable = options.zpix_enable, + .path = options.zpix_path, + }); + exe.root_module.addImport("zpix", zpix.module("root")); + + const exe_options = b.addOptions(); + exe.root_module.addOptions("build_options", exe_options); + exe_options.addOption([]const u8, "content_dir", content_dir); + exe_options.addOption([]const u8, "demo_name", demo_name); + + const content_path = b.pathJoin(&.{ cwd_path, content_dir }); + const install_content_step = b.addInstallDirectory(.{ + .source_dir = b.path(content_path), + .install_dir = .{ .custom = "" }, + .install_subdir = b.pathJoin(&.{ "bin", content_dir }), + }); + exe.step.dependOn(&install_content_step.step); + + if (builtin.os.tag == .windows or builtin.os.tag == .linux) { + const compile_shaders = @import("zwindows").addCompileShaders(b, demo_name, zwindows, .{ .shader_ver = "6_6" }); + const root_path = b.pathResolve(&.{ @src().file, "..", "..", ".." }); + + const hlsl_path = b.pathJoin(&.{ root_path, src_path, demo_name ++ ".hlsl" }); + compile_shaders.addVsShader(hlsl_path, "cubeVs", b.pathJoin(&.{ root_path, content_path, demo_name ++ "-cube.vs.cso" }), ""); + compile_shaders.addPsShader(hlsl_path, "ps", b.pathJoin(&.{ root_path, content_path, demo_name ++ ".ps.cso" }), ""); + + install_content_step.step.dependOn(compile_shaders.step); + } + exe.step.dependOn(&install_content_step.step); + + // This is needed to export symbols from an .exe file. + // We export D3D12SDKVersion and D3D12SDKPath symbols which + // is required by DirectX 12 Agility SDK. + exe.rdynamic = true; + + @import("zwindows").install_d3d12(&exe.step, zwindows, .bin); + + return exe; +} + +``` + +`samples/zphysics_instanced_cubes_d3d12/src/zphysics_instanced_cubes_d3d12.hlsl`: + +```hlsl +#define root_signature "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT),CBV(b0)" + +cbuffer SceneConstantBuffer : register(b0) { + row_major matrix mvp; +}; + +struct Pixel { + float4 color : COLOR; + float4 position : SV_POSITION; +}; + +struct CubeVertex { + float3 position: CUBE_MESH_POSITION; + float3 normal: CUBE_MESH_NORMAL; + row_major matrix transform: CUBE_TRANSFORM; + float3 color: CUBE_COLOR; +}; + +[RootSignature(root_signature)] +Pixel cubeVs( + CubeVertex vertex +) { + Pixel pixel; + + float4 position = mul(float4(vertex.position, 1.0), vertex.transform); + pixel.position = mul(position, mvp); + + + float4 normal_end = mul(float4(vertex.position + vertex.normal, 1.0), vertex.transform); + float4 normal = normal_end - position; + float3 light_direction = float3(0.0, 1.0, 0.0); + float3 ambient = 0.5; + pixel.color = saturate(float4(vertex.color * dot(normal.xyz, light_direction) + vertex.color * ambient, 1.0)); + + return pixel; +} + +[RootSignature(root_signature)] +float4 ps( + Pixel pixel +): SV_Target { + return pixel.color; +} + +``` + +`samples/zphysics_instanced_cubes_d3d12/src/zphysics_instanced_cubes_d3d12.zig`: + +```zig +const std = @import("std"); +const zgui = @import("zgui"); +const glfw = @import("zglfw"); +const zd3d12 = @import("zd3d12"); +const zmath = @import("zmath"); +const zpix = @import("zpix"); +const zphysics = @import("zphysics"); + +const zwindows = @import("zwindows"); +const d3d12 = zwindows.d3d12; +const dxgi = zwindows.dxgi; + +pub export const D3D12SDKVersion: u32 = 610; +pub export const D3D12SDKPath: [*:0]const u8 = ".\\d3d12\\"; + +const content_dir = @import("build_options").content_dir; +const demo_name = @import("build_options").demo_name; + +const window_name = "zig-gamedev: " ++ demo_name; + +const ObjectLayers = struct { + const non_moving: zphysics.ObjectLayer = 0; + const moving: zphysics.ObjectLayer = 1; + const len: u32 = 2; +}; + +const BroadPhaseLayers = struct { + const non_moving: zphysics.BroadPhaseLayer = 0; + const moving: zphysics.BroadPhaseLayer = 1; + const len: u32 = 2; +}; + +const BroadPhaseLayerInterface = extern struct { + broad_phase_layer_interface: zphysics.BroadPhaseLayerInterface = .init(@This()), + object_to_broad_phase: [ObjectLayers.len]zphysics.BroadPhaseLayer = undefined, + + fn init() BroadPhaseLayerInterface { + var layer_interface: BroadPhaseLayerInterface = .{}; + layer_interface.object_to_broad_phase[ObjectLayers.non_moving] = BroadPhaseLayers.non_moving; + layer_interface.object_to_broad_phase[ObjectLayers.moving] = BroadPhaseLayers.moving; + return layer_interface; + } + + pub fn getNumBroadPhaseLayers(_: *const zphysics.BroadPhaseLayerInterface) callconv(.C) u32 { + return BroadPhaseLayers.len; + } + + pub fn getBroadPhaseLayer( + broad_phase_layer_interface: *const zphysics.BroadPhaseLayerInterface, + object_layer: zphysics.ObjectLayer, + ) callconv(.C) zphysics.BroadPhaseLayer { + const self: *const BroadPhaseLayerInterface = @alignCast(@fieldParentPtr("broad_phase_layer_interface", broad_phase_layer_interface)); + return self.object_to_broad_phase[object_layer]; + } +}; + +const ObjectVsBroadPhaseLayerFilter = extern struct { + object_vs_broad_phase_layer_filter: zphysics.ObjectVsBroadPhaseLayerFilter = .init(@This()), + + pub fn shouldCollide( + _: *const zphysics.ObjectVsBroadPhaseLayerFilter, + object_layer: zphysics.ObjectLayer, + broad_phase_layer: zphysics.BroadPhaseLayer, + ) callconv(.C) bool { + return switch (object_layer) { + ObjectLayers.non_moving => broad_phase_layer == BroadPhaseLayers.moving, + ObjectLayers.moving => true, + else => unreachable, + }; + } +}; + +const ObjectLayerPairFilter = extern struct { + object_layer_pair_filter: zphysics.ObjectLayerPairFilter = .init(@This()), + + pub fn shouldCollide( + _: *const zphysics.ObjectLayerPairFilter, + a: zphysics.ObjectLayer, + b: zphysics.ObjectLayer, + ) callconv(.C) bool { + return switch (a) { + ObjectLayers.non_moving => b == ObjectLayers.moving, + ObjectLayers.moving => true, + else => unreachable, + }; + } +}; + +pub fn main() !void { + // Change current working directory to where the executable is located. + { + var buffer: [1024]u8 = undefined; + const path = std.fs.selfExeDirPath(buffer[0..]) catch "."; + std.posix.chdir(path) catch {}; + } + + const pix_library = try zpix.loadGpuCapturerLibrary(); + defer pix_library.deinit(); + + var rng = std.Random.DefaultPrng.init(42); + + var gpa = std.heap.GeneralPurposeAllocator(.{}){}; + defer _ = gpa.deinit(); + const allocator = gpa.allocator(); + + try glfw.init(); + defer glfw.terminate(); + + glfw.windowHint(.client_api, .no_api); + const glfw_window = try glfw.Window.create(800, 600, window_name, null); + defer glfw_window.destroy(); + + zgui.init(allocator); + defer zgui.deinit(); + + const window = glfw.getWin32Window(glfw_window) orelse return error.FailedToGetWin32Window; + var gctx = zd3d12.GraphicsContext.init(.{ + .allocator = allocator, + .window = window, + }); + defer gctx.deinit(allocator); + + const cube_pipeline = cube_pipeline: { + var arena_allocator_state = std.heap.ArenaAllocator.init(allocator); + defer arena_allocator_state.deinit(); + const arena_allocator = arena_allocator_state.allocator(); + + var pso_desc = d3d12.GRAPHICS_PIPELINE_STATE_DESC.initDefault(); + pso_desc.InputLayout = d3d12.INPUT_LAYOUT_DESC.init(&.{ + d3d12.INPUT_ELEMENT_DESC.init("CUBE_MESH_POSITION", 0, .R32G32B32_FLOAT, 0, 0, .PER_VERTEX_DATA, 0), + d3d12.INPUT_ELEMENT_DESC.init("CUBE_MESH_NORMAL", 0, .R32G32B32_FLOAT, 0, 16, .PER_VERTEX_DATA, 0), + d3d12.INPUT_ELEMENT_DESC.init("CUBE_TRANSFORM", 0, .R32G32B32A32_FLOAT, 1, 0, .PER_INSTANCE_DATA, 1), + d3d12.INPUT_ELEMENT_DESC.init("CUBE_TRANSFORM", 1, .R32G32B32A32_FLOAT, 1, d3d12.APPEND_ALIGNED_ELEMENT, .PER_INSTANCE_DATA, 1), + d3d12.INPUT_ELEMENT_DESC.init("CUBE_TRANSFORM", 2, .R32G32B32A32_FLOAT, 1, d3d12.APPEND_ALIGNED_ELEMENT, .PER_INSTANCE_DATA, 1), + d3d12.INPUT_ELEMENT_DESC.init("CUBE_TRANSFORM", 3, .R32G32B32A32_FLOAT, 1, d3d12.APPEND_ALIGNED_ELEMENT, .PER_INSTANCE_DATA, 1), + d3d12.INPUT_ELEMENT_DESC.init("CUBE_COLOR", 0, .R32G32B32_FLOAT, 1, d3d12.APPEND_ALIGNED_ELEMENT, .PER_INSTANCE_DATA, 1), + }); + pso_desc.RTVFormats[0] = .R8G8B8A8_UNORM; + pso_desc.NumRenderTargets = 1; + pso_desc.PrimitiveTopologyType = .TRIANGLE; + pso_desc.VS = d3d12.SHADER_BYTECODE.init(try std.fs.cwd().readFileAlloc(arena_allocator, content_dir ++ demo_name ++ "-cube.vs.cso", 256 * 1024)); + pso_desc.PS = d3d12.SHADER_BYTECODE.init(try std.fs.cwd().readFileAlloc(arena_allocator, content_dir ++ demo_name ++ ".ps.cso", 256 * 1024)); + + break :cube_pipeline gctx.createGraphicsShaderPipeline(&pso_desc); + }; + + const depth_texture_view = gctx.allocateCpuDescriptors(.DSV, 1); + var depth_texture_resource: ?zd3d12.ResourceHandle = null; + + try zphysics.init(allocator, .{}); + defer zphysics.deinit(); + + const broad_phase_layer_interface = try allocator.create(BroadPhaseLayerInterface); + defer allocator.destroy(broad_phase_layer_interface); + broad_phase_layer_interface.* = BroadPhaseLayerInterface.init(); + + const object_vs_broad_phase_layer_filter = try allocator.create(ObjectVsBroadPhaseLayerFilter); + defer allocator.destroy(object_vs_broad_phase_layer_filter); + object_vs_broad_phase_layer_filter.* = .{}; + + const object_layer_pair_filter = try allocator.create(ObjectLayerPairFilter); + defer allocator.destroy(object_layer_pair_filter); + object_layer_pair_filter.* = .{}; + + const MAX_CUBES = 128; + + const physics_system = try zphysics.PhysicsSystem.create( + @as(*const zphysics.BroadPhaseLayerInterface, @ptrCast(broad_phase_layer_interface)), + @as(*const zphysics.ObjectVsBroadPhaseLayerFilter, @ptrCast(object_vs_broad_phase_layer_filter)), + @as(*const zphysics.ObjectLayerPairFilter, @ptrCast(object_layer_pair_filter)), + .{ + .max_bodies = MAX_CUBES, + .num_body_mutexes = 0, + .max_body_pairs = 1024, + .max_contact_constraints = 1024, + }, + ); + defer physics_system.destroy(); + + const body_interface = physics_system.getBodyInterfaceMut(); + + const cube_shape_settings = try zphysics.BoxShapeSettings.create(.{ 0.5, 0.5, 0.5 }); + defer cube_shape_settings.asShapeSettings().release(); + + const cube_shape = try cube_shape_settings.asShapeSettings().createShape(); + defer cube_shape.release(); + { + const floor_shape_settings = try zphysics.BoxShapeSettings.create(.{ 3, 1, 3 }); + defer floor_shape_settings.asShapeSettings().release(); + + const floor_shape = try floor_shape_settings.asShapeSettings().createShape(); + defer floor_shape.release(); + + _ = try body_interface.createAndAddBody(.{ + .position = .{ 0, -1, 0, 1 }, + .rotation = .{ 0, 0, 0, 1 }, + .shape = floor_shape, + .motion_type = .static, + .object_layer = ObjectLayers.non_moving, + }, .activate); + + physics_system.optimizeBroadPhase(); + } + + const F32x3 = @Vector(3, f32); + + const CubeVertex = extern struct { + position: F32x3, + normal: F32x3, + }; + const cube_mesh = [_]CubeVertex{ + .{ .position = .{ -0.5, -0.5, -0.5 }, .normal = .{ 0, -1, 0 } }, + .{ .position = .{ 0.5, -0.5, -0.5 }, .normal = .{ 0, -1, 0 } }, + .{ .position = .{ -0.5, -0.5, 0.5 }, .normal = .{ 0, -1, 0 } }, + + .{ .position = .{ 0.5, -0.5, -0.5 }, .normal = .{ 0, -1, 0 } }, + .{ .position = .{ 0.5, -0.5, 0.5 }, .normal = .{ 0, -1, 0 } }, + .{ .position = .{ -0.5, -0.5, 0.5 }, .normal = .{ 0, -1, 0 } }, + + .{ .position = .{ -0.5, -0.5, -0.5 }, .normal = .{ 0, 0, -1 } }, + .{ .position = .{ -0.5, 0.5, -0.5 }, .normal = .{ 0, 0, -1 } }, + .{ .position = .{ 0.5, -0.5, -0.5 }, .normal = .{ 0, 0, -1 } }, + + .{ .position = .{ -0.5, 0.5, -0.5 }, .normal = .{ 0, 0, -1 } }, + .{ .position = .{ 0.5, 0.5, -0.5 }, .normal = .{ 0, 0, -1 } }, + .{ .position = .{ 0.5, -0.5, -0.5 }, .normal = .{ 0, 0, -1 } }, + + .{ .position = .{ -0.5, -0.5, -0.5 }, .normal = .{ -1, 0, 0 } }, + .{ .position = .{ -0.5, -0.5, 0.5 }, .normal = .{ -1, 0, 0 } }, + .{ .position = .{ -0.5, 0.5, -0.5 }, .normal = .{ -1, 0, 0 } }, + + .{ .position = .{ -0.5, -0.5, 0.5 }, .normal = .{ -1, 0, 0 } }, + .{ .position = .{ -0.5, 0.5, 0.5 }, .normal = .{ -1, 0, 0 } }, + .{ .position = .{ -0.5, 0.5, -0.5 }, .normal = .{ -1, 0, 0 } }, + + .{ .position = .{ -0.5, 0.5, -0.5 }, .normal = .{ 0, 1, 0 } }, + .{ .position = .{ -0.5, 0.5, 0.5 }, .normal = .{ 0, 1, 0 } }, + .{ .position = .{ 0.5, 0.5, -0.5 }, .normal = .{ 0, 1, 0 } }, + + .{ .position = .{ 0.5, 0.5, -0.5 }, .normal = .{ 0, 1, 0 } }, + .{ .position = .{ -0.5, 0.5, 0.5 }, .normal = .{ 0, 1, 0 } }, + .{ .position = .{ 0.5, 0.5, 0.5 }, .normal = .{ 0, 1, 0 } }, + + .{ .position = .{ -0.5, -0.5, 0.5 }, .normal = .{ 0, 0, 1 } }, + .{ .position = .{ 0.5, -0.5, 0.5 }, .normal = .{ 0, 0, 1 } }, + .{ .position = .{ -0.5, 0.5, 0.5 }, .normal = .{ 0, 0, 1 } }, + + .{ .position = .{ -0.5, 0.5, 0.5 }, .normal = .{ 0, 0, 1 } }, + .{ .position = .{ 0.5, -0.5, 0.5 }, .normal = .{ 0, 0, 1 } }, + .{ .position = .{ 0.5, 0.5, 0.5 }, .normal = .{ 0, 0, 1 } }, + + .{ .position = .{ 0.5, -0.5, -0.5 }, .normal = .{ 1, 0, 0 } }, + .{ .position = .{ 0.5, 0.5, -0.5 }, .normal = .{ 1, 0, 0 } }, + .{ .position = .{ 0.5, -0.5, 0.5 }, .normal = .{ 1, 0, 0 } }, + + .{ .position = .{ 0.5, -0.5, 0.5 }, .normal = .{ 1, 0, 0 } }, + .{ .position = .{ 0.5, 0.5, -0.5 }, .normal = .{ 1, 0, 0 } }, + .{ .position = .{ 0.5, 0.5, 0.5 }, .normal = .{ 1, 0, 0 } }, + }; + + const cube_vertices = try gctx.uploadVertices(CubeVertex, &cube_mesh); + const Cube = extern struct { + transform: zmath.Mat, + color: F32x3, + }; + const cubes = try gctx.createWritableVertices(Cube, MAX_CUBES); + const ConstantBuffer = extern struct { + model_view_projection: zmath.Mat, + }; + const constant = try gctx.createConstantBuffer(ConstantBuffer); + + const scale_factor = scale_factor: { + const scale = glfw_window.getContentScale(); + break :scale_factor @max(scale[0], scale[1]); + }; + _ = zgui.io.addFontFromFile( + content_dir ++ "Roboto-Medium.ttf", + std.math.floor(16.0 * scale_factor), + ); + + zgui.getStyle().scaleAllSizes(scale_factor); + + { + const cbv_srv = gctx.cbv_srv_uav_gpu_heaps[0]; + zgui.backend.init( + glfw_window, + .{ + .device = gctx.device, + .command_queue = gctx.cmdqueue, + .num_frames_in_flight = zd3d12.GraphicsContext.max_num_buffered_frames, + .rtv_format = @intFromEnum(dxgi.FORMAT.R8G8B8A8_UNORM), + .dsv_format = @intFromEnum(dxgi.FORMAT.D32_FLOAT), + .cbv_srv_heap = cbv_srv.heap.?, + .font_srv_cpu_desc_handle = @bitCast(cbv_srv.base.cpu_handle), + .font_srv_gpu_desc_handle = @bitCast(cbv_srv.base.gpu_handle), + }, + ); + } + defer zgui.backend.deinit(); + + var framebuffer_size: [2]i32 = .{ 0, 0 }; + + var frame_timer = try std.time.Timer.start(); + const frame_rate_target: u64 = 60; + + var cube_spawn_timer = try std.time.Timer.start(); + const cube_spawn_rate_ns = @divTrunc(std.time.ns_per_s, 2); + + var cube_instances = std.ArrayList(Cube).init(allocator); + defer cube_instances.deinit(); + + var out_of_bounds_body_id_indices = std.ArrayList(usize).init(allocator); + defer out_of_bounds_body_id_indices.deinit(); + + var cube_body_ids = std.ArrayList(zphysics.BodyId).init(allocator); + defer cube_body_ids.deinit(); + + const lock_interface = physics_system.getBodyLockInterface(); + + while (!glfw_window.shouldClose() and glfw_window.getKey(.escape) != .press) { + { + // spin loop for frame limiter + const target_ns = @divTrunc(std.time.ns_per_s, frame_rate_target); + while (frame_timer.read() < target_ns) { + std.atomic.spinLoopHint(); + } + frame_timer.reset(); + } + + if (cube_spawn_timer.read() > cube_spawn_rate_ns) { + _ = try body_interface.createAndAddBody(.{ + .position = .{ 0, 10, 0, 1 }, + .rotation = zmath.quatFromRollPitchYaw( + 2 * std.math.pi * rng.random().float(f32), + 2 * std.math.pi * rng.random().float(f32), + 2 * std.math.pi * rng.random().float(f32), + ), + .shape = cube_shape, + .motion_type = .dynamic, + .object_layer = ObjectLayers.moving, + .angular_velocity = .{ 0, 0, 0, 0 }, + //.allow_sleeping = false, + }, .activate); + cube_spawn_timer.reset(); + } + + physics_system.update(1.0 / @as(f32, @floatFromInt(frame_rate_target)), .{}) catch unreachable; + + glfw.pollEvents(); + + if (glfw_window.getAttribute(.iconified)) { + // Window is minimized + const ns_in_ms: u64 = 1_000_000; + std.time.sleep(10 * ns_in_ms); + continue; + } + + { + const next_framebuffer_size = glfw_window.getFramebufferSize(); + if (!std.meta.eql(framebuffer_size, next_framebuffer_size)) { + gctx.resize(@intCast(next_framebuffer_size[0]), @intCast(next_framebuffer_size[1])); + if (depth_texture_resource) |resource| { + gctx.destroyResource(resource); + } + depth_texture_resource = try gctx.createCommittedResource( + .DEFAULT, + .{}, + &d3d12.RESOURCE_DESC.initDepthBuffer(.D32_FLOAT, gctx.viewport_width, gctx.viewport_height), + .{ .DEPTH_WRITE = true }, + &d3d12.CLEAR_VALUE.initDepthStencil(.D32_FLOAT, 1.0, 0), + ); + gctx.createDepthStencilView( + depth_texture_resource.?, + null, + depth_texture_view, + ); + const camera_transform = zmath.lookAtLh( + .{ 2, 5, -10, 0 }, + .{ 0, 2, 0, 0 }, + .{ 0, 1, 0, 0 }, + ); + const perspective_transform = zmath.perspectiveFovLh( + 0.25 * std.math.pi, + @as(f32, @floatFromInt(gctx.viewport_width)) / @as(f32, @floatFromInt(gctx.viewport_height)), + 0.01, + 100.0, + ); + constant.ptr.model_view_projection = zmath.mul(camera_transform, perspective_transform); + } + framebuffer_size = next_framebuffer_size; + } + + { + gctx.beginFrame(); + defer gctx.endFrame(); + + { + cube_instances.clearRetainingCapacity(); + out_of_bounds_body_id_indices.clearRetainingCapacity(); + + try physics_system.getBodyIds(&cube_body_ids); + for (cube_body_ids.items, 0..) |body_id, i| { + var read_lock: zphysics.BodyLockRead = .{}; + read_lock.lock(lock_interface, body_id); + defer read_lock.unlock(); + + if (read_lock.body) |body| { + if (body.position[1] < -6) { + try out_of_bounds_body_id_indices.append(i); + continue; + } + const position = if (zphysics.Real == f32) + zmath.loadArr4(body.position) + else + zmath.loadArr4(.{ + @as(f32, @floatCast(body.position[0])), + @as(f32, @floatCast(body.position[1])), + @as(f32, @floatCast(body.position[2])), + @as(f32, @floatCast(body.position[3])), + }); + + const cube_size = zphysics.BoxShape.asBoxShape(body.shape).getHalfExtent(); + + const scaling = zmath.mul(zmath.scaling(2.0, 2.0, 2.0), zmath.scalingV(if (zphysics.Real == f32) + zmath.loadArr3w(cube_size, 1) + else + zmath.loadArr3w(.{ + @as(f32, @floatCast(cube_size[0])), + @as(f32, @floatCast(cube_size[1])), + @as(f32, @floatCast(cube_size[2])), + }, 1))); + const rotation = zmath.matFromQuat(zmath.loadArr4(body.rotation)); + const translate = zmath.translationV(position); + const transform = zmath.mul(scaling, zmath.mul(rotation, translate)); + + try cube_instances.append(.{ + .transform = transform, + .color = if (body.motion_properties == null) .{ 0.8, 0.8, 0.8 } else .{ 1, 0, 0 }, + }); + } + } + try gctx.writeVertices(Cube, cubes, cube_instances.items); + + { + var it = std.mem.reverseIterator(out_of_bounds_body_id_indices.items); + while (it.next()) |i| { + const body_id = cube_body_ids.swapRemove(i); + body_interface.removeAndDestroyBody(body_id); + } + } + } + + const back_buffer = gctx.getBackBuffer(); + gctx.addTransitionBarrier(back_buffer.resource_handle, .{ .RENDER_TARGET = true }); + gctx.flushResourceBarriers(); + + gctx.omSetRenderTargets( + &.{back_buffer.descriptor_handle}, + true, + &depth_texture_view, + ); + gctx.clearRenderTargetView( + back_buffer.descriptor_handle, + &.{ 0.0, 0.0, 0.0, 1.0 }, + &.{}, + ); + gctx.clearDepthStencilView(depth_texture_view, .{ .DEPTH = true }, 1.0, 0, &.{}); + + { + gctx.setCurrentPipeline(cube_pipeline); + + gctx.setGraphicsRootConstantBufferView(0, constant.resource); + + gctx.iaSetPrimitiveTopology(.TRIANGLELIST); + gctx.iaSetVertexBuffers(0, &.{ cube_vertices.view, cubes.view }); + gctx.drawInstanced(36, @intCast(cube_instances.items.len), 0, 0); + } + + zgui.backend.newFrame(@intCast(framebuffer_size[0]), @intCast(framebuffer_size[1])); + + // Set the starting window position and size to custom values + zgui.setNextWindowPos(.{ .x = 20, .y = 20, .cond = .first_use_ever }); + zgui.setNextWindowSize(.{ .w = 300, .h = 80, .cond = .first_use_ever }); + + if (zgui.begin("Status", .{})) { + _ = zgui.inputScalar("cube count", usize, .{ .v = &cube_instances.items.len, .flags = .{ + .read_only = true, + } }); + } + zgui.end(); + + zgui.backend.draw(gctx.cmdlist); + + gctx.addTransitionBarrier(back_buffer.resource_handle, d3d12.RESOURCE_STATES.PRESENT); + gctx.flushResourceBarriers(); + } + } + + gctx.finishGpuCommands(); +} + +``` \ No newline at end of file