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authorStephan Lachnit <stephanlachnit@protonmail.com>2020-10-30 13:18:09 +0100
committerStephan Lachnit <stephanlachnit@protonmail.com>2020-10-30 13:18:09 +0100
commit55d50c554ed4a27f05260526b65719c948650755 (patch)
tree441863b6ce719bd5ef9e1e1293b0a97468279f47
New upstream version 0.5.1
-rw-r--r--.editorconfig27
-rw-r--r--.github/FUNDING.yml12
-rw-r--r--.gitignore46
-rw-r--r--LICENSE21
-rw-r--r--PKGBUILD36
-rw-r--r--README.md217
-rw-r--r--assets/log_upload_example.gifbin0 -> 4917086 bytes
-rw-r--r--assets/overlay_example.gifbin0 -> 9507805 bytes
-rw-r--r--bin/MangoHud.conf139
-rw-r--r--bin/gen_enum_to_str.py449
-rwxr-xr-xbin/mangohud-setup.sh86
-rwxr-xr-xbin/mangohud.in28
-rwxr-xr-xbin/run-mangohud-gl-pkg.sh20
-rwxr-xr-xbin/run-mangohud-gl.sh23
-rwxr-xr-xbuild-source.sh13
-rwxr-xr-xbuild-srt.sh185
-rwxr-xr-xbuild.sh297
-rw-r--r--data/mangohud.153
-rw-r--r--data/meson.build4
-rw-r--r--include/.editorconfig3
-rw-r--r--include/KHR/khrplatform.h290
-rw-r--r--include/elfhacks.h199
-rw-r--r--include/glad/glad.h5256
-rw-r--r--include/vulkan/vk_util.h225
-rw-r--r--meson.build211
-rw-r--r--meson_options.txt11
-rw-r--r--src/blacklist.cpp61
-rw-r--r--src/blacklist.h7
-rw-r--r--src/config.cpp96
-rw-r--r--src/config.h8
-rw-r--r--src/cpu.cpp320
-rw-r--r--src/cpu.h76
-rw-r--r--src/dbus.cpp429
-rw-r--r--src/dbus_helpers.hpp363
-rw-r--r--src/dbus_info.h121
-rw-r--r--src/elfhacks.cpp611
-rw-r--r--src/file_utils.cpp174
-rw-r--r--src/file_utils.h28
-rw-r--r--src/font_default.h15
-rw-r--r--src/font_unispace.c299
-rw-r--r--src/gl/gl.h31
-rw-r--r--src/gl/glad.c2990
-rw-r--r--src/gl/imgui_hud.cpp193
-rw-r--r--src/gl/imgui_hud.h19
-rw-r--r--src/gl/imgui_impl_opengl3.cpp704
-rw-r--r--src/gl/imgui_impl_opengl3.h46
-rw-r--r--src/gl/inject_egl.cpp108
-rw-r--r--src/gl/inject_glx.cpp264
-rw-r--r--src/gpu.cpp95
-rw-r--r--src/gpu.h42
-rw-r--r--src/hook_dlsym.cpp37
-rw-r--r--src/iostats.cpp24
-rw-r--r--src/iostats.h25
-rw-r--r--src/keybinds.h42
-rw-r--r--src/loaders/loader_dbus.cpp321
-rw-r--r--src/loaders/loader_dbus.h67
-rw-r--r--src/loaders/loader_glx.cpp124
-rw-r--r--src/loaders/loader_glx.h35
-rw-r--r--src/loaders/loader_nvctrl.cpp105
-rw-r--r--src/loaders/loader_nvctrl.h43
-rw-r--r--src/loaders/loader_nvml.cpp224
-rw-r--r--src/loaders/loader_nvml.h56
-rw-r--r--src/loaders/loader_x11.cpp91
-rw-r--r--src/loaders/loader_x11.h36
-rw-r--r--src/logging.cpp165
-rw-r--r--src/logging.h76
-rw-r--r--src/mangohud.json.in21
-rw-r--r--src/mangohud.version12
-rw-r--r--src/memory.cpp99
-rw-r--r--src/memory.h21
-rw-r--r--src/mesa/c11_compat.h27
-rw-r--r--src/mesa/c99_compat.h183
-rw-r--r--src/mesa/no_extern_c.h48
-rw-r--r--src/mesa/util/detect_os.h131
-rw-r--r--src/mesa/util/macros.h335
-rw-r--r--src/mesa/util/os_socket.c122
-rw-r--r--src/mesa/util/os_socket.h36
-rw-r--r--src/mesa/util/os_time.c195
-rw-r--r--src/mesa/util/os_time.h130
-rw-r--r--src/meson.build193
-rw-r--r--src/notify.cpp77
-rw-r--r--src/notify.h21
-rw-r--r--src/nvctrl.cpp161
-rw-r--r--src/nvctrl.h20
-rw-r--r--src/nvidia_info.h17
-rw-r--r--src/nvml.cpp60
-rw-r--r--src/overlay.cpp3132
-rw-r--r--src/overlay.frag14
-rw-r--r--src/overlay.h96
-rw-r--r--src/overlay.vert25
-rw-r--r--src/overlay_params.cpp600
-rw-r--r--src/overlay_params.h202
-rw-r--r--src/pci_ids.cpp77
-rw-r--r--src/pci_ids.h25
-rw-r--r--src/real_dlsym.cpp117
-rw-r--r--src/real_dlsym.h11
-rw-r--r--src/shared_x11.cpp45
-rw-r--r--src/shared_x11.h10
-rw-r--r--src/string_utils.h114
-rw-r--r--src/timing.hpp23
-rw-r--r--subprojects/dearimgui/imconfig.h108
-rw-r--r--subprojects/dearimgui/imgui.cpp10810
-rw-r--r--subprojects/dearimgui/imgui.h2575
-rw-r--r--subprojects/dearimgui/imgui_draw.cpp3768
-rw-r--r--subprojects/dearimgui/imgui_internal.h2378
-rw-r--r--subprojects/dearimgui/imgui_widgets.cpp10482
-rw-r--r--subprojects/dearimgui/imstb_rectpack.h639
-rw-r--r--subprojects/dearimgui/imstb_textedit.h1417
-rw-r--r--subprojects/dearimgui/imstb_truetype.h4903
-rw-r--r--subprojects/dearimgui/meson.build24
-rw-r--r--subprojects/vulkan-headers.wrap10
-rw-r--r--version.h.in3
112 files changed, 59939 insertions, 0 deletions
diff --git a/.editorconfig b/.editorconfig
new file mode 100644
index 0000000..09a8ffd
--- /dev/null
+++ b/.editorconfig
@@ -0,0 +1,27 @@
+# See http://editorconfig.org to read about the EditorConfig format.
+# - Automatically supported by VS2017+ and most common IDE or text editors.
+# - For older VS2010 to VS2015, install https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
+
+# top-most EditorConfig file
+root = true
+
+# Default settings:
+# Use 4 spaces as indentation
+[*]
+indent_style = space
+indent_size = 4
+insert_final_newline = true
+trim_trailing_whitespace = true
+
+[src/overlay*{cpp,h}]
+indent_size = 3
+
+[src/mesa/**]
+indent_size = 3
+
+[meson.build]
+indent_size = 2
+
+[Makefile]
+indent_style = tab
+indent_size = 4
diff --git a/.github/FUNDING.yml b/.github/FUNDING.yml
new file mode 100644
index 0000000..18ddda8
--- /dev/null
+++ b/.github/FUNDING.yml
@@ -0,0 +1,12 @@
+# These are supported funding model platforms
+
+github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2]
+patreon: # Replace with a single Patreon username
+open_collective: # Replace with a single Open Collective username
+ko_fi: # Replace with a single Ko-fi username
+tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
+community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
+liberapay: # Replace with a single Liberapay username
+issuehunt: # Replace with a single IssueHunt username
+otechie: # Replace with a single Otechie username
+custom: https://www.paypal.me/flightlessmango
diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..50e3374
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,46 @@
+build
+builddir
+__pycache__
+.vscode
+MangoHud*.tar.gz
+pkg
+mangohud*.tar.*
+lib32-mangohud*.tar.*
+
+# Prerequisites
+*.d
+
+# Compiled Object files
+*.slo
+*.lo
+*.o
+*.obj
+
+# Precompiled Headers
+*.gch
+*.pch
+
+# Compiled Dynamic libraries
+*.so
+*.dylib
+*.dll
+
+# Compiled Static libraries
+*.lai
+*.la
+*.a
+*.lib
+
+# Executables
+*.exe
+*.out
+*.app
+
+# subprojects
+subprojects/packagecache/
+subprojects/Vulkan-Headers-*/
+
+#GNU Global Metadata
+**/GPATH
+**/GRTAGS
+**/GTAGS \ No newline at end of file
diff --git a/LICENSE b/LICENSE
new file mode 100644
index 0000000..e0156d6
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,21 @@
+MIT License
+
+Copyright (c) 2020 flightlessmango
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
diff --git a/PKGBUILD b/PKGBUILD
new file mode 100644
index 0000000..381a569
--- /dev/null
+++ b/PKGBUILD
@@ -0,0 +1,36 @@
+pkgname=('mangohud' 'lib32-mangohud')
+pkgver=r24.b67a2aa
+pkgrel=1
+pkgdesc="Vulkan overlay layer to display information about the application"
+arch=('x86_64')
+makedepends=('gcc' 'meson' 'python-mako' 'libx11' 'lib32-libx11' 'git')
+depends=('glslang' 'libglvnd' 'lib32-libglvnd' 'vulkan-headers')
+replaces=('vulkan-mesa-layer-mango' 'lib32-vulkan-mesa-layer-mango')
+url="https://github.com/flightlessmango/MangoHud"
+
+pkgver() {
+ cd $startdir
+ printf "r%s.%s" "$(git rev-list --count HEAD)" "$(git rev-parse --short HEAD)"
+}
+
+prepare() {
+ git submodule update --init --depth 50
+}
+
+build() {
+ cd $startdir
+ # ./build.sh clean
+ ./build.sh build
+}
+
+package_mangohud() {
+ provides=("mangohud=${pkgver}")
+ cd $startdir
+ install -Dm664 "build/release/usr/lib64/libMangoHud.so" "${pkgdir}/usr/lib/libMangoHud.so"
+ install -Dm664 "build/release/usr/share/vulkan/implicit_layer.d/mangohud.json" "${pkgdir}/usr/share/vulkan/implicit_layer.d/mangohud.json"
+}
+package_lib32-mangohud() {
+ provides=("lib32-mangohud=${pkgver}")
+ cd $startdir
+ install -Dm664 "build/release/usr/lib32/libMangoHud.so" "${pkgdir}/usr/lib32/libMangoHud.so"
+}
diff --git a/README.md b/README.md
new file mode 100644
index 0000000..7026527
--- /dev/null
+++ b/README.md
@@ -0,0 +1,217 @@
+# MangoHud
+
+A Vulkan and OpenGL overlay for monitoring FPS, temperatures, CPU/GPU load and more.
+
+#### Example:
+![](assets/overlay_example.gif)
+
+# Installation
+
+## Build
+
+If you wish to compile MangoHud to keep up to date with any changes - first clone this repository and cd into it:
+
+```
+git clone --recurse-submodules https://github.com/flightlessmango/MangoHud.git
+cd MangoHud
+```
+
+To build it, execute:
+
+```
+./build.sh build
+./build.sh package
+```
+
+**NOTE: If you are running an Ubuntu-based, Arch-based, Fedora-based, or openSUSE-based distro, the build script will automatically detect and prompt you to install missing build dependencies. If you run into any issues with this please report them!**
+
+Once done, proceed to the [installation](#source).
+
+## Install
+
+### Source
+
+If you have compiled MangoHud from source, to install it, execute:
+
+```
+./build.sh install
+```
+
+You can then subsequently uninstall MangoHud via the following command
+
+```
+./build.sh uninstall
+```
+
+### Pre-packaged binaries
+
+#### GitHub releases
+
+If you do not wish to compile anything, simply download the file under [Releases](https://github.com/flightlessmango/MangoHud/releases), extract it, and from within the extracted folder in terminal, execute:
+
+```
+./mangohud-setup.sh install
+```
+
+#### Arch-based distributions
+
+If you are using an Arch-based distribution, install [`mangohud`](https://aur.archlinux.org/packages/mangohud/) and [`lib32-mangohud`](https://aur.archlinux.org/packages/lib32-mangohud/) with your favourite AUR helper. [`mangohud-git`](https://aur.archlinux.org/packages/mangohud-git/) and [`lib32-mangohud-git`](https://aur.archlinux.org/packages/lib32-mangohud-git/) are also available on the AUR if you want the up-to-date version of MangoHud.
+
+#### Fedora
+
+If you are using Fedora, to install the [MangoHud](https://src.fedoraproject.org/rpms/mangohud) package, execute:
+
+```
+sudo dnf install mangohud
+```
+
+#### Flatpak
+
+If you are using Flatpaks, you will have to add the [Flathub repository](https://flatpak.org/setup/) for your specific distribution, and then, to install it, execute:
+
+##### For Steam flatpak
+```
+flatpak install com.valvesoftware.Steam.Utility.MangoHud
+```
+To enable MangoHud for all Steam games:
+```
+flatpak override --user --env=MANGOHUD=1 com.valvesoftware.Steam
+```
+
+# Normal usage
+
+To enable the MangoHud overlay layer for 64bit Vulkan and OpenGL, run :
+
+`mangohud /path/to/app`
+
+Or
+
+`mangohud.x86 /path/to/app` for 32bit OpenGL
+
+For Lutris games, go to the System options in Lutris (make sure that advanced options are enabled) and add this to the `Command prefix` setting:
+
+`mangohud`
+
+For Steam games, you can add this as a launch option:
+
+`mangohud %command%`
+
+Or alternatively, add `MANGOHUD=1` to your shell profile (Vulkan only).
+
+## OpenGL
+
+OpenGL games may also need `dlsym` hooking. Add `MANGOHUD_DLSYM=1` to your command like `MANGOHUD_DLSYM=1 mangohud %command%` for Steam.
+
+Some Linux native OpenGL games overrides LD_PRELOAD and stops MangoHud from working. You can sometimes fix this by editing LD_PRELOAD in the start script
+`LD_PRELOAD=/path/to/mangohud/lib/`
+
+## Hud configuration
+
+MangoHud comes with a config file which can be used to set configuration options globally or per application. The priorities of different config files are:
+
+1. `/path/to/application/dir/MangoHud.conf`
+2. `$HOME/.config/MangoHud/{application_name}.conf`
+3. `$HOME/.config/MangoHud/MangoHud.conf`
+
+You can find an example config in /usr/share/doc/mangohud
+
+[GOverlay](https://github.com/benjamimgois/goverlay) is a GUI application that can be used to manage the config
+
+---
+
+### `MANGOHUD_CONFIG` and `MANGOHUD_CONFIGFILE` environment variables
+
+You can also customize the hud by using the `MANGOHUD_CONFIG` environment variable while separating different options with a comma. This takes priority over any config file.
+
+You can also specify configuration file with `MANGOHUD_CONFIGFILE=/path/to/config` for applications whose names are hard to guess (java, python etc).
+
+A partial list of parameters are below. See the config file for a complete list.
+Parameters that are enabled by default have to be explicitly disabled. These (currently) are `fps`, `frame_timing`, `cpu_stats` (cpu load), `gpu_stats` (gpu load).
+
+| Variable | Description |
+|------------------------------------|---------------------------------------------------------------------------------------|
+| `cpu_temp`<br>`gpu_temp` | Displays current CPU/GPU temperature |
+| `core_load` | Displays load & frequency per core |
+| `gpu_core_clock`<br>`gpu_mem_clock`| Displays GPU core/memory frequency |
+| `ram`<br>`vram` | Displays system RAM/VRAM usage |
+| `full` | Enables most of the toggleable parameters (currently excludes `histogram`) |
+| `font_size=` | Customizeable font size (default=24) |
+| `font_size_text=` | Customizeable font size for other text like media metadata (default=24) |
+| `font_scale=` | Set global font scale (default=1.0) |
+| `font_file` | Change default font (set location to .TTF/.OTF file ) |
+| `font_file_text` | Change text font. Otherwise `font_file` is used |
+| `font_glyph_ranges` | Specify extra font glyph ranges, comma separated: `korean`, `chinese`, `chinese_simplified`, `japanese`, `cyrillic`, `thai`, `vietnamese`, `latin_ext_a`, `latin_ext_b`. If you experience crashes or text is just squares, reduce font size or glyph ranges. |
+| `width=`<br>`height=` | Customizeable hud dimensions (in pixels) |
+| `position=` | Location of the hud: `top-left` (default), `top-right`, `bottom-left`, `bottom-right`, `top-center` |
+| `offset_x` `offset_y` | Hud position offsets |
+| `no_display` | Hide the hud by default |
+| `toggle_hud=`<br>`toggle_logging=` | Modifiable toggle hotkeys. Default are `Shift_R+F12` and `Shift_L+F2`, respectively. |
+| `reload_cfg=` | Change keybind for reloading the config. Default = `Shift_L+F4` |
+| `time`<br>`time_format=%T` | Displays local time. See [std::put_time](https://en.cppreference.com/w/cpp/io/manip/put_time) for formatting help. NOTE: Sometimes apps (or AMDVLK (should be fixed in latest)) may set `TZ` (timezone) environment variable to UTC/GMT |
+| `gpu_color`<br>`gpu_color`<br>`vram_color`<br>`ram_color`<br>`io_color`<br>`engine_color`<br>`frametime_color`<br>`background_color`<br>`text_color`<br>`media_player_color` | Change default colors: `gpu_color=RRGGBB`|
+| `alpha` | Set the opacity of all text and frametime graph `0.0-1.0` |
+| `background_alpha` | Set the opacity of the background `0.0-1.0` |
+| `read_cfg` | Add to MANGOHUD_CONFIG as first parameter to also load config file. Otherwise only MANGOHUD_CONFIG parameters are used. |
+| `output_folder` | Set location of the output files (Required for logging) |
+| `log_duration` | Set amount of time the logging will run for (in seconds) |
+| `vsync`<br> `gl_vsync` | Set vsync for OpenGL or Vulkan |
+| `media_player` | Show media player metadata |
+| `media_player_name` | Force media player DBus service name without the `org.mpris.MediaPlayer2` part, like `spotify`, `vlc`, `audacious` or `cantata`. If none is set, MangoHud tries to switch between currently playing players. |
+| `media_player_order` | Media player metadata field order. Defaults to `title,artist,album`. |
+| `font_scale_media_player` | Change size of media player text relative to font_size |
+| `io_read`<br> `io_write` | Show non-cached IO read/write, in MiB/s |
+| `pci_dev` | Select GPU device in multi-gpu setups |
+| `version` | Shows current mangohud version |
+| `fps_limit` | Limit the apps framerate |
+| `arch` | Show if the application is 32 or 64 bit |
+| `histogram` | Change fps graph to histogram |
+| `cpu_text`<br>`gpu_text` | Override CPU and GPU text |
+| `log_interval` | Change the default log interval, `100` is default |
+| `vulkan_driver` | Displays used vulkan driver, radv/amdgpu-pro/amdvlk |
+| `gpu_name` | Displays GPU name from pci.ids |
+| `gpu_power` | Display GPU draw in watts |
+| `engine_version` | Display OpenGL or vulkan and vulkan-based render engine's version |
+| `permit_upload` | Allow uploading of logs to Flightlessmango.com |
+| `upload_log` | Change keybind for uploading log |
+| `benchmark_percentiles` | Configure which framerate percentiles are shown in the logging summary. Default is `97+AVG+1+0.1` |
+| `wine` | Shows current Wine or Proton version in use |
+| `wine_color` | Change color of the wine/proton text |
+Example: `MANGOHUD_CONFIG=cpu_temp,gpu_temp,position=top-right,height=500,font_size=32`
+
+Note: Width and Height are set automatically based on the font_size, but can be overridden.
+## Vsync
+### OpenGL Vsync
+- `-1` = Adaptive sync
+- `0` = Off
+- `1` = On
+- `n` = Sync to refresh rate / n.
+
+### Vulkan Vsync
+- `0` = Adaptive VSync (FIFO_RELAXED_KHR)
+- `1` = Off (IMMEDIATE_KHR)
+- `2` = Mailbox (VSync with uncapped FPS) (MAILBOX_KHR)
+- `3` = On (FIFO_KHR)
+
+All vulkan vsync options might not be supported on your device, you can check what your device supports here [vulkan.gpuinfo.org](https://vulkan.gpuinfo.org/listsurfacepresentmodes.php?platform=linux)
+
+## Keybindings
+
+- `Shift_L+F2` : Toggle Logging
+- `Shift_L+F4` : Reload Config
+- `Shift_R+F12`: Toggle Hud
+
+## MangoHud FPS logging
+
+When you toggle logging (using the keybind `Shift_L+F2`), a file is created with your chosen name (using `output_file`) plus a date & timestamp.
+
+This file can be uploaded to [Flightlessmango.com](https://flightlessmango.com/games/user_benchmarks) to create graphs automatically.
+you can share the created page with others, just link it.
+
+#### Multiple log files
+
+It's possible to upload multiple files when using [Flightlessmango.com](https://flightlessmango.com/games/user_benchmarks). You can rename them to your preferred names and upload them in a batch.
+These filenames will be used as the legend in the graph.
+
+#### Log uploading walkthrough
+
+![](assets/log_upload_example.gif)
diff --git a/assets/log_upload_example.gif b/assets/log_upload_example.gif
new file mode 100644
index 0000000..474425b
--- /dev/null
+++ b/assets/log_upload_example.gif
Binary files differ
diff --git a/assets/overlay_example.gif b/assets/overlay_example.gif
new file mode 100644
index 0000000..4160bf8
--- /dev/null
+++ b/assets/overlay_example.gif
Binary files differ
diff --git a/bin/MangoHud.conf b/bin/MangoHud.conf
new file mode 100644
index 0000000..dbc177f
--- /dev/null
+++ b/bin/MangoHud.conf
@@ -0,0 +1,139 @@
+### MangoHud configuration file
+### Uncomment any options you wish to enable. Default options are left uncommented
+### Use some_parameter=0 to disable a parameter (only works with on/off parameters)
+### Everything below can be used / overridden with the environment variable MANGOHUD_CONFIG instead
+
+################ PERFORMANCE #################
+
+### Limit the application FPS
+# fps_limit=
+
+### VSYNC [0-3] 0 = adaptive; 1 = off; 2 = mailbox; 3 = on
+# vsync=
+
+### OpenGL VSYNC [0-N] 0 = off; >=1 = wait for N v-blanks, N > 1 acts as a fps limiter (fps = display refresh rate / N)
+# gl_vsync=
+
+################### VISUAL ###################
+
+### Display the current CPU information
+cpu_stats
+# cpu_temp
+# cpu_text = "CPU"
+
+### Display the current GPU information
+gpu_stats
+# gpu_temp
+# gpu_core_clock
+# gpu_mem_clock
+# gpu_name
+# gpu_power
+# gpu_text = "GPU"
+# vulkan_driver
+
+### Display loaded MangoHud architecture
+# arch
+
+### Display the frametime line graph
+frame_timing
+#histogram
+
+### Display the current system time
+# time
+
+### Time formatting examples
+# time_format = %H:%M
+# time_format = [ %T %F ]
+# time_format = %X # locally formatted time, because of limited glyph range, missing characters may show as '?' (e.g. japanese)
+
+### Change the hud font size (default is 24)
+font_size=24
+# font_scale=1.0
+# font_size_text=24
+# font_scale_media_player = 0.55
+
+### Change default font (set location to .TTF/.OTF file )
+## Set font for the whole hud
+# font_file=
+
+## Set font only for text like media player metadata
+# font_file_text=
+
+## Set font glyph ranges. Defaults to latin-only. Don't forget to set font_file/text_font_file to font that supports these.
+## Probably don't enable all at once because of memory usage and hardware limits concerns.
+## If you experience crashes or text is just squares, reduce glyph range or reduce font size.
+# font_glyph_ranges=korean, chinese, chinese_simplified, japanese, cyrillic, thai, vietnamese, latin_ext_a, latin_ext_b
+
+### Change the hud position (default is top-left)
+position=top-left
+
+### Display the current CPU load & frequency for each core
+# core_load
+
+### IO read and write for the app (not system)
+# io_read
+# io_write
+
+### Display system ram / vram usage
+# ram
+# vram
+
+### Display Wine version
+# wine
+
+### Disable / hide the hud by deafult
+# no_display
+
+### Hud position offset
+# offset_x=
+# offset_y=
+
+### Hud dimensions
+# width=
+# height=
+
+### Hud transparency / alpha
+background_alpha=0.5
+# alpha=
+
+### Color customization
+# text_color=FFFFFF
+# gpu_color=2E9762
+# cpu_color=2E97CB
+# vram_color=AD64C1
+# ram_color=C26693
+# engine_color=EB5B5B
+# io_color=A491D3
+# frametime_color=00FF00
+# background_color=020202
+# media_player_color=FFFFFF
+# wine_color=732010
+
+### Show media player metadata
+# media_player
+# media_player_name = spotify
+# media_player_order = title,artist,album
+
+### Specify gpu with pci bus id for amdgpu and NVML stats.
+### Set to 'domain:bus:slot.function'
+# pci_dev = 0:0a:0.0
+
+################## INTERACTION #################
+
+### Change toggle keybinds for the hud & logging
+#toggle_hud=Shift_R+F12
+#toggle_logging=Shift_L+F2
+#reload_cfg=Shift_L+F4
+#upload_log=Shift+F3
+
+################## LOG #################
+
+### Set amount of time in second that the logging will run for
+# log_duration
+### Define name and location of the output file (Required for logging)
+# output_file
+### Permit uploading logs directly to Flightlessmango.com
+# permit_upload=1
+### Define a '+'-separated list of percentiles shown in the benchmark results.
+### Use "AVG" to get a mean average. Default percentiles are 97+AVG+1+0.1
+# benchmark_percentiles= \ No newline at end of file
diff --git a/bin/gen_enum_to_str.py b/bin/gen_enum_to_str.py
new file mode 100644
index 0000000..81a84e4
--- /dev/null
+++ b/bin/gen_enum_to_str.py
@@ -0,0 +1,449 @@
+# encoding=utf-8
+# Copyright © 2017 Intel Corporation
+
+# 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.
+
+"""Create enum to string functions for vulkan using vk.xml."""
+
+from __future__ import print_function
+import argparse
+import os
+import textwrap
+import xml.etree.ElementTree as et
+
+from mako.template import Template
+
+COPYRIGHT = textwrap.dedent(u"""\
+ * Copyright © 2017 Intel Corporation
+ *
+ * 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.""")
+
+C_TEMPLATE = Template(textwrap.dedent(u"""\
+ /* Autogenerated file -- do not edit
+ * generated by ${file}
+ *
+ ${copyright}
+ */
+
+ #include <string.h>
+ #include <vulkan/vulkan.h>
+ #include "../src/mesa/util/macros.h"
+ #include "vk_enum_to_str.h"
+
+ % for enum in enums:
+
+ % if enum.guard:
+#ifdef ${enum.guard}
+ % endif
+ const char *
+ vk_${enum.name[2:]}_to_str(${enum.name} input)
+ {
+ #pragma GCC diagnostic push
+ #pragma GCC diagnostic ignored "-Wswitch"
+ switch(input) {
+ % for v in sorted(enum.values.keys()):
+ case ${v}:
+ return "${enum.values[v]}";
+ % endfor
+ }
+ #pragma GCC diagnostic pop
+ unreachable("Undefined enum value.");
+ }
+
+ % if enum.guard:
+#endif
+ % endif
+ %endfor
+
+ size_t vk_structure_type_size(const struct VkBaseInStructure *item)
+ {
+ #pragma GCC diagnostic push
+ #pragma GCC diagnostic ignored "-Wswitch"
+ switch(item->sType) {
+ % for struct in structs:
+ % if struct.extension is not None and struct.extension.define is not None:
+ #ifdef ${struct.extension.define}
+ case ${struct.stype}: return sizeof(${struct.name});
+ #endif
+ % else:
+ case ${struct.stype}: return sizeof(${struct.name});
+ % endif
+ %endfor
+ }
+ #pragma GCC diagnostic pop
+ unreachable("Undefined struct type.");
+ }
+
+ void vk_load_instance_commands(VkInstance instance,
+ PFN_vkGetInstanceProcAddr gpa,
+ struct vk_instance_dispatch_table *table)
+ {
+ memset(table, 0, sizeof(*table));
+ table->GetInstanceProcAddr = gpa;
+ % for cmd in commands:
+ % if not cmd.device_entrypoint and cmd.name != 'vkGetInstanceProcAddr':
+ % if cmd.extension is not None and cmd.extension.define is not None:
+ #ifdef ${cmd.extension.define}
+ table->${cmd.name[2:]} = (PFN_${cmd.name}) gpa(instance, "${cmd.name}");
+ #endif
+ % else:
+ table->${cmd.name[2:]} = (PFN_${cmd.name}) gpa(instance, "${cmd.name}");
+ % endif
+ % endif
+ %endfor
+ }
+
+ void vk_load_device_commands(VkDevice device,
+ PFN_vkGetDeviceProcAddr gpa,
+ struct vk_device_dispatch_table *table)
+ {
+ memset(table, 0, sizeof(*table));
+ table->GetDeviceProcAddr = gpa;
+ % for cmd in commands:
+ % if cmd.device_entrypoint and cmd.name != 'vkGetDeviceProcAddr':
+ % if cmd.extension is not None and cmd.extension.define is not None:
+ #ifdef ${cmd.extension.define}
+ table->${cmd.name[2:]} = (PFN_${cmd.name}) gpa(device, "${cmd.name}");
+ #endif
+ % else:
+ table->${cmd.name[2:]} = (PFN_${cmd.name}) gpa(device, "${cmd.name}");
+ % endif
+ % endif
+ %endfor
+ }
+ """),
+ output_encoding='utf-8')
+
+H_TEMPLATE = Template(textwrap.dedent(u"""\
+ /* Autogenerated file -- do not edit
+ * generated by ${file}
+ *
+ ${copyright}
+ */
+
+ #ifndef MESA_VK_ENUM_TO_STR_H
+ #define MESA_VK_ENUM_TO_STR_H
+
+ #include <vulkan/vulkan.h>
+
+ #ifdef __cplusplus
+ extern "C" {
+ #endif
+
+ % for ext in extensions:
+ #define _${ext.name}_number (${ext.number})
+ % endfor
+
+ % for enum in enums:
+ % if enum.guard:
+#ifdef ${enum.guard}
+ % endif
+ const char * vk_${enum.name[2:]}_to_str(${enum.name} input);
+ % if enum.guard:
+#endif
+ % endif
+ % endfor
+
+ size_t vk_structure_type_size(const struct VkBaseInStructure *item);
+
+ struct vk_instance_dispatch_table {
+ PFN_vkGetInstanceProcAddr GetInstanceProcAddr;
+ % for cmd in commands:
+ % if not cmd.device_entrypoint and cmd.name != 'vkGetInstanceProcAddr':
+ % if cmd.extension is not None and cmd.extension.define is not None:
+ #ifdef ${cmd.extension.define}
+ PFN_${cmd.name} ${cmd.name[2:]};
+ #endif
+ % else:
+ PFN_${cmd.name} ${cmd.name[2:]};
+ % endif
+ % endif
+ %endfor
+ };
+
+ struct vk_device_dispatch_table {
+ PFN_vkGetDeviceProcAddr GetDeviceProcAddr;
+ % for cmd in commands:
+ % if cmd.device_entrypoint and cmd.name != 'vkGetDeviceProcAddr':
+ % if cmd.extension is not None and cmd.extension.define is not None:
+ #ifdef ${cmd.extension.define}
+ PFN_${cmd.name} ${cmd.name[2:]};
+ #endif
+ % else:
+ PFN_${cmd.name} ${cmd.name[2:]};
+ % endif
+ % endif
+ %endfor
+ };
+
+ void vk_load_instance_commands(VkInstance instance, PFN_vkGetInstanceProcAddr gpa, struct vk_instance_dispatch_table *table);
+ void vk_load_device_commands(VkDevice device, PFN_vkGetDeviceProcAddr gpa, struct vk_device_dispatch_table *table);
+
+ #ifdef __cplusplus
+ } /* extern "C" */
+ #endif
+
+ #endif"""),
+ output_encoding='utf-8')
+
+
+class NamedFactory(object):
+ """Factory for creating enums."""
+
+ def __init__(self, type_):
+ self.registry = {}
+ self.type = type_
+
+ def __call__(self, name, **kwargs):
+ try:
+ return self.registry[name]
+ except KeyError:
+ n = self.registry[name] = self.type(name, **kwargs)
+ return n
+
+ def get(self, name):
+ return self.registry.get(name)
+
+
+class VkExtension(object):
+ """Simple struct-like class representing extensions"""
+
+ def __init__(self, name, number=None, define=None):
+ self.name = name
+ self.number = number
+ self.define = define
+
+
+class VkEnum(object):
+ """Simple struct-like class representing a single Vulkan Enum."""
+
+ def __init__(self, name, values=None):
+ self.name = name
+ self.extension = None
+ # Maps numbers to names
+ self.values = values or dict()
+ self.name_to_value = dict()
+ self.guard = None
+ self.name_to_alias_list = {}
+
+ def add_value(self, name, value=None,
+ extnum=None, offset=None, alias=None,
+ error=False):
+ if alias is not None:
+ assert value is None and offset is None
+ if alias not in self.name_to_value:
+ # We don't have this alias yet. Just record the alias and
+ # we'll deal with it later.
+ alias_list = self.name_to_alias_list.get(alias, [])
+ alias_list.append(name);
+ return
+
+ # Use the value from the alias
+ value = self.name_to_value[alias]
+
+ assert value is not None or extnum is not None
+ if value is None:
+ value = 1000000000 + (extnum - 1) * 1000 + offset
+ if error:
+ value = -value
+
+ self.name_to_value[name] = value
+ if value not in self.values:
+ self.values[value] = name
+ elif len(self.values[value]) > len(name):
+ self.values[value] = name
+
+ # Now that the value has been fully added, resolve aliases, if any.
+ if name in self.name_to_alias_list:
+ for alias in self.name_to_alias_list[name]:
+ add_value(alias, value)
+ del self.name_to_alias_list[name]
+
+ def add_value_from_xml(self, elem, extension=None):
+ self.extension = extension
+ if 'value' in elem.attrib:
+ self.add_value(elem.attrib['name'],
+ value=int(elem.attrib['value'], base=0))
+ elif 'alias' in elem.attrib:
+ self.add_value(elem.attrib['name'], alias=elem.attrib['alias'])
+ else:
+ error = 'dir' in elem.attrib and elem.attrib['dir'] == '-'
+ if 'extnumber' in elem.attrib:
+ extnum = int(elem.attrib['extnumber'])
+ else:
+ extnum = extension.number
+ self.add_value(elem.attrib['name'],
+ extnum=extnum,
+ offset=int(elem.attrib['offset']),
+ error=error)
+
+ def set_guard(self, g):
+ self.guard = g
+
+
+class VkCommand(object):
+ """Simple struct-like class representing a single Vulkan command"""
+
+ def __init__(self, name, device_entrypoint=False):
+ self.name = name
+ self.device_entrypoint = device_entrypoint
+ self.extension = None
+
+
+class VkChainStruct(object):
+ """Simple struct-like class representing a single Vulkan struct identified with a VkStructureType"""
+ def __init__(self, name, stype):
+ self.name = name
+ self.stype = stype
+ self.extension = None
+
+
+def struct_get_stype(xml_node):
+ for member in xml_node.findall('./member'):
+ name = member.findall('./name')
+ if len(name) > 0 and name[0].text == "sType":
+ return member.get('values')
+ return None
+
+
+def parse_xml(cmd_factory, enum_factory, ext_factory, struct_factory, filename):
+ """Parse the XML file. Accumulate results into the factories.
+
+ This parser is a memory efficient iterative XML parser that returns a list
+ of VkEnum objects.
+ """
+
+ xml = et.parse(filename)
+
+ for enum_type in xml.findall('./enums[@type="enum"]'):
+ enum = enum_factory(enum_type.attrib['name'])
+ for value in enum_type.findall('./enum'):
+ enum.add_value_from_xml(value)
+
+ for value in xml.findall('./feature/require/enum[@extends]'):
+ enum = enum_factory.get(value.attrib['extends'])
+ if enum is not None:
+ enum.add_value_from_xml(value)
+
+ for command in xml.findall('./commands/command'):
+ name = command.find('./proto/name')
+ if name is not None and "ANDROID" in name.text:
+ continue
+ first_arg = command.find('./param/type')
+ # Some commands are alias KHR -> nonKHR, ignore those
+ if name is not None:
+ cmd_factory(name.text,
+ device_entrypoint=(first_arg.text in ('VkDevice', 'VkCommandBuffer', 'VkQueue')))
+
+ for struct_type in xml.findall('./types/type[@category="struct"]'):
+ name = struct_type.attrib['name']
+ if name is not None and "ANDROID" in name:
+ continue
+ stype = struct_get_stype(struct_type)
+ if stype is not None:
+ struct_factory(name, stype=stype)
+
+ platform_define = {}
+ for platform in xml.findall('./platforms/platform'):
+ name = platform.attrib['name']
+ define = platform.attrib['protect']
+ platform_define[name] = define
+
+ for ext_elem in xml.findall('./extensions/extension[@supported="vulkan"]'):
+ define = None
+ if "platform" in ext_elem.attrib:
+ define = platform_define[ext_elem.attrib['platform']]
+ extension = ext_factory(ext_elem.attrib['name'],
+ number=int(ext_elem.attrib['number']),
+ define=define)
+
+ for value in ext_elem.findall('./require/enum[@extends]'):
+ enum = enum_factory.get(value.attrib['extends'])
+ if enum is not None:
+ enum.add_value_from_xml(value, extension)
+ for t in ext_elem.findall('./require/type'):
+ struct = struct_factory.get(t.attrib['name'])
+ if struct is not None:
+ struct.extension = extension
+
+ if define:
+ for value in ext_elem.findall('./require/type[@name]'):
+ enum = enum_factory.get(value.attrib['name'])
+ if enum is not None:
+ enum.set_guard(define)
+
+ for t in ext_elem.findall('./require/command'):
+ command = cmd_factory.get(t.attrib['name'])
+ if command is not None:
+ command.extension = extension
+
+
+def main():
+ parser = argparse.ArgumentParser()
+ parser.add_argument('--xml', required=True,
+ help='Vulkan API XML files',
+ action='append',
+ dest='xml_files')
+ parser.add_argument('--outdir',
+ help='Directory to put the generated files in',
+ required=True)
+
+ args = parser.parse_args()
+
+ command_factory = NamedFactory(VkCommand)
+ enum_factory = NamedFactory(VkEnum)
+ ext_factory = NamedFactory(VkExtension)
+ struct_factory = NamedFactory(VkChainStruct)
+ for filename in args.xml_files:
+ parse_xml(command_factory, enum_factory, ext_factory, struct_factory, filename)
+ commands = sorted(command_factory.registry.values(), key=lambda e: e.name)
+ enums = sorted(enum_factory.registry.values(), key=lambda e: e.name)
+ extensions = sorted(ext_factory.registry.values(), key=lambda e: e.name)
+ structs = sorted(struct_factory.registry.values(), key=lambda e: e.name)
+
+ for template, file_ in [(C_TEMPLATE, os.path.join(args.outdir, 'vk_enum_to_str.c')),
+ (H_TEMPLATE, os.path.join(args.outdir, 'vk_enum_to_str.h'))]:
+ with open(file_, 'wb') as f:
+ f.write(template.render(
+ file=os.path.basename(__file__),
+ commands=commands,
+ enums=enums,
+ extensions=extensions,
+ structs=structs,
+ copyright=COPYRIGHT))
+
+
+if __name__ == '__main__':
+ main()
diff --git a/bin/mangohud-setup.sh b/bin/mangohud-setup.sh
new file mode 100755
index 0000000..e5f10e5
--- /dev/null
+++ b/bin/mangohud-setup.sh
@@ -0,0 +1,86 @@
+#!/usr/bin/env bash
+XDG_CONFIG_HOME="${XDG_CONFIG_HOME:-$HOME/.config}"
+MANGOHUD_CONFIG_DIR="$XDG_CONFIG_HOME/MangoHud"
+SU_CMD=$(command -v sudo || command -v doas)
+
+# doas requires a double dash if the command it runs will include any dashes,
+# so append a double dash to the command
+[[ $SU_CMD == *doas ]] && SU_CMD="$SU_CMD -- "
+
+
+mangohud_usage() {
+ echo 'Accepted arguments: "install", "uninstall".'
+}
+
+mangohud_config() {
+ mkdir -p "${MANGOHUD_CONFIG_DIR}"
+ echo You can use the example configuration file from
+ echo /usr/share/doc/mangohud/MangoHud.conf.example
+ echo as a starting point by copying it to
+ echo ${MANGOHUD_CONFIG_DIR}/MangoHud.conf
+ echo
+}
+
+mangohud_uninstall() {
+ [ "$UID" -eq 0 ] || exec $SU_CMD bash "$0" uninstall
+ rm -rfv "/usr/lib/mangohud"
+ rm -fv "/usr/share/vulkan/implicit_layer.d/MangoHud.x86.json"
+ rm -fv "/usr/share/vulkan/implicit_layer.d/MangoHud.x86_64.json"
+ rm -fv "/usr/share/vulkan/implicit_layer.d/MangoHud.json"
+ rm -frv "/usr/share/doc/mangohud"
+ rm -fv "/usr/share/man/man1/mangohud.1"
+ rm -fv "/usr/bin/mangohud"
+ rm -fv "/usr/bin/mangohud.x86"
+}
+
+mangohud_install() {
+ rm -rf "$HOME/.local/share/MangoHud/"
+ rm -f "$HOME/.local/share/vulkan/implicit_layer.d/"{mangohud32.json,mangohud64.json}
+
+ [ "$UID" -eq 0 ] || mangohud_config
+ [ "$UID" -eq 0 ] || tar xf MangoHud-package.tar
+ [ "$UID" -eq 0 ] || exec $SU_CMD bash "$0" install
+
+ mangohud_uninstall
+
+ install -Dvm644 ./usr/lib/mangohud/lib32/libMangoHud.so /usr/lib/mangohud/lib32/libMangoHud.so
+ install -Dvm644 ./usr/lib/mangohud/lib32/libMangoHud_dlsym.so /usr/lib/mangohud/lib32/libMangoHud_dlsym.so
+
+ install -Dvm644 ./usr/lib/mangohud/lib/libMangoHud.so /usr/lib/mangohud/lib/libMangoHud.so
+ install -Dvm644 ./usr/lib/mangohud/lib/libMangoHud_dlsym.so /usr/lib/mangohud/lib/libMangoHud_dlsym.so
+
+ install -Dvm644 ./usr/share/vulkan/implicit_layer.d/MangoHud.json /usr/share/vulkan/implicit_layer.d/MangoHud.json
+ install -Dvm644 ./usr/share/doc/mangohud/MangoHud.conf.example /usr/share/doc/mangohud/MangoHud.conf.example
+ install -Dvm644 ./usr/share/man/man1/mangohud.1 /usr/share/man/man1/mangohud.1
+ install -vm755 ./usr/bin/mangohud /usr/bin/mangohud
+
+ # FIXME get the triplet somehow
+ ln -sv lib /usr/lib/mangohud/lib64
+ ln -sv lib /usr/lib/mangohud/x86_64
+ ln -sv lib /usr/lib/mangohud/x86_64-linux-gnu
+ ln -sv . /usr/lib/mangohud/lib/x86_64
+ ln -sv . /usr/lib/mangohud/lib/x86_64-linux-gnu
+ ln -sv lib32 /usr/lib/mangohud/i686
+ ln -sv lib32 /usr/lib/mangohud/i386-linux-gnu
+ ln -sv ../lib32 /usr/lib/mangohud/lib/i386-linux-gnu
+ ln -sv lib32 /usr/lib/mangohud/i686-linux-gnu
+ ln -sv ../lib32 /usr/lib/mangohud/lib/i686-linux-gnu
+ #ln -sv lib /usr/lib/mangohud/aarch64-linux-gnu
+ #ln -sv lib /usr/lib/mangohud/arm-linux-gnueabihf
+
+ echo "MangoHud Installed"
+}
+
+for a in $@; do
+ case $a in
+ "install") mangohud_install;;
+ "uninstall") mangohud_uninstall;;
+ *)
+ echo "Unrecognized command argument: $a"
+ mangohud_usage
+ esac
+done
+
+if [ -z $@ ]; then
+ mangohud_usage
+fi
diff --git a/bin/mangohud.in b/bin/mangohud.in
new file mode 100755
index 0000000..610725a
--- /dev/null
+++ b/bin/mangohud.in
@@ -0,0 +1,28 @@
+#!/usr/bin/env bash
+
+if [ "$#" -eq 0 ]; then
+ programname=`basename "$0"`
+ echo "ERROR: No program supplied"
+ echo
+ echo "Usage: $programname <program>"
+ exit 1
+fi
+
+if [ "$1" = "--dlsym" ]; then
+ MANGOHUD_DLSYM=1
+ shift
+fi
+
+MANGOHUD_LIB_NAME="libMangoHud.so"
+
+if [ "$MANGOHUD_DLSYM" = "1" ]; then
+ MANGOHUD_LIB_NAME="libMangoHud_dlsym.so:${MANGOHUD_LIB_NAME}"
+fi
+
+# Preload using the plain filesnames of the libs, the dynamic linker will
+# figure out whether the 32 or 64 bit version should be used, and will search
+# for it in the correct directory
+LD_PRELOAD="${LD_PRELOAD}:${MANGOHUD_LIB_NAME}"
+LD_LIBRARY_PATH="${LD_LIBRARY_PATH}:@ld_libdir_mangohud@"
+
+exec env MANGOHUD=1 LD_LIBRARY_PATH="${LD_LIBRARY_PATH}" LD_PRELOAD="${LD_PRELOAD}" "$@"
diff --git a/bin/run-mangohud-gl-pkg.sh b/bin/run-mangohud-gl-pkg.sh
new file mode 100755
index 0000000..b870259
--- /dev/null
+++ b/bin/run-mangohud-gl-pkg.sh
@@ -0,0 +1,20 @@
+#!/bin/sh
+
+MANGOHUD_LIB_NAME="libMangoHud.so"
+if [ "$MANGOHUD_NODLSYM" = "1" ]; then
+ MANGOHUD_LIB_NAME="libMangoHud_nodlsym.so"
+fi
+
+if [ "$#" -eq 0 ]; then
+ programname=`basename "$0"`
+ echo "ERROR: No program supplied"
+ echo
+ echo "Usage: $programname <program>"
+ exit 1
+fi
+
+# Execute the program under a clean environment
+# pass through the overriden LD_PRELOAD environment variables
+LD_PRELOAD="${LD_PRELOAD}:${MANGOHUD_LIB_NAME}"
+
+exec env MANGOHUD=1 LD_PRELOAD="${LD_PRELOAD}" "$@"
diff --git a/bin/run-mangohud-gl.sh b/bin/run-mangohud-gl.sh
new file mode 100755
index 0000000..3cd7ebc
--- /dev/null
+++ b/bin/run-mangohud-gl.sh
@@ -0,0 +1,23 @@
+#!/bin/sh
+
+XDG_DATA_HOME="${XDG_DATA_HOME:-$HOME/.local/share}"
+MANGOHUD_LIB_NAME="libMangoHud.so:libMangoHud32.so"
+if [ "$MANGOHUD_NODLSYM" = "1" ]; then
+ MANGOHUD_LIB_NAME="libMangoHud_nodlsym.so:libMangoHud_nodlsym32.so"
+fi
+
+if [ "$#" -eq 0 ]; then
+ programname=`basename "$0"`
+ echo "ERROR: No program supplied"
+ echo
+ echo "Usage: $programname <program>"
+ exit 1
+fi
+
+# Execute the program under a clean environment
+# pass through the overriden LD_PRELOAD environment variables
+LD_PRELOAD="${LD_PRELOAD}:${MANGOHUD_LIB_NAME}"
+LD_LIBRARY_PATH="${XDG_DATA_HOME}/MangoHud"
+
+echo $LD_LIBRARY_PATH
+exec env MANGOHUD=1 LD_LIBRARY_PATH="$LD_LIBRARY_PATH" LD_PRELOAD="${LD_PRELOAD}" "$@"
diff --git a/build-source.sh b/build-source.sh
new file mode 100755
index 0000000..7030e1a
--- /dev/null
+++ b/build-source.sh
@@ -0,0 +1,13 @@
+#!/bin/sh
+
+VERSION=$(git describe --tags --dirty)
+NAME=MangoHud-$VERSION-Source
+
+# create archive via git
+git archive HEAD --format=tar --prefix=${NAME}/ --output=${NAME}.tar
+# create DFSG compliant version which excludes NVML
+cp ${NAME}.tar ${NAME}-DFSG.tar
+tar -f ${NAME}-DFSG.tar --delete ${NAME}/include/nvml.h
+# compress archives
+gzip ${NAME}.tar
+gzip ${NAME}-DFSG.tar
diff --git a/build-srt.sh b/build-srt.sh
new file mode 100755
index 0000000..b8938e8
--- /dev/null
+++ b/build-srt.sh
@@ -0,0 +1,185 @@
+#!/usr/bin/env bash
+set -e
+
+# Specialized build script for Steam Runtime SDK docker
+
+OS_RELEASE_FILES=("/etc/os-release" "/usr/lib/os-release")
+XDG_DATA_HOME="${XDG_DATA_HOME:-$HOME/.local/share}"
+XDG_CONFIG_HOME="${XDG_CONFIG_HOME:-$HOME/.config}"
+DATA_DIR="$XDG_DATA_HOME/MangoHud"
+CONFIG_DIR="$XDG_CONFIG_HOME/MangoHud"
+LAYER="build/release/usr/share/vulkan/implicit_layer.d/mangohud.json"
+INSTALL_DIR="build/package/"
+IMPLICIT_LAYER_DIR="$XDG_DATA_HOME/vulkan/implicit_layer.d"
+VERSION=$(git describe --long --tags --always | sed 's/\([^-]*-g\)/r\1/;s/-/./g;s/^v//')
+
+dependencies() {
+
+ if [[ ! -f build/release/usr/lib64/libMangoHud.so ]]; then
+ install() {
+ set +e
+ for i in $(eval echo $DEPS); do
+ dpkg-query -s "$i" &> /dev/null
+ if [[ $? == 1 ]]; then
+ INSTALL="$INSTALL""$i "
+ fi
+ done
+ if [[ ! -z "$INSTALL" ]]; then
+ apt-get update
+ apt-get -y install $INSTALL
+ fi
+ set -e
+ }
+
+ echo "# Checking Dependencies"
+ DEPS="{gcc-5-multilib,g++-5-multilib,unzip}"
+ install
+
+ # py3.2 is weird
+ ln -sf python3.5 /usr/bin/python3
+
+ if [[ ! -f ./bin/get-pip.py ]]; then
+ curl https://bootstrap.pypa.io/get-pip.py -o bin/get-pip.py
+ python3.5 ./bin/get-pip.py
+ fi
+
+ if [[ $(pip3.5 show meson; echo $?) == 1 || $(pip3.5 show mako; echo $?) == 1 ]]; then
+ pip3.5 install meson mako
+ fi
+
+ if [[ ! -f /usr/include/NVCtrl/NVCtrl.h ]]; then
+ curl -LO http://mirrors.kernel.org/ubuntu/pool/main/n/nvidia-settings/libxnvctrl0_440.64-0ubuntu1_amd64.deb
+ curl -LO http://mirrors.kernel.org/ubuntu/pool/main/n/nvidia-settings/libxnvctrl-dev_440.64-0ubuntu1_amd64.deb
+ dpkg -i libxnvctrl0_440.64-0ubuntu1_amd64.deb libxnvctrl-dev_440.64-0ubuntu1_amd64.deb
+ fi
+
+ # preinstalled 7.10.xxxx
+ #if [[ ! -f /usr/local/bin/glslangValidator ]]; then
+ # curl -LO https://github.com/KhronosGroup/glslang/releases/download/master-tot/glslang-master-linux-Release.zip
+ # unzip glslang-master-linux-Release.zip bin/glslangValidator
+ # /usr/bin/install -m755 bin/glslangValidator /usr/local/bin/
+ # rm bin/glslangValidator glslang-master-linux-Release.zip
+ #fi
+ fi
+}
+
+configure() {
+ dependencies
+ git submodule update --init
+ if [[ ! -f "build/meson64/build.ninja" ]]; then
+ export CC="gcc-5"
+ export CXX="g++-5"
+ meson build/meson64 --libdir lib/mangohud/lib64 --prefix /usr -Dappend_libdir_mangohud=false ${CONFIGURE_OPTS}
+ fi
+ if [[ ! -f "build/meson32/build.ninja" ]]; then
+ export CC="gcc-5 -m32"
+ export CXX="g++-5 -m32"
+ export PKG_CONFIG_PATH="/usr/lib32/pkgconfig:/usr/lib/i386-linux-gnu/pkgconfig:/usr/lib/pkgconfig:${PKG_CONFIG_PATH_32}"
+ export LLVM_CONFIG="/usr/bin/llvm-config32"
+ meson build/meson32 --libdir lib/mangohud/lib32 --prefix /usr -Dappend_libdir_mangohud=false ${CONFIGURE_OPTS}
+ fi
+}
+
+build() {
+ if [[ ! -f "build/meson64/build.ninja" || ! -f "build/meson32/build.ninja" ]]; then
+ configure
+ fi
+ DESTDIR="$PWD/build/release" ninja -C build/meson32 install
+ DESTDIR="$PWD/build/release" ninja -C build/meson64 install
+}
+
+package() {
+ LIB="build/release/usr/lib/mangohud/lib64/libMangoHud.so"
+ LIB32="build/release/usr/lib/mangohud/lib32/libMangoHud.so"
+ if [[ ! -f "$LIB" || "$LIB" -ot "build/meson64/src/libMangoHud.so" ]]; then
+ build
+ fi
+ tar --numeric-owner --owner=0 --group=0 \
+ -C build/release -cvf "build/MangoHud-package.tar" .
+}
+
+release() {
+ rm build/MangoHud-package.tar
+ mkdir -p build/MangoHud
+ package
+ cp --preserve=mode bin/mangohud-setup.sh build/MangoHud/mangohud-setup.sh
+ cp build/MangoHud-package.tar build/MangoHud/MangoHud-package.tar
+ tar --numeric-owner --owner=0 --group=0 \
+ -C build -czvf build/MangoHud-$VERSION.tar.gz MangoHud
+}
+
+install() {
+ rm -rf "$HOME/.local/share/MangoHud/"
+ rm -f "$HOME/.local/share/vulkan/implicit_layer.d/"{mangohud32.json,mangohud64.json}
+
+ [ "$UID" -eq 0 ] || mkdir -pv "${CONFIG_DIR}"
+ [ "$UID" -eq 0 ] || exec sudo bash "$0" install
+
+ /usr/bin/install -vm644 -D ./build/release/usr/lib/mangohud/lib32/libMangoHud.so /usr/lib/mangohud/lib32/libMangoHud.so
+ /usr/bin/install -vm644 -D ./build/release/usr/lib/mangohud/lib64/libMangoHud.so /usr/lib/mangohud/lib64/libMangoHud.so
+ /usr/bin/install -vm644 -D ./build/release/usr/lib/mangohud/lib32/libMangoHud_dlsym.so /usr/lib/mangohud/lib32/libMangoHud_dlsym.so
+ /usr/bin/install -vm644 -D ./build/release/usr/lib/mangohud/lib64/libMangoHud_dlsym.so /usr/lib/mangohud/lib64/libMangoHud_dlsym.so
+ /usr/bin/install -vm644 -D ./build/release/usr/share/vulkan/implicit_layer.d/MangoHud.x86.json /usr/share/vulkan/implicit_layer.d/MangoHud.x86.json
+ /usr/bin/install -vm644 -D ./build/release/usr/share/vulkan/implicit_layer.d/MangoHud.x86_64.json /usr/share/vulkan/implicit_layer.d/MangoHud.x86_64.json
+ /usr/bin/install -vm644 -D ./build/release/usr/share/doc/mangohud/MangoHud.conf.example /usr/share/doc/mangohud/MangoHud.conf.example
+
+ /usr/bin/install -vm755 ./build/release/usr/bin/mangohud.x86 /usr/bin/mangohud.x86
+ /usr/bin/install -vm755 ./build/release/usr/bin/mangohud /usr/bin/mangohud
+
+ echo "MangoHud Installed"
+}
+
+clean() {
+ rm -rf "build"
+}
+
+uninstall() {
+ [ "$UID" -eq 0 ] || exec sudo bash "$0" uninstall
+ rm -rfv "/usr/lib/mangohud"
+ rm -rfv "/usr/share/doc/mangohud"
+ rm -fv "/usr/share/vulkan/implicit_layer.d/mangohud.json"
+ rm -fv "/usr/share/vulkan/implicit_layer.d/MangoHud.json"
+ rm -fv "/usr/share/vulkan/implicit_layer.d/MangoHud.x86.json"
+ rm -fv "/usr/share/vulkan/implicit_layer.d/MangoHud.x86_64.json"
+ rm -fv "/usr/bin/mangohud"
+ rm -fv "/usr/bin/mangohud.x86"
+}
+
+usage() {
+ if test -z $1; then
+ echo "Unrecognized command argument: $a"
+ else
+ echo "$0 requires one argument"
+ fi
+ echo -e "\nUsage: $0 <command>\n"
+ echo "Available commands:"
+ echo -e "\tpull\t\tPull latest commits (code) from Git"
+ echo -e "\tconfigure\tEnsures that dependencies are installed, updates git submodules, and generates files needed for building MangoHud. This is automatically run by the build command"
+ echo -e "\tbuild\t\tIf needed runs configure and then builds (compiles) MangoHud"
+ echo -e "\tpackage\t\tRuns build if needed and then builds a tar package from MangoHud"
+ echo -e "\tinstall\t\tInstall MangoHud onto your system"
+ echo -e "\tclean\t\tRemoves build directory"
+ echo -e "\tuninstall\tRemoves installed MangoHud files from your system"
+ echo -e "\trelease\t\tBuilds a MangoHud release tar package"
+}
+
+for a in $@; do
+ case $a in
+ "") build;;
+ "pull") git pull;;
+ "configure") configure;;
+ "build") build;;
+ "package") package;;
+ "install") install;;
+ "clean") clean;;
+ "uninstall") uninstall;;
+ "release") release;;
+ *)
+ usage
+ esac
+done
+
+if [[ -z $@ ]]; then
+ usage no-args
+fi
+
diff --git a/build.sh b/build.sh
new file mode 100755
index 0000000..a828809
--- /dev/null
+++ b/build.sh
@@ -0,0 +1,297 @@
+#!/usr/bin/env bash
+set -e
+
+OS_RELEASE_FILES=("/etc/os-release" "/usr/lib/os-release")
+XDG_DATA_HOME="${XDG_DATA_HOME:-$HOME/.local/share}"
+XDG_CONFIG_HOME="${XDG_CONFIG_HOME:-$HOME/.config}"
+DATA_DIR="$XDG_DATA_HOME/MangoHud"
+CONFIG_DIR="$XDG_CONFIG_HOME/MangoHud"
+LAYER="build/release/usr/share/vulkan/implicit_layer.d/mangohud.json"
+INSTALL_DIR="build/package/"
+IMPLICIT_LAYER_DIR="$XDG_DATA_HOME/vulkan/implicit_layer.d"
+VERSION=$(git describe --long --tags --always | sed 's/\([^-]*-g\)/r\1/;s/-/./g;s/^v//')
+SU_CMD=$(command -v sudo || command -v doas)
+
+# doas requires a double dash if the command it runs will include any dashes,
+# so append a double dash to the command
+[[ $SU_CMD == *doas ]] && SU_CMD="$SU_CMD -- "
+
+# Correctly identify the os-release file.
+for os_release in ${OS_RELEASE_FILES[@]} ; do
+ if [[ ! -e "${os_release}" ]]; then
+ continue
+ fi
+ DISTRO=$(sed -rn 's/^NAME=(.+)/\1/p' ${os_release} | sed 's/"//g')
+done
+
+dependencies() {
+ if [[ ! -f build/release/usr/lib/libMangoHud.so ]]; then
+ missing_deps() {
+ echo "# Missing dependencies:$INSTALL"
+ read -rp "Do you wish the script to install these packages? [y/N]" PERMISSION
+ case "$PERMISSION" in
+ "y"|"Y") echo "Attempting to install missing packages"; sleep 0.5;;
+ *) echo "Continuing with missing dependencies"; sleep 1;;
+ esac
+ }
+ dep_install() {
+ set +e
+ for i in $(eval echo $DEPS); do
+ $MANAGER_QUERY "$i" &> /dev/null
+ if [[ $? == 1 ]]; then
+ INSTALL="$INSTALL""$i "
+ fi
+ done
+ if [[ ! -z "$INSTALL" ]]; then
+ missing_deps
+ if [[ "$PERMISSION" == "Y" || "$PERMISSION" == "y" ]]; then
+ $SU_CMD $MANAGER_INSTALL $INSTALL
+ fi
+ fi
+ set -e
+ }
+ echo "# Checking Dependencies"
+
+ case $DISTRO in
+ "Arch Linux"|"Manjaro Linux")
+ MANAGER_QUERY="pacman -Q"
+ MANAGER_INSTALL="pacman -S"
+ DEPS="{gcc,meson,pkgconf,python-mako,glslang,libglvnd,lib32-libglvnd,libxnvctrl}"
+ dep_install
+ ;;
+ "Fedora")
+ MANAGER_QUERY="dnf list installed"
+ MANAGER_INSTALL="dnf install"
+ DEPS="{meson,gcc,gcc-c++,libX11-devel,glslang,python3-mako,mesa-libGL-devel,libXNVCtrl-devel,dbus-devel}"
+ dep_install
+
+ unset INSTALL
+ DEPS="{glibc-devel.i686,libstdc++-devel.i686,libX11-devel.i686}"
+ dep_install
+ ;;
+ *"buntu"|"Linux Mint"|"Debian GNU/Linux"|"Zorin OS"|"Pop!_OS"|"elementary OS"|"KDE neon")
+ MANAGER_QUERY="dpkg-query -s"
+ MANAGER_INSTALL="apt install"
+ DEPS="{gcc,g++,gcc-multilib,g++-multilib,ninja-build,python3-pip,python3-setuptools,python3-wheel,pkg-config,mesa-common-dev,libx11-dev,libxnvctrl-dev,libdbus-1-dev}"
+ dep_install
+
+ if [[ $(pip3 show meson; echo $?) == 1 || $(pip3 show mako; echo $?) == 1 ]]; then
+ $SU_CMD pip3 install 'meson>=0.54' mako
+ fi
+ if [[ ! -f /usr/local/bin/glslangValidator ]]; then
+ wget https://github.com/KhronosGroup/glslang/releases/download/SDK-candidate-26-Jul-2020/glslang-master-linux-Release.zip
+ unzip glslang-master-linux-Release.zip bin/glslangValidator
+ $SU_CMD install -m755 bin/glslangValidator /usr/local/bin/
+ rm bin/glslangValidator glslang-master-linux-Release.zip
+ fi
+ ;;
+ "openSUSE Leap"|"openSUSE Tumbleweed")
+
+ PACKMAN_PKGS="libXNVCtrl-devel"
+ case $DISTRO in
+ "openSUSE Leap")
+ echo "You may have to enable packman repository for some extra packages: ${PACKMAN_PKGS}"
+ echo "zypper ar -cfp 90 https://ftp.gwdg.de/pub/linux/misc/packman/suse/openSUSE_Leap_15.1/ packman"
+ ;;
+ "openSUSE Tumbleweed")
+ echo "You may have to enable packman repository for some extra packages: ${PACKMAN_PKGS}"
+ echo "zypper ar -cfp 90 http://ftp.gwdg.de/pub/linux/misc/packman/suse/openSUSE_Tumbleweed/ packman"
+ ;;
+ esac
+
+ MANAGER_QUERY="rpm -q"
+ MANAGER_INSTALL="zypper install"
+ DEPS="{gcc-c++,gcc-c++-32bit,libpkgconf-devel,ninja,python3-pip,python3-Mako,libX11-devel,glslang-devel,glibc-devel,glibc-devel-32bit,libstdc++-devel,libstdc++-devel-32bit,Mesa-libGL-devel,dbus-1-devel,${PACKMAN_PKGS}}"
+ dep_install
+
+ if [[ $(pip3 show meson; echo $?) == 1 ]]; then
+ $SU_CMD pip3 install 'meson>=0.54'
+ fi
+ ;;
+ "Solus")
+ unset MANAGER_QUERY
+ unset DEPS
+ MANAGER_INSTALL="eopkg it"
+
+ local packages=("mesalib-32bit-devel" "glslang" "libstdc++-32bit" "glibc-32bit-devel" "mako")
+
+ # eopkg doesn't emit exit codes properly, so use the python API to find if a package is installed.
+ for package in ${packages[@]}; do
+ python -c "import pisi.db; import sys; idb = pisi.db.installdb.InstallDB(); sys.exit(0 if idb.has_package(\"${package}\") else 1)"
+ if [[ $? -ne 0 ]]; then
+ INSTALL="${INSTALL}""${package} "
+ fi
+ done
+
+ # likewise, ensure the whole system.devel component is satisfied
+ python -c "import pisi.db; import sys; idb = pisi.db.installdb.InstallDB(); cdb = pisi.db.componentdb.ComponentDB(); mpkgs = [x for x in cdb.get_packages('system.devel') if not idb.has_package(x)]; sys.exit(0 if len(mpkgs) == 0 else 1)"
+
+ if [[ $? -ne 0 ]]; then
+ INSTALL="${INSTALL}""-c system.devel "
+ fi
+ dep_install
+ ;;
+ *)
+ echo "# Unable to find distro information!"
+ echo "# Attempting to build regardless"
+ esac
+ fi
+}
+
+configure() {
+ dependencies
+ git submodule update --init --depth 50
+ if [[ ! -f "build/meson64/build.ninja" ]]; then
+ meson build/meson64 --libdir lib/mangohud/lib --prefix /usr -Dappend_libdir_mangohud=false -Dld_libdir_prefix=true $@ ${CONFIGURE_OPTS}
+ fi
+ if [[ ! -f "build/meson32/build.ninja" ]]; then
+ export CC="gcc -m32"
+ export CXX="g++ -m32"
+ export PKG_CONFIG_PATH="/usr/lib32/pkgconfig:/usr/lib/i386-linux-gnu/pkgconfig:/usr/lib/pkgconfig:${PKG_CONFIG_PATH_32}"
+ export LLVM_CONFIG="/usr/bin/llvm-config32"
+ meson build/meson32 --libdir lib/mangohud/lib32 --prefix /usr -Dappend_libdir_mangohud=false -Dld_libdir_prefix=true $@ ${CONFIGURE_OPTS}
+ fi
+}
+
+build() {
+ if [[ ! -f "build/meson64/build.ninja" ]]; then
+ configure $@
+ fi
+ DESTDIR="$PWD/build/release" ninja -C build/meson32 install
+ DESTDIR="$PWD/build/release" ninja -C build/meson64 install
+}
+
+package() {
+ LIB="build/release/usr/lib/mangohud/lib/libMangoHud.so"
+ LIB32="build/release/usr/lib/mangohud/lib32/libMangoHud.so"
+ if [[ ! -f "$LIB" || "$LIB" -ot "build/meson64/src/libMangoHud.so" ]]; then
+ build
+ fi
+ tar --numeric-owner --owner=0 --group=0 \
+ -C build/release -cvf "build/MangoHud-package.tar" .
+}
+
+release() {
+ rm build/MangoHud-package.tar
+ mkdir -p build/MangoHud
+ package
+ cp --preserve=mode bin/mangohud-setup.sh build/MangoHud/mangohud-setup.sh
+ cp build/MangoHud-package.tar build/MangoHud/MangoHud-package.tar
+ tar --numeric-owner --owner=0 --group=0 \
+ -C build -czvf build/MangoHud-$VERSION.tar.gz MangoHud
+}
+
+uninstall() {
+ [ "$UID" -eq 0 ] || exec $SU_CMD bash "$0" uninstall
+ rm -rfv "/usr/lib/mangohud"
+ rm -rfv "/usr/share/doc/mangohud"
+ rm -fv "/usr/share/man/man1/mangohud.1"
+ rm -fv "/usr/share/vulkan/implicit_layer.d/mangohud.json"
+ rm -fv "/usr/share/vulkan/implicit_layer.d/MangoHud.json"
+ rm -fv "/usr/share/vulkan/implicit_layer.d/MangoHud.x86.json"
+ rm -fv "/usr/share/vulkan/implicit_layer.d/MangoHud.x86_64.json"
+ rm -fv "/usr/bin/mangohud"
+ rm -fv "/usr/bin/mangohud.x86"
+}
+
+install() {
+ rm -rf "$HOME/.local/share/MangoHud/"
+ rm -f "$HOME/.local/share/vulkan/implicit_layer.d/"{mangohud32.json,mangohud64.json}
+
+ [ "$UID" -eq 0 ] || mkdir -pv "${CONFIG_DIR}"
+ [ "$UID" -eq 0 ] || build
+ [ "$UID" -eq 0 ] || exec $SU_CMD bash "$0" install
+
+ uninstall
+ /usr/bin/install -Dvm644 ./build/release/usr/lib/mangohud/lib32/libMangoHud.so /usr/lib/mangohud/lib32/libMangoHud.so
+ /usr/bin/install -Dvm644 ./build/release/usr/lib/mangohud/lib/libMangoHud.so /usr/lib/mangohud/lib/libMangoHud.so
+ /usr/bin/install -Dvm644 ./build/release/usr/lib/mangohud/lib32/libMangoHud_dlsym.so /usr/lib/mangohud/lib32/libMangoHud_dlsym.so
+ /usr/bin/install -Dvm644 ./build/release/usr/lib/mangohud/lib/libMangoHud_dlsym.so /usr/lib/mangohud/lib/libMangoHud_dlsym.so
+ /usr/bin/install -Dvm644 ./build/release/usr/share/vulkan/implicit_layer.d/MangoHud.json /usr/share/vulkan/implicit_layer.d/MangoHud.json
+ /usr/bin/install -Dvm644 ./build/release/usr/share/vulkan/implicit_layer.d/MangoHud.json /usr/share/vulkan/implicit_layer.d/MangoHud.json
+ /usr/bin/install -Dvm644 ./build/release/usr/share/man/man1/mangohud.1 /usr/share/man/man1/mangohud.1
+ /usr/bin/install -Dvm644 ./build/release/usr/share/doc/mangohud/MangoHud.conf.example /usr/share/doc/mangohud/MangoHud.conf.example
+ /usr/bin/install -vm755 ./build/release/usr/bin/mangohud /usr/bin/mangohud
+
+ # FIXME get the triplet somehow
+ ln -sv lib /usr/lib/mangohud/lib64
+ ln -sv lib /usr/lib/mangohud/x86_64
+ ln -sv lib /usr/lib/mangohud/x86_64-linux-gnu
+ ln -sv . /usr/lib/mangohud/lib/x86_64
+ ln -sv . /usr/lib/mangohud/lib/x86_64-linux-gnu
+ ln -sv lib32 /usr/lib/mangohud/i686
+ ln -sv lib32 /usr/lib/mangohud/i386-linux-gnu
+ ln -sv ../lib32 /usr/lib/mangohud/lib/i386-linux-gnu
+ ln -sv lib32 /usr/lib/mangohud/i686-linux-gnu
+ ln -sv ../lib32 /usr/lib/mangohud/lib/i686-linux-gnu
+ #ln -sv lib /usr/lib/mangohud/aarch64-linux-gnu
+ #ln -sv lib /usr/lib/mangohud/arm-linux-gnueabihf
+
+ echo "MangoHud Installed"
+}
+
+reinstall() {
+ build
+ package
+ install
+}
+
+clean() {
+ rm -rf "build"
+}
+
+usage() {
+ if test -z $1; then
+ echo "Unrecognized command argument: $a"
+ else
+ echo "$0 requires one argument"
+ fi
+ echo -e "\nUsage: $0 <command>\n"
+ echo "Available commands:"
+ echo -e "\tpull\t\tPull latest commits (code) from Git"
+ echo -e "\tconfigure\tEnsures that dependencies are installed, updates git submodules, and generates files needed for building MangoHud. This is automatically run by the build command"
+ echo -e "\tbuild\t\tIf needed runs configure and then builds (compiles) MangoHud"
+ echo -e "\tpackage\t\tRuns build if needed and then builds a tar package from MangoHud"
+ echo -e "\tinstall\t\tInstall MangoHud onto your system"
+ echo -e "\treinstall\tRuns build, then package, and finally install"
+ echo -e "\tclean\t\tRemoves build directory"
+ echo -e "\tuninstall\tRemoves installed MangoHud files from your system"
+ echo -e "\trelease\t\tBuilds a MangoHud release tar package"
+}
+
+if [[ -z $@ ]]; then
+ usage no-args
+fi
+
+while [ $# -gt 0 ]; do
+ OPTS=()
+ arg="$1"
+ shift
+
+ while [ $# -gt 0 ] ; do
+ case $1 in
+ -*)
+ OPTS+=("$1")
+ shift
+ ;;
+ *)
+ break
+ ;;
+ esac;
+ done
+
+ echo -e "\e[1mCommand:\e[92m" $arg "\e[94m"${OPTS[@]}"\e[39m\e[0m"
+ case $arg in
+ "pull") git pull ${OPTS[@]};;
+ "configure") configure ${OPTS[@]};;
+ "build") build ${OPTS[@]};;
+ "package") package;;
+ "install") install;;
+ "reinstall") reinstall;;
+ "clean") clean;;
+ "uninstall") uninstall;;
+ "release") release;;
+ *)
+ usage
+ esac
+done
diff --git a/data/mangohud.1 b/data/mangohud.1
new file mode 100644
index 0000000..89e3806
--- /dev/null
+++ b/data/mangohud.1
@@ -0,0 +1,53 @@
+.\" Manpage for mangohud.
+.TH mangohud 1 "" "" "mangohud"
+
+.SH NAME
+mangohud \- enable MangoHud on any application
+
+.SH SYNOPSIS
+\fBmangohud\fR [--dlsym] COMMAND
+
+.SH DESCRIPTION
+MangoHud is a Vulkan/OpenGL overlay for monitoring FPS, temperatures, CPU/GPU load and more.
+
+.SH USAGE
+MangoHud can be enabled for Vulkan applications by setting \fBMANGOHUD=1\fR as envrionment variable.
+.br
+To load MangoHud for any application, including OpenGL applications, the \fBmangohud\fR executable can be used. It preloads a library via ld into the application.
+.br
+Note: some OpenGL applications may also need dlsym hooking. This can be done by passing option \fB--dlsym\fR or by setting \fBMANGOHUD_DLSYM=1\fR as envrionment variable.
+
+.SH CONFIG
+MangoHud comes with a config file which can be used to set configuration options globally or per application. The priorities of different config files are:
+.LP
+.RS 4
+/path/to/application/MangoHud.conf
+.br
+$XDG_CONFIG_HOME/MangoHud/{application_name}.conf
+.br
+$XDG_CONFIG_HOME/MangoHud/MangoHud.conf
+.RS -4
+.LP
+An example config file is located in /usr/share/doc/mangohud/MangoHud.conf, containing all available options.
+.LP
+A custom config file location can also be specified with the \fBMANGOHUD_CONFIGFILE\fR envrionment variable.
+.br
+Config options can also be set with the \fBMANGOHUD_CONFIG\fR envrionment variable. This takes priority over any config file.
+
+.SH EXAMPLES
+OpenGL: \fBmangohud glxgears\fR
+.br
+Vulkan: \fBMANGOHUD=1 vkcube\fR
+.br
+Steam: set your launch option to \fBmangohud %command%\fR
+.br
+Lutris: add \fBmangohud\fR to the Command prefix setting
+.br
+OpenGL with dlsym: \fBMANGOHUD_DLSYM=1 mangohud glxgears\fR
+.br
+Custom config options: \fBMANGOHUD_CONFIG="gpu_stats=0,font_size=12" mangohud glxgears\fR
+
+.SH ABOUT
+MangoHud development takes place at \fIhttps://github.com/flightlessmango/MangoHud\fR.
+.br
+Benchmarks created with MangoHud can be uploaded to \fIhttps://flightlessmango.com\fR.
diff --git a/data/meson.build b/data/meson.build
new file mode 100644
index 0000000..2a77575
--- /dev/null
+++ b/data/meson.build
@@ -0,0 +1,4 @@
+install_man(
+ files('mangohud.1'),
+ install_dir: join_paths(get_option('mandir'), 'man1'),
+)
diff --git a/include/.editorconfig b/include/.editorconfig
new file mode 100644
index 0000000..bfb5ada
--- /dev/null
+++ b/include/.editorconfig
@@ -0,0 +1,3 @@
+# ignore this folder
+root = true
+
diff --git a/include/KHR/khrplatform.h b/include/KHR/khrplatform.h
new file mode 100644
index 0000000..5b55ea2
--- /dev/null
+++ b/include/KHR/khrplatform.h
@@ -0,0 +1,290 @@
+#ifndef __khrplatform_h_
+#define __khrplatform_h_
+
+/*
+** Copyright (c) 2008-2018 The Khronos Group Inc.
+**
+** Permission is hereby granted, free of charge, to any person obtaining a
+** copy of this software and/or associated documentation files (the
+** "Materials"), to deal in the Materials without restriction, including
+** without limitation the rights to use, copy, modify, merge, publish,
+** distribute, sublicense, and/or sell copies of the Materials, and to
+** permit persons to whom the Materials are 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 Materials.
+**
+** THE MATERIALS ARE 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
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
+*/
+
+/* Khronos platform-specific types and definitions.
+ *
+ * The master copy of khrplatform.h is maintained in the Khronos EGL
+ * Registry repository at https://github.com/KhronosGroup/EGL-Registry
+ * The last semantic modification to khrplatform.h was at commit ID:
+ * 67a3e0864c2d75ea5287b9f3d2eb74a745936692
+ *
+ * Adopters may modify this file to suit their platform. Adopters are
+ * encouraged to submit platform specific modifications to the Khronos
+ * group so that they can be included in future versions of this file.
+ * Please submit changes by filing pull requests or issues on
+ * the EGL Registry repository linked above.
+ *
+ *
+ * See the Implementer's Guidelines for information about where this file
+ * should be located on your system and for more details of its use:
+ * http://www.khronos.org/registry/implementers_guide.pdf
+ *
+ * This file should be included as
+ * #include <KHR/khrplatform.h>
+ * by Khronos client API header files that use its types and defines.
+ *
+ * The types in khrplatform.h should only be used to define API-specific types.
+ *
+ * Types defined in khrplatform.h:
+ * khronos_int8_t signed 8 bit
+ * khronos_uint8_t unsigned 8 bit
+ * khronos_int16_t signed 16 bit
+ * khronos_uint16_t unsigned 16 bit
+ * khronos_int32_t signed 32 bit
+ * khronos_uint32_t unsigned 32 bit
+ * khronos_int64_t signed 64 bit
+ * khronos_uint64_t unsigned 64 bit
+ * khronos_intptr_t signed same number of bits as a pointer
+ * khronos_uintptr_t unsigned same number of bits as a pointer
+ * khronos_ssize_t signed size
+ * khronos_usize_t unsigned size
+ * khronos_float_t signed 32 bit floating point
+ * khronos_time_ns_t unsigned 64 bit time in nanoseconds
+ * khronos_utime_nanoseconds_t unsigned time interval or absolute time in
+ * nanoseconds
+ * khronos_stime_nanoseconds_t signed time interval in nanoseconds
+ * khronos_boolean_enum_t enumerated boolean type. This should
+ * only be used as a base type when a client API's boolean type is
+ * an enum. Client APIs which use an integer or other type for
+ * booleans cannot use this as the base type for their boolean.
+ *
+ * Tokens defined in khrplatform.h:
+ *
+ * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
+ *
+ * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
+ * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
+ *
+ * Calling convention macros defined in this file:
+ * KHRONOS_APICALL
+ * KHRONOS_APIENTRY
+ * KHRONOS_APIATTRIBUTES
+ *
+ * These may be used in function prototypes as:
+ *
+ * KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
+ * int arg1,
+ * int arg2) KHRONOS_APIATTRIBUTES;
+ */
+
+#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC)
+# define KHRONOS_STATIC 1
+#endif
+
+/*-------------------------------------------------------------------------
+ * Definition of KHRONOS_APICALL
+ *-------------------------------------------------------------------------
+ * This precedes the return type of the function in the function prototype.
+ */
+#if defined(KHRONOS_STATIC)
+ /* If the preprocessor constant KHRONOS_STATIC is defined, make the
+ * header compatible with static linking. */
+# define KHRONOS_APICALL
+#elif defined(_WIN32)
+# define KHRONOS_APICALL __declspec(dllimport)
+#elif defined (__SYMBIAN32__)
+# define KHRONOS_APICALL IMPORT_C
+#elif defined(__ANDROID__)
+# define KHRONOS_APICALL __attribute__((visibility("default")))
+#else
+# define KHRONOS_APICALL
+#endif
+
+/*-------------------------------------------------------------------------
+ * Definition of KHRONOS_APIENTRY
+ *-------------------------------------------------------------------------
+ * This follows the return type of the function and precedes the function
+ * name in the function prototype.
+ */
+#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(KHRONOS_STATIC)
+ /* Win32 but not WinCE */
+# define KHRONOS_APIENTRY __stdcall
+#else
+# define KHRONOS_APIENTRY
+#endif
+
+/*-------------------------------------------------------------------------
+ * Definition of KHRONOS_APIATTRIBUTES
+ *-------------------------------------------------------------------------
+ * This follows the closing parenthesis of the function prototype arguments.
+ */
+#if defined (__ARMCC_2__)
+#define KHRONOS_APIATTRIBUTES __softfp
+#else
+#define KHRONOS_APIATTRIBUTES
+#endif
+
+/*-------------------------------------------------------------------------
+ * basic type definitions
+ *-----------------------------------------------------------------------*/
+#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
+
+
+/*
+ * Using <stdint.h>
+ */
+#include <stdint.h>
+typedef int32_t khronos_int32_t;
+typedef uint32_t khronos_uint32_t;
+typedef int64_t khronos_int64_t;
+typedef uint64_t khronos_uint64_t;
+#define KHRONOS_SUPPORT_INT64 1
+#define KHRONOS_SUPPORT_FLOAT 1
+
+#elif defined(__VMS ) || defined(__sgi)
+
+/*
+ * Using <inttypes.h>
+ */
+#include <inttypes.h>
+typedef int32_t khronos_int32_t;
+typedef uint32_t khronos_uint32_t;
+typedef int64_t khronos_int64_t;
+typedef uint64_t khronos_uint64_t;
+#define KHRONOS_SUPPORT_INT64 1
+#define KHRONOS_SUPPORT_FLOAT 1
+
+#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
+
+/*
+ * Win32
+ */
+typedef __int32 khronos_int32_t;
+typedef unsigned __int32 khronos_uint32_t;
+typedef __int64 khronos_int64_t;
+typedef unsigned __int64 khronos_uint64_t;
+#define KHRONOS_SUPPORT_INT64 1
+#define KHRONOS_SUPPORT_FLOAT 1
+
+#elif defined(__sun__) || defined(__digital__)
+
+/*
+ * Sun or Digital
+ */
+typedef int khronos_int32_t;
+typedef unsigned int khronos_uint32_t;
+#if defined(__arch64__) || defined(_LP64)
+typedef long int khronos_int64_t;
+typedef unsigned long int khronos_uint64_t;
+#else
+typedef long long int khronos_int64_t;
+typedef unsigned long long int khronos_uint64_t;
+#endif /* __arch64__ */
+#define KHRONOS_SUPPORT_INT64 1
+#define KHRONOS_SUPPORT_FLOAT 1
+
+#elif 0
+
+/*
+ * Hypothetical platform with no float or int64 support
+ */
+typedef int khronos_int32_t;
+typedef unsigned int khronos_uint32_t;
+#define KHRONOS_SUPPORT_INT64 0
+#define KHRONOS_SUPPORT_FLOAT 0
+
+#else
+
+/*
+ * Generic fallback
+ */
+#include <stdint.h>
+typedef int32_t khronos_int32_t;
+typedef uint32_t khronos_uint32_t;
+typedef int64_t khronos_int64_t;
+typedef uint64_t khronos_uint64_t;
+#define KHRONOS_SUPPORT_INT64 1
+#define KHRONOS_SUPPORT_FLOAT 1
+
+#endif
+
+
+/*
+ * Types that are (so far) the same on all platforms
+ */
+typedef signed char khronos_int8_t;
+typedef unsigned char khronos_uint8_t;
+typedef signed short int khronos_int16_t;
+typedef unsigned short int khronos_uint16_t;
+
+/*
+ * Types that differ between LLP64 and LP64 architectures - in LLP64,
+ * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
+ * to be the only LLP64 architecture in current use.
+ */
+#ifdef _WIN64
+typedef signed long long int khronos_intptr_t;
+typedef unsigned long long int khronos_uintptr_t;
+typedef signed long long int khronos_ssize_t;
+typedef unsigned long long int khronos_usize_t;
+#else
+typedef signed long int khronos_intptr_t;
+typedef unsigned long int khronos_uintptr_t;
+typedef signed long int khronos_ssize_t;
+typedef unsigned long int khronos_usize_t;
+#endif
+
+#if KHRONOS_SUPPORT_FLOAT
+/*
+ * Float type
+ */
+typedef float khronos_float_t;
+#endif
+
+#if KHRONOS_SUPPORT_INT64
+/* Time types
+ *
+ * These types can be used to represent a time interval in nanoseconds or
+ * an absolute Unadjusted System Time. Unadjusted System Time is the number
+ * of nanoseconds since some arbitrary system event (e.g. since the last
+ * time the system booted). The Unadjusted System Time is an unsigned
+ * 64 bit value that wraps back to 0 every 584 years. Time intervals
+ * may be either signed or unsigned.
+ */
+typedef khronos_uint64_t khronos_utime_nanoseconds_t;
+typedef khronos_int64_t khronos_stime_nanoseconds_t;
+#endif
+
+/*
+ * Dummy value used to pad enum types to 32 bits.
+ */
+#ifndef KHRONOS_MAX_ENUM
+#define KHRONOS_MAX_ENUM 0x7FFFFFFF
+#endif
+
+/*
+ * Enumerated boolean type
+ *
+ * Values other than zero should be considered to be true. Therefore
+ * comparisons should not be made against KHRONOS_TRUE.
+ */
+typedef enum {
+ KHRONOS_FALSE = 0,
+ KHRONOS_TRUE = 1,
+ KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
+} khronos_boolean_enum_t;
+
+#endif /* __khrplatform_h_ */
diff --git a/include/elfhacks.h b/include/elfhacks.h
new file mode 100644
index 0000000..4fdbfe3
--- /dev/null
+++ b/include/elfhacks.h
@@ -0,0 +1,199 @@
+/**
+ * \file src/elfhacks.h
+ * \brief elfhacks application interface
+ * \author Pyry Haulos <pyry.haulos@gmail.com>
+ * \date 2007-2008
+ */
+
+/* elfhacks.h -- Various ELF run-time hacks
+ version 0.4.1, March 9th, 2008
+
+ Copyright (C) 2007-2008 Pyry Haulos
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+
+ Pyry Haulos <pyry.haulos@gmail.com>
+*/
+#pragma once
+#include <elf.h>
+#include <link.h>
+#include <stdint.h>
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+//#define __PUBLIC __attribute__ ((visibility ("default")))
+#define __PUBLIC
+
+#if UINTPTR_MAX == 0xffffffffffffffff
+# define __elf64
+#else
+# define __elf32
+#endif
+
+#ifdef __elf64
+# define ELFW_R_SYM ELF64_R_SYM
+# define ElfW_Sword Elf64_Sxword
+#else
+# ifdef __elf32
+# define ELFW_R_SYM ELF32_R_SYM
+# define ElfW_Sword Elf32_Sword
+# else
+# error neither __elf32 nor __elf64 is defined
+# endif
+#endif
+
+/**
+ * \defgroup elfhacks elfhacks
+ * Elfhacks is a collection of functions that aim for retvieving
+ * or modifying progam's dynamic linking information at run-time.
+ * \{
+ */
+
+/**
+ * \brief elfhacks program object
+ */
+typedef struct {
+ /** file name */
+ const char *name;
+ /** base address in memory */
+ ElfW(Addr) addr;
+ /** program headers */
+ const ElfW(Phdr) *phdr;
+ /** number of program headers */
+ ElfW(Half) phnum;
+ /** .dynamic */
+ ElfW(Dyn) *dynamic;
+ /** .symtab */
+ ElfW(Sym) *symtab;
+ /** .strtab */
+ const char *strtab;
+ /** symbol hash table (DT_HASH) */
+ ElfW(Word) *hash;
+ /** symbol hash table (DT_GNU_HASH) */
+ Elf32_Word *gnu_hash;
+} eh_obj_t;
+
+/**
+ * \brief elfhacks symbol
+ */
+typedef struct {
+ /** symbol name */
+ const char *name;
+ /** corresponding ElfW(Sym) */
+ ElfW(Sym) *sym;
+ /** elfhacks object this symbol is associated to */
+ eh_obj_t *obj;
+} eh_sym_t;
+
+/**
+ * \brief elfhacks relocation
+ */
+typedef struct {
+ /** symbol this relocation is associated to */
+ eh_sym_t *sym;
+ /** corresponding ElfW(Rel) (NULL if this is Rela) */
+ ElfW(Rel) *rel;
+ /** corresponding ElfW(Rela) (NULL if this is Rel) */
+ ElfW(Rela) *rela;
+ /** elfhacks program object */
+ eh_obj_t *obj;
+} eh_rel_t;
+
+/**
+ * \brief Iterate objects callback
+ */
+typedef int (*eh_iterate_obj_callback_func)(eh_obj_t *obj, void *arg);
+/**
+ * \brief Iterate symbols callback
+ */
+typedef int (*eh_iterate_sym_callback_func)(eh_sym_t *sym, void *arg);
+/**
+ * \brief Iterate relocations callback
+ */
+typedef int (*eh_iterate_rel_callback_func)(eh_rel_t *rel, void *arg);
+
+/**
+ * \brief Initializes eh_obj_t for given soname
+ *
+ * Matching is done using fnmatch() so wildcards and other standard
+ * filename metacharacters and expressions work.
+ *
+ * If soname is NULL, this function returns the main program object.
+ * \param obj elfhacks object
+ * \param soname object's soname (see /proc/pid/maps) or NULL for main
+ * \return 0 on success otherwise a positive error code
+*/
+__PUBLIC int eh_find_obj(eh_obj_t *obj, const char *soname);
+
+/**
+ * \brief Walk through list of objects
+ * \param callback callback function
+ * \param arg argument passed to callback function
+ * \return 0 on success otherwise an error code
+ */
+__PUBLIC int eh_iterate_obj(eh_iterate_obj_callback_func callback, void *arg);
+
+/**
+ * \brief Finds symbol in object's .dynsym and retrvieves its value.
+ * \param obj elfhacks program object
+ * \param name symbol to find
+ * \param to returned value
+ * \return 0 on success otherwise a positive error code
+*/
+__PUBLIC int eh_find_sym(eh_obj_t *obj, const char *name, void **to);
+
+/**
+ * \brief Walk through list of symbols in object
+ * \param obj elfhacks program object
+ * \param callback callback function
+ * \param arg argument passed to callback function
+ * \return 0 on success otherwise an error code
+ */
+__PUBLIC int eh_iterate_sym(eh_obj_t *obj, eh_iterate_sym_callback_func callback, void *arg);
+
+/**
+ * \brief Iterates through object's .rel.plt and .rela.plt and sets every
+ * occurrence of some symbol to the specified value.
+ * \param obj elfhacks program object
+ * \param sym symbol to replace
+ * \param val new value
+ * \return 0 on success otherwise a positive error code
+*/
+__PUBLIC int eh_set_rel(eh_obj_t *obj, const char *sym, void *val);
+
+/**
+ * \brief Walk through object's .rel.plt and .rela.plt
+ * \param obj elfhacks program object
+ * \param callback callback function
+ * \param arg argument passed to callback function
+ */
+__PUBLIC int eh_iterate_rel(eh_obj_t *obj, eh_iterate_rel_callback_func callback, void *arg);
+
+/**
+ * \brief Destroy eh_obj_t object.
+ * \param obj elfhacks program object
+ * \return 0 on success otherwise a positive error code
+*/
+__PUBLIC int eh_destroy_obj(eh_obj_t *obj);
+
+/** \} */
+
+#ifdef __cplusplus
+}
+#endif
diff --git a/include/glad/glad.h b/include/glad/glad.h
new file mode 100644
index 0000000..5dd5152
--- /dev/null
+++ b/include/glad/glad.h
@@ -0,0 +1,5256 @@
+/*
+
+ OpenGL, OpenGL ES loader generated by glad 0.1.33 on Thu Apr 9 12:37:38 2020.
+
+ Language/Generator: C/C++
+ Specification: gl
+ APIs: gl=4.6, gles2=3.2
+ Profile: compatibility
+ Extensions:
+ GL_ARB_clip_control,
+ GL_EXT_clip_control
+ Loader: True
+ Local files: False
+ Omit khrplatform: False
+ Reproducible: False
+
+ Commandline:
+ --profile="compatibility" --api="gl=4.6,gles2=3.2" --generator="c" --spec="gl" --extensions="GL_ARB_clip_control,GL_EXT_clip_control"
+ Online:
+ https://glad.dav1d.de/#profile=compatibility&language=c&specification=gl&loader=on&api=gl%3D4.6&api=gles2%3D3.2&extensions=GL_ARB_clip_control&extensions=GL_EXT_clip_control
+*/
+
+
+#ifndef __glad_h_
+#define __glad_h_
+
+#ifdef __gl_h_
+#error OpenGL header already included, remove this include, glad already provides it
+#endif
+#define __gl_h_
+
+#ifdef __gl2_h_
+#error OpenGL ES 2 header already included, remove this include, glad already provides it
+#endif
+#define __gl2_h_
+
+#ifdef __gl3_h_
+#error OpenGL ES 3 header already included, remove this include, glad already provides it
+#endif
+#define __gl3_h_
+
+#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
+#define APIENTRY __stdcall
+#endif
+
+#ifndef APIENTRY
+#define APIENTRY
+#endif
+#ifndef APIENTRYP
+#define APIENTRYP APIENTRY *
+#endif
+
+#ifndef GLAPIENTRY
+#define GLAPIENTRY APIENTRY
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+struct gladGLversionStruct {
+ int major;
+ int minor;
+};
+
+typedef void* (* GLADloadproc)(const char *name);
+
+#ifndef GLAPI
+# if defined(GLAD_GLAPI_EXPORT)
+# if defined(_WIN32) || defined(__CYGWIN__)
+# if defined(GLAD_GLAPI_EXPORT_BUILD)
+# if defined(__GNUC__)
+# define GLAPI __attribute__ ((dllexport)) extern
+# else
+# define GLAPI __declspec(dllexport) extern
+# endif
+# else
+# if defined(__GNUC__)
+# define GLAPI __attribute__ ((dllimport)) extern
+# else
+# define GLAPI __declspec(dllimport) extern
+# endif
+# endif
+# elif defined(__GNUC__) && defined(GLAD_GLAPI_EXPORT_BUILD)
+# define GLAPI __attribute__ ((visibility ("default"))) extern
+# else
+# define GLAPI extern
+# endif
+# else
+# define GLAPI extern
+# endif
+#endif
+
+GLAPI struct gladGLversionStruct GLVersion;
+
+GLAPI int gladLoadGL(void);
+
+GLAPI int gladLoadGLLoader(GLADloadproc);
+
+GLAPI int gladLoadGLES2Loader(GLADloadproc);
+
+#include <KHR/khrplatform.h>
+typedef unsigned int GLenum;
+typedef unsigned char GLboolean;
+typedef unsigned int GLbitfield;
+typedef void GLvoid;
+typedef khronos_int8_t GLbyte;
+typedef khronos_uint8_t GLubyte;
+typedef khronos_int16_t GLshort;
+typedef khronos_uint16_t GLushort;
+typedef int GLint;
+typedef unsigned int GLuint;
+typedef khronos_int32_t GLclampx;
+typedef int GLsizei;
+typedef khronos_float_t GLfloat;
+typedef khronos_float_t GLclampf;
+typedef double GLdouble;
+typedef double GLclampd;
+typedef void *GLeglClientBufferEXT;
+typedef void *GLeglImageOES;
+typedef char GLchar;
+typedef char GLcharARB;
+#ifdef __APPLE__
+typedef void *GLhandleARB;
+#else
+typedef unsigned int GLhandleARB;
+#endif
+typedef khronos_uint16_t GLhalf;
+typedef khronos_uint16_t GLhalfARB;
+typedef khronos_int32_t GLfixed;
+typedef khronos_intptr_t GLintptr;
+typedef khronos_intptr_t GLintptrARB;
+typedef khronos_ssize_t GLsizeiptr;
+typedef khronos_ssize_t GLsizeiptrARB;
+typedef khronos_int64_t GLint64;
+typedef khronos_int64_t GLint64EXT;
+typedef khronos_uint64_t GLuint64;
+typedef khronos_uint64_t GLuint64EXT;
+typedef struct __GLsync *GLsync;
+struct _cl_context;
+struct _cl_event;
+typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
+typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
+typedef void (APIENTRY *GLDEBUGPROCKHR)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
+typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,void *userParam);
+typedef unsigned short GLhalfNV;
+typedef GLintptr GLvdpauSurfaceNV;
+typedef void (APIENTRY *GLVULKANPROCNV)(void);
+#define GL_DEPTH_BUFFER_BIT 0x00000100
+#define GL_STENCIL_BUFFER_BIT 0x00000400
+#define GL_COLOR_BUFFER_BIT 0x00004000
+#define GL_FALSE 0
+#define GL_TRUE 1
+#define GL_POINTS 0x0000
+#define GL_LINES 0x0001
+#define GL_LINE_LOOP 0x0002
+#define GL_LINE_STRIP 0x0003
+#define GL_TRIANGLES 0x0004
+#define GL_TRIANGLE_STRIP 0x0005
+#define GL_TRIANGLE_FAN 0x0006
+#define GL_QUADS 0x0007
+#define GL_NEVER 0x0200
+#define GL_LESS 0x0201
+#define GL_EQUAL 0x0202
+#define GL_LEQUAL 0x0203
+#define GL_GREATER 0x0204
+#define GL_NOTEQUAL 0x0205
+#define GL_GEQUAL 0x0206
+#define GL_ALWAYS 0x0207
+#define GL_ZERO 0
+#define GL_ONE 1
+#define GL_SRC_COLOR 0x0300
+#define GL_ONE_MINUS_SRC_COLOR 0x0301
+#define GL_SRC_ALPHA 0x0302
+#define GL_ONE_MINUS_SRC_ALPHA 0x0303
+#define GL_DST_ALPHA 0x0304
+#define GL_ONE_MINUS_DST_ALPHA 0x0305
+#define GL_DST_COLOR 0x0306
+#define GL_ONE_MINUS_DST_COLOR 0x0307
+#define GL_SRC_ALPHA_SATURATE 0x0308
+#define GL_NONE 0
+#define GL_FRONT_LEFT 0x0400
+#define GL_FRONT_RIGHT 0x0401
+#define GL_BACK_LEFT 0x0402
+#define GL_BACK_RIGHT 0x0403
+#define GL_FRONT 0x0404
+#define GL_BACK 0x0405
+#define GL_LEFT 0x0406
+#define GL_RIGHT 0x0407
+#define GL_FRONT_AND_BACK 0x0408
+#define GL_NO_ERROR 0
+#define GL_INVALID_ENUM 0x0500
+#define GL_INVALID_VALUE 0x0501
+#define GL_INVALID_OPERATION 0x0502
+#define GL_OUT_OF_MEMORY 0x0505
+#define GL_CW 0x0900
+#define GL_CCW 0x0901
+#define GL_POINT_SIZE 0x0B11
+#define GL_POINT_SIZE_RANGE 0x0B12
+#define GL_POINT_SIZE_GRANULARITY 0x0B13
+#define GL_LINE_SMOOTH 0x0B20
+#define GL_LINE_WIDTH 0x0B21
+#define GL_LINE_WIDTH_RANGE 0x0B22
+#define GL_LINE_WIDTH_GRANULARITY 0x0B23
+#define GL_POLYGON_MODE 0x0B40
+#define GL_POLYGON_SMOOTH 0x0B41
+#define GL_CULL_FACE 0x0B44
+#define GL_CULL_FACE_MODE 0x0B45
+#define GL_FRONT_FACE 0x0B46
+#define GL_DEPTH_RANGE 0x0B70
+#define GL_DEPTH_TEST 0x0B71
+#define GL_DEPTH_WRITEMASK 0x0B72
+#define GL_DEPTH_CLEAR_VALUE 0x0B73
+#define GL_DEPTH_FUNC 0x0B74
+#define GL_STENCIL_TEST 0x0B90
+#define GL_STENCIL_CLEAR_VALUE 0x0B91
+#define GL_STENCIL_FUNC 0x0B92
+#define GL_STENCIL_VALUE_MASK 0x0B93
+#define GL_STENCIL_FAIL 0x0B94
+#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
+#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
+#define GL_STENCIL_REF 0x0B97
+#define GL_STENCIL_WRITEMASK 0x0B98
+#define GL_VIEWPORT 0x0BA2
+#define GL_DITHER 0x0BD0
+#define GL_BLEND_DST 0x0BE0
+#define GL_BLEND_SRC 0x0BE1
+#define GL_BLEND 0x0BE2
+#define GL_LOGIC_OP_MODE 0x0BF0
+#define GL_DRAW_BUFFER 0x0C01
+#define GL_READ_BUFFER 0x0C02
+#define GL_SCISSOR_BOX 0x0C10
+#define GL_SCISSOR_TEST 0x0C11
+#define GL_COLOR_CLEAR_VALUE 0x0C22
+#define GL_COLOR_WRITEMASK 0x0C23
+#define GL_DOUBLEBUFFER 0x0C32
+#define GL_STEREO 0x0C33
+#define GL_LINE_SMOOTH_HINT 0x0C52
+#define GL_POLYGON_SMOOTH_HINT 0x0C53
+#define GL_UNPACK_SWAP_BYTES 0x0CF0
+#define GL_UNPACK_LSB_FIRST 0x0CF1
+#define GL_UNPACK_ROW_LENGTH 0x0CF2
+#define GL_UNPACK_SKIP_ROWS 0x0CF3
+#define GL_UNPACK_SKIP_PIXELS 0x0CF4
+#define GL_UNPACK_ALIGNMENT 0x0CF5
+#define GL_PACK_SWAP_BYTES 0x0D00
+#define GL_PACK_LSB_FIRST 0x0D01
+#define GL_PACK_ROW_LENGTH 0x0D02
+#define GL_PACK_SKIP_ROWS 0x0D03
+#define GL_PACK_SKIP_PIXELS 0x0D04
+#define GL_PACK_ALIGNMENT 0x0D05
+#define GL_MAX_TEXTURE_SIZE 0x0D33
+#define GL_MAX_VIEWPORT_DIMS 0x0D3A
+#define GL_SUBPIXEL_BITS 0x0D50
+#define GL_TEXTURE_1D 0x0DE0
+#define GL_TEXTURE_2D 0x0DE1
+#define GL_TEXTURE_WIDTH 0x1000
+#define GL_TEXTURE_HEIGHT 0x1001
+#define GL_TEXTURE_BORDER_COLOR 0x1004
+#define GL_DONT_CARE 0x1100
+#define GL_FASTEST 0x1101
+#define GL_NICEST 0x1102
+#define GL_BYTE 0x1400
+#define GL_UNSIGNED_BYTE 0x1401
+#define GL_SHORT 0x1402
+#define GL_UNSIGNED_SHORT 0x1403
+#define GL_INT 0x1404
+#define GL_UNSIGNED_INT 0x1405
+#define GL_FLOAT 0x1406
+#define GL_STACK_OVERFLOW 0x0503
+#define GL_STACK_UNDERFLOW 0x0504
+#define GL_CLEAR 0x1500
+#define GL_AND 0x1501
+#define GL_AND_REVERSE 0x1502
+#define GL_COPY 0x1503
+#define GL_AND_INVERTED 0x1504
+#define GL_NOOP 0x1505
+#define GL_XOR 0x1506
+#define GL_OR 0x1507
+#define GL_NOR 0x1508
+#define GL_EQUIV 0x1509
+#define GL_INVERT 0x150A
+#define GL_OR_REVERSE 0x150B
+#define GL_COPY_INVERTED 0x150C
+#define GL_OR_INVERTED 0x150D
+#define GL_NAND 0x150E
+#define GL_SET 0x150F
+#define GL_TEXTURE 0x1702
+#define GL_COLOR 0x1800
+#define GL_DEPTH 0x1801
+#define GL_STENCIL 0x1802
+#define GL_STENCIL_INDEX 0x1901
+#define GL_DEPTH_COMPONENT 0x1902
+#define GL_RED 0x1903
+#define GL_GREEN 0x1904
+#define GL_BLUE 0x1905
+#define GL_ALPHA 0x1906
+#define GL_RGB 0x1907
+#define GL_RGBA 0x1908
+#define GL_POINT 0x1B00
+#define GL_LINE 0x1B01
+#define GL_FILL 0x1B02
+#define GL_KEEP 0x1E00
+#define GL_REPLACE 0x1E01
+#define GL_INCR 0x1E02
+#define GL_DECR 0x1E03
+#define GL_VENDOR 0x1F00
+#define GL_RENDERER 0x1F01
+#define GL_VERSION 0x1F02
+#define GL_EXTENSIONS 0x1F03
+#define GL_NEAREST 0x2600
+#define GL_LINEAR 0x2601
+#define GL_NEAREST_MIPMAP_NEAREST 0x2700
+#define GL_LINEAR_MIPMAP_NEAREST 0x2701
+#define GL_NEAREST_MIPMAP_LINEAR 0x2702
+#define GL_LINEAR_MIPMAP_LINEAR 0x2703
+#define GL_TEXTURE_MAG_FILTER 0x2800
+#define GL_TEXTURE_MIN_FILTER 0x2801
+#define GL_TEXTURE_WRAP_S 0x2802
+#define GL_TEXTURE_WRAP_T 0x2803
+#define GL_REPEAT 0x2901
+#define GL_CURRENT_BIT 0x00000001
+#define GL_POINT_BIT 0x00000002
+#define GL_LINE_BIT 0x00000004
+#define GL_POLYGON_BIT 0x00000008
+#define GL_POLYGON_STIPPLE_BIT 0x00000010
+#define GL_PIXEL_MODE_BIT 0x00000020
+#define GL_LIGHTING_BIT 0x00000040
+#define GL_FOG_BIT 0x00000080
+#define GL_ACCUM_BUFFER_BIT 0x00000200
+#define GL_VIEWPORT_BIT 0x00000800
+#define GL_TRANSFORM_BIT 0x00001000
+#define GL_ENABLE_BIT 0x00002000
+#define GL_HINT_BIT 0x00008000
+#define GL_EVAL_BIT 0x00010000
+#define GL_LIST_BIT 0x00020000
+#define GL_TEXTURE_BIT 0x00040000
+#define GL_SCISSOR_BIT 0x00080000
+#define GL_ALL_ATTRIB_BITS 0xFFFFFFFF
+#define GL_QUAD_STRIP 0x0008
+#define GL_POLYGON 0x0009
+#define GL_ACCUM 0x0100
+#define GL_LOAD 0x0101
+#define GL_RETURN 0x0102
+#define GL_MULT 0x0103
+#define GL_ADD 0x0104
+#define GL_AUX0 0x0409
+#define GL_AUX1 0x040A
+#define GL_AUX2 0x040B
+#define GL_AUX3 0x040C
+#define GL_2D 0x0600
+#define GL_3D 0x0601
+#define GL_3D_COLOR 0x0602
+#define GL_3D_COLOR_TEXTURE 0x0603
+#define GL_4D_COLOR_TEXTURE 0x0604
+#define GL_PASS_THROUGH_TOKEN 0x0700
+#define GL_POINT_TOKEN 0x0701
+#define GL_LINE_TOKEN 0x0702
+#define GL_POLYGON_TOKEN 0x0703
+#define GL_BITMAP_TOKEN 0x0704
+#define GL_DRAW_PIXEL_TOKEN 0x0705
+#define GL_COPY_PIXEL_TOKEN 0x0706
+#define GL_LINE_RESET_TOKEN 0x0707
+#define GL_EXP 0x0800
+#define GL_EXP2 0x0801
+#define GL_COEFF 0x0A00
+#define GL_ORDER 0x0A01
+#define GL_DOMAIN 0x0A02
+#define GL_PIXEL_MAP_I_TO_I 0x0C70
+#define GL_PIXEL_MAP_S_TO_S 0x0C71
+#define GL_PIXEL_MAP_I_TO_R 0x0C72
+#define GL_PIXEL_MAP_I_TO_G 0x0C73
+#define GL_PIXEL_MAP_I_TO_B 0x0C74
+#define GL_PIXEL_MAP_I_TO_A 0x0C75
+#define GL_PIXEL_MAP_R_TO_R 0x0C76
+#define GL_PIXEL_MAP_G_TO_G 0x0C77
+#define GL_PIXEL_MAP_B_TO_B 0x0C78
+#define GL_PIXEL_MAP_A_TO_A 0x0C79
+#define GL_CURRENT_COLOR 0x0B00
+#define GL_CURRENT_INDEX 0x0B01
+#define GL_CURRENT_NORMAL 0x0B02
+#define GL_CURRENT_TEXTURE_COORDS 0x0B03
+#define GL_CURRENT_RASTER_COLOR 0x0B04
+#define GL_CURRENT_RASTER_INDEX 0x0B05
+#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06
+#define GL_CURRENT_RASTER_POSITION 0x0B07
+#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08
+#define GL_CURRENT_RASTER_DISTANCE 0x0B09
+#define GL_POINT_SMOOTH 0x0B10
+#define GL_LINE_STIPPLE 0x0B24
+#define GL_LINE_STIPPLE_PATTERN 0x0B25
+#define GL_LINE_STIPPLE_REPEAT 0x0B26
+#define GL_LIST_MODE 0x0B30
+#define GL_MAX_LIST_NESTING 0x0B31
+#define GL_LIST_BASE 0x0B32
+#define GL_LIST_INDEX 0x0B33
+#define GL_POLYGON_STIPPLE 0x0B42
+#define GL_EDGE_FLAG 0x0B43
+#define GL_LIGHTING 0x0B50
+#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51
+#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52
+#define GL_LIGHT_MODEL_AMBIENT 0x0B53
+#define GL_SHADE_MODEL 0x0B54
+#define GL_COLOR_MATERIAL_FACE 0x0B55
+#define GL_COLOR_MATERIAL_PARAMETER 0x0B56
+#define GL_COLOR_MATERIAL 0x0B57
+#define GL_FOG 0x0B60
+#define GL_FOG_INDEX 0x0B61
+#define GL_FOG_DENSITY 0x0B62
+#define GL_FOG_START 0x0B63
+#define GL_FOG_END 0x0B64
+#define GL_FOG_MODE 0x0B65
+#define GL_FOG_COLOR 0x0B66
+#define GL_ACCUM_CLEAR_VALUE 0x0B80
+#define GL_MATRIX_MODE 0x0BA0
+#define GL_NORMALIZE 0x0BA1
+#define GL_MODELVIEW_STACK_DEPTH 0x0BA3
+#define GL_PROJECTION_STACK_DEPTH 0x0BA4
+#define GL_TEXTURE_STACK_DEPTH 0x0BA5
+#define GL_MODELVIEW_MATRIX 0x0BA6
+#define GL_PROJECTION_MATRIX 0x0BA7
+#define GL_TEXTURE_MATRIX 0x0BA8
+#define GL_ATTRIB_STACK_DEPTH 0x0BB0
+#define GL_ALPHA_TEST 0x0BC0
+#define GL_ALPHA_TEST_FUNC 0x0BC1
+#define GL_ALPHA_TEST_REF 0x0BC2
+#define GL_LOGIC_OP 0x0BF1
+#define GL_AUX_BUFFERS 0x0C00
+#define GL_INDEX_CLEAR_VALUE 0x0C20
+#define GL_INDEX_WRITEMASK 0x0C21
+#define GL_INDEX_MODE 0x0C30
+#define GL_RGBA_MODE 0x0C31
+#define GL_RENDER_MODE 0x0C40
+#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50
+#define GL_POINT_SMOOTH_HINT 0x0C51
+#define GL_FOG_HINT 0x0C54
+#define GL_TEXTURE_GEN_S 0x0C60
+#define GL_TEXTURE_GEN_T 0x0C61
+#define GL_TEXTURE_GEN_R 0x0C62
+#define GL_TEXTURE_GEN_Q 0x0C63
+#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0
+#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1
+#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2
+#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3
+#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4
+#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5
+#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6
+#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7
+#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8
+#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9
+#define GL_MAP_COLOR 0x0D10
+#define GL_MAP_STENCIL 0x0D11
+#define GL_INDEX_SHIFT 0x0D12
+#define GL_INDEX_OFFSET 0x0D13
+#define GL_RED_SCALE 0x0D14
+#define GL_RED_BIAS 0x0D15
+#define GL_ZOOM_X 0x0D16
+#define GL_ZOOM_Y 0x0D17
+#define GL_GREEN_SCALE 0x0D18
+#define GL_GREEN_BIAS 0x0D19
+#define GL_BLUE_SCALE 0x0D1A
+#define GL_BLUE_BIAS 0x0D1B
+#define GL_ALPHA_SCALE 0x0D1C
+#define GL_ALPHA_BIAS 0x0D1D
+#define GL_DEPTH_SCALE 0x0D1E
+#define GL_DEPTH_BIAS 0x0D1F
+#define GL_MAX_EVAL_ORDER 0x0D30
+#define GL_MAX_LIGHTS 0x0D31
+#define GL_MAX_CLIP_PLANES 0x0D32
+#define GL_MAX_PIXEL_MAP_TABLE 0x0D34
+#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35
+#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36
+#define GL_MAX_NAME_STACK_DEPTH 0x0D37
+#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38
+#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39
+#define GL_INDEX_BITS 0x0D51
+#define GL_RED_BITS 0x0D52
+#define GL_GREEN_BITS 0x0D53
+#define GL_BLUE_BITS 0x0D54
+#define GL_ALPHA_BITS 0x0D55
+#define GL_DEPTH_BITS 0x0D56
+#define GL_STENCIL_BITS 0x0D57
+#define GL_ACCUM_RED_BITS 0x0D58
+#define GL_ACCUM_GREEN_BITS 0x0D59
+#define GL_ACCUM_BLUE_BITS 0x0D5A
+#define GL_ACCUM_ALPHA_BITS 0x0D5B
+#define GL_NAME_STACK_DEPTH 0x0D70
+#define GL_AUTO_NORMAL 0x0D80
+#define GL_MAP1_COLOR_4 0x0D90
+#define GL_MAP1_INDEX 0x0D91
+#define GL_MAP1_NORMAL 0x0D92
+#define GL_MAP1_TEXTURE_COORD_1 0x0D93
+#define GL_MAP1_TEXTURE_COORD_2 0x0D94
+#define GL_MAP1_TEXTURE_COORD_3 0x0D95
+#define GL_MAP1_TEXTURE_COORD_4 0x0D96
+#define GL_MAP1_VERTEX_3 0x0D97
+#define GL_MAP1_VERTEX_4 0x0D98
+#define GL_MAP2_COLOR_4 0x0DB0
+#define GL_MAP2_INDEX 0x0DB1
+#define GL_MAP2_NORMAL 0x0DB2
+#define GL_MAP2_TEXTURE_COORD_1 0x0DB3
+#define GL_MAP2_TEXTURE_COORD_2 0x0DB4
+#define GL_MAP2_TEXTURE_COORD_3 0x0DB5
+#define GL_MAP2_TEXTURE_COORD_4 0x0DB6
+#define GL_MAP2_VERTEX_3 0x0DB7
+#define GL_MAP2_VERTEX_4 0x0DB8
+#define GL_MAP1_GRID_DOMAIN 0x0DD0
+#define GL_MAP1_GRID_SEGMENTS 0x0DD1
+#define GL_MAP2_GRID_DOMAIN 0x0DD2
+#define GL_MAP2_GRID_SEGMENTS 0x0DD3
+#define GL_TEXTURE_COMPONENTS 0x1003
+#define GL_TEXTURE_BORDER 0x1005
+#define GL_AMBIENT 0x1200
+#define GL_DIFFUSE 0x1201
+#define GL_SPECULAR 0x1202
+#define GL_POSITION 0x1203
+#define GL_SPOT_DIRECTION 0x1204
+#define GL_SPOT_EXPONENT 0x1205
+#define GL_SPOT_CUTOFF 0x1206
+#define GL_CONSTANT_ATTENUATION 0x1207
+#define GL_LINEAR_ATTENUATION 0x1208
+#define GL_QUADRATIC_ATTENUATION 0x1209
+#define GL_COMPILE 0x1300
+#define GL_COMPILE_AND_EXECUTE 0x1301
+#define GL_2_BYTES 0x1407
+#define GL_3_BYTES 0x1408
+#define GL_4_BYTES 0x1409
+#define GL_EMISSION 0x1600
+#define GL_SHININESS 0x1601
+#define GL_AMBIENT_AND_DIFFUSE 0x1602
+#define GL_COLOR_INDEXES 0x1603
+#define GL_MODELVIEW 0x1700
+#define GL_PROJECTION 0x1701
+#define GL_COLOR_INDEX 0x1900
+#define GL_LUMINANCE 0x1909
+#define GL_LUMINANCE_ALPHA 0x190A
+#define GL_BITMAP 0x1A00
+#define GL_RENDER 0x1C00
+#define GL_FEEDBACK 0x1C01
+#define GL_SELECT 0x1C02
+#define GL_FLAT 0x1D00
+#define GL_SMOOTH 0x1D01
+#define GL_S 0x2000
+#define GL_T 0x2001
+#define GL_R 0x2002
+#define GL_Q 0x2003
+#define GL_MODULATE 0x2100
+#define GL_DECAL 0x2101
+#define GL_TEXTURE_ENV_MODE 0x2200
+#define GL_TEXTURE_ENV_COLOR 0x2201
+#define GL_TEXTURE_ENV 0x2300
+#define GL_EYE_LINEAR 0x2400
+#define GL_OBJECT_LINEAR 0x2401
+#define GL_SPHERE_MAP 0x2402
+#define GL_TEXTURE_GEN_MODE 0x2500
+#define GL_OBJECT_PLANE 0x2501
+#define GL_EYE_PLANE 0x2502
+#define GL_CLAMP 0x2900
+#define GL_CLIP_PLANE0 0x3000
+#define GL_CLIP_PLANE1 0x3001
+#define GL_CLIP_PLANE2 0x3002
+#define GL_CLIP_PLANE3 0x3003
+#define GL_CLIP_PLANE4 0x3004
+#define GL_CLIP_PLANE5 0x3005
+#define GL_LIGHT0 0x4000
+#define GL_LIGHT1 0x4001
+#define GL_LIGHT2 0x4002
+#define GL_LIGHT3 0x4003
+#define GL_LIGHT4 0x4004
+#define GL_LIGHT5 0x4005
+#define GL_LIGHT6 0x4006
+#define GL_LIGHT7 0x4007
+#define GL_COLOR_LOGIC_OP 0x0BF2
+#define GL_POLYGON_OFFSET_UNITS 0x2A00
+#define GL_POLYGON_OFFSET_POINT 0x2A01
+#define GL_POLYGON_OFFSET_LINE 0x2A02
+#define GL_POLYGON_OFFSET_FILL 0x8037
+#define GL_POLYGON_OFFSET_FACTOR 0x8038
+#define GL_TEXTURE_BINDING_1D 0x8068
+#define GL_TEXTURE_BINDING_2D 0x8069
+#define GL_TEXTURE_INTERNAL_FORMAT 0x1003
+#define GL_TEXTURE_RED_SIZE 0x805C
+#define GL_TEXTURE_GREEN_SIZE 0x805D
+#define GL_TEXTURE_BLUE_SIZE 0x805E
+#define GL_TEXTURE_ALPHA_SIZE 0x805F
+#define GL_DOUBLE 0x140A
+#define GL_PROXY_TEXTURE_1D 0x8063
+#define GL_PROXY_TEXTURE_2D 0x8064
+#define GL_R3_G3_B2 0x2A10
+#define GL_RGB4 0x804F
+#define GL_RGB5 0x8050
+#define GL_RGB8 0x8051
+#define GL_RGB10 0x8052
+#define GL_RGB12 0x8053
+#define GL_RGB16 0x8054
+#define GL_RGBA2 0x8055
+#define GL_RGBA4 0x8056
+#define GL_RGB5_A1 0x8057
+#define GL_RGBA8 0x8058
+#define GL_RGB10_A2 0x8059
+#define GL_RGBA12 0x805A
+#define GL_RGBA16 0x805B
+#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001
+#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002
+#define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF
+#define GL_VERTEX_ARRAY_POINTER 0x808E
+#define GL_NORMAL_ARRAY_POINTER 0x808F
+#define GL_COLOR_ARRAY_POINTER 0x8090
+#define GL_INDEX_ARRAY_POINTER 0x8091
+#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092
+#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093
+#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0
+#define GL_SELECTION_BUFFER_POINTER 0x0DF3
+#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1
+#define GL_INDEX_LOGIC_OP 0x0BF1
+#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B
+#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1
+#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2
+#define GL_SELECTION_BUFFER_SIZE 0x0DF4
+#define GL_VERTEX_ARRAY 0x8074
+#define GL_NORMAL_ARRAY 0x8075
+#define GL_COLOR_ARRAY 0x8076
+#define GL_INDEX_ARRAY 0x8077
+#define GL_TEXTURE_COORD_ARRAY 0x8078
+#define GL_EDGE_FLAG_ARRAY 0x8079
+#define GL_VERTEX_ARRAY_SIZE 0x807A
+#define GL_VERTEX_ARRAY_TYPE 0x807B
+#define GL_VERTEX_ARRAY_STRIDE 0x807C
+#define GL_NORMAL_ARRAY_TYPE 0x807E
+#define GL_NORMAL_ARRAY_STRIDE 0x807F
+#define GL_COLOR_ARRAY_SIZE 0x8081
+#define GL_COLOR_ARRAY_TYPE 0x8082
+#define GL_COLOR_ARRAY_STRIDE 0x8083
+#define GL_INDEX_ARRAY_TYPE 0x8085
+#define GL_INDEX_ARRAY_STRIDE 0x8086
+#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088
+#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089
+#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A
+#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C
+#define GL_TEXTURE_LUMINANCE_SIZE 0x8060
+#define GL_TEXTURE_INTENSITY_SIZE 0x8061
+#define GL_TEXTURE_PRIORITY 0x8066
+#define GL_TEXTURE_RESIDENT 0x8067
+#define GL_ALPHA4 0x803B
+#define GL_ALPHA8 0x803C
+#define GL_ALPHA12 0x803D
+#define GL_ALPHA16 0x803E
+#define GL_LUMINANCE4 0x803F
+#define GL_LUMINANCE8 0x8040
+#define GL_LUMINANCE12 0x8041
+#define GL_LUMINANCE16 0x8042
+#define GL_LUMINANCE4_ALPHA4 0x8043
+#define GL_LUMINANCE6_ALPHA2 0x8044
+#define GL_LUMINANCE8_ALPHA8 0x8045
+#define GL_LUMINANCE12_ALPHA4 0x8046
+#define GL_LUMINANCE12_ALPHA12 0x8047
+#define GL_LUMINANCE16_ALPHA16 0x8048
+#define GL_INTENSITY 0x8049
+#define GL_INTENSITY4 0x804A
+#define GL_INTENSITY8 0x804B
+#define GL_INTENSITY12 0x804C
+#define GL_INTENSITY16 0x804D
+#define GL_V2F 0x2A20
+#define GL_V3F 0x2A21
+#define GL_C4UB_V2F 0x2A22
+#define GL_C4UB_V3F 0x2A23
+#define GL_C3F_V3F 0x2A24
+#define GL_N3F_V3F 0x2A25
+#define GL_C4F_N3F_V3F 0x2A26
+#define GL_T2F_V3F 0x2A27
+#define GL_T4F_V4F 0x2A28
+#define GL_T2F_C4UB_V3F 0x2A29
+#define GL_T2F_C3F_V3F 0x2A2A
+#define GL_T2F_N3F_V3F 0x2A2B
+#define GL_T2F_C4F_N3F_V3F 0x2A2C
+#define GL_T4F_C4F_N3F_V4F 0x2A2D
+#define GL_UNSIGNED_BYTE_3_3_2 0x8032
+#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
+#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
+#define GL_UNSIGNED_INT_8_8_8_8 0x8035
+#define GL_UNSIGNED_INT_10_10_10_2 0x8036
+#define GL_TEXTURE_BINDING_3D 0x806A
+#define GL_PACK_SKIP_IMAGES 0x806B
+#define GL_PACK_IMAGE_HEIGHT 0x806C
+#define GL_UNPACK_SKIP_IMAGES 0x806D
+#define GL_UNPACK_IMAGE_HEIGHT 0x806E
+#define GL_TEXTURE_3D 0x806F
+#define GL_PROXY_TEXTURE_3D 0x8070
+#define GL_TEXTURE_DEPTH 0x8071
+#define GL_TEXTURE_WRAP_R 0x8072
+#define GL_MAX_3D_TEXTURE_SIZE 0x8073
+#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
+#define GL_UNSIGNED_SHORT_5_6_5 0x8363
+#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
+#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365
+#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
+#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
+#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
+#define GL_BGR 0x80E0
+#define GL_BGRA 0x80E1
+#define GL_MAX_ELEMENTS_VERTICES 0x80E8
+#define GL_MAX_ELEMENTS_INDICES 0x80E9
+#define GL_CLAMP_TO_EDGE 0x812F
+#define GL_TEXTURE_MIN_LOD 0x813A
+#define GL_TEXTURE_MAX_LOD 0x813B
+#define GL_TEXTURE_BASE_LEVEL 0x813C
+#define GL_TEXTURE_MAX_LEVEL 0x813D
+#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12
+#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13
+#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22
+#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23
+#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
+#define GL_RESCALE_NORMAL 0x803A
+#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8
+#define GL_SINGLE_COLOR 0x81F9
+#define GL_SEPARATE_SPECULAR_COLOR 0x81FA
+#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
+#define GL_TEXTURE0 0x84C0
+#define GL_TEXTURE1 0x84C1
+#define GL_TEXTURE2 0x84C2
+#define GL_TEXTURE3 0x84C3
+#define GL_TEXTURE4 0x84C4
+#define GL_TEXTURE5 0x84C5
+#define GL_TEXTURE6 0x84C6
+#define GL_TEXTURE7 0x84C7
+#define GL_TEXTURE8 0x84C8
+#define GL_TEXTURE9 0x84C9
+#define GL_TEXTURE10 0x84CA
+#define GL_TEXTURE11 0x84CB
+#define GL_TEXTURE12 0x84CC
+#define GL_TEXTURE13 0x84CD
+#define GL_TEXTURE14 0x84CE
+#define GL_TEXTURE15 0x84CF
+#define GL_TEXTURE16 0x84D0
+#define GL_TEXTURE17 0x84D1
+#define GL_TEXTURE18 0x84D2
+#define GL_TEXTURE19 0x84D3
+#define GL_TEXTURE20 0x84D4
+#define GL_TEXTURE21 0x84D5
+#define GL_TEXTURE22 0x84D6
+#define GL_TEXTURE23 0x84D7
+#define GL_TEXTURE24 0x84D8
+#define GL_TEXTURE25 0x84D9
+#define GL_TEXTURE26 0x84DA
+#define GL_TEXTURE27 0x84DB
+#define GL_TEXTURE28 0x84DC
+#define GL_TEXTURE29 0x84DD
+#define GL_TEXTURE30 0x84DE
+#define GL_TEXTURE31 0x84DF
+#define GL_ACTIVE_TEXTURE 0x84E0
+#define GL_MULTISAMPLE 0x809D
+#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
+#define GL_SAMPLE_ALPHA_TO_ONE 0x809F
+#define GL_SAMPLE_COVERAGE 0x80A0
+#define GL_SAMPLE_BUFFERS 0x80A8
+#define GL_SAMPLES 0x80A9
+#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
+#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
+#define GL_TEXTURE_CUBE_MAP 0x8513
+#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
+#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B
+#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
+#define GL_COMPRESSED_RGB 0x84ED
+#define GL_COMPRESSED_RGBA 0x84EE
+#define GL_TEXTURE_COMPRESSION_HINT 0x84EF
+#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0
+#define GL_TEXTURE_COMPRESSED 0x86A1
+#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
+#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
+#define GL_CLAMP_TO_BORDER 0x812D
+#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1
+#define GL_MAX_TEXTURE_UNITS 0x84E2
+#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3
+#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4
+#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5
+#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6
+#define GL_MULTISAMPLE_BIT 0x20000000
+#define GL_NORMAL_MAP 0x8511
+#define GL_REFLECTION_MAP 0x8512
+#define GL_COMPRESSED_ALPHA 0x84E9
+#define GL_COMPRESSED_LUMINANCE 0x84EA
+#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB
+#define GL_COMPRESSED_INTENSITY 0x84EC
+#define GL_COMBINE 0x8570
+#define GL_COMBINE_RGB 0x8571
+#define GL_COMBINE_ALPHA 0x8572
+#define GL_SOURCE0_RGB 0x8580
+#define GL_SOURCE1_RGB 0x8581
+#define GL_SOURCE2_RGB 0x8582
+#define GL_SOURCE0_ALPHA 0x8588
+#define GL_SOURCE1_ALPHA 0x8589
+#define GL_SOURCE2_ALPHA 0x858A
+#define GL_OPERAND0_RGB 0x8590
+#define GL_OPERAND1_RGB 0x8591
+#define GL_OPERAND2_RGB 0x8592
+#define GL_OPERAND0_ALPHA 0x8598
+#define GL_OPERAND1_ALPHA 0x8599
+#define GL_OPERAND2_ALPHA 0x859A
+#define GL_RGB_SCALE 0x8573
+#define GL_ADD_SIGNED 0x8574
+#define GL_INTERPOLATE 0x8575
+#define GL_SUBTRACT 0x84E7
+#define GL_CONSTANT 0x8576
+#define GL_PRIMARY_COLOR 0x8577
+#define GL_PREVIOUS 0x8578
+#define GL_DOT3_RGB 0x86AE
+#define GL_DOT3_RGBA 0x86AF
+#define GL_BLEND_DST_RGB 0x80C8
+#define GL_BLEND_SRC_RGB 0x80C9
+#define GL_BLEND_DST_ALPHA 0x80CA
+#define GL_BLEND_SRC_ALPHA 0x80CB
+#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128
+#define GL_DEPTH_COMPONENT16 0x81A5
+#define GL_DEPTH_COMPONENT24 0x81A6
+#define GL_DEPTH_COMPONENT32 0x81A7
+#define GL_MIRRORED_REPEAT 0x8370
+#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD
+#define GL_TEXTURE_LOD_BIAS 0x8501
+#define GL_INCR_WRAP 0x8507
+#define GL_DECR_WRAP 0x8508
+#define GL_TEXTURE_DEPTH_SIZE 0x884A
+#define GL_TEXTURE_COMPARE_MODE 0x884C
+#define GL_TEXTURE_COMPARE_FUNC 0x884D
+#define GL_POINT_SIZE_MIN 0x8126
+#define GL_POINT_SIZE_MAX 0x8127
+#define GL_POINT_DISTANCE_ATTENUATION 0x8129
+#define GL_GENERATE_MIPMAP 0x8191
+#define GL_GENERATE_MIPMAP_HINT 0x8192
+#define GL_FOG_COORDINATE_SOURCE 0x8450
+#define GL_FOG_COORDINATE 0x8451
+#define GL_FRAGMENT_DEPTH 0x8452
+#define GL_CURRENT_FOG_COORDINATE 0x8453
+#define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454
+#define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455
+#define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456
+#define GL_FOG_COORDINATE_ARRAY 0x8457
+#define GL_COLOR_SUM 0x8458
+#define GL_CURRENT_SECONDARY_COLOR 0x8459
+#define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A
+#define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B
+#define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C
+#define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D
+#define GL_SECONDARY_COLOR_ARRAY 0x845E
+#define GL_TEXTURE_FILTER_CONTROL 0x8500
+#define GL_DEPTH_TEXTURE_MODE 0x884B
+#define GL_COMPARE_R_TO_TEXTURE 0x884E
+#define GL_BLEND_COLOR 0x8005
+#define GL_BLEND_EQUATION 0x8009
+#define GL_CONSTANT_COLOR 0x8001
+#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
+#define GL_CONSTANT_ALPHA 0x8003
+#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
+#define GL_FUNC_ADD 0x8006
+#define GL_FUNC_REVERSE_SUBTRACT 0x800B
+#define GL_FUNC_SUBTRACT 0x800A
+#define GL_MIN 0x8007
+#define GL_MAX 0x8008
+#define GL_BUFFER_SIZE 0x8764
+#define GL_BUFFER_USAGE 0x8765
+#define GL_QUERY_COUNTER_BITS 0x8864
+#define GL_CURRENT_QUERY 0x8865
+#define GL_QUERY_RESULT 0x8866
+#define GL_QUERY_RESULT_AVAILABLE 0x8867
+#define GL_ARRAY_BUFFER 0x8892
+#define GL_ELEMENT_ARRAY_BUFFER 0x8893
+#define GL_ARRAY_BUFFER_BINDING 0x8894
+#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
+#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
+#define GL_READ_ONLY 0x88B8
+#define GL_WRITE_ONLY 0x88B9
+#define GL_READ_WRITE 0x88BA
+#define GL_BUFFER_ACCESS 0x88BB
+#define GL_BUFFER_MAPPED 0x88BC
+#define GL_BUFFER_MAP_POINTER 0x88BD
+#define GL_STREAM_DRAW 0x88E0
+#define GL_STREAM_READ 0x88E1
+#define GL_STREAM_COPY 0x88E2
+#define GL_STATIC_DRAW 0x88E4
+#define GL_STATIC_READ 0x88E5
+#define GL_STATIC_COPY 0x88E6
+#define GL_DYNAMIC_DRAW 0x88E8
+#define GL_DYNAMIC_READ 0x88E9
+#define GL_DYNAMIC_COPY 0x88EA
+#define GL_SAMPLES_PASSED 0x8914
+#define GL_SRC1_ALPHA 0x8589
+#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896
+#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897
+#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898
+#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899
+#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A
+#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B
+#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C
+#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D
+#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E
+#define GL_FOG_COORD_SRC 0x8450
+#define GL_FOG_COORD 0x8451
+#define GL_CURRENT_FOG_COORD 0x8453
+#define GL_FOG_COORD_ARRAY_TYPE 0x8454
+#define GL_FOG_COORD_ARRAY_STRIDE 0x8455
+#define GL_FOG_COORD_ARRAY_POINTER 0x8456
+#define GL_FOG_COORD_ARRAY 0x8457
+#define GL_FOG_COORD_ARRAY_BUFFER_BINDING 0x889D
+#define GL_SRC0_RGB 0x8580
+#define GL_SRC1_RGB 0x8581
+#define GL_SRC2_RGB 0x8582
+#define GL_SRC0_ALPHA 0x8588
+#define GL_SRC2_ALPHA 0x858A
+#define GL_BLEND_EQUATION_RGB 0x8009
+#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
+#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
+#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
+#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
+#define GL_CURRENT_VERTEX_ATTRIB 0x8626
+#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
+#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
+#define GL_STENCIL_BACK_FUNC 0x8800
+#define GL_STENCIL_BACK_FAIL 0x8801
+#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
+#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
+#define GL_MAX_DRAW_BUFFERS 0x8824
+#define GL_DRAW_BUFFER0 0x8825
+#define GL_DRAW_BUFFER1 0x8826
+#define GL_DRAW_BUFFER2 0x8827
+#define GL_DRAW_BUFFER3 0x8828
+#define GL_DRAW_BUFFER4 0x8829
+#define GL_DRAW_BUFFER5 0x882A
+#define GL_DRAW_BUFFER6 0x882B
+#define GL_DRAW_BUFFER7 0x882C
+#define GL_DRAW_BUFFER8 0x882D
+#define GL_DRAW_BUFFER9 0x882E
+#define GL_DRAW_BUFFER10 0x882F
+#define GL_DRAW_BUFFER11 0x8830
+#define GL_DRAW_BUFFER12 0x8831
+#define GL_DRAW_BUFFER13 0x8832
+#define GL_DRAW_BUFFER14 0x8833
+#define GL_DRAW_BUFFER15 0x8834
+#define GL_BLEND_EQUATION_ALPHA 0x883D
+#define GL_MAX_VERTEX_ATTRIBS 0x8869
+#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
+#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
+#define GL_FRAGMENT_SHADER 0x8B30
+#define GL_VERTEX_SHADER 0x8B31
+#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
+#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
+#define GL_MAX_VARYING_FLOATS 0x8B4B
+#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
+#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
+#define GL_SHADER_TYPE 0x8B4F
+#define GL_FLOAT_VEC2 0x8B50
+#define GL_FLOAT_VEC3 0x8B51
+#define GL_FLOAT_VEC4 0x8B52
+#define GL_INT_VEC2 0x8B53
+#define GL_INT_VEC3 0x8B54
+#define GL_INT_VEC4 0x8B55
+#define GL_BOOL 0x8B56
+#define GL_BOOL_VEC2 0x8B57
+#define GL_BOOL_VEC3 0x8B58
+#define GL_BOOL_VEC4 0x8B59
+#define GL_FLOAT_MAT2 0x8B5A
+#define GL_FLOAT_MAT3 0x8B5B
+#define GL_FLOAT_MAT4 0x8B5C
+#define GL_SAMPLER_1D 0x8B5D
+#define GL_SAMPLER_2D 0x8B5E
+#define GL_SAMPLER_3D 0x8B5F
+#define GL_SAMPLER_CUBE 0x8B60
+#define GL_SAMPLER_1D_SHADOW 0x8B61
+#define GL_SAMPLER_2D_SHADOW 0x8B62
+#define GL_DELETE_STATUS 0x8B80
+#define GL_COMPILE_STATUS 0x8B81
+#define GL_LINK_STATUS 0x8B82
+#define GL_VALIDATE_STATUS 0x8B83
+#define GL_INFO_LOG_LENGTH 0x8B84
+#define GL_ATTACHED_SHADERS 0x8B85
+#define GL_ACTIVE_UNIFORMS 0x8B86
+#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
+#define GL_SHADER_SOURCE_LENGTH 0x8B88
+#define GL_ACTIVE_ATTRIBUTES 0x8B89
+#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
+#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
+#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
+#define GL_CURRENT_PROGRAM 0x8B8D
+#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0
+#define GL_LOWER_LEFT 0x8CA1
+#define GL_UPPER_LEFT 0x8CA2
+#define GL_STENCIL_BACK_REF 0x8CA3
+#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
+#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
+#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643
+#define GL_POINT_SPRITE 0x8861
+#define GL_COORD_REPLACE 0x8862
+#define GL_MAX_TEXTURE_COORDS 0x8871
+#define GL_PIXEL_PACK_BUFFER 0x88EB
+#define GL_PIXEL_UNPACK_BUFFER 0x88EC
+#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED
+#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
+#define GL_FLOAT_MAT2x3 0x8B65
+#define GL_FLOAT_MAT2x4 0x8B66
+#define GL_FLOAT_MAT3x2 0x8B67
+#define GL_FLOAT_MAT3x4 0x8B68
+#define GL_FLOAT_MAT4x2 0x8B69
+#define GL_FLOAT_MAT4x3 0x8B6A
+#define GL_SRGB 0x8C40
+#define GL_SRGB8 0x8C41
+#define GL_SRGB_ALPHA 0x8C42
+#define GL_SRGB8_ALPHA8 0x8C43
+#define GL_COMPRESSED_SRGB 0x8C48
+#define GL_COMPRESSED_SRGB_ALPHA 0x8C49
+#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F
+#define GL_SLUMINANCE_ALPHA 0x8C44
+#define GL_SLUMINANCE8_ALPHA8 0x8C45
+#define GL_SLUMINANCE 0x8C46
+#define GL_SLUMINANCE8 0x8C47
+#define GL_COMPRESSED_SLUMINANCE 0x8C4A
+#define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B
+#define GL_COMPARE_REF_TO_TEXTURE 0x884E
+#define GL_CLIP_DISTANCE0 0x3000
+#define GL_CLIP_DISTANCE1 0x3001
+#define GL_CLIP_DISTANCE2 0x3002
+#define GL_CLIP_DISTANCE3 0x3003
+#define GL_CLIP_DISTANCE4 0x3004
+#define GL_CLIP_DISTANCE5 0x3005
+#define GL_CLIP_DISTANCE6 0x3006
+#define GL_CLIP_DISTANCE7 0x3007
+#define GL_MAX_CLIP_DISTANCES 0x0D32
+#define GL_MAJOR_VERSION 0x821B
+#define GL_MINOR_VERSION 0x821C
+#define GL_NUM_EXTENSIONS 0x821D
+#define GL_CONTEXT_FLAGS 0x821E
+#define GL_COMPRESSED_RED 0x8225
+#define GL_COMPRESSED_RG 0x8226
+#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001
+#define GL_RGBA32F 0x8814
+#define GL_RGB32F 0x8815
+#define GL_RGBA16F 0x881A
+#define GL_RGB16F 0x881B
+#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD
+#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF
+#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904
+#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905
+#define GL_CLAMP_READ_COLOR 0x891C
+#define GL_FIXED_ONLY 0x891D
+#define GL_MAX_VARYING_COMPONENTS 0x8B4B
+#define GL_TEXTURE_1D_ARRAY 0x8C18
+#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19
+#define GL_TEXTURE_2D_ARRAY 0x8C1A
+#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B
+#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C
+#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D
+#define GL_R11F_G11F_B10F 0x8C3A
+#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B
+#define GL_RGB9_E5 0x8C3D
+#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E
+#define GL_TEXTURE_SHARED_SIZE 0x8C3F
+#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76
+#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F
+#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80
+#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83
+#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84
+#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85
+#define GL_PRIMITIVES_GENERATED 0x8C87
+#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88
+#define GL_RASTERIZER_DISCARD 0x8C89
+#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A
+#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B
+#define GL_INTERLEAVED_ATTRIBS 0x8C8C
+#define GL_SEPARATE_ATTRIBS 0x8C8D
+#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E
+#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F
+#define GL_RGBA32UI 0x8D70
+#define GL_RGB32UI 0x8D71
+#define GL_RGBA16UI 0x8D76
+#define GL_RGB16UI 0x8D77
+#define GL_RGBA8UI 0x8D7C
+#define GL_RGB8UI 0x8D7D
+#define GL_RGBA32I 0x8D82
+#define GL_RGB32I 0x8D83
+#define GL_RGBA16I 0x8D88
+#define GL_RGB16I 0x8D89
+#define GL_RGBA8I 0x8D8E
+#define GL_RGB8I 0x8D8F
+#define GL_RED_INTEGER 0x8D94
+#define GL_GREEN_INTEGER 0x8D95
+#define GL_BLUE_INTEGER 0x8D96
+#define GL_RGB_INTEGER 0x8D98
+#define GL_RGBA_INTEGER 0x8D99
+#define GL_BGR_INTEGER 0x8D9A
+#define GL_BGRA_INTEGER 0x8D9B
+#define GL_SAMPLER_1D_ARRAY 0x8DC0
+#define GL_SAMPLER_2D_ARRAY 0x8DC1
+#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3
+#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4
+#define GL_SAMPLER_CUBE_SHADOW 0x8DC5
+#define GL_UNSIGNED_INT_VEC2 0x8DC6
+#define GL_UNSIGNED_INT_VEC3 0x8DC7
+#define GL_UNSIGNED_INT_VEC4 0x8DC8
+#define GL_INT_SAMPLER_1D 0x8DC9
+#define GL_INT_SAMPLER_2D 0x8DCA
+#define GL_INT_SAMPLER_3D 0x8DCB
+#define GL_INT_SAMPLER_CUBE 0x8DCC
+#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE
+#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF
+#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1
+#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2
+#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3
+#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4
+#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6
+#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7
+#define GL_QUERY_WAIT 0x8E13
+#define GL_QUERY_NO_WAIT 0x8E14
+#define GL_QUERY_BY_REGION_WAIT 0x8E15
+#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16
+#define GL_BUFFER_ACCESS_FLAGS 0x911F
+#define GL_BUFFER_MAP_LENGTH 0x9120
+#define GL_BUFFER_MAP_OFFSET 0x9121
+#define GL_DEPTH_COMPONENT32F 0x8CAC
+#define GL_DEPTH32F_STENCIL8 0x8CAD
+#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD
+#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
+#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210
+#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211
+#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212
+#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213
+#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214
+#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215
+#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216
+#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217
+#define GL_FRAMEBUFFER_DEFAULT 0x8218
+#define GL_FRAMEBUFFER_UNDEFINED 0x8219
+#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
+#define GL_MAX_RENDERBUFFER_SIZE 0x84E8
+#define GL_DEPTH_STENCIL 0x84F9
+#define GL_UNSIGNED_INT_24_8 0x84FA
+#define GL_DEPTH24_STENCIL8 0x88F0
+#define GL_TEXTURE_STENCIL_SIZE 0x88F1
+#define GL_TEXTURE_RED_TYPE 0x8C10
+#define GL_TEXTURE_GREEN_TYPE 0x8C11
+#define GL_TEXTURE_BLUE_TYPE 0x8C12
+#define GL_TEXTURE_ALPHA_TYPE 0x8C13
+#define GL_TEXTURE_DEPTH_TYPE 0x8C16
+#define GL_UNSIGNED_NORMALIZED 0x8C17
+#define GL_FRAMEBUFFER_BINDING 0x8CA6
+#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6
+#define GL_RENDERBUFFER_BINDING 0x8CA7
+#define GL_READ_FRAMEBUFFER 0x8CA8
+#define GL_DRAW_FRAMEBUFFER 0x8CA9
+#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA
+#define GL_RENDERBUFFER_SAMPLES 0x8CAB
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4
+#define GL_FRAMEBUFFER_COMPLETE 0x8CD5
+#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
+#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
+#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB
+#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC
+#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
+#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF
+#define GL_COLOR_ATTACHMENT0 0x8CE0
+#define GL_COLOR_ATTACHMENT1 0x8CE1
+#define GL_COLOR_ATTACHMENT2 0x8CE2
+#define GL_COLOR_ATTACHMENT3 0x8CE3
+#define GL_COLOR_ATTACHMENT4 0x8CE4
+#define GL_COLOR_ATTACHMENT5 0x8CE5
+#define GL_COLOR_ATTACHMENT6 0x8CE6
+#define GL_COLOR_ATTACHMENT7 0x8CE7
+#define GL_COLOR_ATTACHMENT8 0x8CE8
+#define GL_COLOR_ATTACHMENT9 0x8CE9
+#define GL_COLOR_ATTACHMENT10 0x8CEA
+#define GL_COLOR_ATTACHMENT11 0x8CEB
+#define GL_COLOR_ATTACHMENT12 0x8CEC
+#define GL_COLOR_ATTACHMENT13 0x8CED
+#define GL_COLOR_ATTACHMENT14 0x8CEE
+#define GL_COLOR_ATTACHMENT15 0x8CEF
+#define GL_COLOR_ATTACHMENT16 0x8CF0
+#define GL_COLOR_ATTACHMENT17 0x8CF1
+#define GL_COLOR_ATTACHMENT18 0x8CF2
+#define GL_COLOR_ATTACHMENT19 0x8CF3
+#define GL_COLOR_ATTACHMENT20 0x8CF4
+#define GL_COLOR_ATTACHMENT21 0x8CF5
+#define GL_COLOR_ATTACHMENT22 0x8CF6
+#define GL_COLOR_ATTACHMENT23 0x8CF7
+#define GL_COLOR_ATTACHMENT24 0x8CF8
+#define GL_COLOR_ATTACHMENT25 0x8CF9
+#define GL_COLOR_ATTACHMENT26 0x8CFA
+#define GL_COLOR_ATTACHMENT27 0x8CFB
+#define GL_COLOR_ATTACHMENT28 0x8CFC
+#define GL_COLOR_ATTACHMENT29 0x8CFD
+#define GL_COLOR_ATTACHMENT30 0x8CFE
+#define GL_COLOR_ATTACHMENT31 0x8CFF
+#define GL_DEPTH_ATTACHMENT 0x8D00
+#define GL_STENCIL_ATTACHMENT 0x8D20
+#define GL_FRAMEBUFFER 0x8D40
+#define GL_RENDERBUFFER 0x8D41
+#define GL_RENDERBUFFER_WIDTH 0x8D42
+#define GL_RENDERBUFFER_HEIGHT 0x8D43
+#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44
+#define GL_STENCIL_INDEX1 0x8D46
+#define GL_STENCIL_INDEX4 0x8D47
+#define GL_STENCIL_INDEX8 0x8D48
+#define GL_STENCIL_INDEX16 0x8D49
+#define GL_RENDERBUFFER_RED_SIZE 0x8D50
+#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51
+#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52
+#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53
+#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54
+#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55
+#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56
+#define GL_MAX_SAMPLES 0x8D57
+#define GL_INDEX 0x8222
+#define GL_TEXTURE_LUMINANCE_TYPE 0x8C14
+#define GL_TEXTURE_INTENSITY_TYPE 0x8C15
+#define GL_FRAMEBUFFER_SRGB 0x8DB9
+#define GL_HALF_FLOAT 0x140B
+#define GL_MAP_READ_BIT 0x0001
+#define GL_MAP_WRITE_BIT 0x0002
+#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004
+#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008
+#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010
+#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020
+#define GL_COMPRESSED_RED_RGTC1 0x8DBB
+#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
+#define GL_COMPRESSED_RG_RGTC2 0x8DBD
+#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
+#define GL_RG 0x8227
+#define GL_RG_INTEGER 0x8228
+#define GL_R8 0x8229
+#define GL_R16 0x822A
+#define GL_RG8 0x822B
+#define GL_RG16 0x822C
+#define GL_R16F 0x822D
+#define GL_R32F 0x822E
+#define GL_RG16F 0x822F
+#define GL_RG32F 0x8230
+#define GL_R8I 0x8231
+#define GL_R8UI 0x8232
+#define GL_R16I 0x8233
+#define GL_R16UI 0x8234
+#define GL_R32I 0x8235
+#define GL_R32UI 0x8236
+#define GL_RG8I 0x8237
+#define GL_RG8UI 0x8238
+#define GL_RG16I 0x8239
+#define GL_RG16UI 0x823A
+#define GL_RG32I 0x823B
+#define GL_RG32UI 0x823C
+#define GL_VERTEX_ARRAY_BINDING 0x85B5
+#define GL_CLAMP_VERTEX_COLOR 0x891A
+#define GL_CLAMP_FRAGMENT_COLOR 0x891B
+#define GL_ALPHA_INTEGER 0x8D97
+#define GL_SAMPLER_2D_RECT 0x8B63
+#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64
+#define GL_SAMPLER_BUFFER 0x8DC2
+#define GL_INT_SAMPLER_2D_RECT 0x8DCD
+#define GL_INT_SAMPLER_BUFFER 0x8DD0
+#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5
+#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8
+#define GL_TEXTURE_BUFFER 0x8C2A
+#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B
+#define GL_TEXTURE_BINDING_BUFFER 0x8C2C
+#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D
+#define GL_TEXTURE_RECTANGLE 0x84F5
+#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6
+#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7
+#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8
+#define GL_R8_SNORM 0x8F94
+#define GL_RG8_SNORM 0x8F95
+#define GL_RGB8_SNORM 0x8F96
+#define GL_RGBA8_SNORM 0x8F97
+#define GL_R16_SNORM 0x8F98
+#define GL_RG16_SNORM 0x8F99
+#define GL_RGB16_SNORM 0x8F9A
+#define GL_RGBA16_SNORM 0x8F9B
+#define GL_SIGNED_NORMALIZED 0x8F9C
+#define GL_PRIMITIVE_RESTART 0x8F9D
+#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E
+#define GL_COPY_READ_BUFFER 0x8F36
+#define GL_COPY_WRITE_BUFFER 0x8F37
+#define GL_UNIFORM_BUFFER 0x8A11
+#define GL_UNIFORM_BUFFER_BINDING 0x8A28
+#define GL_UNIFORM_BUFFER_START 0x8A29
+#define GL_UNIFORM_BUFFER_SIZE 0x8A2A
+#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B
+#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C
+#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D
+#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E
+#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F
+#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30
+#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31
+#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32
+#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33
+#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34
+#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35
+#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36
+#define GL_UNIFORM_TYPE 0x8A37
+#define GL_UNIFORM_SIZE 0x8A38
+#define GL_UNIFORM_NAME_LENGTH 0x8A39
+#define GL_UNIFORM_BLOCK_INDEX 0x8A3A
+#define GL_UNIFORM_OFFSET 0x8A3B
+#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C
+#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D
+#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E
+#define GL_UNIFORM_BLOCK_BINDING 0x8A3F
+#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40
+#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41
+#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42
+#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46
+#define GL_INVALID_INDEX 0xFFFFFFFF
+#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001
+#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
+#define GL_LINES_ADJACENCY 0x000A
+#define GL_LINE_STRIP_ADJACENCY 0x000B
+#define GL_TRIANGLES_ADJACENCY 0x000C
+#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D
+#define GL_PROGRAM_POINT_SIZE 0x8642
+#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29
+#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7
+#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8
+#define GL_GEOMETRY_SHADER 0x8DD9
+#define GL_GEOMETRY_VERTICES_OUT 0x8916
+#define GL_GEOMETRY_INPUT_TYPE 0x8917
+#define GL_GEOMETRY_OUTPUT_TYPE 0x8918
+#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF
+#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0
+#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1
+#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122
+#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123
+#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124
+#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125
+#define GL_CONTEXT_PROFILE_MASK 0x9126
+#define GL_DEPTH_CLAMP 0x864F
+#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C
+#define GL_FIRST_VERTEX_CONVENTION 0x8E4D
+#define GL_LAST_VERTEX_CONVENTION 0x8E4E
+#define GL_PROVOKING_VERTEX 0x8E4F
+#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
+#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111
+#define GL_OBJECT_TYPE 0x9112
+#define GL_SYNC_CONDITION 0x9113
+#define GL_SYNC_STATUS 0x9114
+#define GL_SYNC_FLAGS 0x9115
+#define GL_SYNC_FENCE 0x9116
+#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
+#define GL_UNSIGNALED 0x9118
+#define GL_SIGNALED 0x9119
+#define GL_ALREADY_SIGNALED 0x911A
+#define GL_TIMEOUT_EXPIRED 0x911B
+#define GL_CONDITION_SATISFIED 0x911C
+#define GL_WAIT_FAILED 0x911D
+#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFF
+#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
+#define GL_SAMPLE_POSITION 0x8E50
+#define GL_SAMPLE_MASK 0x8E51
+#define GL_SAMPLE_MASK_VALUE 0x8E52
+#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59
+#define GL_TEXTURE_2D_MULTISAMPLE 0x9100
+#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101
+#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102
+#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103
+#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104
+#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105
+#define GL_TEXTURE_SAMPLES 0x9106
+#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107
+#define GL_SAMPLER_2D_MULTISAMPLE 0x9108
+#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109
+#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A
+#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B
+#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C
+#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D
+#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E
+#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F
+#define GL_MAX_INTEGER_SAMPLES 0x9110
+#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE
+#define GL_SRC1_COLOR 0x88F9
+#define GL_ONE_MINUS_SRC1_COLOR 0x88FA
+#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB
+#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC
+#define GL_ANY_SAMPLES_PASSED 0x8C2F
+#define GL_SAMPLER_BINDING 0x8919
+#define GL_RGB10_A2UI 0x906F
+#define GL_TEXTURE_SWIZZLE_R 0x8E42
+#define GL_TEXTURE_SWIZZLE_G 0x8E43
+#define GL_TEXTURE_SWIZZLE_B 0x8E44
+#define GL_TEXTURE_SWIZZLE_A 0x8E45
+#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46
+#define GL_TIME_ELAPSED 0x88BF
+#define GL_TIMESTAMP 0x8E28
+#define GL_INT_2_10_10_10_REV 0x8D9F
+#define GL_SAMPLE_SHADING 0x8C36
+#define GL_MIN_SAMPLE_SHADING_VALUE 0x8C37
+#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E
+#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F
+#define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009
+#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A
+#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY 0x900B
+#define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C
+#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW 0x900D
+#define GL_INT_SAMPLER_CUBE_MAP_ARRAY 0x900E
+#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F
+#define GL_DRAW_INDIRECT_BUFFER 0x8F3F
+#define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43
+#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F
+#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A
+#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B
+#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C
+#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D
+#define GL_MAX_VERTEX_STREAMS 0x8E71
+#define GL_DOUBLE_VEC2 0x8FFC
+#define GL_DOUBLE_VEC3 0x8FFD
+#define GL_DOUBLE_VEC4 0x8FFE
+#define GL_DOUBLE_MAT2 0x8F46
+#define GL_DOUBLE_MAT3 0x8F47
+#define GL_DOUBLE_MAT4 0x8F48
+#define GL_DOUBLE_MAT2x3 0x8F49
+#define GL_DOUBLE_MAT2x4 0x8F4A
+#define GL_DOUBLE_MAT3x2 0x8F4B
+#define GL_DOUBLE_MAT3x4 0x8F4C
+#define GL_DOUBLE_MAT4x2 0x8F4D
+#define GL_DOUBLE_MAT4x3 0x8F4E
+#define GL_ACTIVE_SUBROUTINES 0x8DE5
+#define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6
+#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47
+#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48
+#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49
+#define GL_MAX_SUBROUTINES 0x8DE7
+#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8
+#define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A
+#define GL_COMPATIBLE_SUBROUTINES 0x8E4B
+#define GL_PATCHES 0x000E
+#define GL_PATCH_VERTICES 0x8E72
+#define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73
+#define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74
+#define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75
+#define GL_TESS_GEN_MODE 0x8E76
+#define GL_TESS_GEN_SPACING 0x8E77
+#define GL_TESS_GEN_VERTEX_ORDER 0x8E78
+#define GL_TESS_GEN_POINT_MODE 0x8E79
+#define GL_ISOLINES 0x8E7A
+#define GL_FRACTIONAL_ODD 0x8E7B
+#define GL_FRACTIONAL_EVEN 0x8E7C
+#define GL_MAX_PATCH_VERTICES 0x8E7D
+#define GL_MAX_TESS_GEN_LEVEL 0x8E7E
+#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F
+#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80
+#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81
+#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82
+#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83
+#define GL_MAX_TESS_PATCH_COMPONENTS 0x8E84
+#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85
+#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86
+#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89
+#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A
+#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C
+#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D
+#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E
+#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1
+#define GL_TESS_EVALUATION_SHADER 0x8E87
+#define GL_TESS_CONTROL_SHADER 0x8E88
+#define GL_TRANSFORM_FEEDBACK 0x8E22
+#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED 0x8E23
+#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE 0x8E24
+#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25
+#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70
+#define GL_FIXED 0x140C
+#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
+#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
+#define GL_LOW_FLOAT 0x8DF0
+#define GL_MEDIUM_FLOAT 0x8DF1
+#define GL_HIGH_FLOAT 0x8DF2
+#define GL_LOW_INT 0x8DF3
+#define GL_MEDIUM_INT 0x8DF4
+#define GL_HIGH_INT 0x8DF5
+#define GL_SHADER_COMPILER 0x8DFA
+#define GL_SHADER_BINARY_FORMATS 0x8DF8
+#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9
+#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB
+#define GL_MAX_VARYING_VECTORS 0x8DFC
+#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD
+#define GL_RGB565 0x8D62
+#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257
+#define GL_PROGRAM_BINARY_LENGTH 0x8741
+#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE
+#define GL_PROGRAM_BINARY_FORMATS 0x87FF
+#define GL_VERTEX_SHADER_BIT 0x00000001
+#define GL_FRAGMENT_SHADER_BIT 0x00000002
+#define GL_GEOMETRY_SHADER_BIT 0x00000004
+#define GL_TESS_CONTROL_SHADER_BIT 0x00000008
+#define GL_TESS_EVALUATION_SHADER_BIT 0x00000010
+#define GL_ALL_SHADER_BITS 0xFFFFFFFF
+#define GL_PROGRAM_SEPARABLE 0x8258
+#define GL_ACTIVE_PROGRAM 0x8259
+#define GL_PROGRAM_PIPELINE_BINDING 0x825A
+#define GL_MAX_VIEWPORTS 0x825B
+#define GL_VIEWPORT_SUBPIXEL_BITS 0x825C
+#define GL_VIEWPORT_BOUNDS_RANGE 0x825D
+#define GL_LAYER_PROVOKING_VERTEX 0x825E
+#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F
+#define GL_UNDEFINED_VERTEX 0x8260
+#define GL_COPY_READ_BUFFER_BINDING 0x8F36
+#define GL_COPY_WRITE_BUFFER_BINDING 0x8F37
+#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24
+#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23
+#define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127
+#define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128
+#define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129
+#define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A
+#define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B
+#define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C
+#define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D
+#define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E
+#define GL_NUM_SAMPLE_COUNTS 0x9380
+#define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC
+#define GL_ATOMIC_COUNTER_BUFFER 0x92C0
+#define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1
+#define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2
+#define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3
+#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4
+#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5
+#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6
+#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7
+#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8
+#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9
+#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA
+#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB
+#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC
+#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD
+#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE
+#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF
+#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0
+#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1
+#define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2
+#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3
+#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4
+#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5
+#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6
+#define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7
+#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8
+#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC
+#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9
+#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA
+#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB
+#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001
+#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002
+#define GL_UNIFORM_BARRIER_BIT 0x00000004
+#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008
+#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
+#define GL_COMMAND_BARRIER_BIT 0x00000040
+#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080
+#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100
+#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200
+#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400
+#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800
+#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000
+#define GL_ALL_BARRIER_BITS 0xFFFFFFFF
+#define GL_MAX_IMAGE_UNITS 0x8F38
+#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39
+#define GL_IMAGE_BINDING_NAME 0x8F3A
+#define GL_IMAGE_BINDING_LEVEL 0x8F3B
+#define GL_IMAGE_BINDING_LAYERED 0x8F3C
+#define GL_IMAGE_BINDING_LAYER 0x8F3D
+#define GL_IMAGE_BINDING_ACCESS 0x8F3E
+#define GL_IMAGE_1D 0x904C
+#define GL_IMAGE_2D 0x904D
+#define GL_IMAGE_3D 0x904E
+#define GL_IMAGE_2D_RECT 0x904F
+#define GL_IMAGE_CUBE 0x9050
+#define GL_IMAGE_BUFFER 0x9051
+#define GL_IMAGE_1D_ARRAY 0x9052
+#define GL_IMAGE_2D_ARRAY 0x9053
+#define GL_IMAGE_CUBE_MAP_ARRAY 0x9054
+#define GL_IMAGE_2D_MULTISAMPLE 0x9055
+#define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056
+#define GL_INT_IMAGE_1D 0x9057
+#define GL_INT_IMAGE_2D 0x9058
+#define GL_INT_IMAGE_3D 0x9059
+#define GL_INT_IMAGE_2D_RECT 0x905A
+#define GL_INT_IMAGE_CUBE 0x905B
+#define GL_INT_IMAGE_BUFFER 0x905C
+#define GL_INT_IMAGE_1D_ARRAY 0x905D
+#define GL_INT_IMAGE_2D_ARRAY 0x905E
+#define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F
+#define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060
+#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061
+#define GL_UNSIGNED_INT_IMAGE_1D 0x9062
+#define GL_UNSIGNED_INT_IMAGE_2D 0x9063
+#define GL_UNSIGNED_INT_IMAGE_3D 0x9064
+#define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065
+#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066
+#define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067
+#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068
+#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069
+#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A
+#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B
+#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C
+#define GL_MAX_IMAGE_SAMPLES 0x906D
+#define GL_IMAGE_BINDING_FORMAT 0x906E
+#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7
+#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8
+#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9
+#define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA
+#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB
+#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC
+#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD
+#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE
+#define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF
+#define GL_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C
+#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D
+#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
+#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
+#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F
+#define GL_NUM_SHADING_LANGUAGE_VERSIONS 0x82E9
+#define GL_VERTEX_ATTRIB_ARRAY_LONG 0x874E
+#define GL_COMPRESSED_RGB8_ETC2 0x9274
+#define GL_COMPRESSED_SRGB8_ETC2 0x9275
+#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276
+#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277
+#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
+#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279
+#define GL_COMPRESSED_R11_EAC 0x9270
+#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271
+#define GL_COMPRESSED_RG11_EAC 0x9272
+#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273
+#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69
+#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A
+#define GL_MAX_ELEMENT_INDEX 0x8D6B
+#define GL_COMPUTE_SHADER 0x91B9
+#define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB
+#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC
+#define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD
+#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262
+#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263
+#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264
+#define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265
+#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266
+#define GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS 0x90EB
+#define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE
+#define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF
+#define GL_COMPUTE_WORK_GROUP_SIZE 0x8267
+#define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC
+#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED
+#define GL_DISPATCH_INDIRECT_BUFFER 0x90EE
+#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF
+#define GL_COMPUTE_SHADER_BIT 0x00000020
+#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242
+#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243
+#define GL_DEBUG_CALLBACK_FUNCTION 0x8244
+#define GL_DEBUG_CALLBACK_USER_PARAM 0x8245
+#define GL_DEBUG_SOURCE_API 0x8246
+#define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247
+#define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248
+#define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249
+#define GL_DEBUG_SOURCE_APPLICATION 0x824A
+#define GL_DEBUG_SOURCE_OTHER 0x824B
+#define GL_DEBUG_TYPE_ERROR 0x824C
+#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D
+#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E
+#define GL_DEBUG_TYPE_PORTABILITY 0x824F
+#define GL_DEBUG_TYPE_PERFORMANCE 0x8250
+#define GL_DEBUG_TYPE_OTHER 0x8251
+#define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143
+#define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144
+#define GL_DEBUG_LOGGED_MESSAGES 0x9145
+#define GL_DEBUG_SEVERITY_HIGH 0x9146
+#define GL_DEBUG_SEVERITY_MEDIUM 0x9147
+#define GL_DEBUG_SEVERITY_LOW 0x9148
+#define GL_DEBUG_TYPE_MARKER 0x8268
+#define GL_DEBUG_TYPE_PUSH_GROUP 0x8269
+#define GL_DEBUG_TYPE_POP_GROUP 0x826A
+#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B
+#define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C
+#define GL_DEBUG_GROUP_STACK_DEPTH 0x826D
+#define GL_BUFFER 0x82E0
+#define GL_SHADER 0x82E1
+#define GL_PROGRAM 0x82E2
+#define GL_QUERY 0x82E3
+#define GL_PROGRAM_PIPELINE 0x82E4
+#define GL_SAMPLER 0x82E6
+#define GL_MAX_LABEL_LENGTH 0x82E8
+#define GL_DEBUG_OUTPUT 0x92E0
+#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002
+#define GL_MAX_UNIFORM_LOCATIONS 0x826E
+#define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310
+#define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311
+#define GL_FRAMEBUFFER_DEFAULT_LAYERS 0x9312
+#define GL_FRAMEBUFFER_DEFAULT_SAMPLES 0x9313
+#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314
+#define GL_MAX_FRAMEBUFFER_WIDTH 0x9315
+#define GL_MAX_FRAMEBUFFER_HEIGHT 0x9316
+#define GL_MAX_FRAMEBUFFER_LAYERS 0x9317
+#define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318
+#define GL_INTERNALFORMAT_SUPPORTED 0x826F
+#define GL_INTERNALFORMAT_PREFERRED 0x8270
+#define GL_INTERNALFORMAT_RED_SIZE 0x8271
+#define GL_INTERNALFORMAT_GREEN_SIZE 0x8272
+#define GL_INTERNALFORMAT_BLUE_SIZE 0x8273
+#define GL_INTERNALFORMAT_ALPHA_SIZE 0x8274
+#define GL_INTERNALFORMAT_DEPTH_SIZE 0x8275
+#define GL_INTERNALFORMAT_STENCIL_SIZE 0x8276
+#define GL_INTERNALFORMAT_SHARED_SIZE 0x8277
+#define GL_INTERNALFORMAT_RED_TYPE 0x8278
+#define GL_INTERNALFORMAT_GREEN_TYPE 0x8279
+#define GL_INTERNALFORMAT_BLUE_TYPE 0x827A
+#define GL_INTERNALFORMAT_ALPHA_TYPE 0x827B
+#define GL_INTERNALFORMAT_DEPTH_TYPE 0x827C
+#define GL_INTERNALFORMAT_STENCIL_TYPE 0x827D
+#define GL_MAX_WIDTH 0x827E
+#define GL_MAX_HEIGHT 0x827F
+#define GL_MAX_DEPTH 0x8280
+#define GL_MAX_LAYERS 0x8281
+#define GL_MAX_COMBINED_DIMENSIONS 0x8282
+#define GL_COLOR_COMPONENTS 0x8283
+#define GL_DEPTH_COMPONENTS 0x8284
+#define GL_STENCIL_COMPONENTS 0x8285
+#define GL_COLOR_RENDERABLE 0x8286
+#define GL_DEPTH_RENDERABLE 0x8287
+#define GL_STENCIL_RENDERABLE 0x8288
+#define GL_FRAMEBUFFER_RENDERABLE 0x8289
+#define GL_FRAMEBUFFER_RENDERABLE_LAYERED 0x828A
+#define GL_FRAMEBUFFER_BLEND 0x828B
+#define GL_READ_PIXELS 0x828C
+#define GL_READ_PIXELS_FORMAT 0x828D
+#define GL_READ_PIXELS_TYPE 0x828E
+#define GL_TEXTURE_IMAGE_FORMAT 0x828F
+#define GL_TEXTURE_IMAGE_TYPE 0x8290
+#define GL_GET_TEXTURE_IMAGE_FORMAT 0x8291
+#define GL_GET_TEXTURE_IMAGE_TYPE 0x8292
+#define GL_MIPMAP 0x8293
+#define GL_MANUAL_GENERATE_MIPMAP 0x8294
+#define GL_AUTO_GENERATE_MIPMAP 0x8295
+#define GL_COLOR_ENCODING 0x8296
+#define GL_SRGB_READ 0x8297
+#define GL_SRGB_WRITE 0x8298
+#define GL_FILTER 0x829A
+#define GL_VERTEX_TEXTURE 0x829B
+#define GL_TESS_CONTROL_TEXTURE 0x829C
+#define GL_TESS_EVALUATION_TEXTURE 0x829D
+#define GL_GEOMETRY_TEXTURE 0x829E
+#define GL_FRAGMENT_TEXTURE 0x829F
+#define GL_COMPUTE_TEXTURE 0x82A0
+#define GL_TEXTURE_SHADOW 0x82A1
+#define GL_TEXTURE_GATHER 0x82A2
+#define GL_TEXTURE_GATHER_SHADOW 0x82A3
+#define GL_SHADER_IMAGE_LOAD 0x82A4
+#define GL_SHADER_IMAGE_STORE 0x82A5
+#define GL_SHADER_IMAGE_ATOMIC 0x82A6
+#define GL_IMAGE_TEXEL_SIZE 0x82A7
+#define GL_IMAGE_COMPATIBILITY_CLASS 0x82A8
+#define GL_IMAGE_PIXEL_FORMAT 0x82A9
+#define GL_IMAGE_PIXEL_TYPE 0x82AA
+#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST 0x82AC
+#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST 0x82AD
+#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE 0x82AE
+#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE 0x82AF
+#define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH 0x82B1
+#define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT 0x82B2
+#define GL_TEXTURE_COMPRESSED_BLOCK_SIZE 0x82B3
+#define GL_CLEAR_BUFFER 0x82B4
+#define GL_TEXTURE_VIEW 0x82B5
+#define GL_VIEW_COMPATIBILITY_CLASS 0x82B6
+#define GL_FULL_SUPPORT 0x82B7
+#define GL_CAVEAT_SUPPORT 0x82B8
+#define GL_IMAGE_CLASS_4_X_32 0x82B9
+#define GL_IMAGE_CLASS_2_X_32 0x82BA
+#define GL_IMAGE_CLASS_1_X_32 0x82BB
+#define GL_IMAGE_CLASS_4_X_16 0x82BC
+#define GL_IMAGE_CLASS_2_X_16 0x82BD
+#define GL_IMAGE_CLASS_1_X_16 0x82BE
+#define GL_IMAGE_CLASS_4_X_8 0x82BF
+#define GL_IMAGE_CLASS_2_X_8 0x82C0
+#define GL_IMAGE_CLASS_1_X_8 0x82C1
+#define GL_IMAGE_CLASS_11_11_10 0x82C2
+#define GL_IMAGE_CLASS_10_10_10_2 0x82C3
+#define GL_VIEW_CLASS_128_BITS 0x82C4
+#define GL_VIEW_CLASS_96_BITS 0x82C5
+#define GL_VIEW_CLASS_64_BITS 0x82C6
+#define GL_VIEW_CLASS_48_BITS 0x82C7
+#define GL_VIEW_CLASS_32_BITS 0x82C8
+#define GL_VIEW_CLASS_24_BITS 0x82C9
+#define GL_VIEW_CLASS_16_BITS 0x82CA
+#define GL_VIEW_CLASS_8_BITS 0x82CB
+#define GL_VIEW_CLASS_S3TC_DXT1_RGB 0x82CC
+#define GL_VIEW_CLASS_S3TC_DXT1_RGBA 0x82CD
+#define GL_VIEW_CLASS_S3TC_DXT3_RGBA 0x82CE
+#define GL_VIEW_CLASS_S3TC_DXT5_RGBA 0x82CF
+#define GL_VIEW_CLASS_RGTC1_RED 0x82D0
+#define GL_VIEW_CLASS_RGTC2_RG 0x82D1
+#define GL_VIEW_CLASS_BPTC_UNORM 0x82D2
+#define GL_VIEW_CLASS_BPTC_FLOAT 0x82D3
+#define GL_UNIFORM 0x92E1
+#define GL_UNIFORM_BLOCK 0x92E2
+#define GL_PROGRAM_INPUT 0x92E3
+#define GL_PROGRAM_OUTPUT 0x92E4
+#define GL_BUFFER_VARIABLE 0x92E5
+#define GL_SHADER_STORAGE_BLOCK 0x92E6
+#define GL_VERTEX_SUBROUTINE 0x92E8
+#define GL_TESS_CONTROL_SUBROUTINE 0x92E9
+#define GL_TESS_EVALUATION_SUBROUTINE 0x92EA
+#define GL_GEOMETRY_SUBROUTINE 0x92EB
+#define GL_FRAGMENT_SUBROUTINE 0x92EC
+#define GL_COMPUTE_SUBROUTINE 0x92ED
+#define GL_VERTEX_SUBROUTINE_UNIFORM 0x92EE
+#define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF
+#define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0
+#define GL_GEOMETRY_SUBROUTINE_UNIFORM 0x92F1
+#define GL_FRAGMENT_SUBROUTINE_UNIFORM 0x92F2
+#define GL_COMPUTE_SUBROUTINE_UNIFORM 0x92F3
+#define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4
+#define GL_ACTIVE_RESOURCES 0x92F5
+#define GL_MAX_NAME_LENGTH 0x92F6
+#define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7
+#define GL_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8
+#define GL_NAME_LENGTH 0x92F9
+#define GL_TYPE 0x92FA
+#define GL_ARRAY_SIZE 0x92FB
+#define GL_OFFSET 0x92FC
+#define GL_BLOCK_INDEX 0x92FD
+#define GL_ARRAY_STRIDE 0x92FE
+#define GL_MATRIX_STRIDE 0x92FF
+#define GL_IS_ROW_MAJOR 0x9300
+#define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301
+#define GL_BUFFER_BINDING 0x9302
+#define GL_BUFFER_DATA_SIZE 0x9303
+#define GL_NUM_ACTIVE_VARIABLES 0x9304
+#define GL_ACTIVE_VARIABLES 0x9305
+#define GL_REFERENCED_BY_VERTEX_SHADER 0x9306
+#define GL_REFERENCED_BY_TESS_CONTROL_SHADER 0x9307
+#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308
+#define GL_REFERENCED_BY_GEOMETRY_SHADER 0x9309
+#define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A
+#define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B
+#define GL_TOP_LEVEL_ARRAY_SIZE 0x930C
+#define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D
+#define GL_LOCATION 0x930E
+#define GL_LOCATION_INDEX 0x930F
+#define GL_IS_PER_PATCH 0x92E7
+#define GL_SHADER_STORAGE_BUFFER 0x90D2
+#define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3
+#define GL_SHADER_STORAGE_BUFFER_START 0x90D4
+#define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5
+#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6
+#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7
+#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8
+#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9
+#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA
+#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB
+#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC
+#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD
+#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE
+#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF
+#define GL_SHADER_STORAGE_BARRIER_BIT 0x00002000
+#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES 0x8F39
+#define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA
+#define GL_TEXTURE_BUFFER_OFFSET 0x919D
+#define GL_TEXTURE_BUFFER_SIZE 0x919E
+#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F
+#define GL_TEXTURE_VIEW_MIN_LEVEL 0x82DB
+#define GL_TEXTURE_VIEW_NUM_LEVELS 0x82DC
+#define GL_TEXTURE_VIEW_MIN_LAYER 0x82DD
+#define GL_TEXTURE_VIEW_NUM_LAYERS 0x82DE
+#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF
+#define GL_VERTEX_ATTRIB_BINDING 0x82D4
+#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D5
+#define GL_VERTEX_BINDING_DIVISOR 0x82D6
+#define GL_VERTEX_BINDING_OFFSET 0x82D7
+#define GL_VERTEX_BINDING_STRIDE 0x82D8
+#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9
+#define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA
+#define GL_VERTEX_BINDING_BUFFER 0x8F4F
+#define GL_DISPLAY_LIST 0x82E7
+#define GL_MAX_VERTEX_ATTRIB_STRIDE 0x82E5
+#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED 0x8221
+#define GL_TEXTURE_BUFFER_BINDING 0x8C2A
+#define GL_MAP_PERSISTENT_BIT 0x0040
+#define GL_MAP_COHERENT_BIT 0x0080
+#define GL_DYNAMIC_STORAGE_BIT 0x0100
+#define GL_CLIENT_STORAGE_BIT 0x0200
+#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT 0x00004000
+#define GL_BUFFER_IMMUTABLE_STORAGE 0x821F
+#define GL_BUFFER_STORAGE_FLAGS 0x8220
+#define GL_CLEAR_TEXTURE 0x9365
+#define GL_LOCATION_COMPONENT 0x934A
+#define GL_TRANSFORM_FEEDBACK_BUFFER_INDEX 0x934B
+#define GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE 0x934C
+#define GL_QUERY_BUFFER 0x9192
+#define GL_QUERY_BUFFER_BARRIER_BIT 0x00008000
+#define GL_QUERY_BUFFER_BINDING 0x9193
+#define GL_QUERY_RESULT_NO_WAIT 0x9194
+#define GL_MIRROR_CLAMP_TO_EDGE 0x8743
+#define GL_CONTEXT_LOST 0x0507
+#define GL_NEGATIVE_ONE_TO_ONE 0x935E
+#define GL_ZERO_TO_ONE 0x935F
+#define GL_CLIP_ORIGIN 0x935C
+#define GL_CLIP_DEPTH_MODE 0x935D
+#define GL_QUERY_WAIT_INVERTED 0x8E17
+#define GL_QUERY_NO_WAIT_INVERTED 0x8E18
+#define GL_QUERY_BY_REGION_WAIT_INVERTED 0x8E19
+#define GL_QUERY_BY_REGION_NO_WAIT_INVERTED 0x8E1A
+#define GL_MAX_CULL_DISTANCES 0x82F9
+#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES 0x82FA
+#define GL_TEXTURE_TARGET 0x1006
+#define GL_QUERY_TARGET 0x82EA
+#define GL_GUILTY_CONTEXT_RESET 0x8253
+#define GL_INNOCENT_CONTEXT_RESET 0x8254
+#define GL_UNKNOWN_CONTEXT_RESET 0x8255
+#define GL_RESET_NOTIFICATION_STRATEGY 0x8256
+#define GL_LOSE_CONTEXT_ON_RESET 0x8252
+#define GL_NO_RESET_NOTIFICATION 0x8261
+#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT 0x00000004
+#define GL_CONTEXT_RELEASE_BEHAVIOR 0x82FB
+#define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH 0x82FC
+#define GL_SHADER_BINARY_FORMAT_SPIR_V 0x9551
+#define GL_SPIR_V_BINARY 0x9552
+#define GL_PARAMETER_BUFFER 0x80EE
+#define GL_PARAMETER_BUFFER_BINDING 0x80EF
+#define GL_CONTEXT_FLAG_NO_ERROR_BIT 0x00000008
+#define GL_VERTICES_SUBMITTED 0x82EE
+#define GL_PRIMITIVES_SUBMITTED 0x82EF
+#define GL_VERTEX_SHADER_INVOCATIONS 0x82F0
+#define GL_TESS_CONTROL_SHADER_PATCHES 0x82F1
+#define GL_TESS_EVALUATION_SHADER_INVOCATIONS 0x82F2
+#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED 0x82F3
+#define GL_FRAGMENT_SHADER_INVOCATIONS 0x82F4
+#define GL_COMPUTE_SHADER_INVOCATIONS 0x82F5
+#define GL_CLIPPING_INPUT_PRIMITIVES 0x82F6
+#define GL_CLIPPING_OUTPUT_PRIMITIVES 0x82F7
+#define GL_POLYGON_OFFSET_CLAMP 0x8E1B
+#define GL_SPIR_V_EXTENSIONS 0x9553
+#define GL_NUM_SPIR_V_EXTENSIONS 0x9554
+#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE
+#define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF
+#define GL_TRANSFORM_FEEDBACK_OVERFLOW 0x82EC
+#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW 0x82ED
+#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
+#define GL_MULTISAMPLE_LINE_WIDTH_RANGE 0x9381
+#define GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY 0x9382
+#define GL_MULTIPLY 0x9294
+#define GL_SCREEN 0x9295
+#define GL_OVERLAY 0x9296
+#define GL_DARKEN 0x9297
+#define GL_LIGHTEN 0x9298
+#define GL_COLORDODGE 0x9299
+#define GL_COLORBURN 0x929A
+#define GL_HARDLIGHT 0x929B
+#define GL_SOFTLIGHT 0x929C
+#define GL_DIFFERENCE 0x929E
+#define GL_EXCLUSION 0x92A0
+#define GL_HSL_HUE 0x92AD
+#define GL_HSL_SATURATION 0x92AE
+#define GL_HSL_COLOR 0x92AF
+#define GL_HSL_LUMINOSITY 0x92B0
+#define GL_PRIMITIVE_BOUNDING_BOX 0x92BE
+#define GL_COMPRESSED_RGBA_ASTC_4x4 0x93B0
+#define GL_COMPRESSED_RGBA_ASTC_5x4 0x93B1
+#define GL_COMPRESSED_RGBA_ASTC_5x5 0x93B2
+#define GL_COMPRESSED_RGBA_ASTC_6x5 0x93B3
+#define GL_COMPRESSED_RGBA_ASTC_6x6 0x93B4
+#define GL_COMPRESSED_RGBA_ASTC_8x5 0x93B5
+#define GL_COMPRESSED_RGBA_ASTC_8x6 0x93B6
+#define GL_COMPRESSED_RGBA_ASTC_8x8 0x93B7
+#define GL_COMPRESSED_RGBA_ASTC_10x5 0x93B8
+#define GL_COMPRESSED_RGBA_ASTC_10x6 0x93B9
+#define GL_COMPRESSED_RGBA_ASTC_10x8 0x93BA
+#define GL_COMPRESSED_RGBA_ASTC_10x10 0x93BB
+#define GL_COMPRESSED_RGBA_ASTC_12x10 0x93BC
+#define GL_COMPRESSED_RGBA_ASTC_12x12 0x93BD
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4 0x93D0
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4 0x93D1
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5 0x93D2
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5 0x93D3
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6 0x93D4
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5 0x93D5
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6 0x93D6
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8 0x93D7
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5 0x93D8
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6 0x93D9
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8 0x93DA
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10 0x93DB
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10 0x93DC
+#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12 0x93DD
+#ifndef GL_VERSION_1_0
+#define GL_VERSION_1_0 1
+GLAPI int GLAD_GL_VERSION_1_0;
+typedef void (APIENTRYP PFNGLCULLFACEPROC)(GLenum mode);
+GLAPI PFNGLCULLFACEPROC glad_glCullFace;
+#define glCullFace glad_glCullFace
+typedef void (APIENTRYP PFNGLFRONTFACEPROC)(GLenum mode);
+GLAPI PFNGLFRONTFACEPROC glad_glFrontFace;
+#define glFrontFace glad_glFrontFace
+typedef void (APIENTRYP PFNGLHINTPROC)(GLenum target, GLenum mode);
+GLAPI PFNGLHINTPROC glad_glHint;
+#define glHint glad_glHint
+typedef void (APIENTRYP PFNGLLINEWIDTHPROC)(GLfloat width);
+GLAPI PFNGLLINEWIDTHPROC glad_glLineWidth;
+#define glLineWidth glad_glLineWidth
+typedef void (APIENTRYP PFNGLPOINTSIZEPROC)(GLfloat size);
+GLAPI PFNGLPOINTSIZEPROC glad_glPointSize;
+#define glPointSize glad_glPointSize
+typedef void (APIENTRYP PFNGLPOLYGONMODEPROC)(GLenum face, GLenum mode);
+GLAPI PFNGLPOLYGONMODEPROC glad_glPolygonMode;
+#define glPolygonMode glad_glPolygonMode
+typedef void (APIENTRYP PFNGLSCISSORPROC)(GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI PFNGLSCISSORPROC glad_glScissor;
+#define glScissor glad_glScissor
+typedef void (APIENTRYP PFNGLTEXPARAMETERFPROC)(GLenum target, GLenum pname, GLfloat param);
+GLAPI PFNGLTEXPARAMETERFPROC glad_glTexParameterf;
+#define glTexParameterf glad_glTexParameterf
+typedef void (APIENTRYP PFNGLTEXPARAMETERFVPROC)(GLenum target, GLenum pname, const GLfloat *params);
+GLAPI PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv;
+#define glTexParameterfv glad_glTexParameterfv
+typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC)(GLenum target, GLenum pname, GLint param);
+GLAPI PFNGLTEXPARAMETERIPROC glad_glTexParameteri;
+#define glTexParameteri glad_glTexParameteri
+typedef void (APIENTRYP PFNGLTEXPARAMETERIVPROC)(GLenum target, GLenum pname, const GLint *params);
+GLAPI PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv;
+#define glTexParameteriv glad_glTexParameteriv
+typedef void (APIENTRYP PFNGLTEXIMAGE1DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXIMAGE1DPROC glad_glTexImage1D;
+#define glTexImage1D glad_glTexImage1D
+typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXIMAGE2DPROC glad_glTexImage2D;
+#define glTexImage2D glad_glTexImage2D
+typedef void (APIENTRYP PFNGLDRAWBUFFERPROC)(GLenum buf);
+GLAPI PFNGLDRAWBUFFERPROC glad_glDrawBuffer;
+#define glDrawBuffer glad_glDrawBuffer
+typedef void (APIENTRYP PFNGLCLEARPROC)(GLbitfield mask);
+GLAPI PFNGLCLEARPROC glad_glClear;
+#define glClear glad_glClear
+typedef void (APIENTRYP PFNGLCLEARCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+GLAPI PFNGLCLEARCOLORPROC glad_glClearColor;
+#define glClearColor glad_glClearColor
+typedef void (APIENTRYP PFNGLCLEARSTENCILPROC)(GLint s);
+GLAPI PFNGLCLEARSTENCILPROC glad_glClearStencil;
+#define glClearStencil glad_glClearStencil
+typedef void (APIENTRYP PFNGLCLEARDEPTHPROC)(GLdouble depth);
+GLAPI PFNGLCLEARDEPTHPROC glad_glClearDepth;
+#define glClearDepth glad_glClearDepth
+typedef void (APIENTRYP PFNGLSTENCILMASKPROC)(GLuint mask);
+GLAPI PFNGLSTENCILMASKPROC glad_glStencilMask;
+#define glStencilMask glad_glStencilMask
+typedef void (APIENTRYP PFNGLCOLORMASKPROC)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+GLAPI PFNGLCOLORMASKPROC glad_glColorMask;
+#define glColorMask glad_glColorMask
+typedef void (APIENTRYP PFNGLDEPTHMASKPROC)(GLboolean flag);
+GLAPI PFNGLDEPTHMASKPROC glad_glDepthMask;
+#define glDepthMask glad_glDepthMask
+typedef void (APIENTRYP PFNGLDISABLEPROC)(GLenum cap);
+GLAPI PFNGLDISABLEPROC glad_glDisable;
+#define glDisable glad_glDisable
+typedef void (APIENTRYP PFNGLENABLEPROC)(GLenum cap);
+GLAPI PFNGLENABLEPROC glad_glEnable;
+#define glEnable glad_glEnable
+typedef void (APIENTRYP PFNGLFINISHPROC)(void);
+GLAPI PFNGLFINISHPROC glad_glFinish;
+#define glFinish glad_glFinish
+typedef void (APIENTRYP PFNGLFLUSHPROC)(void);
+GLAPI PFNGLFLUSHPROC glad_glFlush;
+#define glFlush glad_glFlush
+typedef void (APIENTRYP PFNGLBLENDFUNCPROC)(GLenum sfactor, GLenum dfactor);
+GLAPI PFNGLBLENDFUNCPROC glad_glBlendFunc;
+#define glBlendFunc glad_glBlendFunc
+typedef void (APIENTRYP PFNGLLOGICOPPROC)(GLenum opcode);
+GLAPI PFNGLLOGICOPPROC glad_glLogicOp;
+#define glLogicOp glad_glLogicOp
+typedef void (APIENTRYP PFNGLSTENCILFUNCPROC)(GLenum func, GLint ref, GLuint mask);
+GLAPI PFNGLSTENCILFUNCPROC glad_glStencilFunc;
+#define glStencilFunc glad_glStencilFunc
+typedef void (APIENTRYP PFNGLSTENCILOPPROC)(GLenum fail, GLenum zfail, GLenum zpass);
+GLAPI PFNGLSTENCILOPPROC glad_glStencilOp;
+#define glStencilOp glad_glStencilOp
+typedef void (APIENTRYP PFNGLDEPTHFUNCPROC)(GLenum func);
+GLAPI PFNGLDEPTHFUNCPROC glad_glDepthFunc;
+#define glDepthFunc glad_glDepthFunc
+typedef void (APIENTRYP PFNGLPIXELSTOREFPROC)(GLenum pname, GLfloat param);
+GLAPI PFNGLPIXELSTOREFPROC glad_glPixelStoref;
+#define glPixelStoref glad_glPixelStoref
+typedef void (APIENTRYP PFNGLPIXELSTOREIPROC)(GLenum pname, GLint param);
+GLAPI PFNGLPIXELSTOREIPROC glad_glPixelStorei;
+#define glPixelStorei glad_glPixelStorei
+typedef void (APIENTRYP PFNGLREADBUFFERPROC)(GLenum src);
+GLAPI PFNGLREADBUFFERPROC glad_glReadBuffer;
+#define glReadBuffer glad_glReadBuffer
+typedef void (APIENTRYP PFNGLREADPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
+GLAPI PFNGLREADPIXELSPROC glad_glReadPixels;
+#define glReadPixels glad_glReadPixels
+typedef void (APIENTRYP PFNGLGETBOOLEANVPROC)(GLenum pname, GLboolean *data);
+GLAPI PFNGLGETBOOLEANVPROC glad_glGetBooleanv;
+#define glGetBooleanv glad_glGetBooleanv
+typedef void (APIENTRYP PFNGLGETDOUBLEVPROC)(GLenum pname, GLdouble *data);
+GLAPI PFNGLGETDOUBLEVPROC glad_glGetDoublev;
+#define glGetDoublev glad_glGetDoublev
+typedef GLenum (APIENTRYP PFNGLGETERRORPROC)(void);
+GLAPI PFNGLGETERRORPROC glad_glGetError;
+#define glGetError glad_glGetError
+typedef void (APIENTRYP PFNGLGETFLOATVPROC)(GLenum pname, GLfloat *data);
+GLAPI PFNGLGETFLOATVPROC glad_glGetFloatv;
+#define glGetFloatv glad_glGetFloatv
+typedef void (APIENTRYP PFNGLGETINTEGERVPROC)(GLenum pname, GLint *data);
+GLAPI PFNGLGETINTEGERVPROC glad_glGetIntegerv;
+#define glGetIntegerv glad_glGetIntegerv
+typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC)(GLenum name);
+GLAPI PFNGLGETSTRINGPROC glad_glGetString;
+#define glGetString glad_glGetString
+typedef void (APIENTRYP PFNGLGETTEXIMAGEPROC)(GLenum target, GLint level, GLenum format, GLenum type, void *pixels);
+GLAPI PFNGLGETTEXIMAGEPROC glad_glGetTexImage;
+#define glGetTexImage glad_glGetTexImage
+typedef void (APIENTRYP PFNGLGETTEXPARAMETERFVPROC)(GLenum target, GLenum pname, GLfloat *params);
+GLAPI PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv;
+#define glGetTexParameterfv glad_glGetTexParameterfv
+typedef void (APIENTRYP PFNGLGETTEXPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params);
+GLAPI PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv;
+#define glGetTexParameteriv glad_glGetTexParameteriv
+typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERFVPROC)(GLenum target, GLint level, GLenum pname, GLfloat *params);
+GLAPI PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv;
+#define glGetTexLevelParameterfv glad_glGetTexLevelParameterfv
+typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERIVPROC)(GLenum target, GLint level, GLenum pname, GLint *params);
+GLAPI PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv;
+#define glGetTexLevelParameteriv glad_glGetTexLevelParameteriv
+typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC)(GLenum cap);
+GLAPI PFNGLISENABLEDPROC glad_glIsEnabled;
+#define glIsEnabled glad_glIsEnabled
+typedef void (APIENTRYP PFNGLDEPTHRANGEPROC)(GLdouble n, GLdouble f);
+GLAPI PFNGLDEPTHRANGEPROC glad_glDepthRange;
+#define glDepthRange glad_glDepthRange
+typedef void (APIENTRYP PFNGLVIEWPORTPROC)(GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI PFNGLVIEWPORTPROC glad_glViewport;
+#define glViewport glad_glViewport
+typedef void (APIENTRYP PFNGLNEWLISTPROC)(GLuint list, GLenum mode);
+GLAPI PFNGLNEWLISTPROC glad_glNewList;
+#define glNewList glad_glNewList
+typedef void (APIENTRYP PFNGLENDLISTPROC)(void);
+GLAPI PFNGLENDLISTPROC glad_glEndList;
+#define glEndList glad_glEndList
+typedef void (APIENTRYP PFNGLCALLLISTPROC)(GLuint list);
+GLAPI PFNGLCALLLISTPROC glad_glCallList;
+#define glCallList glad_glCallList
+typedef void (APIENTRYP PFNGLCALLLISTSPROC)(GLsizei n, GLenum type, const void *lists);
+GLAPI PFNGLCALLLISTSPROC glad_glCallLists;
+#define glCallLists glad_glCallLists
+typedef void (APIENTRYP PFNGLDELETELISTSPROC)(GLuint list, GLsizei range);
+GLAPI PFNGLDELETELISTSPROC glad_glDeleteLists;
+#define glDeleteLists glad_glDeleteLists
+typedef GLuint (APIENTRYP PFNGLGENLISTSPROC)(GLsizei range);
+GLAPI PFNGLGENLISTSPROC glad_glGenLists;
+#define glGenLists glad_glGenLists
+typedef void (APIENTRYP PFNGLLISTBASEPROC)(GLuint base);
+GLAPI PFNGLLISTBASEPROC glad_glListBase;
+#define glListBase glad_glListBase
+typedef void (APIENTRYP PFNGLBEGINPROC)(GLenum mode);
+GLAPI PFNGLBEGINPROC glad_glBegin;
+#define glBegin glad_glBegin
+typedef void (APIENTRYP PFNGLBITMAPPROC)(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap);
+GLAPI PFNGLBITMAPPROC glad_glBitmap;
+#define glBitmap glad_glBitmap
+typedef void (APIENTRYP PFNGLCOLOR3BPROC)(GLbyte red, GLbyte green, GLbyte blue);
+GLAPI PFNGLCOLOR3BPROC glad_glColor3b;
+#define glColor3b glad_glColor3b
+typedef void (APIENTRYP PFNGLCOLOR3BVPROC)(const GLbyte *v);
+GLAPI PFNGLCOLOR3BVPROC glad_glColor3bv;
+#define glColor3bv glad_glColor3bv
+typedef void (APIENTRYP PFNGLCOLOR3DPROC)(GLdouble red, GLdouble green, GLdouble blue);
+GLAPI PFNGLCOLOR3DPROC glad_glColor3d;
+#define glColor3d glad_glColor3d
+typedef void (APIENTRYP PFNGLCOLOR3DVPROC)(const GLdouble *v);
+GLAPI PFNGLCOLOR3DVPROC glad_glColor3dv;
+#define glColor3dv glad_glColor3dv
+typedef void (APIENTRYP PFNGLCOLOR3FPROC)(GLfloat red, GLfloat green, GLfloat blue);
+GLAPI PFNGLCOLOR3FPROC glad_glColor3f;
+#define glColor3f glad_glColor3f
+typedef void (APIENTRYP PFNGLCOLOR3FVPROC)(const GLfloat *v);
+GLAPI PFNGLCOLOR3FVPROC glad_glColor3fv;
+#define glColor3fv glad_glColor3fv
+typedef void (APIENTRYP PFNGLCOLOR3IPROC)(GLint red, GLint green, GLint blue);
+GLAPI PFNGLCOLOR3IPROC glad_glColor3i;
+#define glColor3i glad_glColor3i
+typedef void (APIENTRYP PFNGLCOLOR3IVPROC)(const GLint *v);
+GLAPI PFNGLCOLOR3IVPROC glad_glColor3iv;
+#define glColor3iv glad_glColor3iv
+typedef void (APIENTRYP PFNGLCOLOR3SPROC)(GLshort red, GLshort green, GLshort blue);
+GLAPI PFNGLCOLOR3SPROC glad_glColor3s;
+#define glColor3s glad_glColor3s
+typedef void (APIENTRYP PFNGLCOLOR3SVPROC)(const GLshort *v);
+GLAPI PFNGLCOLOR3SVPROC glad_glColor3sv;
+#define glColor3sv glad_glColor3sv
+typedef void (APIENTRYP PFNGLCOLOR3UBPROC)(GLubyte red, GLubyte green, GLubyte blue);
+GLAPI PFNGLCOLOR3UBPROC glad_glColor3ub;
+#define glColor3ub glad_glColor3ub
+typedef void (APIENTRYP PFNGLCOLOR3UBVPROC)(const GLubyte *v);
+GLAPI PFNGLCOLOR3UBVPROC glad_glColor3ubv;
+#define glColor3ubv glad_glColor3ubv
+typedef void (APIENTRYP PFNGLCOLOR3UIPROC)(GLuint red, GLuint green, GLuint blue);
+GLAPI PFNGLCOLOR3UIPROC glad_glColor3ui;
+#define glColor3ui glad_glColor3ui
+typedef void (APIENTRYP PFNGLCOLOR3UIVPROC)(const GLuint *v);
+GLAPI PFNGLCOLOR3UIVPROC glad_glColor3uiv;
+#define glColor3uiv glad_glColor3uiv
+typedef void (APIENTRYP PFNGLCOLOR3USPROC)(GLushort red, GLushort green, GLushort blue);
+GLAPI PFNGLCOLOR3USPROC glad_glColor3us;
+#define glColor3us glad_glColor3us
+typedef void (APIENTRYP PFNGLCOLOR3USVPROC)(const GLushort *v);
+GLAPI PFNGLCOLOR3USVPROC glad_glColor3usv;
+#define glColor3usv glad_glColor3usv
+typedef void (APIENTRYP PFNGLCOLOR4BPROC)(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha);
+GLAPI PFNGLCOLOR4BPROC glad_glColor4b;
+#define glColor4b glad_glColor4b
+typedef void (APIENTRYP PFNGLCOLOR4BVPROC)(const GLbyte *v);
+GLAPI PFNGLCOLOR4BVPROC glad_glColor4bv;
+#define glColor4bv glad_glColor4bv
+typedef void (APIENTRYP PFNGLCOLOR4DPROC)(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha);
+GLAPI PFNGLCOLOR4DPROC glad_glColor4d;
+#define glColor4d glad_glColor4d
+typedef void (APIENTRYP PFNGLCOLOR4DVPROC)(const GLdouble *v);
+GLAPI PFNGLCOLOR4DVPROC glad_glColor4dv;
+#define glColor4dv glad_glColor4dv
+typedef void (APIENTRYP PFNGLCOLOR4FPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+GLAPI PFNGLCOLOR4FPROC glad_glColor4f;
+#define glColor4f glad_glColor4f
+typedef void (APIENTRYP PFNGLCOLOR4FVPROC)(const GLfloat *v);
+GLAPI PFNGLCOLOR4FVPROC glad_glColor4fv;
+#define glColor4fv glad_glColor4fv
+typedef void (APIENTRYP PFNGLCOLOR4IPROC)(GLint red, GLint green, GLint blue, GLint alpha);
+GLAPI PFNGLCOLOR4IPROC glad_glColor4i;
+#define glColor4i glad_glColor4i
+typedef void (APIENTRYP PFNGLCOLOR4IVPROC)(const GLint *v);
+GLAPI PFNGLCOLOR4IVPROC glad_glColor4iv;
+#define glColor4iv glad_glColor4iv
+typedef void (APIENTRYP PFNGLCOLOR4SPROC)(GLshort red, GLshort green, GLshort blue, GLshort alpha);
+GLAPI PFNGLCOLOR4SPROC glad_glColor4s;
+#define glColor4s glad_glColor4s
+typedef void (APIENTRYP PFNGLCOLOR4SVPROC)(const GLshort *v);
+GLAPI PFNGLCOLOR4SVPROC glad_glColor4sv;
+#define glColor4sv glad_glColor4sv
+typedef void (APIENTRYP PFNGLCOLOR4UBPROC)(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
+GLAPI PFNGLCOLOR4UBPROC glad_glColor4ub;
+#define glColor4ub glad_glColor4ub
+typedef void (APIENTRYP PFNGLCOLOR4UBVPROC)(const GLubyte *v);
+GLAPI PFNGLCOLOR4UBVPROC glad_glColor4ubv;
+#define glColor4ubv glad_glColor4ubv
+typedef void (APIENTRYP PFNGLCOLOR4UIPROC)(GLuint red, GLuint green, GLuint blue, GLuint alpha);
+GLAPI PFNGLCOLOR4UIPROC glad_glColor4ui;
+#define glColor4ui glad_glColor4ui
+typedef void (APIENTRYP PFNGLCOLOR4UIVPROC)(const GLuint *v);
+GLAPI PFNGLCOLOR4UIVPROC glad_glColor4uiv;
+#define glColor4uiv glad_glColor4uiv
+typedef void (APIENTRYP PFNGLCOLOR4USPROC)(GLushort red, GLushort green, GLushort blue, GLushort alpha);
+GLAPI PFNGLCOLOR4USPROC glad_glColor4us;
+#define glColor4us glad_glColor4us
+typedef void (APIENTRYP PFNGLCOLOR4USVPROC)(const GLushort *v);
+GLAPI PFNGLCOLOR4USVPROC glad_glColor4usv;
+#define glColor4usv glad_glColor4usv
+typedef void (APIENTRYP PFNGLEDGEFLAGPROC)(GLboolean flag);
+GLAPI PFNGLEDGEFLAGPROC glad_glEdgeFlag;
+#define glEdgeFlag glad_glEdgeFlag
+typedef void (APIENTRYP PFNGLEDGEFLAGVPROC)(const GLboolean *flag);
+GLAPI PFNGLEDGEFLAGVPROC glad_glEdgeFlagv;
+#define glEdgeFlagv glad_glEdgeFlagv
+typedef void (APIENTRYP PFNGLENDPROC)(void);
+GLAPI PFNGLENDPROC glad_glEnd;
+#define glEnd glad_glEnd
+typedef void (APIENTRYP PFNGLINDEXDPROC)(GLdouble c);
+GLAPI PFNGLINDEXDPROC glad_glIndexd;
+#define glIndexd glad_glIndexd
+typedef void (APIENTRYP PFNGLINDEXDVPROC)(const GLdouble *c);
+GLAPI PFNGLINDEXDVPROC glad_glIndexdv;
+#define glIndexdv glad_glIndexdv
+typedef void (APIENTRYP PFNGLINDEXFPROC)(GLfloat c);
+GLAPI PFNGLINDEXFPROC glad_glIndexf;
+#define glIndexf glad_glIndexf
+typedef void (APIENTRYP PFNGLINDEXFVPROC)(const GLfloat *c);
+GLAPI PFNGLINDEXFVPROC glad_glIndexfv;
+#define glIndexfv glad_glIndexfv
+typedef void (APIENTRYP PFNGLINDEXIPROC)(GLint c);
+GLAPI PFNGLINDEXIPROC glad_glIndexi;
+#define glIndexi glad_glIndexi
+typedef void (APIENTRYP PFNGLINDEXIVPROC)(const GLint *c);
+GLAPI PFNGLINDEXIVPROC glad_glIndexiv;
+#define glIndexiv glad_glIndexiv
+typedef void (APIENTRYP PFNGLINDEXSPROC)(GLshort c);
+GLAPI PFNGLINDEXSPROC glad_glIndexs;
+#define glIndexs glad_glIndexs
+typedef void (APIENTRYP PFNGLINDEXSVPROC)(const GLshort *c);
+GLAPI PFNGLINDEXSVPROC glad_glIndexsv;
+#define glIndexsv glad_glIndexsv
+typedef void (APIENTRYP PFNGLNORMAL3BPROC)(GLbyte nx, GLbyte ny, GLbyte nz);
+GLAPI PFNGLNORMAL3BPROC glad_glNormal3b;
+#define glNormal3b glad_glNormal3b
+typedef void (APIENTRYP PFNGLNORMAL3BVPROC)(const GLbyte *v);
+GLAPI PFNGLNORMAL3BVPROC glad_glNormal3bv;
+#define glNormal3bv glad_glNormal3bv
+typedef void (APIENTRYP PFNGLNORMAL3DPROC)(GLdouble nx, GLdouble ny, GLdouble nz);
+GLAPI PFNGLNORMAL3DPROC glad_glNormal3d;
+#define glNormal3d glad_glNormal3d
+typedef void (APIENTRYP PFNGLNORMAL3DVPROC)(const GLdouble *v);
+GLAPI PFNGLNORMAL3DVPROC glad_glNormal3dv;
+#define glNormal3dv glad_glNormal3dv
+typedef void (APIENTRYP PFNGLNORMAL3FPROC)(GLfloat nx, GLfloat ny, GLfloat nz);
+GLAPI PFNGLNORMAL3FPROC glad_glNormal3f;
+#define glNormal3f glad_glNormal3f
+typedef void (APIENTRYP PFNGLNORMAL3FVPROC)(const GLfloat *v);
+GLAPI PFNGLNORMAL3FVPROC glad_glNormal3fv;
+#define glNormal3fv glad_glNormal3fv
+typedef void (APIENTRYP PFNGLNORMAL3IPROC)(GLint nx, GLint ny, GLint nz);
+GLAPI PFNGLNORMAL3IPROC glad_glNormal3i;
+#define glNormal3i glad_glNormal3i
+typedef void (APIENTRYP PFNGLNORMAL3IVPROC)(const GLint *v);
+GLAPI PFNGLNORMAL3IVPROC glad_glNormal3iv;
+#define glNormal3iv glad_glNormal3iv
+typedef void (APIENTRYP PFNGLNORMAL3SPROC)(GLshort nx, GLshort ny, GLshort nz);
+GLAPI PFNGLNORMAL3SPROC glad_glNormal3s;
+#define glNormal3s glad_glNormal3s
+typedef void (APIENTRYP PFNGLNORMAL3SVPROC)(const GLshort *v);
+GLAPI PFNGLNORMAL3SVPROC glad_glNormal3sv;
+#define glNormal3sv glad_glNormal3sv
+typedef void (APIENTRYP PFNGLRASTERPOS2DPROC)(GLdouble x, GLdouble y);
+GLAPI PFNGLRASTERPOS2DPROC glad_glRasterPos2d;
+#define glRasterPos2d glad_glRasterPos2d
+typedef void (APIENTRYP PFNGLRASTERPOS2DVPROC)(const GLdouble *v);
+GLAPI PFNGLRASTERPOS2DVPROC glad_glRasterPos2dv;
+#define glRasterPos2dv glad_glRasterPos2dv
+typedef void (APIENTRYP PFNGLRASTERPOS2FPROC)(GLfloat x, GLfloat y);
+GLAPI PFNGLRASTERPOS2FPROC glad_glRasterPos2f;
+#define glRasterPos2f glad_glRasterPos2f
+typedef void (APIENTRYP PFNGLRASTERPOS2FVPROC)(const GLfloat *v);
+GLAPI PFNGLRASTERPOS2FVPROC glad_glRasterPos2fv;
+#define glRasterPos2fv glad_glRasterPos2fv
+typedef void (APIENTRYP PFNGLRASTERPOS2IPROC)(GLint x, GLint y);
+GLAPI PFNGLRASTERPOS2IPROC glad_glRasterPos2i;
+#define glRasterPos2i glad_glRasterPos2i
+typedef void (APIENTRYP PFNGLRASTERPOS2IVPROC)(const GLint *v);
+GLAPI PFNGLRASTERPOS2IVPROC glad_glRasterPos2iv;
+#define glRasterPos2iv glad_glRasterPos2iv
+typedef void (APIENTRYP PFNGLRASTERPOS2SPROC)(GLshort x, GLshort y);
+GLAPI PFNGLRASTERPOS2SPROC glad_glRasterPos2s;
+#define glRasterPos2s glad_glRasterPos2s
+typedef void (APIENTRYP PFNGLRASTERPOS2SVPROC)(const GLshort *v);
+GLAPI PFNGLRASTERPOS2SVPROC glad_glRasterPos2sv;
+#define glRasterPos2sv glad_glRasterPos2sv
+typedef void (APIENTRYP PFNGLRASTERPOS3DPROC)(GLdouble x, GLdouble y, GLdouble z);
+GLAPI PFNGLRASTERPOS3DPROC glad_glRasterPos3d;
+#define glRasterPos3d glad_glRasterPos3d
+typedef void (APIENTRYP PFNGLRASTERPOS3DVPROC)(const GLdouble *v);
+GLAPI PFNGLRASTERPOS3DVPROC glad_glRasterPos3dv;
+#define glRasterPos3dv glad_glRasterPos3dv
+typedef void (APIENTRYP PFNGLRASTERPOS3FPROC)(GLfloat x, GLfloat y, GLfloat z);
+GLAPI PFNGLRASTERPOS3FPROC glad_glRasterPos3f;
+#define glRasterPos3f glad_glRasterPos3f
+typedef void (APIENTRYP PFNGLRASTERPOS3FVPROC)(const GLfloat *v);
+GLAPI PFNGLRASTERPOS3FVPROC glad_glRasterPos3fv;
+#define glRasterPos3fv glad_glRasterPos3fv
+typedef void (APIENTRYP PFNGLRASTERPOS3IPROC)(GLint x, GLint y, GLint z);
+GLAPI PFNGLRASTERPOS3IPROC glad_glRasterPos3i;
+#define glRasterPos3i glad_glRasterPos3i
+typedef void (APIENTRYP PFNGLRASTERPOS3IVPROC)(const GLint *v);
+GLAPI PFNGLRASTERPOS3IVPROC glad_glRasterPos3iv;
+#define glRasterPos3iv glad_glRasterPos3iv
+typedef void (APIENTRYP PFNGLRASTERPOS3SPROC)(GLshort x, GLshort y, GLshort z);
+GLAPI PFNGLRASTERPOS3SPROC glad_glRasterPos3s;
+#define glRasterPos3s glad_glRasterPos3s
+typedef void (APIENTRYP PFNGLRASTERPOS3SVPROC)(const GLshort *v);
+GLAPI PFNGLRASTERPOS3SVPROC glad_glRasterPos3sv;
+#define glRasterPos3sv glad_glRasterPos3sv
+typedef void (APIENTRYP PFNGLRASTERPOS4DPROC)(GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+GLAPI PFNGLRASTERPOS4DPROC glad_glRasterPos4d;
+#define glRasterPos4d glad_glRasterPos4d
+typedef void (APIENTRYP PFNGLRASTERPOS4DVPROC)(const GLdouble *v);
+GLAPI PFNGLRASTERPOS4DVPROC glad_glRasterPos4dv;
+#define glRasterPos4dv glad_glRasterPos4dv
+typedef void (APIENTRYP PFNGLRASTERPOS4FPROC)(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+GLAPI PFNGLRASTERPOS4FPROC glad_glRasterPos4f;
+#define glRasterPos4f glad_glRasterPos4f
+typedef void (APIENTRYP PFNGLRASTERPOS4FVPROC)(const GLfloat *v);
+GLAPI PFNGLRASTERPOS4FVPROC glad_glRasterPos4fv;
+#define glRasterPos4fv glad_glRasterPos4fv
+typedef void (APIENTRYP PFNGLRASTERPOS4IPROC)(GLint x, GLint y, GLint z, GLint w);
+GLAPI PFNGLRASTERPOS4IPROC glad_glRasterPos4i;
+#define glRasterPos4i glad_glRasterPos4i
+typedef void (APIENTRYP PFNGLRASTERPOS4IVPROC)(const GLint *v);
+GLAPI PFNGLRASTERPOS4IVPROC glad_glRasterPos4iv;
+#define glRasterPos4iv glad_glRasterPos4iv
+typedef void (APIENTRYP PFNGLRASTERPOS4SPROC)(GLshort x, GLshort y, GLshort z, GLshort w);
+GLAPI PFNGLRASTERPOS4SPROC glad_glRasterPos4s;
+#define glRasterPos4s glad_glRasterPos4s
+typedef void (APIENTRYP PFNGLRASTERPOS4SVPROC)(const GLshort *v);
+GLAPI PFNGLRASTERPOS4SVPROC glad_glRasterPos4sv;
+#define glRasterPos4sv glad_glRasterPos4sv
+typedef void (APIENTRYP PFNGLRECTDPROC)(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);
+GLAPI PFNGLRECTDPROC glad_glRectd;
+#define glRectd glad_glRectd
+typedef void (APIENTRYP PFNGLRECTDVPROC)(const GLdouble *v1, const GLdouble *v2);
+GLAPI PFNGLRECTDVPROC glad_glRectdv;
+#define glRectdv glad_glRectdv
+typedef void (APIENTRYP PFNGLRECTFPROC)(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);
+GLAPI PFNGLRECTFPROC glad_glRectf;
+#define glRectf glad_glRectf
+typedef void (APIENTRYP PFNGLRECTFVPROC)(const GLfloat *v1, const GLfloat *v2);
+GLAPI PFNGLRECTFVPROC glad_glRectfv;
+#define glRectfv glad_glRectfv
+typedef void (APIENTRYP PFNGLRECTIPROC)(GLint x1, GLint y1, GLint x2, GLint y2);
+GLAPI PFNGLRECTIPROC glad_glRecti;
+#define glRecti glad_glRecti
+typedef void (APIENTRYP PFNGLRECTIVPROC)(const GLint *v1, const GLint *v2);
+GLAPI PFNGLRECTIVPROC glad_glRectiv;
+#define glRectiv glad_glRectiv
+typedef void (APIENTRYP PFNGLRECTSPROC)(GLshort x1, GLshort y1, GLshort x2, GLshort y2);
+GLAPI PFNGLRECTSPROC glad_glRects;
+#define glRects glad_glRects
+typedef void (APIENTRYP PFNGLRECTSVPROC)(const GLshort *v1, const GLshort *v2);
+GLAPI PFNGLRECTSVPROC glad_glRectsv;
+#define glRectsv glad_glRectsv
+typedef void (APIENTRYP PFNGLTEXCOORD1DPROC)(GLdouble s);
+GLAPI PFNGLTEXCOORD1DPROC glad_glTexCoord1d;
+#define glTexCoord1d glad_glTexCoord1d
+typedef void (APIENTRYP PFNGLTEXCOORD1DVPROC)(const GLdouble *v);
+GLAPI PFNGLTEXCOORD1DVPROC glad_glTexCoord1dv;
+#define glTexCoord1dv glad_glTexCoord1dv
+typedef void (APIENTRYP PFNGLTEXCOORD1FPROC)(GLfloat s);
+GLAPI PFNGLTEXCOORD1FPROC glad_glTexCoord1f;
+#define glTexCoord1f glad_glTexCoord1f
+typedef void (APIENTRYP PFNGLTEXCOORD1FVPROC)(const GLfloat *v);
+GLAPI PFNGLTEXCOORD1FVPROC glad_glTexCoord1fv;
+#define glTexCoord1fv glad_glTexCoord1fv
+typedef void (APIENTRYP PFNGLTEXCOORD1IPROC)(GLint s);
+GLAPI PFNGLTEXCOORD1IPROC glad_glTexCoord1i;
+#define glTexCoord1i glad_glTexCoord1i
+typedef void (APIENTRYP PFNGLTEXCOORD1IVPROC)(const GLint *v);
+GLAPI PFNGLTEXCOORD1IVPROC glad_glTexCoord1iv;
+#define glTexCoord1iv glad_glTexCoord1iv
+typedef void (APIENTRYP PFNGLTEXCOORD1SPROC)(GLshort s);
+GLAPI PFNGLTEXCOORD1SPROC glad_glTexCoord1s;
+#define glTexCoord1s glad_glTexCoord1s
+typedef void (APIENTRYP PFNGLTEXCOORD1SVPROC)(const GLshort *v);
+GLAPI PFNGLTEXCOORD1SVPROC glad_glTexCoord1sv;
+#define glTexCoord1sv glad_glTexCoord1sv
+typedef void (APIENTRYP PFNGLTEXCOORD2DPROC)(GLdouble s, GLdouble t);
+GLAPI PFNGLTEXCOORD2DPROC glad_glTexCoord2d;
+#define glTexCoord2d glad_glTexCoord2d
+typedef void (APIENTRYP PFNGLTEXCOORD2DVPROC)(const GLdouble *v);
+GLAPI PFNGLTEXCOORD2DVPROC glad_glTexCoord2dv;
+#define glTexCoord2dv glad_glTexCoord2dv
+typedef void (APIENTRYP PFNGLTEXCOORD2FPROC)(GLfloat s, GLfloat t);
+GLAPI PFNGLTEXCOORD2FPROC glad_glTexCoord2f;
+#define glTexCoord2f glad_glTexCoord2f
+typedef void (APIENTRYP PFNGLTEXCOORD2FVPROC)(const GLfloat *v);
+GLAPI PFNGLTEXCOORD2FVPROC glad_glTexCoord2fv;
+#define glTexCoord2fv glad_glTexCoord2fv
+typedef void (APIENTRYP PFNGLTEXCOORD2IPROC)(GLint s, GLint t);
+GLAPI PFNGLTEXCOORD2IPROC glad_glTexCoord2i;
+#define glTexCoord2i glad_glTexCoord2i
+typedef void (APIENTRYP PFNGLTEXCOORD2IVPROC)(const GLint *v);
+GLAPI PFNGLTEXCOORD2IVPROC glad_glTexCoord2iv;
+#define glTexCoord2iv glad_glTexCoord2iv
+typedef void (APIENTRYP PFNGLTEXCOORD2SPROC)(GLshort s, GLshort t);
+GLAPI PFNGLTEXCOORD2SPROC glad_glTexCoord2s;
+#define glTexCoord2s glad_glTexCoord2s
+typedef void (APIENTRYP PFNGLTEXCOORD2SVPROC)(const GLshort *v);
+GLAPI PFNGLTEXCOORD2SVPROC glad_glTexCoord2sv;
+#define glTexCoord2sv glad_glTexCoord2sv
+typedef void (APIENTRYP PFNGLTEXCOORD3DPROC)(GLdouble s, GLdouble t, GLdouble r);
+GLAPI PFNGLTEXCOORD3DPROC glad_glTexCoord3d;
+#define glTexCoord3d glad_glTexCoord3d
+typedef void (APIENTRYP PFNGLTEXCOORD3DVPROC)(const GLdouble *v);
+GLAPI PFNGLTEXCOORD3DVPROC glad_glTexCoord3dv;
+#define glTexCoord3dv glad_glTexCoord3dv
+typedef void (APIENTRYP PFNGLTEXCOORD3FPROC)(GLfloat s, GLfloat t, GLfloat r);
+GLAPI PFNGLTEXCOORD3FPROC glad_glTexCoord3f;
+#define glTexCoord3f glad_glTexCoord3f
+typedef void (APIENTRYP PFNGLTEXCOORD3FVPROC)(const GLfloat *v);
+GLAPI PFNGLTEXCOORD3FVPROC glad_glTexCoord3fv;
+#define glTexCoord3fv glad_glTexCoord3fv
+typedef void (APIENTRYP PFNGLTEXCOORD3IPROC)(GLint s, GLint t, GLint r);
+GLAPI PFNGLTEXCOORD3IPROC glad_glTexCoord3i;
+#define glTexCoord3i glad_glTexCoord3i
+typedef void (APIENTRYP PFNGLTEXCOORD3IVPROC)(const GLint *v);
+GLAPI PFNGLTEXCOORD3IVPROC glad_glTexCoord3iv;
+#define glTexCoord3iv glad_glTexCoord3iv
+typedef void (APIENTRYP PFNGLTEXCOORD3SPROC)(GLshort s, GLshort t, GLshort r);
+GLAPI PFNGLTEXCOORD3SPROC glad_glTexCoord3s;
+#define glTexCoord3s glad_glTexCoord3s
+typedef void (APIENTRYP PFNGLTEXCOORD3SVPROC)(const GLshort *v);
+GLAPI PFNGLTEXCOORD3SVPROC glad_glTexCoord3sv;
+#define glTexCoord3sv glad_glTexCoord3sv
+typedef void (APIENTRYP PFNGLTEXCOORD4DPROC)(GLdouble s, GLdouble t, GLdouble r, GLdouble q);
+GLAPI PFNGLTEXCOORD4DPROC glad_glTexCoord4d;
+#define glTexCoord4d glad_glTexCoord4d
+typedef void (APIENTRYP PFNGLTEXCOORD4DVPROC)(const GLdouble *v);
+GLAPI PFNGLTEXCOORD4DVPROC glad_glTexCoord4dv;
+#define glTexCoord4dv glad_glTexCoord4dv
+typedef void (APIENTRYP PFNGLTEXCOORD4FPROC)(GLfloat s, GLfloat t, GLfloat r, GLfloat q);
+GLAPI PFNGLTEXCOORD4FPROC glad_glTexCoord4f;
+#define glTexCoord4f glad_glTexCoord4f
+typedef void (APIENTRYP PFNGLTEXCOORD4FVPROC)(const GLfloat *v);
+GLAPI PFNGLTEXCOORD4FVPROC glad_glTexCoord4fv;
+#define glTexCoord4fv glad_glTexCoord4fv
+typedef void (APIENTRYP PFNGLTEXCOORD4IPROC)(GLint s, GLint t, GLint r, GLint q);
+GLAPI PFNGLTEXCOORD4IPROC glad_glTexCoord4i;
+#define glTexCoord4i glad_glTexCoord4i
+typedef void (APIENTRYP PFNGLTEXCOORD4IVPROC)(const GLint *v);
+GLAPI PFNGLTEXCOORD4IVPROC glad_glTexCoord4iv;
+#define glTexCoord4iv glad_glTexCoord4iv
+typedef void (APIENTRYP PFNGLTEXCOORD4SPROC)(GLshort s, GLshort t, GLshort r, GLshort q);
+GLAPI PFNGLTEXCOORD4SPROC glad_glTexCoord4s;
+#define glTexCoord4s glad_glTexCoord4s
+typedef void (APIENTRYP PFNGLTEXCOORD4SVPROC)(const GLshort *v);
+GLAPI PFNGLTEXCOORD4SVPROC glad_glTexCoord4sv;
+#define glTexCoord4sv glad_glTexCoord4sv
+typedef void (APIENTRYP PFNGLVERTEX2DPROC)(GLdouble x, GLdouble y);
+GLAPI PFNGLVERTEX2DPROC glad_glVertex2d;
+#define glVertex2d glad_glVertex2d
+typedef void (APIENTRYP PFNGLVERTEX2DVPROC)(const GLdouble *v);
+GLAPI PFNGLVERTEX2DVPROC glad_glVertex2dv;
+#define glVertex2dv glad_glVertex2dv
+typedef void (APIENTRYP PFNGLVERTEX2FPROC)(GLfloat x, GLfloat y);
+GLAPI PFNGLVERTEX2FPROC glad_glVertex2f;
+#define glVertex2f glad_glVertex2f
+typedef void (APIENTRYP PFNGLVERTEX2FVPROC)(const GLfloat *v);
+GLAPI PFNGLVERTEX2FVPROC glad_glVertex2fv;
+#define glVertex2fv glad_glVertex2fv
+typedef void (APIENTRYP PFNGLVERTEX2IPROC)(GLint x, GLint y);
+GLAPI PFNGLVERTEX2IPROC glad_glVertex2i;
+#define glVertex2i glad_glVertex2i
+typedef void (APIENTRYP PFNGLVERTEX2IVPROC)(const GLint *v);
+GLAPI PFNGLVERTEX2IVPROC glad_glVertex2iv;
+#define glVertex2iv glad_glVertex2iv
+typedef void (APIENTRYP PFNGLVERTEX2SPROC)(GLshort x, GLshort y);
+GLAPI PFNGLVERTEX2SPROC glad_glVertex2s;
+#define glVertex2s glad_glVertex2s
+typedef void (APIENTRYP PFNGLVERTEX2SVPROC)(const GLshort *v);
+GLAPI PFNGLVERTEX2SVPROC glad_glVertex2sv;
+#define glVertex2sv glad_glVertex2sv
+typedef void (APIENTRYP PFNGLVERTEX3DPROC)(GLdouble x, GLdouble y, GLdouble z);
+GLAPI PFNGLVERTEX3DPROC glad_glVertex3d;
+#define glVertex3d glad_glVertex3d
+typedef void (APIENTRYP PFNGLVERTEX3DVPROC)(const GLdouble *v);
+GLAPI PFNGLVERTEX3DVPROC glad_glVertex3dv;
+#define glVertex3dv glad_glVertex3dv
+typedef void (APIENTRYP PFNGLVERTEX3FPROC)(GLfloat x, GLfloat y, GLfloat z);
+GLAPI PFNGLVERTEX3FPROC glad_glVertex3f;
+#define glVertex3f glad_glVertex3f
+typedef void (APIENTRYP PFNGLVERTEX3FVPROC)(const GLfloat *v);
+GLAPI PFNGLVERTEX3FVPROC glad_glVertex3fv;
+#define glVertex3fv glad_glVertex3fv
+typedef void (APIENTRYP PFNGLVERTEX3IPROC)(GLint x, GLint y, GLint z);
+GLAPI PFNGLVERTEX3IPROC glad_glVertex3i;
+#define glVertex3i glad_glVertex3i
+typedef void (APIENTRYP PFNGLVERTEX3IVPROC)(const GLint *v);
+GLAPI PFNGLVERTEX3IVPROC glad_glVertex3iv;
+#define glVertex3iv glad_glVertex3iv
+typedef void (APIENTRYP PFNGLVERTEX3SPROC)(GLshort x, GLshort y, GLshort z);
+GLAPI PFNGLVERTEX3SPROC glad_glVertex3s;
+#define glVertex3s glad_glVertex3s
+typedef void (APIENTRYP PFNGLVERTEX3SVPROC)(const GLshort *v);
+GLAPI PFNGLVERTEX3SVPROC glad_glVertex3sv;
+#define glVertex3sv glad_glVertex3sv
+typedef void (APIENTRYP PFNGLVERTEX4DPROC)(GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+GLAPI PFNGLVERTEX4DPROC glad_glVertex4d;
+#define glVertex4d glad_glVertex4d
+typedef void (APIENTRYP PFNGLVERTEX4DVPROC)(const GLdouble *v);
+GLAPI PFNGLVERTEX4DVPROC glad_glVertex4dv;
+#define glVertex4dv glad_glVertex4dv
+typedef void (APIENTRYP PFNGLVERTEX4FPROC)(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+GLAPI PFNGLVERTEX4FPROC glad_glVertex4f;
+#define glVertex4f glad_glVertex4f
+typedef void (APIENTRYP PFNGLVERTEX4FVPROC)(const GLfloat *v);
+GLAPI PFNGLVERTEX4FVPROC glad_glVertex4fv;
+#define glVertex4fv glad_glVertex4fv
+typedef void (APIENTRYP PFNGLVERTEX4IPROC)(GLint x, GLint y, GLint z, GLint w);
+GLAPI PFNGLVERTEX4IPROC glad_glVertex4i;
+#define glVertex4i glad_glVertex4i
+typedef void (APIENTRYP PFNGLVERTEX4IVPROC)(const GLint *v);
+GLAPI PFNGLVERTEX4IVPROC glad_glVertex4iv;
+#define glVertex4iv glad_glVertex4iv
+typedef void (APIENTRYP PFNGLVERTEX4SPROC)(GLshort x, GLshort y, GLshort z, GLshort w);
+GLAPI PFNGLVERTEX4SPROC glad_glVertex4s;
+#define glVertex4s glad_glVertex4s
+typedef void (APIENTRYP PFNGLVERTEX4SVPROC)(const GLshort *v);
+GLAPI PFNGLVERTEX4SVPROC glad_glVertex4sv;
+#define glVertex4sv glad_glVertex4sv
+typedef void (APIENTRYP PFNGLCLIPPLANEPROC)(GLenum plane, const GLdouble *equation);
+GLAPI PFNGLCLIPPLANEPROC glad_glClipPlane;
+#define glClipPlane glad_glClipPlane
+typedef void (APIENTRYP PFNGLCOLORMATERIALPROC)(GLenum face, GLenum mode);
+GLAPI PFNGLCOLORMATERIALPROC glad_glColorMaterial;
+#define glColorMaterial glad_glColorMaterial
+typedef void (APIENTRYP PFNGLFOGFPROC)(GLenum pname, GLfloat param);
+GLAPI PFNGLFOGFPROC glad_glFogf;
+#define glFogf glad_glFogf
+typedef void (APIENTRYP PFNGLFOGFVPROC)(GLenum pname, const GLfloat *params);
+GLAPI PFNGLFOGFVPROC glad_glFogfv;
+#define glFogfv glad_glFogfv
+typedef void (APIENTRYP PFNGLFOGIPROC)(GLenum pname, GLint param);
+GLAPI PFNGLFOGIPROC glad_glFogi;
+#define glFogi glad_glFogi
+typedef void (APIENTRYP PFNGLFOGIVPROC)(GLenum pname, const GLint *params);
+GLAPI PFNGLFOGIVPROC glad_glFogiv;
+#define glFogiv glad_glFogiv
+typedef void (APIENTRYP PFNGLLIGHTFPROC)(GLenum light, GLenum pname, GLfloat param);
+GLAPI PFNGLLIGHTFPROC glad_glLightf;
+#define glLightf glad_glLightf
+typedef void (APIENTRYP PFNGLLIGHTFVPROC)(GLenum light, GLenum pname, const GLfloat *params);
+GLAPI PFNGLLIGHTFVPROC glad_glLightfv;
+#define glLightfv glad_glLightfv
+typedef void (APIENTRYP PFNGLLIGHTIPROC)(GLenum light, GLenum pname, GLint param);
+GLAPI PFNGLLIGHTIPROC glad_glLighti;
+#define glLighti glad_glLighti
+typedef void (APIENTRYP PFNGLLIGHTIVPROC)(GLenum light, GLenum pname, const GLint *params);
+GLAPI PFNGLLIGHTIVPROC glad_glLightiv;
+#define glLightiv glad_glLightiv
+typedef void (APIENTRYP PFNGLLIGHTMODELFPROC)(GLenum pname, GLfloat param);
+GLAPI PFNGLLIGHTMODELFPROC glad_glLightModelf;
+#define glLightModelf glad_glLightModelf
+typedef void (APIENTRYP PFNGLLIGHTMODELFVPROC)(GLenum pname, const GLfloat *params);
+GLAPI PFNGLLIGHTMODELFVPROC glad_glLightModelfv;
+#define glLightModelfv glad_glLightModelfv
+typedef void (APIENTRYP PFNGLLIGHTMODELIPROC)(GLenum pname, GLint param);
+GLAPI PFNGLLIGHTMODELIPROC glad_glLightModeli;
+#define glLightModeli glad_glLightModeli
+typedef void (APIENTRYP PFNGLLIGHTMODELIVPROC)(GLenum pname, const GLint *params);
+GLAPI PFNGLLIGHTMODELIVPROC glad_glLightModeliv;
+#define glLightModeliv glad_glLightModeliv
+typedef void (APIENTRYP PFNGLLINESTIPPLEPROC)(GLint factor, GLushort pattern);
+GLAPI PFNGLLINESTIPPLEPROC glad_glLineStipple;
+#define glLineStipple glad_glLineStipple
+typedef void (APIENTRYP PFNGLMATERIALFPROC)(GLenum face, GLenum pname, GLfloat param);
+GLAPI PFNGLMATERIALFPROC glad_glMaterialf;
+#define glMaterialf glad_glMaterialf
+typedef void (APIENTRYP PFNGLMATERIALFVPROC)(GLenum face, GLenum pname, const GLfloat *params);
+GLAPI PFNGLMATERIALFVPROC glad_glMaterialfv;
+#define glMaterialfv glad_glMaterialfv
+typedef void (APIENTRYP PFNGLMATERIALIPROC)(GLenum face, GLenum pname, GLint param);
+GLAPI PFNGLMATERIALIPROC glad_glMateriali;
+#define glMateriali glad_glMateriali
+typedef void (APIENTRYP PFNGLMATERIALIVPROC)(GLenum face, GLenum pname, const GLint *params);
+GLAPI PFNGLMATERIALIVPROC glad_glMaterialiv;
+#define glMaterialiv glad_glMaterialiv
+typedef void (APIENTRYP PFNGLPOLYGONSTIPPLEPROC)(const GLubyte *mask);
+GLAPI PFNGLPOLYGONSTIPPLEPROC glad_glPolygonStipple;
+#define glPolygonStipple glad_glPolygonStipple
+typedef void (APIENTRYP PFNGLSHADEMODELPROC)(GLenum mode);
+GLAPI PFNGLSHADEMODELPROC glad_glShadeModel;
+#define glShadeModel glad_glShadeModel
+typedef void (APIENTRYP PFNGLTEXENVFPROC)(GLenum target, GLenum pname, GLfloat param);
+GLAPI PFNGLTEXENVFPROC glad_glTexEnvf;
+#define glTexEnvf glad_glTexEnvf
+typedef void (APIENTRYP PFNGLTEXENVFVPROC)(GLenum target, GLenum pname, const GLfloat *params);
+GLAPI PFNGLTEXENVFVPROC glad_glTexEnvfv;
+#define glTexEnvfv glad_glTexEnvfv
+typedef void (APIENTRYP PFNGLTEXENVIPROC)(GLenum target, GLenum pname, GLint param);
+GLAPI PFNGLTEXENVIPROC glad_glTexEnvi;
+#define glTexEnvi glad_glTexEnvi
+typedef void (APIENTRYP PFNGLTEXENVIVPROC)(GLenum target, GLenum pname, const GLint *params);
+GLAPI PFNGLTEXENVIVPROC glad_glTexEnviv;
+#define glTexEnviv glad_glTexEnviv
+typedef void (APIENTRYP PFNGLTEXGENDPROC)(GLenum coord, GLenum pname, GLdouble param);
+GLAPI PFNGLTEXGENDPROC glad_glTexGend;
+#define glTexGend glad_glTexGend
+typedef void (APIENTRYP PFNGLTEXGENDVPROC)(GLenum coord, GLenum pname, const GLdouble *params);
+GLAPI PFNGLTEXGENDVPROC glad_glTexGendv;
+#define glTexGendv glad_glTexGendv
+typedef void (APIENTRYP PFNGLTEXGENFPROC)(GLenum coord, GLenum pname, GLfloat param);
+GLAPI PFNGLTEXGENFPROC glad_glTexGenf;
+#define glTexGenf glad_glTexGenf
+typedef void (APIENTRYP PFNGLTEXGENFVPROC)(GLenum coord, GLenum pname, const GLfloat *params);
+GLAPI PFNGLTEXGENFVPROC glad_glTexGenfv;
+#define glTexGenfv glad_glTexGenfv
+typedef void (APIENTRYP PFNGLTEXGENIPROC)(GLenum coord, GLenum pname, GLint param);
+GLAPI PFNGLTEXGENIPROC glad_glTexGeni;
+#define glTexGeni glad_glTexGeni
+typedef void (APIENTRYP PFNGLTEXGENIVPROC)(GLenum coord, GLenum pname, const GLint *params);
+GLAPI PFNGLTEXGENIVPROC glad_glTexGeniv;
+#define glTexGeniv glad_glTexGeniv
+typedef void (APIENTRYP PFNGLFEEDBACKBUFFERPROC)(GLsizei size, GLenum type, GLfloat *buffer);
+GLAPI PFNGLFEEDBACKBUFFERPROC glad_glFeedbackBuffer;
+#define glFeedbackBuffer glad_glFeedbackBuffer
+typedef void (APIENTRYP PFNGLSELECTBUFFERPROC)(GLsizei size, GLuint *buffer);
+GLAPI PFNGLSELECTBUFFERPROC glad_glSelectBuffer;
+#define glSelectBuffer glad_glSelectBuffer
+typedef GLint (APIENTRYP PFNGLRENDERMODEPROC)(GLenum mode);
+GLAPI PFNGLRENDERMODEPROC glad_glRenderMode;
+#define glRenderMode glad_glRenderMode
+typedef void (APIENTRYP PFNGLINITNAMESPROC)(void);
+GLAPI PFNGLINITNAMESPROC glad_glInitNames;
+#define glInitNames glad_glInitNames
+typedef void (APIENTRYP PFNGLLOADNAMEPROC)(GLuint name);
+GLAPI PFNGLLOADNAMEPROC glad_glLoadName;
+#define glLoadName glad_glLoadName
+typedef void (APIENTRYP PFNGLPASSTHROUGHPROC)(GLfloat token);
+GLAPI PFNGLPASSTHROUGHPROC glad_glPassThrough;
+#define glPassThrough glad_glPassThrough
+typedef void (APIENTRYP PFNGLPOPNAMEPROC)(void);
+GLAPI PFNGLPOPNAMEPROC glad_glPopName;
+#define glPopName glad_glPopName
+typedef void (APIENTRYP PFNGLPUSHNAMEPROC)(GLuint name);
+GLAPI PFNGLPUSHNAMEPROC glad_glPushName;
+#define glPushName glad_glPushName
+typedef void (APIENTRYP PFNGLCLEARACCUMPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+GLAPI PFNGLCLEARACCUMPROC glad_glClearAccum;
+#define glClearAccum glad_glClearAccum
+typedef void (APIENTRYP PFNGLCLEARINDEXPROC)(GLfloat c);
+GLAPI PFNGLCLEARINDEXPROC glad_glClearIndex;
+#define glClearIndex glad_glClearIndex
+typedef void (APIENTRYP PFNGLINDEXMASKPROC)(GLuint mask);
+GLAPI PFNGLINDEXMASKPROC glad_glIndexMask;
+#define glIndexMask glad_glIndexMask
+typedef void (APIENTRYP PFNGLACCUMPROC)(GLenum op, GLfloat value);
+GLAPI PFNGLACCUMPROC glad_glAccum;
+#define glAccum glad_glAccum
+typedef void (APIENTRYP PFNGLPOPATTRIBPROC)(void);
+GLAPI PFNGLPOPATTRIBPROC glad_glPopAttrib;
+#define glPopAttrib glad_glPopAttrib
+typedef void (APIENTRYP PFNGLPUSHATTRIBPROC)(GLbitfield mask);
+GLAPI PFNGLPUSHATTRIBPROC glad_glPushAttrib;
+#define glPushAttrib glad_glPushAttrib
+typedef void (APIENTRYP PFNGLMAP1DPROC)(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points);
+GLAPI PFNGLMAP1DPROC glad_glMap1d;
+#define glMap1d glad_glMap1d
+typedef void (APIENTRYP PFNGLMAP1FPROC)(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points);
+GLAPI PFNGLMAP1FPROC glad_glMap1f;
+#define glMap1f glad_glMap1f
+typedef void (APIENTRYP PFNGLMAP2DPROC)(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points);
+GLAPI PFNGLMAP2DPROC glad_glMap2d;
+#define glMap2d glad_glMap2d
+typedef void (APIENTRYP PFNGLMAP2FPROC)(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points);
+GLAPI PFNGLMAP2FPROC glad_glMap2f;
+#define glMap2f glad_glMap2f
+typedef void (APIENTRYP PFNGLMAPGRID1DPROC)(GLint un, GLdouble u1, GLdouble u2);
+GLAPI PFNGLMAPGRID1DPROC glad_glMapGrid1d;
+#define glMapGrid1d glad_glMapGrid1d
+typedef void (APIENTRYP PFNGLMAPGRID1FPROC)(GLint un, GLfloat u1, GLfloat u2);
+GLAPI PFNGLMAPGRID1FPROC glad_glMapGrid1f;
+#define glMapGrid1f glad_glMapGrid1f
+typedef void (APIENTRYP PFNGLMAPGRID2DPROC)(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2);
+GLAPI PFNGLMAPGRID2DPROC glad_glMapGrid2d;
+#define glMapGrid2d glad_glMapGrid2d
+typedef void (APIENTRYP PFNGLMAPGRID2FPROC)(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2);
+GLAPI PFNGLMAPGRID2FPROC glad_glMapGrid2f;
+#define glMapGrid2f glad_glMapGrid2f
+typedef void (APIENTRYP PFNGLEVALCOORD1DPROC)(GLdouble u);
+GLAPI PFNGLEVALCOORD1DPROC glad_glEvalCoord1d;
+#define glEvalCoord1d glad_glEvalCoord1d
+typedef void (APIENTRYP PFNGLEVALCOORD1DVPROC)(const GLdouble *u);
+GLAPI PFNGLEVALCOORD1DVPROC glad_glEvalCoord1dv;
+#define glEvalCoord1dv glad_glEvalCoord1dv
+typedef void (APIENTRYP PFNGLEVALCOORD1FPROC)(GLfloat u);
+GLAPI PFNGLEVALCOORD1FPROC glad_glEvalCoord1f;
+#define glEvalCoord1f glad_glEvalCoord1f
+typedef void (APIENTRYP PFNGLEVALCOORD1FVPROC)(const GLfloat *u);
+GLAPI PFNGLEVALCOORD1FVPROC glad_glEvalCoord1fv;
+#define glEvalCoord1fv glad_glEvalCoord1fv
+typedef void (APIENTRYP PFNGLEVALCOORD2DPROC)(GLdouble u, GLdouble v);
+GLAPI PFNGLEVALCOORD2DPROC glad_glEvalCoord2d;
+#define glEvalCoord2d glad_glEvalCoord2d
+typedef void (APIENTRYP PFNGLEVALCOORD2DVPROC)(const GLdouble *u);
+GLAPI PFNGLEVALCOORD2DVPROC glad_glEvalCoord2dv;
+#define glEvalCoord2dv glad_glEvalCoord2dv
+typedef void (APIENTRYP PFNGLEVALCOORD2FPROC)(GLfloat u, GLfloat v);
+GLAPI PFNGLEVALCOORD2FPROC glad_glEvalCoord2f;
+#define glEvalCoord2f glad_glEvalCoord2f
+typedef void (APIENTRYP PFNGLEVALCOORD2FVPROC)(const GLfloat *u);
+GLAPI PFNGLEVALCOORD2FVPROC glad_glEvalCoord2fv;
+#define glEvalCoord2fv glad_glEvalCoord2fv
+typedef void (APIENTRYP PFNGLEVALMESH1PROC)(GLenum mode, GLint i1, GLint i2);
+GLAPI PFNGLEVALMESH1PROC glad_glEvalMesh1;
+#define glEvalMesh1 glad_glEvalMesh1
+typedef void (APIENTRYP PFNGLEVALPOINT1PROC)(GLint i);
+GLAPI PFNGLEVALPOINT1PROC glad_glEvalPoint1;
+#define glEvalPoint1 glad_glEvalPoint1
+typedef void (APIENTRYP PFNGLEVALMESH2PROC)(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2);
+GLAPI PFNGLEVALMESH2PROC glad_glEvalMesh2;
+#define glEvalMesh2 glad_glEvalMesh2
+typedef void (APIENTRYP PFNGLEVALPOINT2PROC)(GLint i, GLint j);
+GLAPI PFNGLEVALPOINT2PROC glad_glEvalPoint2;
+#define glEvalPoint2 glad_glEvalPoint2
+typedef void (APIENTRYP PFNGLALPHAFUNCPROC)(GLenum func, GLfloat ref);
+GLAPI PFNGLALPHAFUNCPROC glad_glAlphaFunc;
+#define glAlphaFunc glad_glAlphaFunc
+typedef void (APIENTRYP PFNGLPIXELZOOMPROC)(GLfloat xfactor, GLfloat yfactor);
+GLAPI PFNGLPIXELZOOMPROC glad_glPixelZoom;
+#define glPixelZoom glad_glPixelZoom
+typedef void (APIENTRYP PFNGLPIXELTRANSFERFPROC)(GLenum pname, GLfloat param);
+GLAPI PFNGLPIXELTRANSFERFPROC glad_glPixelTransferf;
+#define glPixelTransferf glad_glPixelTransferf
+typedef void (APIENTRYP PFNGLPIXELTRANSFERIPROC)(GLenum pname, GLint param);
+GLAPI PFNGLPIXELTRANSFERIPROC glad_glPixelTransferi;
+#define glPixelTransferi glad_glPixelTransferi
+typedef void (APIENTRYP PFNGLPIXELMAPFVPROC)(GLenum map, GLsizei mapsize, const GLfloat *values);
+GLAPI PFNGLPIXELMAPFVPROC glad_glPixelMapfv;
+#define glPixelMapfv glad_glPixelMapfv
+typedef void (APIENTRYP PFNGLPIXELMAPUIVPROC)(GLenum map, GLsizei mapsize, const GLuint *values);
+GLAPI PFNGLPIXELMAPUIVPROC glad_glPixelMapuiv;
+#define glPixelMapuiv glad_glPixelMapuiv
+typedef void (APIENTRYP PFNGLPIXELMAPUSVPROC)(GLenum map, GLsizei mapsize, const GLushort *values);
+GLAPI PFNGLPIXELMAPUSVPROC glad_glPixelMapusv;
+#define glPixelMapusv glad_glPixelMapusv
+typedef void (APIENTRYP PFNGLCOPYPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type);
+GLAPI PFNGLCOPYPIXELSPROC glad_glCopyPixels;
+#define glCopyPixels glad_glCopyPixels
+typedef void (APIENTRYP PFNGLDRAWPIXELSPROC)(GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLDRAWPIXELSPROC glad_glDrawPixels;
+#define glDrawPixels glad_glDrawPixels
+typedef void (APIENTRYP PFNGLGETCLIPPLANEPROC)(GLenum plane, GLdouble *equation);
+GLAPI PFNGLGETCLIPPLANEPROC glad_glGetClipPlane;
+#define glGetClipPlane glad_glGetClipPlane
+typedef void (APIENTRYP PFNGLGETLIGHTFVPROC)(GLenum light, GLenum pname, GLfloat *params);
+GLAPI PFNGLGETLIGHTFVPROC glad_glGetLightfv;
+#define glGetLightfv glad_glGetLightfv
+typedef void (APIENTRYP PFNGLGETLIGHTIVPROC)(GLenum light, GLenum pname, GLint *params);
+GLAPI PFNGLGETLIGHTIVPROC glad_glGetLightiv;
+#define glGetLightiv glad_glGetLightiv
+typedef void (APIENTRYP PFNGLGETMAPDVPROC)(GLenum target, GLenum query, GLdouble *v);
+GLAPI PFNGLGETMAPDVPROC glad_glGetMapdv;
+#define glGetMapdv glad_glGetMapdv
+typedef void (APIENTRYP PFNGLGETMAPFVPROC)(GLenum target, GLenum query, GLfloat *v);
+GLAPI PFNGLGETMAPFVPROC glad_glGetMapfv;
+#define glGetMapfv glad_glGetMapfv
+typedef void (APIENTRYP PFNGLGETMAPIVPROC)(GLenum target, GLenum query, GLint *v);
+GLAPI PFNGLGETMAPIVPROC glad_glGetMapiv;
+#define glGetMapiv glad_glGetMapiv
+typedef void (APIENTRYP PFNGLGETMATERIALFVPROC)(GLenum face, GLenum pname, GLfloat *params);
+GLAPI PFNGLGETMATERIALFVPROC glad_glGetMaterialfv;
+#define glGetMaterialfv glad_glGetMaterialfv
+typedef void (APIENTRYP PFNGLGETMATERIALIVPROC)(GLenum face, GLenum pname, GLint *params);
+GLAPI PFNGLGETMATERIALIVPROC glad_glGetMaterialiv;
+#define glGetMaterialiv glad_glGetMaterialiv
+typedef void (APIENTRYP PFNGLGETPIXELMAPFVPROC)(GLenum map, GLfloat *values);
+GLAPI PFNGLGETPIXELMAPFVPROC glad_glGetPixelMapfv;
+#define glGetPixelMapfv glad_glGetPixelMapfv
+typedef void (APIENTRYP PFNGLGETPIXELMAPUIVPROC)(GLenum map, GLuint *values);
+GLAPI PFNGLGETPIXELMAPUIVPROC glad_glGetPixelMapuiv;
+#define glGetPixelMapuiv glad_glGetPixelMapuiv
+typedef void (APIENTRYP PFNGLGETPIXELMAPUSVPROC)(GLenum map, GLushort *values);
+GLAPI PFNGLGETPIXELMAPUSVPROC glad_glGetPixelMapusv;
+#define glGetPixelMapusv glad_glGetPixelMapusv
+typedef void (APIENTRYP PFNGLGETPOLYGONSTIPPLEPROC)(GLubyte *mask);
+GLAPI PFNGLGETPOLYGONSTIPPLEPROC glad_glGetPolygonStipple;
+#define glGetPolygonStipple glad_glGetPolygonStipple
+typedef void (APIENTRYP PFNGLGETTEXENVFVPROC)(GLenum target, GLenum pname, GLfloat *params);
+GLAPI PFNGLGETTEXENVFVPROC glad_glGetTexEnvfv;
+#define glGetTexEnvfv glad_glGetTexEnvfv
+typedef void (APIENTRYP PFNGLGETTEXENVIVPROC)(GLenum target, GLenum pname, GLint *params);
+GLAPI PFNGLGETTEXENVIVPROC glad_glGetTexEnviv;
+#define glGetTexEnviv glad_glGetTexEnviv
+typedef void (APIENTRYP PFNGLGETTEXGENDVPROC)(GLenum coord, GLenum pname, GLdouble *params);
+GLAPI PFNGLGETTEXGENDVPROC glad_glGetTexGendv;
+#define glGetTexGendv glad_glGetTexGendv
+typedef void (APIENTRYP PFNGLGETTEXGENFVPROC)(GLenum coord, GLenum pname, GLfloat *params);
+GLAPI PFNGLGETTEXGENFVPROC glad_glGetTexGenfv;
+#define glGetTexGenfv glad_glGetTexGenfv
+typedef void (APIENTRYP PFNGLGETTEXGENIVPROC)(GLenum coord, GLenum pname, GLint *params);
+GLAPI PFNGLGETTEXGENIVPROC glad_glGetTexGeniv;
+#define glGetTexGeniv glad_glGetTexGeniv
+typedef GLboolean (APIENTRYP PFNGLISLISTPROC)(GLuint list);
+GLAPI PFNGLISLISTPROC glad_glIsList;
+#define glIsList glad_glIsList
+typedef void (APIENTRYP PFNGLFRUSTUMPROC)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
+GLAPI PFNGLFRUSTUMPROC glad_glFrustum;
+#define glFrustum glad_glFrustum
+typedef void (APIENTRYP PFNGLLOADIDENTITYPROC)(void);
+GLAPI PFNGLLOADIDENTITYPROC glad_glLoadIdentity;
+#define glLoadIdentity glad_glLoadIdentity
+typedef void (APIENTRYP PFNGLLOADMATRIXFPROC)(const GLfloat *m);
+GLAPI PFNGLLOADMATRIXFPROC glad_glLoadMatrixf;
+#define glLoadMatrixf glad_glLoadMatrixf
+typedef void (APIENTRYP PFNGLLOADMATRIXDPROC)(const GLdouble *m);
+GLAPI PFNGLLOADMATRIXDPROC glad_glLoadMatrixd;
+#define glLoadMatrixd glad_glLoadMatrixd
+typedef void (APIENTRYP PFNGLMATRIXMODEPROC)(GLenum mode);
+GLAPI PFNGLMATRIXMODEPROC glad_glMatrixMode;
+#define glMatrixMode glad_glMatrixMode
+typedef void (APIENTRYP PFNGLMULTMATRIXFPROC)(const GLfloat *m);
+GLAPI PFNGLMULTMATRIXFPROC glad_glMultMatrixf;
+#define glMultMatrixf glad_glMultMatrixf
+typedef void (APIENTRYP PFNGLMULTMATRIXDPROC)(const GLdouble *m);
+GLAPI PFNGLMULTMATRIXDPROC glad_glMultMatrixd;
+#define glMultMatrixd glad_glMultMatrixd
+typedef void (APIENTRYP PFNGLORTHOPROC)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
+GLAPI PFNGLORTHOPROC glad_glOrtho;
+#define glOrtho glad_glOrtho
+typedef void (APIENTRYP PFNGLPOPMATRIXPROC)(void);
+GLAPI PFNGLPOPMATRIXPROC glad_glPopMatrix;
+#define glPopMatrix glad_glPopMatrix
+typedef void (APIENTRYP PFNGLPUSHMATRIXPROC)(void);
+GLAPI PFNGLPUSHMATRIXPROC glad_glPushMatrix;
+#define glPushMatrix glad_glPushMatrix
+typedef void (APIENTRYP PFNGLROTATEDPROC)(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
+GLAPI PFNGLROTATEDPROC glad_glRotated;
+#define glRotated glad_glRotated
+typedef void (APIENTRYP PFNGLROTATEFPROC)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
+GLAPI PFNGLROTATEFPROC glad_glRotatef;
+#define glRotatef glad_glRotatef
+typedef void (APIENTRYP PFNGLSCALEDPROC)(GLdouble x, GLdouble y, GLdouble z);
+GLAPI PFNGLSCALEDPROC glad_glScaled;
+#define glScaled glad_glScaled
+typedef void (APIENTRYP PFNGLSCALEFPROC)(GLfloat x, GLfloat y, GLfloat z);
+GLAPI PFNGLSCALEFPROC glad_glScalef;
+#define glScalef glad_glScalef
+typedef void (APIENTRYP PFNGLTRANSLATEDPROC)(GLdouble x, GLdouble y, GLdouble z);
+GLAPI PFNGLTRANSLATEDPROC glad_glTranslated;
+#define glTranslated glad_glTranslated
+typedef void (APIENTRYP PFNGLTRANSLATEFPROC)(GLfloat x, GLfloat y, GLfloat z);
+GLAPI PFNGLTRANSLATEFPROC glad_glTranslatef;
+#define glTranslatef glad_glTranslatef
+#endif
+#ifndef GL_VERSION_1_1
+#define GL_VERSION_1_1 1
+GLAPI int GLAD_GL_VERSION_1_1;
+typedef void (APIENTRYP PFNGLDRAWARRAYSPROC)(GLenum mode, GLint first, GLsizei count);
+GLAPI PFNGLDRAWARRAYSPROC glad_glDrawArrays;
+#define glDrawArrays glad_glDrawArrays
+typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices);
+GLAPI PFNGLDRAWELEMENTSPROC glad_glDrawElements;
+#define glDrawElements glad_glDrawElements
+typedef void (APIENTRYP PFNGLGETPOINTERVPROC)(GLenum pname, void **params);
+GLAPI PFNGLGETPOINTERVPROC glad_glGetPointerv;
+#define glGetPointerv glad_glGetPointerv
+typedef void (APIENTRYP PFNGLPOLYGONOFFSETPROC)(GLfloat factor, GLfloat units);
+GLAPI PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset;
+#define glPolygonOffset glad_glPolygonOffset
+typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
+GLAPI PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D;
+#define glCopyTexImage1D glad_glCopyTexImage1D
+typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
+GLAPI PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D;
+#define glCopyTexImage2D glad_glCopyTexImage2D
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
+GLAPI PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D;
+#define glCopyTexSubImage1D glad_glCopyTexSubImage1D
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D;
+#define glCopyTexSubImage2D glad_glCopyTexSubImage2D
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D;
+#define glTexSubImage1D glad_glTexSubImage1D
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D;
+#define glTexSubImage2D glad_glTexSubImage2D
+typedef void (APIENTRYP PFNGLBINDTEXTUREPROC)(GLenum target, GLuint texture);
+GLAPI PFNGLBINDTEXTUREPROC glad_glBindTexture;
+#define glBindTexture glad_glBindTexture
+typedef void (APIENTRYP PFNGLDELETETEXTURESPROC)(GLsizei n, const GLuint *textures);
+GLAPI PFNGLDELETETEXTURESPROC glad_glDeleteTextures;
+#define glDeleteTextures glad_glDeleteTextures
+typedef void (APIENTRYP PFNGLGENTEXTURESPROC)(GLsizei n, GLuint *textures);
+GLAPI PFNGLGENTEXTURESPROC glad_glGenTextures;
+#define glGenTextures glad_glGenTextures
+typedef GLboolean (APIENTRYP PFNGLISTEXTUREPROC)(GLuint texture);
+GLAPI PFNGLISTEXTUREPROC glad_glIsTexture;
+#define glIsTexture glad_glIsTexture
+typedef void (APIENTRYP PFNGLARRAYELEMENTPROC)(GLint i);
+GLAPI PFNGLARRAYELEMENTPROC glad_glArrayElement;
+#define glArrayElement glad_glArrayElement
+typedef void (APIENTRYP PFNGLCOLORPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer);
+GLAPI PFNGLCOLORPOINTERPROC glad_glColorPointer;
+#define glColorPointer glad_glColorPointer
+typedef void (APIENTRYP PFNGLDISABLECLIENTSTATEPROC)(GLenum array);
+GLAPI PFNGLDISABLECLIENTSTATEPROC glad_glDisableClientState;
+#define glDisableClientState glad_glDisableClientState
+typedef void (APIENTRYP PFNGLEDGEFLAGPOINTERPROC)(GLsizei stride, const void *pointer);
+GLAPI PFNGLEDGEFLAGPOINTERPROC glad_glEdgeFlagPointer;
+#define glEdgeFlagPointer glad_glEdgeFlagPointer
+typedef void (APIENTRYP PFNGLENABLECLIENTSTATEPROC)(GLenum array);
+GLAPI PFNGLENABLECLIENTSTATEPROC glad_glEnableClientState;
+#define glEnableClientState glad_glEnableClientState
+typedef void (APIENTRYP PFNGLINDEXPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer);
+GLAPI PFNGLINDEXPOINTERPROC glad_glIndexPointer;
+#define glIndexPointer glad_glIndexPointer
+typedef void (APIENTRYP PFNGLINTERLEAVEDARRAYSPROC)(GLenum format, GLsizei stride, const void *pointer);
+GLAPI PFNGLINTERLEAVEDARRAYSPROC glad_glInterleavedArrays;
+#define glInterleavedArrays glad_glInterleavedArrays
+typedef void (APIENTRYP PFNGLNORMALPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer);
+GLAPI PFNGLNORMALPOINTERPROC glad_glNormalPointer;
+#define glNormalPointer glad_glNormalPointer
+typedef void (APIENTRYP PFNGLTEXCOORDPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer);
+GLAPI PFNGLTEXCOORDPOINTERPROC glad_glTexCoordPointer;
+#define glTexCoordPointer glad_glTexCoordPointer
+typedef void (APIENTRYP PFNGLVERTEXPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer);
+GLAPI PFNGLVERTEXPOINTERPROC glad_glVertexPointer;
+#define glVertexPointer glad_glVertexPointer
+typedef GLboolean (APIENTRYP PFNGLARETEXTURESRESIDENTPROC)(GLsizei n, const GLuint *textures, GLboolean *residences);
+GLAPI PFNGLARETEXTURESRESIDENTPROC glad_glAreTexturesResident;
+#define glAreTexturesResident glad_glAreTexturesResident
+typedef void (APIENTRYP PFNGLPRIORITIZETEXTURESPROC)(GLsizei n, const GLuint *textures, const GLfloat *priorities);
+GLAPI PFNGLPRIORITIZETEXTURESPROC glad_glPrioritizeTextures;
+#define glPrioritizeTextures glad_glPrioritizeTextures
+typedef void (APIENTRYP PFNGLINDEXUBPROC)(GLubyte c);
+GLAPI PFNGLINDEXUBPROC glad_glIndexub;
+#define glIndexub glad_glIndexub
+typedef void (APIENTRYP PFNGLINDEXUBVPROC)(const GLubyte *c);
+GLAPI PFNGLINDEXUBVPROC glad_glIndexubv;
+#define glIndexubv glad_glIndexubv
+typedef void (APIENTRYP PFNGLPOPCLIENTATTRIBPROC)(void);
+GLAPI PFNGLPOPCLIENTATTRIBPROC glad_glPopClientAttrib;
+#define glPopClientAttrib glad_glPopClientAttrib
+typedef void (APIENTRYP PFNGLPUSHCLIENTATTRIBPROC)(GLbitfield mask);
+GLAPI PFNGLPUSHCLIENTATTRIBPROC glad_glPushClientAttrib;
+#define glPushClientAttrib glad_glPushClientAttrib
+#endif
+#ifndef GL_VERSION_1_2
+#define GL_VERSION_1_2 1
+GLAPI int GLAD_GL_VERSION_1_2;
+typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices);
+GLAPI PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements;
+#define glDrawRangeElements glad_glDrawRangeElements
+typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXIMAGE3DPROC glad_glTexImage3D;
+#define glTexImage3D glad_glTexImage3D
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D;
+#define glTexSubImage3D glad_glTexSubImage3D
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D;
+#define glCopyTexSubImage3D glad_glCopyTexSubImage3D
+#endif
+#ifndef GL_VERSION_1_3
+#define GL_VERSION_1_3 1
+GLAPI int GLAD_GL_VERSION_1_3;
+typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC)(GLenum texture);
+GLAPI PFNGLACTIVETEXTUREPROC glad_glActiveTexture;
+#define glActiveTexture glad_glActiveTexture
+typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC)(GLfloat value, GLboolean invert);
+GLAPI PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage;
+#define glSampleCoverage glad_glSampleCoverage
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D;
+#define glCompressedTexImage3D glad_glCompressedTexImage3D
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D;
+#define glCompressedTexImage2D glad_glCompressedTexImage2D
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D;
+#define glCompressedTexImage1D glad_glCompressedTexImage1D
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D;
+#define glCompressedTexSubImage3D glad_glCompressedTexSubImage3D
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D;
+#define glCompressedTexSubImage2D glad_glCompressedTexSubImage2D
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D;
+#define glCompressedTexSubImage1D glad_glCompressedTexSubImage1D
+typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC)(GLenum target, GLint level, void *img);
+GLAPI PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage;
+#define glGetCompressedTexImage glad_glGetCompressedTexImage
+typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC)(GLenum texture);
+GLAPI PFNGLCLIENTACTIVETEXTUREPROC glad_glClientActiveTexture;
+#define glClientActiveTexture glad_glClientActiveTexture
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1DPROC)(GLenum target, GLdouble s);
+GLAPI PFNGLMULTITEXCOORD1DPROC glad_glMultiTexCoord1d;
+#define glMultiTexCoord1d glad_glMultiTexCoord1d
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVPROC)(GLenum target, const GLdouble *v);
+GLAPI PFNGLMULTITEXCOORD1DVPROC glad_glMultiTexCoord1dv;
+#define glMultiTexCoord1dv glad_glMultiTexCoord1dv
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1FPROC)(GLenum target, GLfloat s);
+GLAPI PFNGLMULTITEXCOORD1FPROC glad_glMultiTexCoord1f;
+#define glMultiTexCoord1f glad_glMultiTexCoord1f
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVPROC)(GLenum target, const GLfloat *v);
+GLAPI PFNGLMULTITEXCOORD1FVPROC glad_glMultiTexCoord1fv;
+#define glMultiTexCoord1fv glad_glMultiTexCoord1fv
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1IPROC)(GLenum target, GLint s);
+GLAPI PFNGLMULTITEXCOORD1IPROC glad_glMultiTexCoord1i;
+#define glMultiTexCoord1i glad_glMultiTexCoord1i
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVPROC)(GLenum target, const GLint *v);
+GLAPI PFNGLMULTITEXCOORD1IVPROC glad_glMultiTexCoord1iv;
+#define glMultiTexCoord1iv glad_glMultiTexCoord1iv
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1SPROC)(GLenum target, GLshort s);
+GLAPI PFNGLMULTITEXCOORD1SPROC glad_glMultiTexCoord1s;
+#define glMultiTexCoord1s glad_glMultiTexCoord1s
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVPROC)(GLenum target, const GLshort *v);
+GLAPI PFNGLMULTITEXCOORD1SVPROC glad_glMultiTexCoord1sv;
+#define glMultiTexCoord1sv glad_glMultiTexCoord1sv
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2DPROC)(GLenum target, GLdouble s, GLdouble t);
+GLAPI PFNGLMULTITEXCOORD2DPROC glad_glMultiTexCoord2d;
+#define glMultiTexCoord2d glad_glMultiTexCoord2d
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVPROC)(GLenum target, const GLdouble *v);
+GLAPI PFNGLMULTITEXCOORD2DVPROC glad_glMultiTexCoord2dv;
+#define glMultiTexCoord2dv glad_glMultiTexCoord2dv
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2FPROC)(GLenum target, GLfloat s, GLfloat t);
+GLAPI PFNGLMULTITEXCOORD2FPROC glad_glMultiTexCoord2f;
+#define glMultiTexCoord2f glad_glMultiTexCoord2f
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVPROC)(GLenum target, const GLfloat *v);
+GLAPI PFNGLMULTITEXCOORD2FVPROC glad_glMultiTexCoord2fv;
+#define glMultiTexCoord2fv glad_glMultiTexCoord2fv
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2IPROC)(GLenum target, GLint s, GLint t);
+GLAPI PFNGLMULTITEXCOORD2IPROC glad_glMultiTexCoord2i;
+#define glMultiTexCoord2i glad_glMultiTexCoord2i
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVPROC)(GLenum target, const GLint *v);
+GLAPI PFNGLMULTITEXCOORD2IVPROC glad_glMultiTexCoord2iv;
+#define glMultiTexCoord2iv glad_glMultiTexCoord2iv
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2SPROC)(GLenum target, GLshort s, GLshort t);
+GLAPI PFNGLMULTITEXCOORD2SPROC glad_glMultiTexCoord2s;
+#define glMultiTexCoord2s glad_glMultiTexCoord2s
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVPROC)(GLenum target, const GLshort *v);
+GLAPI PFNGLMULTITEXCOORD2SVPROC glad_glMultiTexCoord2sv;
+#define glMultiTexCoord2sv glad_glMultiTexCoord2sv
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3DPROC)(GLenum target, GLdouble s, GLdouble t, GLdouble r);
+GLAPI PFNGLMULTITEXCOORD3DPROC glad_glMultiTexCoord3d;
+#define glMultiTexCoord3d glad_glMultiTexCoord3d
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVPROC)(GLenum target, const GLdouble *v);
+GLAPI PFNGLMULTITEXCOORD3DVPROC glad_glMultiTexCoord3dv;
+#define glMultiTexCoord3dv glad_glMultiTexCoord3dv
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3FPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r);
+GLAPI PFNGLMULTITEXCOORD3FPROC glad_glMultiTexCoord3f;
+#define glMultiTexCoord3f glad_glMultiTexCoord3f
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVPROC)(GLenum target, const GLfloat *v);
+GLAPI PFNGLMULTITEXCOORD3FVPROC glad_glMultiTexCoord3fv;
+#define glMultiTexCoord3fv glad_glMultiTexCoord3fv
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3IPROC)(GLenum target, GLint s, GLint t, GLint r);
+GLAPI PFNGLMULTITEXCOORD3IPROC glad_glMultiTexCoord3i;
+#define glMultiTexCoord3i glad_glMultiTexCoord3i
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVPROC)(GLenum target, const GLint *v);
+GLAPI PFNGLMULTITEXCOORD3IVPROC glad_glMultiTexCoord3iv;
+#define glMultiTexCoord3iv glad_glMultiTexCoord3iv
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3SPROC)(GLenum target, GLshort s, GLshort t, GLshort r);
+GLAPI PFNGLMULTITEXCOORD3SPROC glad_glMultiTexCoord3s;
+#define glMultiTexCoord3s glad_glMultiTexCoord3s
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVPROC)(GLenum target, const GLshort *v);
+GLAPI PFNGLMULTITEXCOORD3SVPROC glad_glMultiTexCoord3sv;
+#define glMultiTexCoord3sv glad_glMultiTexCoord3sv
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4DPROC)(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);
+GLAPI PFNGLMULTITEXCOORD4DPROC glad_glMultiTexCoord4d;
+#define glMultiTexCoord4d glad_glMultiTexCoord4d
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVPROC)(GLenum target, const GLdouble *v);
+GLAPI PFNGLMULTITEXCOORD4DVPROC glad_glMultiTexCoord4dv;
+#define glMultiTexCoord4dv glad_glMultiTexCoord4dv
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4FPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
+GLAPI PFNGLMULTITEXCOORD4FPROC glad_glMultiTexCoord4f;
+#define glMultiTexCoord4f glad_glMultiTexCoord4f
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVPROC)(GLenum target, const GLfloat *v);
+GLAPI PFNGLMULTITEXCOORD4FVPROC glad_glMultiTexCoord4fv;
+#define glMultiTexCoord4fv glad_glMultiTexCoord4fv
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4IPROC)(GLenum target, GLint s, GLint t, GLint r, GLint q);
+GLAPI PFNGLMULTITEXCOORD4IPROC glad_glMultiTexCoord4i;
+#define glMultiTexCoord4i glad_glMultiTexCoord4i
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVPROC)(GLenum target, const GLint *v);
+GLAPI PFNGLMULTITEXCOORD4IVPROC glad_glMultiTexCoord4iv;
+#define glMultiTexCoord4iv glad_glMultiTexCoord4iv
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4SPROC)(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);
+GLAPI PFNGLMULTITEXCOORD4SPROC glad_glMultiTexCoord4s;
+#define glMultiTexCoord4s glad_glMultiTexCoord4s
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVPROC)(GLenum target, const GLshort *v);
+GLAPI PFNGLMULTITEXCOORD4SVPROC glad_glMultiTexCoord4sv;
+#define glMultiTexCoord4sv glad_glMultiTexCoord4sv
+typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFPROC)(const GLfloat *m);
+GLAPI PFNGLLOADTRANSPOSEMATRIXFPROC glad_glLoadTransposeMatrixf;
+#define glLoadTransposeMatrixf glad_glLoadTransposeMatrixf
+typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDPROC)(const GLdouble *m);
+GLAPI PFNGLLOADTRANSPOSEMATRIXDPROC glad_glLoadTransposeMatrixd;
+#define glLoadTransposeMatrixd glad_glLoadTransposeMatrixd
+typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFPROC)(const GLfloat *m);
+GLAPI PFNGLMULTTRANSPOSEMATRIXFPROC glad_glMultTransposeMatrixf;
+#define glMultTransposeMatrixf glad_glMultTransposeMatrixf
+typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDPROC)(const GLdouble *m);
+GLAPI PFNGLMULTTRANSPOSEMATRIXDPROC glad_glMultTransposeMatrixd;
+#define glMultTransposeMatrixd glad_glMultTransposeMatrixd
+#endif
+#ifndef GL_VERSION_1_4
+#define GL_VERSION_1_4 1
+GLAPI int GLAD_GL_VERSION_1_4;
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+GLAPI PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate;
+#define glBlendFuncSeparate glad_glBlendFuncSeparate
+typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSPROC)(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount);
+GLAPI PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays;
+#define glMultiDrawArrays glad_glMultiDrawArrays
+typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSPROC)(GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount);
+GLAPI PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements;
+#define glMultiDrawElements glad_glMultiDrawElements
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFPROC)(GLenum pname, GLfloat param);
+GLAPI PFNGLPOINTPARAMETERFPROC glad_glPointParameterf;
+#define glPointParameterf glad_glPointParameterf
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFVPROC)(GLenum pname, const GLfloat *params);
+GLAPI PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv;
+#define glPointParameterfv glad_glPointParameterfv
+typedef void (APIENTRYP PFNGLPOINTPARAMETERIPROC)(GLenum pname, GLint param);
+GLAPI PFNGLPOINTPARAMETERIPROC glad_glPointParameteri;
+#define glPointParameteri glad_glPointParameteri
+typedef void (APIENTRYP PFNGLPOINTPARAMETERIVPROC)(GLenum pname, const GLint *params);
+GLAPI PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv;
+#define glPointParameteriv glad_glPointParameteriv
+typedef void (APIENTRYP PFNGLFOGCOORDFPROC)(GLfloat coord);
+GLAPI PFNGLFOGCOORDFPROC glad_glFogCoordf;
+#define glFogCoordf glad_glFogCoordf
+typedef void (APIENTRYP PFNGLFOGCOORDFVPROC)(const GLfloat *coord);
+GLAPI PFNGLFOGCOORDFVPROC glad_glFogCoordfv;
+#define glFogCoordfv glad_glFogCoordfv
+typedef void (APIENTRYP PFNGLFOGCOORDDPROC)(GLdouble coord);
+GLAPI PFNGLFOGCOORDDPROC glad_glFogCoordd;
+#define glFogCoordd glad_glFogCoordd
+typedef void (APIENTRYP PFNGLFOGCOORDDVPROC)(const GLdouble *coord);
+GLAPI PFNGLFOGCOORDDVPROC glad_glFogCoorddv;
+#define glFogCoorddv glad_glFogCoorddv
+typedef void (APIENTRYP PFNGLFOGCOORDPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer);
+GLAPI PFNGLFOGCOORDPOINTERPROC glad_glFogCoordPointer;
+#define glFogCoordPointer glad_glFogCoordPointer
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BPROC)(GLbyte red, GLbyte green, GLbyte blue);
+GLAPI PFNGLSECONDARYCOLOR3BPROC glad_glSecondaryColor3b;
+#define glSecondaryColor3b glad_glSecondaryColor3b
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BVPROC)(const GLbyte *v);
+GLAPI PFNGLSECONDARYCOLOR3BVPROC glad_glSecondaryColor3bv;
+#define glSecondaryColor3bv glad_glSecondaryColor3bv
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DPROC)(GLdouble red, GLdouble green, GLdouble blue);
+GLAPI PFNGLSECONDARYCOLOR3DPROC glad_glSecondaryColor3d;
+#define glSecondaryColor3d glad_glSecondaryColor3d
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DVPROC)(const GLdouble *v);
+GLAPI PFNGLSECONDARYCOLOR3DVPROC glad_glSecondaryColor3dv;
+#define glSecondaryColor3dv glad_glSecondaryColor3dv
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FPROC)(GLfloat red, GLfloat green, GLfloat blue);
+GLAPI PFNGLSECONDARYCOLOR3FPROC glad_glSecondaryColor3f;
+#define glSecondaryColor3f glad_glSecondaryColor3f
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FVPROC)(const GLfloat *v);
+GLAPI PFNGLSECONDARYCOLOR3FVPROC glad_glSecondaryColor3fv;
+#define glSecondaryColor3fv glad_glSecondaryColor3fv
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IPROC)(GLint red, GLint green, GLint blue);
+GLAPI PFNGLSECONDARYCOLOR3IPROC glad_glSecondaryColor3i;
+#define glSecondaryColor3i glad_glSecondaryColor3i
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IVPROC)(const GLint *v);
+GLAPI PFNGLSECONDARYCOLOR3IVPROC glad_glSecondaryColor3iv;
+#define glSecondaryColor3iv glad_glSecondaryColor3iv
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SPROC)(GLshort red, GLshort green, GLshort blue);
+GLAPI PFNGLSECONDARYCOLOR3SPROC glad_glSecondaryColor3s;
+#define glSecondaryColor3s glad_glSecondaryColor3s
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SVPROC)(const GLshort *v);
+GLAPI PFNGLSECONDARYCOLOR3SVPROC glad_glSecondaryColor3sv;
+#define glSecondaryColor3sv glad_glSecondaryColor3sv
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBPROC)(GLubyte red, GLubyte green, GLubyte blue);
+GLAPI PFNGLSECONDARYCOLOR3UBPROC glad_glSecondaryColor3ub;
+#define glSecondaryColor3ub glad_glSecondaryColor3ub
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBVPROC)(const GLubyte *v);
+GLAPI PFNGLSECONDARYCOLOR3UBVPROC glad_glSecondaryColor3ubv;
+#define glSecondaryColor3ubv glad_glSecondaryColor3ubv
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIPROC)(GLuint red, GLuint green, GLuint blue);
+GLAPI PFNGLSECONDARYCOLOR3UIPROC glad_glSecondaryColor3ui;
+#define glSecondaryColor3ui glad_glSecondaryColor3ui
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIVPROC)(const GLuint *v);
+GLAPI PFNGLSECONDARYCOLOR3UIVPROC glad_glSecondaryColor3uiv;
+#define glSecondaryColor3uiv glad_glSecondaryColor3uiv
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USPROC)(GLushort red, GLushort green, GLushort blue);
+GLAPI PFNGLSECONDARYCOLOR3USPROC glad_glSecondaryColor3us;
+#define glSecondaryColor3us glad_glSecondaryColor3us
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USVPROC)(const GLushort *v);
+GLAPI PFNGLSECONDARYCOLOR3USVPROC glad_glSecondaryColor3usv;
+#define glSecondaryColor3usv glad_glSecondaryColor3usv
+typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer);
+GLAPI PFNGLSECONDARYCOLORPOINTERPROC glad_glSecondaryColorPointer;
+#define glSecondaryColorPointer glad_glSecondaryColorPointer
+typedef void (APIENTRYP PFNGLWINDOWPOS2DPROC)(GLdouble x, GLdouble y);
+GLAPI PFNGLWINDOWPOS2DPROC glad_glWindowPos2d;
+#define glWindowPos2d glad_glWindowPos2d
+typedef void (APIENTRYP PFNGLWINDOWPOS2DVPROC)(const GLdouble *v);
+GLAPI PFNGLWINDOWPOS2DVPROC glad_glWindowPos2dv;
+#define glWindowPos2dv glad_glWindowPos2dv
+typedef void (APIENTRYP PFNGLWINDOWPOS2FPROC)(GLfloat x, GLfloat y);
+GLAPI PFNGLWINDOWPOS2FPROC glad_glWindowPos2f;
+#define glWindowPos2f glad_glWindowPos2f
+typedef void (APIENTRYP PFNGLWINDOWPOS2FVPROC)(const GLfloat *v);
+GLAPI PFNGLWINDOWPOS2FVPROC glad_glWindowPos2fv;
+#define glWindowPos2fv glad_glWindowPos2fv
+typedef void (APIENTRYP PFNGLWINDOWPOS2IPROC)(GLint x, GLint y);
+GLAPI PFNGLWINDOWPOS2IPROC glad_glWindowPos2i;
+#define glWindowPos2i glad_glWindowPos2i
+typedef void (APIENTRYP PFNGLWINDOWPOS2IVPROC)(const GLint *v);
+GLAPI PFNGLWINDOWPOS2IVPROC glad_glWindowPos2iv;
+#define glWindowPos2iv glad_glWindowPos2iv
+typedef void (APIENTRYP PFNGLWINDOWPOS2SPROC)(GLshort x, GLshort y);
+GLAPI PFNGLWINDOWPOS2SPROC glad_glWindowPos2s;
+#define glWindowPos2s glad_glWindowPos2s
+typedef void (APIENTRYP PFNGLWINDOWPOS2SVPROC)(const GLshort *v);
+GLAPI PFNGLWINDOWPOS2SVPROC glad_glWindowPos2sv;
+#define glWindowPos2sv glad_glWindowPos2sv
+typedef void (APIENTRYP PFNGLWINDOWPOS3DPROC)(GLdouble x, GLdouble y, GLdouble z);
+GLAPI PFNGLWINDOWPOS3DPROC glad_glWindowPos3d;
+#define glWindowPos3d glad_glWindowPos3d
+typedef void (APIENTRYP PFNGLWINDOWPOS3DVPROC)(const GLdouble *v);
+GLAPI PFNGLWINDOWPOS3DVPROC glad_glWindowPos3dv;
+#define glWindowPos3dv glad_glWindowPos3dv
+typedef void (APIENTRYP PFNGLWINDOWPOS3FPROC)(GLfloat x, GLfloat y, GLfloat z);
+GLAPI PFNGLWINDOWPOS3FPROC glad_glWindowPos3f;
+#define glWindowPos3f glad_glWindowPos3f
+typedef void (APIENTRYP PFNGLWINDOWPOS3FVPROC)(const GLfloat *v);
+GLAPI PFNGLWINDOWPOS3FVPROC glad_glWindowPos3fv;
+#define glWindowPos3fv glad_glWindowPos3fv
+typedef void (APIENTRYP PFNGLWINDOWPOS3IPROC)(GLint x, GLint y, GLint z);
+GLAPI PFNGLWINDOWPOS3IPROC glad_glWindowPos3i;
+#define glWindowPos3i glad_glWindowPos3i
+typedef void (APIENTRYP PFNGLWINDOWPOS3IVPROC)(const GLint *v);
+GLAPI PFNGLWINDOWPOS3IVPROC glad_glWindowPos3iv;
+#define glWindowPos3iv glad_glWindowPos3iv
+typedef void (APIENTRYP PFNGLWINDOWPOS3SPROC)(GLshort x, GLshort y, GLshort z);
+GLAPI PFNGLWINDOWPOS3SPROC glad_glWindowPos3s;
+#define glWindowPos3s glad_glWindowPos3s
+typedef void (APIENTRYP PFNGLWINDOWPOS3SVPROC)(const GLshort *v);
+GLAPI PFNGLWINDOWPOS3SVPROC glad_glWindowPos3sv;
+#define glWindowPos3sv glad_glWindowPos3sv
+typedef void (APIENTRYP PFNGLBLENDCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+GLAPI PFNGLBLENDCOLORPROC glad_glBlendColor;
+#define glBlendColor glad_glBlendColor
+typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC)(GLenum mode);
+GLAPI PFNGLBLENDEQUATIONPROC glad_glBlendEquation;
+#define glBlendEquation glad_glBlendEquation
+#endif
+#ifndef GL_VERSION_1_5
+#define GL_VERSION_1_5 1
+GLAPI int GLAD_GL_VERSION_1_5;
+typedef void (APIENTRYP PFNGLGENQUERIESPROC)(GLsizei n, GLuint *ids);
+GLAPI PFNGLGENQUERIESPROC glad_glGenQueries;
+#define glGenQueries glad_glGenQueries
+typedef void (APIENTRYP PFNGLDELETEQUERIESPROC)(GLsizei n, const GLuint *ids);
+GLAPI PFNGLDELETEQUERIESPROC glad_glDeleteQueries;
+#define glDeleteQueries glad_glDeleteQueries
+typedef GLboolean (APIENTRYP PFNGLISQUERYPROC)(GLuint id);
+GLAPI PFNGLISQUERYPROC glad_glIsQuery;
+#define glIsQuery glad_glIsQuery
+typedef void (APIENTRYP PFNGLBEGINQUERYPROC)(GLenum target, GLuint id);
+GLAPI PFNGLBEGINQUERYPROC glad_glBeginQuery;
+#define glBeginQuery glad_glBeginQuery
+typedef void (APIENTRYP PFNGLENDQUERYPROC)(GLenum target);
+GLAPI PFNGLENDQUERYPROC glad_glEndQuery;
+#define glEndQuery glad_glEndQuery
+typedef void (APIENTRYP PFNGLGETQUERYIVPROC)(GLenum target, GLenum pname, GLint *params);
+GLAPI PFNGLGETQUERYIVPROC glad_glGetQueryiv;
+#define glGetQueryiv glad_glGetQueryiv
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVPROC)(GLuint id, GLenum pname, GLint *params);
+GLAPI PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv;
+#define glGetQueryObjectiv glad_glGetQueryObjectiv
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVPROC)(GLuint id, GLenum pname, GLuint *params);
+GLAPI PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv;
+#define glGetQueryObjectuiv glad_glGetQueryObjectuiv
+typedef void (APIENTRYP PFNGLBINDBUFFERPROC)(GLenum target, GLuint buffer);
+GLAPI PFNGLBINDBUFFERPROC glad_glBindBuffer;
+#define glBindBuffer glad_glBindBuffer
+typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC)(GLsizei n, const GLuint *buffers);
+GLAPI PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers;
+#define glDeleteBuffers glad_glDeleteBuffers
+typedef void (APIENTRYP PFNGLGENBUFFERSPROC)(GLsizei n, GLuint *buffers);
+GLAPI PFNGLGENBUFFERSPROC glad_glGenBuffers;
+#define glGenBuffers glad_glGenBuffers
+typedef GLboolean (APIENTRYP PFNGLISBUFFERPROC)(GLuint buffer);
+GLAPI PFNGLISBUFFERPROC glad_glIsBuffer;
+#define glIsBuffer glad_glIsBuffer
+typedef void (APIENTRYP PFNGLBUFFERDATAPROC)(GLenum target, GLsizeiptr size, const void *data, GLenum usage);
+GLAPI PFNGLBUFFERDATAPROC glad_glBufferData;
+#define glBufferData glad_glBufferData
+typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
+GLAPI PFNGLBUFFERSUBDATAPROC glad_glBufferSubData;
+#define glBufferSubData glad_glBufferSubData
+typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, void *data);
+GLAPI PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData;
+#define glGetBufferSubData glad_glGetBufferSubData
+typedef void * (APIENTRYP PFNGLMAPBUFFERPROC)(GLenum target, GLenum access);
+GLAPI PFNGLMAPBUFFERPROC glad_glMapBuffer;
+#define glMapBuffer glad_glMapBuffer
+typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERPROC)(GLenum target);
+GLAPI PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer;
+#define glUnmapBuffer glad_glUnmapBuffer
+typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params);
+GLAPI PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv;
+#define glGetBufferParameteriv glad_glGetBufferParameteriv
+typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVPROC)(GLenum target, GLenum pname, void **params);
+GLAPI PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv;
+#define glGetBufferPointerv glad_glGetBufferPointerv
+#endif
+#ifndef GL_VERSION_2_0
+#define GL_VERSION_2_0 1
+GLAPI int GLAD_GL_VERSION_2_0;
+typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC)(GLenum modeRGB, GLenum modeAlpha);
+GLAPI PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate;
+#define glBlendEquationSeparate glad_glBlendEquationSeparate
+typedef void (APIENTRYP PFNGLDRAWBUFFERSPROC)(GLsizei n, const GLenum *bufs);
+GLAPI PFNGLDRAWBUFFERSPROC glad_glDrawBuffers;
+#define glDrawBuffers glad_glDrawBuffers
+typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEPROC)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
+GLAPI PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate;
+#define glStencilOpSeparate glad_glStencilOpSeparate
+typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC)(GLenum face, GLenum func, GLint ref, GLuint mask);
+GLAPI PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate;
+#define glStencilFuncSeparate glad_glStencilFuncSeparate
+typedef void (APIENTRYP PFNGLSTENCILMASKSEPARATEPROC)(GLenum face, GLuint mask);
+GLAPI PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate;
+#define glStencilMaskSeparate glad_glStencilMaskSeparate
+typedef void (APIENTRYP PFNGLATTACHSHADERPROC)(GLuint program, GLuint shader);
+GLAPI PFNGLATTACHSHADERPROC glad_glAttachShader;
+#define glAttachShader glad_glAttachShader
+typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONPROC)(GLuint program, GLuint index, const GLchar *name);
+GLAPI PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation;
+#define glBindAttribLocation glad_glBindAttribLocation
+typedef void (APIENTRYP PFNGLCOMPILESHADERPROC)(GLuint shader);
+GLAPI PFNGLCOMPILESHADERPROC glad_glCompileShader;
+#define glCompileShader glad_glCompileShader
+typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC)(void);
+GLAPI PFNGLCREATEPROGRAMPROC glad_glCreateProgram;
+#define glCreateProgram glad_glCreateProgram
+typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC)(GLenum type);
+GLAPI PFNGLCREATESHADERPROC glad_glCreateShader;
+#define glCreateShader glad_glCreateShader
+typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC)(GLuint program);
+GLAPI PFNGLDELETEPROGRAMPROC glad_glDeleteProgram;
+#define glDeleteProgram glad_glDeleteProgram
+typedef void (APIENTRYP PFNGLDELETESHADERPROC)(GLuint shader);
+GLAPI PFNGLDELETESHADERPROC glad_glDeleteShader;
+#define glDeleteShader glad_glDeleteShader
+typedef void (APIENTRYP PFNGLDETACHSHADERPROC)(GLuint program, GLuint shader);
+GLAPI PFNGLDETACHSHADERPROC glad_glDetachShader;
+#define glDetachShader glad_glDetachShader
+typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC)(GLuint index);
+GLAPI PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray;
+#define glDisableVertexAttribArray glad_glDisableVertexAttribArray
+typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC)(GLuint index);
+GLAPI PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray;
+#define glEnableVertexAttribArray glad_glEnableVertexAttribArray
+typedef void (APIENTRYP PFNGLGETACTIVEATTRIBPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+GLAPI PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib;
+#define glGetActiveAttrib glad_glGetActiveAttrib
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+GLAPI PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform;
+#define glGetActiveUniform glad_glGetActiveUniform
+typedef void (APIENTRYP PFNGLGETATTACHEDSHADERSPROC)(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
+GLAPI PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders;
+#define glGetAttachedShaders glad_glGetAttachedShaders
+typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC)(GLuint program, const GLchar *name);
+GLAPI PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation;
+#define glGetAttribLocation glad_glGetAttribLocation
+typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC)(GLuint program, GLenum pname, GLint *params);
+GLAPI PFNGLGETPROGRAMIVPROC glad_glGetProgramiv;
+#define glGetProgramiv glad_glGetProgramiv
+typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog;
+#define glGetProgramInfoLog glad_glGetProgramInfoLog
+typedef void (APIENTRYP PFNGLGETSHADERIVPROC)(GLuint shader, GLenum pname, GLint *params);
+GLAPI PFNGLGETSHADERIVPROC glad_glGetShaderiv;
+#define glGetShaderiv glad_glGetShaderiv
+typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog;
+#define glGetShaderInfoLog glad_glGetShaderInfoLog
+typedef void (APIENTRYP PFNGLGETSHADERSOURCEPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
+GLAPI PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource;
+#define glGetShaderSource glad_glGetShaderSource
+typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC)(GLuint program, const GLchar *name);
+GLAPI PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation;
+#define glGetUniformLocation glad_glGetUniformLocation
+typedef void (APIENTRYP PFNGLGETUNIFORMFVPROC)(GLuint program, GLint location, GLfloat *params);
+GLAPI PFNGLGETUNIFORMFVPROC glad_glGetUniformfv;
+#define glGetUniformfv glad_glGetUniformfv
+typedef void (APIENTRYP PFNGLGETUNIFORMIVPROC)(GLuint program, GLint location, GLint *params);
+GLAPI PFNGLGETUNIFORMIVPROC glad_glGetUniformiv;
+#define glGetUniformiv glad_glGetUniformiv
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVPROC)(GLuint index, GLenum pname, GLdouble *params);
+GLAPI PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv;
+#define glGetVertexAttribdv glad_glGetVertexAttribdv
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVPROC)(GLuint index, GLenum pname, GLfloat *params);
+GLAPI PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv;
+#define glGetVertexAttribfv glad_glGetVertexAttribfv
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC)(GLuint index, GLenum pname, GLint *params);
+GLAPI PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv;
+#define glGetVertexAttribiv glad_glGetVertexAttribiv
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC)(GLuint index, GLenum pname, void **pointer);
+GLAPI PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv;
+#define glGetVertexAttribPointerv glad_glGetVertexAttribPointerv
+typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC)(GLuint program);
+GLAPI PFNGLISPROGRAMPROC glad_glIsProgram;
+#define glIsProgram glad_glIsProgram
+typedef GLboolean (APIENTRYP PFNGLISSHADERPROC)(GLuint shader);
+GLAPI PFNGLISSHADERPROC glad_glIsShader;
+#define glIsShader glad_glIsShader
+typedef void (APIENTRYP PFNGLLINKPROGRAMPROC)(GLuint program);
+GLAPI PFNGLLINKPROGRAMPROC glad_glLinkProgram;
+#define glLinkProgram glad_glLinkProgram
+typedef void (APIENTRYP PFNGLSHADERSOURCEPROC)(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
+GLAPI PFNGLSHADERSOURCEPROC glad_glShaderSource;
+#define glShaderSource glad_glShaderSource
+typedef void (APIENTRYP PFNGLUSEPROGRAMPROC)(GLuint program);
+GLAPI PFNGLUSEPROGRAMPROC glad_glUseProgram;
+#define glUseProgram glad_glUseProgram
+typedef void (APIENTRYP PFNGLUNIFORM1FPROC)(GLint location, GLfloat v0);
+GLAPI PFNGLUNIFORM1FPROC glad_glUniform1f;
+#define glUniform1f glad_glUniform1f
+typedef void (APIENTRYP PFNGLUNIFORM2FPROC)(GLint location, GLfloat v0, GLfloat v1);
+GLAPI PFNGLUNIFORM2FPROC glad_glUniform2f;
+#define glUniform2f glad_glUniform2f
+typedef void (APIENTRYP PFNGLUNIFORM3FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+GLAPI PFNGLUNIFORM3FPROC glad_glUniform3f;
+#define glUniform3f glad_glUniform3f
+typedef void (APIENTRYP PFNGLUNIFORM4FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+GLAPI PFNGLUNIFORM4FPROC glad_glUniform4f;
+#define glUniform4f glad_glUniform4f
+typedef void (APIENTRYP PFNGLUNIFORM1IPROC)(GLint location, GLint v0);
+GLAPI PFNGLUNIFORM1IPROC glad_glUniform1i;
+#define glUniform1i glad_glUniform1i
+typedef void (APIENTRYP PFNGLUNIFORM2IPROC)(GLint location, GLint v0, GLint v1);
+GLAPI PFNGLUNIFORM2IPROC glad_glUniform2i;
+#define glUniform2i glad_glUniform2i
+typedef void (APIENTRYP PFNGLUNIFORM3IPROC)(GLint location, GLint v0, GLint v1, GLint v2);
+GLAPI PFNGLUNIFORM3IPROC glad_glUniform3i;
+#define glUniform3i glad_glUniform3i
+typedef void (APIENTRYP PFNGLUNIFORM4IPROC)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+GLAPI PFNGLUNIFORM4IPROC glad_glUniform4i;
+#define glUniform4i glad_glUniform4i
+typedef void (APIENTRYP PFNGLUNIFORM1FVPROC)(GLint location, GLsizei count, const GLfloat *value);
+GLAPI PFNGLUNIFORM1FVPROC glad_glUniform1fv;
+#define glUniform1fv glad_glUniform1fv
+typedef void (APIENTRYP PFNGLUNIFORM2FVPROC)(GLint location, GLsizei count, const GLfloat *value);
+GLAPI PFNGLUNIFORM2FVPROC glad_glUniform2fv;
+#define glUniform2fv glad_glUniform2fv
+typedef void (APIENTRYP PFNGLUNIFORM3FVPROC)(GLint location, GLsizei count, const GLfloat *value);
+GLAPI PFNGLUNIFORM3FVPROC glad_glUniform3fv;
+#define glUniform3fv glad_glUniform3fv
+typedef void (APIENTRYP PFNGLUNIFORM4FVPROC)(GLint location, GLsizei count, const GLfloat *value);
+GLAPI PFNGLUNIFORM4FVPROC glad_glUniform4fv;
+#define glUniform4fv glad_glUniform4fv
+typedef void (APIENTRYP PFNGLUNIFORM1IVPROC)(GLint location, GLsizei count, const GLint *value);
+GLAPI PFNGLUNIFORM1IVPROC glad_glUniform1iv;
+#define glUniform1iv glad_glUniform1iv
+typedef void (APIENTRYP PFNGLUNIFORM2IVPROC)(GLint location, GLsizei count, const GLint *value);
+GLAPI PFNGLUNIFORM2IVPROC glad_glUniform2iv;
+#define glUniform2iv glad_glUniform2iv
+typedef void (APIENTRYP PFNGLUNIFORM3IVPROC)(GLint location, GLsizei count, const GLint *value);
+GLAPI PFNGLUNIFORM3IVPROC glad_glUniform3iv;
+#define glUniform3iv glad_glUniform3iv
+typedef void (APIENTRYP PFNGLUNIFORM4IVPROC)(GLint location, GLsizei count, const GLint *value);
+GLAPI PFNGLUNIFORM4IVPROC glad_glUniform4iv;
+#define glUniform4iv glad_glUniform4iv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv;
+#define glUniformMatrix2fv glad_glUniformMatrix2fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv;
+#define glUniformMatrix3fv glad_glUniformMatrix3fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv;
+#define glUniformMatrix4fv glad_glUniformMatrix4fv
+typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPROC)(GLuint program);
+GLAPI PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram;
+#define glValidateProgram glad_glValidateProgram
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DPROC)(GLuint index, GLdouble x);
+GLAPI PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d;
+#define glVertexAttrib1d glad_glVertexAttrib1d
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVPROC)(GLuint index, const GLdouble *v);
+GLAPI PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv;
+#define glVertexAttrib1dv glad_glVertexAttrib1dv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FPROC)(GLuint index, GLfloat x);
+GLAPI PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f;
+#define glVertexAttrib1f glad_glVertexAttrib1f
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVPROC)(GLuint index, const GLfloat *v);
+GLAPI PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv;
+#define glVertexAttrib1fv glad_glVertexAttrib1fv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SPROC)(GLuint index, GLshort x);
+GLAPI PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s;
+#define glVertexAttrib1s glad_glVertexAttrib1s
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVPROC)(GLuint index, const GLshort *v);
+GLAPI PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv;
+#define glVertexAttrib1sv glad_glVertexAttrib1sv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DPROC)(GLuint index, GLdouble x, GLdouble y);
+GLAPI PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d;
+#define glVertexAttrib2d glad_glVertexAttrib2d
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVPROC)(GLuint index, const GLdouble *v);
+GLAPI PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv;
+#define glVertexAttrib2dv glad_glVertexAttrib2dv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FPROC)(GLuint index, GLfloat x, GLfloat y);
+GLAPI PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f;
+#define glVertexAttrib2f glad_glVertexAttrib2f
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVPROC)(GLuint index, const GLfloat *v);
+GLAPI PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv;
+#define glVertexAttrib2fv glad_glVertexAttrib2fv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SPROC)(GLuint index, GLshort x, GLshort y);
+GLAPI PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s;
+#define glVertexAttrib2s glad_glVertexAttrib2s
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVPROC)(GLuint index, const GLshort *v);
+GLAPI PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv;
+#define glVertexAttrib2sv glad_glVertexAttrib2sv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z);
+GLAPI PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d;
+#define glVertexAttrib3d glad_glVertexAttrib3d
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVPROC)(GLuint index, const GLdouble *v);
+GLAPI PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv;
+#define glVertexAttrib3dv glad_glVertexAttrib3dv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z);
+GLAPI PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f;
+#define glVertexAttrib3f glad_glVertexAttrib3f
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVPROC)(GLuint index, const GLfloat *v);
+GLAPI PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv;
+#define glVertexAttrib3fv glad_glVertexAttrib3fv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SPROC)(GLuint index, GLshort x, GLshort y, GLshort z);
+GLAPI PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s;
+#define glVertexAttrib3s glad_glVertexAttrib3s
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVPROC)(GLuint index, const GLshort *v);
+GLAPI PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv;
+#define glVertexAttrib3sv glad_glVertexAttrib3sv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVPROC)(GLuint index, const GLbyte *v);
+GLAPI PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv;
+#define glVertexAttrib4Nbv glad_glVertexAttrib4Nbv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVPROC)(GLuint index, const GLint *v);
+GLAPI PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv;
+#define glVertexAttrib4Niv glad_glVertexAttrib4Niv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVPROC)(GLuint index, const GLshort *v);
+GLAPI PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv;
+#define glVertexAttrib4Nsv glad_glVertexAttrib4Nsv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBPROC)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
+GLAPI PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub;
+#define glVertexAttrib4Nub glad_glVertexAttrib4Nub
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVPROC)(GLuint index, const GLubyte *v);
+GLAPI PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv;
+#define glVertexAttrib4Nubv glad_glVertexAttrib4Nubv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVPROC)(GLuint index, const GLuint *v);
+GLAPI PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv;
+#define glVertexAttrib4Nuiv glad_glVertexAttrib4Nuiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVPROC)(GLuint index, const GLushort *v);
+GLAPI PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv;
+#define glVertexAttrib4Nusv glad_glVertexAttrib4Nusv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVPROC)(GLuint index, const GLbyte *v);
+GLAPI PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv;
+#define glVertexAttrib4bv glad_glVertexAttrib4bv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+GLAPI PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d;
+#define glVertexAttrib4d glad_glVertexAttrib4d
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVPROC)(GLuint index, const GLdouble *v);
+GLAPI PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv;
+#define glVertexAttrib4dv glad_glVertexAttrib4dv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+GLAPI PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f;
+#define glVertexAttrib4f glad_glVertexAttrib4f
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVPROC)(GLuint index, const GLfloat *v);
+GLAPI PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv;
+#define glVertexAttrib4fv glad_glVertexAttrib4fv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVPROC)(GLuint index, const GLint *v);
+GLAPI PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv;
+#define glVertexAttrib4iv glad_glVertexAttrib4iv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SPROC)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
+GLAPI PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s;
+#define glVertexAttrib4s glad_glVertexAttrib4s
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVPROC)(GLuint index, const GLshort *v);
+GLAPI PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv;
+#define glVertexAttrib4sv glad_glVertexAttrib4sv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVPROC)(GLuint index, const GLubyte *v);
+GLAPI PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv;
+#define glVertexAttrib4ubv glad_glVertexAttrib4ubv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVPROC)(GLuint index, const GLuint *v);
+GLAPI PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv;
+#define glVertexAttrib4uiv glad_glVertexAttrib4uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVPROC)(GLuint index, const GLushort *v);
+GLAPI PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv;
+#define glVertexAttrib4usv glad_glVertexAttrib4usv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
+GLAPI PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer;
+#define glVertexAttribPointer glad_glVertexAttribPointer
+#endif
+#ifndef GL_VERSION_2_1
+#define GL_VERSION_2_1 1
+GLAPI int GLAD_GL_VERSION_2_1;
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv;
+#define glUniformMatrix2x3fv glad_glUniformMatrix2x3fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv;
+#define glUniformMatrix3x2fv glad_glUniformMatrix3x2fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv;
+#define glUniformMatrix2x4fv glad_glUniformMatrix2x4fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv;
+#define glUniformMatrix4x2fv glad_glUniformMatrix4x2fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv;
+#define glUniformMatrix3x4fv glad_glUniformMatrix3x4fv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv;
+#define glUniformMatrix4x3fv glad_glUniformMatrix4x3fv
+#endif
+#ifndef GL_VERSION_3_0
+#define GL_VERSION_3_0 1
+GLAPI int GLAD_GL_VERSION_3_0;
+typedef void (APIENTRYP PFNGLCOLORMASKIPROC)(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
+GLAPI PFNGLCOLORMASKIPROC glad_glColorMaski;
+#define glColorMaski glad_glColorMaski
+typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC)(GLenum target, GLuint index, GLboolean *data);
+GLAPI PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v;
+#define glGetBooleani_v glad_glGetBooleani_v
+typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC)(GLenum target, GLuint index, GLint *data);
+GLAPI PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v;
+#define glGetIntegeri_v glad_glGetIntegeri_v
+typedef void (APIENTRYP PFNGLENABLEIPROC)(GLenum target, GLuint index);
+GLAPI PFNGLENABLEIPROC glad_glEnablei;
+#define glEnablei glad_glEnablei
+typedef void (APIENTRYP PFNGLDISABLEIPROC)(GLenum target, GLuint index);
+GLAPI PFNGLDISABLEIPROC glad_glDisablei;
+#define glDisablei glad_glDisablei
+typedef GLboolean (APIENTRYP PFNGLISENABLEDIPROC)(GLenum target, GLuint index);
+GLAPI PFNGLISENABLEDIPROC glad_glIsEnabledi;
+#define glIsEnabledi glad_glIsEnabledi
+typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKPROC)(GLenum primitiveMode);
+GLAPI PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback;
+#define glBeginTransformFeedback glad_glBeginTransformFeedback
+typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKPROC)(void);
+GLAPI PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback;
+#define glEndTransformFeedback glad_glEndTransformFeedback
+typedef void (APIENTRYP PFNGLBINDBUFFERRANGEPROC)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
+GLAPI PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange;
+#define glBindBufferRange glad_glBindBufferRange
+typedef void (APIENTRYP PFNGLBINDBUFFERBASEPROC)(GLenum target, GLuint index, GLuint buffer);
+GLAPI PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase;
+#define glBindBufferBase glad_glBindBufferBase
+typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSPROC)(GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode);
+GLAPI PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings;
+#define glTransformFeedbackVaryings glad_glTransformFeedbackVaryings
+typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
+GLAPI PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying;
+#define glGetTransformFeedbackVarying glad_glGetTransformFeedbackVarying
+typedef void (APIENTRYP PFNGLCLAMPCOLORPROC)(GLenum target, GLenum clamp);
+GLAPI PFNGLCLAMPCOLORPROC glad_glClampColor;
+#define glClampColor glad_glClampColor
+typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERPROC)(GLuint id, GLenum mode);
+GLAPI PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender;
+#define glBeginConditionalRender glad_glBeginConditionalRender
+typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERPROC)(void);
+GLAPI PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender;
+#define glEndConditionalRender glad_glEndConditionalRender
+typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTERPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
+GLAPI PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer;
+#define glVertexAttribIPointer glad_glVertexAttribIPointer
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVPROC)(GLuint index, GLenum pname, GLint *params);
+GLAPI PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv;
+#define glGetVertexAttribIiv glad_glGetVertexAttribIiv
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVPROC)(GLuint index, GLenum pname, GLuint *params);
+GLAPI PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv;
+#define glGetVertexAttribIuiv glad_glGetVertexAttribIuiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IPROC)(GLuint index, GLint x);
+GLAPI PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i;
+#define glVertexAttribI1i glad_glVertexAttribI1i
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IPROC)(GLuint index, GLint x, GLint y);
+GLAPI PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i;
+#define glVertexAttribI2i glad_glVertexAttribI2i
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IPROC)(GLuint index, GLint x, GLint y, GLint z);
+GLAPI PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i;
+#define glVertexAttribI3i glad_glVertexAttribI3i
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IPROC)(GLuint index, GLint x, GLint y, GLint z, GLint w);
+GLAPI PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i;
+#define glVertexAttribI4i glad_glVertexAttribI4i
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIPROC)(GLuint index, GLuint x);
+GLAPI PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui;
+#define glVertexAttribI1ui glad_glVertexAttribI1ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIPROC)(GLuint index, GLuint x, GLuint y);
+GLAPI PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui;
+#define glVertexAttribI2ui glad_glVertexAttribI2ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z);
+GLAPI PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui;
+#define glVertexAttribI3ui glad_glVertexAttribI3ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
+GLAPI PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui;
+#define glVertexAttribI4ui glad_glVertexAttribI4ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVPROC)(GLuint index, const GLint *v);
+GLAPI PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv;
+#define glVertexAttribI1iv glad_glVertexAttribI1iv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVPROC)(GLuint index, const GLint *v);
+GLAPI PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv;
+#define glVertexAttribI2iv glad_glVertexAttribI2iv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVPROC)(GLuint index, const GLint *v);
+GLAPI PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv;
+#define glVertexAttribI3iv glad_glVertexAttribI3iv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVPROC)(GLuint index, const GLint *v);
+GLAPI PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv;
+#define glVertexAttribI4iv glad_glVertexAttribI4iv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVPROC)(GLuint index, const GLuint *v);
+GLAPI PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv;
+#define glVertexAttribI1uiv glad_glVertexAttribI1uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVPROC)(GLuint index, const GLuint *v);
+GLAPI PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv;
+#define glVertexAttribI2uiv glad_glVertexAttribI2uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVPROC)(GLuint index, const GLuint *v);
+GLAPI PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv;
+#define glVertexAttribI3uiv glad_glVertexAttribI3uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVPROC)(GLuint index, const GLuint *v);
+GLAPI PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv;
+#define glVertexAttribI4uiv glad_glVertexAttribI4uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVPROC)(GLuint index, const GLbyte *v);
+GLAPI PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv;
+#define glVertexAttribI4bv glad_glVertexAttribI4bv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVPROC)(GLuint index, const GLshort *v);
+GLAPI PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv;
+#define glVertexAttribI4sv glad_glVertexAttribI4sv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVPROC)(GLuint index, const GLubyte *v);
+GLAPI PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv;
+#define glVertexAttribI4ubv glad_glVertexAttribI4ubv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVPROC)(GLuint index, const GLushort *v);
+GLAPI PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv;
+#define glVertexAttribI4usv glad_glVertexAttribI4usv
+typedef void (APIENTRYP PFNGLGETUNIFORMUIVPROC)(GLuint program, GLint location, GLuint *params);
+GLAPI PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv;
+#define glGetUniformuiv glad_glGetUniformuiv
+typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONPROC)(GLuint program, GLuint color, const GLchar *name);
+GLAPI PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation;
+#define glBindFragDataLocation glad_glBindFragDataLocation
+typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONPROC)(GLuint program, const GLchar *name);
+GLAPI PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation;
+#define glGetFragDataLocation glad_glGetFragDataLocation
+typedef void (APIENTRYP PFNGLUNIFORM1UIPROC)(GLint location, GLuint v0);
+GLAPI PFNGLUNIFORM1UIPROC glad_glUniform1ui;
+#define glUniform1ui glad_glUniform1ui
+typedef void (APIENTRYP PFNGLUNIFORM2UIPROC)(GLint location, GLuint v0, GLuint v1);
+GLAPI PFNGLUNIFORM2UIPROC glad_glUniform2ui;
+#define glUniform2ui glad_glUniform2ui
+typedef void (APIENTRYP PFNGLUNIFORM3UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2);
+GLAPI PFNGLUNIFORM3UIPROC glad_glUniform3ui;
+#define glUniform3ui glad_glUniform3ui
+typedef void (APIENTRYP PFNGLUNIFORM4UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+GLAPI PFNGLUNIFORM4UIPROC glad_glUniform4ui;
+#define glUniform4ui glad_glUniform4ui
+typedef void (APIENTRYP PFNGLUNIFORM1UIVPROC)(GLint location, GLsizei count, const GLuint *value);
+GLAPI PFNGLUNIFORM1UIVPROC glad_glUniform1uiv;
+#define glUniform1uiv glad_glUniform1uiv
+typedef void (APIENTRYP PFNGLUNIFORM2UIVPROC)(GLint location, GLsizei count, const GLuint *value);
+GLAPI PFNGLUNIFORM2UIVPROC glad_glUniform2uiv;
+#define glUniform2uiv glad_glUniform2uiv
+typedef void (APIENTRYP PFNGLUNIFORM3UIVPROC)(GLint location, GLsizei count, const GLuint *value);
+GLAPI PFNGLUNIFORM3UIVPROC glad_glUniform3uiv;
+#define glUniform3uiv glad_glUniform3uiv
+typedef void (APIENTRYP PFNGLUNIFORM4UIVPROC)(GLint location, GLsizei count, const GLuint *value);
+GLAPI PFNGLUNIFORM4UIVPROC glad_glUniform4uiv;
+#define glUniform4uiv glad_glUniform4uiv
+typedef void (APIENTRYP PFNGLTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, const GLint *params);
+GLAPI PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv;
+#define glTexParameterIiv glad_glTexParameterIiv
+typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, const GLuint *params);
+GLAPI PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv;
+#define glTexParameterIuiv glad_glTexParameterIuiv
+typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, GLint *params);
+GLAPI PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv;
+#define glGetTexParameterIiv glad_glGetTexParameterIiv
+typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, GLuint *params);
+GLAPI PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv;
+#define glGetTexParameterIuiv glad_glGetTexParameterIuiv
+typedef void (APIENTRYP PFNGLCLEARBUFFERIVPROC)(GLenum buffer, GLint drawbuffer, const GLint *value);
+GLAPI PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv;
+#define glClearBufferiv glad_glClearBufferiv
+typedef void (APIENTRYP PFNGLCLEARBUFFERUIVPROC)(GLenum buffer, GLint drawbuffer, const GLuint *value);
+GLAPI PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv;
+#define glClearBufferuiv glad_glClearBufferuiv
+typedef void (APIENTRYP PFNGLCLEARBUFFERFVPROC)(GLenum buffer, GLint drawbuffer, const GLfloat *value);
+GLAPI PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv;
+#define glClearBufferfv glad_glClearBufferfv
+typedef void (APIENTRYP PFNGLCLEARBUFFERFIPROC)(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
+GLAPI PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi;
+#define glClearBufferfi glad_glClearBufferfi
+typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGIPROC)(GLenum name, GLuint index);
+GLAPI PFNGLGETSTRINGIPROC glad_glGetStringi;
+#define glGetStringi glad_glGetStringi
+typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFERPROC)(GLuint renderbuffer);
+GLAPI PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer;
+#define glIsRenderbuffer glad_glIsRenderbuffer
+typedef void (APIENTRYP PFNGLBINDRENDERBUFFERPROC)(GLenum target, GLuint renderbuffer);
+GLAPI PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer;
+#define glBindRenderbuffer glad_glBindRenderbuffer
+typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSPROC)(GLsizei n, const GLuint *renderbuffers);
+GLAPI PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers;
+#define glDeleteRenderbuffers glad_glDeleteRenderbuffers
+typedef void (APIENTRYP PFNGLGENRENDERBUFFERSPROC)(GLsizei n, GLuint *renderbuffers);
+GLAPI PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers;
+#define glGenRenderbuffers glad_glGenRenderbuffers
+typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+GLAPI PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage;
+#define glRenderbufferStorage glad_glRenderbufferStorage
+typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params);
+GLAPI PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv;
+#define glGetRenderbufferParameteriv glad_glGetRenderbufferParameteriv
+typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFERPROC)(GLuint framebuffer);
+GLAPI PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer;
+#define glIsFramebuffer glad_glIsFramebuffer
+typedef void (APIENTRYP PFNGLBINDFRAMEBUFFERPROC)(GLenum target, GLuint framebuffer);
+GLAPI PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer;
+#define glBindFramebuffer glad_glBindFramebuffer
+typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC)(GLsizei n, const GLuint *framebuffers);
+GLAPI PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers;
+#define glDeleteFramebuffers glad_glDeleteFramebuffers
+typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSPROC)(GLsizei n, GLuint *framebuffers);
+GLAPI PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers;
+#define glGenFramebuffers glad_glGenFramebuffers
+typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC)(GLenum target);
+GLAPI PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus;
+#define glCheckFramebufferStatus glad_glCheckFramebufferStatus
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+GLAPI PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D;
+#define glFramebufferTexture1D glad_glFramebufferTexture1D
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+GLAPI PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D;
+#define glFramebufferTexture2D glad_glFramebufferTexture2D
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
+GLAPI PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D;
+#define glFramebufferTexture3D glad_glFramebufferTexture3D
+typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+GLAPI PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer;
+#define glFramebufferRenderbuffer glad_glFramebufferRenderbuffer
+typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLenum target, GLenum attachment, GLenum pname, GLint *params);
+GLAPI PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv;
+#define glGetFramebufferAttachmentParameteriv glad_glGetFramebufferAttachmentParameteriv
+typedef void (APIENTRYP PFNGLGENERATEMIPMAPPROC)(GLenum target);
+GLAPI PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap;
+#define glGenerateMipmap glad_glGenerateMipmap
+typedef void (APIENTRYP PFNGLBLITFRAMEBUFFERPROC)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
+GLAPI PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer;
+#define glBlitFramebuffer glad_glBlitFramebuffer
+typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
+GLAPI PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample;
+#define glRenderbufferStorageMultisample glad_glRenderbufferStorageMultisample
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
+GLAPI PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer;
+#define glFramebufferTextureLayer glad_glFramebufferTextureLayer
+typedef void * (APIENTRYP PFNGLMAPBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
+GLAPI PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange;
+#define glMapBufferRange glad_glMapBufferRange
+typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length);
+GLAPI PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange;
+#define glFlushMappedBufferRange glad_glFlushMappedBufferRange
+typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC)(GLuint array);
+GLAPI PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray;
+#define glBindVertexArray glad_glBindVertexArray
+typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC)(GLsizei n, const GLuint *arrays);
+GLAPI PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays;
+#define glDeleteVertexArrays glad_glDeleteVertexArrays
+typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC)(GLsizei n, GLuint *arrays);
+GLAPI PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays;
+#define glGenVertexArrays glad_glGenVertexArrays
+typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYPROC)(GLuint array);
+GLAPI PFNGLISVERTEXARRAYPROC glad_glIsVertexArray;
+#define glIsVertexArray glad_glIsVertexArray
+#endif
+#ifndef GL_VERSION_3_1
+#define GL_VERSION_3_1 1
+GLAPI int GLAD_GL_VERSION_3_1;
+typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDPROC)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
+GLAPI PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced;
+#define glDrawArraysInstanced glad_glDrawArraysInstanced
+typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount);
+GLAPI PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced;
+#define glDrawElementsInstanced glad_glDrawElementsInstanced
+typedef void (APIENTRYP PFNGLTEXBUFFERPROC)(GLenum target, GLenum internalformat, GLuint buffer);
+GLAPI PFNGLTEXBUFFERPROC glad_glTexBuffer;
+#define glTexBuffer glad_glTexBuffer
+typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXPROC)(GLuint index);
+GLAPI PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex;
+#define glPrimitiveRestartIndex glad_glPrimitiveRestartIndex
+typedef void (APIENTRYP PFNGLCOPYBUFFERSUBDATAPROC)(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
+GLAPI PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData;
+#define glCopyBufferSubData glad_glCopyBufferSubData
+typedef void (APIENTRYP PFNGLGETUNIFORMINDICESPROC)(GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices);
+GLAPI PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices;
+#define glGetUniformIndices glad_glGetUniformIndices
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMSIVPROC)(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
+GLAPI PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv;
+#define glGetActiveUniformsiv glad_glGetActiveUniformsiv
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMNAMEPROC)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
+GLAPI PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName;
+#define glGetActiveUniformName glad_glGetActiveUniformName
+typedef GLuint (APIENTRYP PFNGLGETUNIFORMBLOCKINDEXPROC)(GLuint program, const GLchar *uniformBlockName);
+GLAPI PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex;
+#define glGetUniformBlockIndex glad_glGetUniformBlockIndex
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKIVPROC)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
+GLAPI PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv;
+#define glGetActiveUniformBlockiv glad_glGetActiveUniformBlockiv
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);
+GLAPI PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName;
+#define glGetActiveUniformBlockName glad_glGetActiveUniformBlockName
+typedef void (APIENTRYP PFNGLUNIFORMBLOCKBINDINGPROC)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
+GLAPI PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding;
+#define glUniformBlockBinding glad_glUniformBlockBinding
+#endif
+#ifndef GL_VERSION_3_2
+#define GL_VERSION_3_2 1
+GLAPI int GLAD_GL_VERSION_3_2;
+typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
+GLAPI PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex;
+#define glDrawElementsBaseVertex glad_glDrawElementsBaseVertex
+typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex);
+GLAPI PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex;
+#define glDrawRangeElementsBaseVertex glad_glDrawRangeElementsBaseVertex
+typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex);
+GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex;
+#define glDrawElementsInstancedBaseVertex glad_glDrawElementsInstancedBaseVertex
+typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex);
+GLAPI PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex;
+#define glMultiDrawElementsBaseVertex glad_glMultiDrawElementsBaseVertex
+typedef void (APIENTRYP PFNGLPROVOKINGVERTEXPROC)(GLenum mode);
+GLAPI PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex;
+#define glProvokingVertex glad_glProvokingVertex
+typedef GLsync (APIENTRYP PFNGLFENCESYNCPROC)(GLenum condition, GLbitfield flags);
+GLAPI PFNGLFENCESYNCPROC glad_glFenceSync;
+#define glFenceSync glad_glFenceSync
+typedef GLboolean (APIENTRYP PFNGLISSYNCPROC)(GLsync sync);
+GLAPI PFNGLISSYNCPROC glad_glIsSync;
+#define glIsSync glad_glIsSync
+typedef void (APIENTRYP PFNGLDELETESYNCPROC)(GLsync sync);
+GLAPI PFNGLDELETESYNCPROC glad_glDeleteSync;
+#define glDeleteSync glad_glDeleteSync
+typedef GLenum (APIENTRYP PFNGLCLIENTWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout);
+GLAPI PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync;
+#define glClientWaitSync glad_glClientWaitSync
+typedef void (APIENTRYP PFNGLWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout);
+GLAPI PFNGLWAITSYNCPROC glad_glWaitSync;
+#define glWaitSync glad_glWaitSync
+typedef void (APIENTRYP PFNGLGETINTEGER64VPROC)(GLenum pname, GLint64 *data);
+GLAPI PFNGLGETINTEGER64VPROC glad_glGetInteger64v;
+#define glGetInteger64v glad_glGetInteger64v
+typedef void (APIENTRYP PFNGLGETSYNCIVPROC)(GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values);
+GLAPI PFNGLGETSYNCIVPROC glad_glGetSynciv;
+#define glGetSynciv glad_glGetSynciv
+typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC)(GLenum target, GLuint index, GLint64 *data);
+GLAPI PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v;
+#define glGetInteger64i_v glad_glGetInteger64i_v
+typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERI64VPROC)(GLenum target, GLenum pname, GLint64 *params);
+GLAPI PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v;
+#define glGetBufferParameteri64v glad_glGetBufferParameteri64v
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level);
+GLAPI PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture;
+#define glFramebufferTexture glad_glFramebufferTexture
+typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+GLAPI PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample;
+#define glTexImage2DMultisample glad_glTexImage2DMultisample
+typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
+GLAPI PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample;
+#define glTexImage3DMultisample glad_glTexImage3DMultisample
+typedef void (APIENTRYP PFNGLGETMULTISAMPLEFVPROC)(GLenum pname, GLuint index, GLfloat *val);
+GLAPI PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv;
+#define glGetMultisamplefv glad_glGetMultisamplefv
+typedef void (APIENTRYP PFNGLSAMPLEMASKIPROC)(GLuint maskNumber, GLbitfield mask);
+GLAPI PFNGLSAMPLEMASKIPROC glad_glSampleMaski;
+#define glSampleMaski glad_glSampleMaski
+#endif
+#ifndef GL_VERSION_3_3
+#define GL_VERSION_3_3 1
+GLAPI int GLAD_GL_VERSION_3_3;
+typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name);
+GLAPI PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed;
+#define glBindFragDataLocationIndexed glad_glBindFragDataLocationIndexed
+typedef GLint (APIENTRYP PFNGLGETFRAGDATAINDEXPROC)(GLuint program, const GLchar *name);
+GLAPI PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex;
+#define glGetFragDataIndex glad_glGetFragDataIndex
+typedef void (APIENTRYP PFNGLGENSAMPLERSPROC)(GLsizei count, GLuint *samplers);
+GLAPI PFNGLGENSAMPLERSPROC glad_glGenSamplers;
+#define glGenSamplers glad_glGenSamplers
+typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC)(GLsizei count, const GLuint *samplers);
+GLAPI PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers;
+#define glDeleteSamplers glad_glDeleteSamplers
+typedef GLboolean (APIENTRYP PFNGLISSAMPLERPROC)(GLuint sampler);
+GLAPI PFNGLISSAMPLERPROC glad_glIsSampler;
+#define glIsSampler glad_glIsSampler
+typedef void (APIENTRYP PFNGLBINDSAMPLERPROC)(GLuint unit, GLuint sampler);
+GLAPI PFNGLBINDSAMPLERPROC glad_glBindSampler;
+#define glBindSampler glad_glBindSampler
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC)(GLuint sampler, GLenum pname, GLint param);
+GLAPI PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri;
+#define glSamplerParameteri glad_glSamplerParameteri
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, const GLint *param);
+GLAPI PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv;
+#define glSamplerParameteriv glad_glSamplerParameteriv
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFPROC)(GLuint sampler, GLenum pname, GLfloat param);
+GLAPI PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf;
+#define glSamplerParameterf glad_glSamplerParameterf
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, const GLfloat *param);
+GLAPI PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv;
+#define glSamplerParameterfv glad_glSamplerParameterfv
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, const GLint *param);
+GLAPI PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv;
+#define glSamplerParameterIiv glad_glSamplerParameterIiv
+typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, const GLuint *param);
+GLAPI PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv;
+#define glSamplerParameterIuiv glad_glSamplerParameterIuiv
+typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, GLint *params);
+GLAPI PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv;
+#define glGetSamplerParameteriv glad_glGetSamplerParameteriv
+typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, GLint *params);
+GLAPI PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv;
+#define glGetSamplerParameterIiv glad_glGetSamplerParameterIiv
+typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, GLfloat *params);
+GLAPI PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv;
+#define glGetSamplerParameterfv glad_glGetSamplerParameterfv
+typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, GLuint *params);
+GLAPI PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv;
+#define glGetSamplerParameterIuiv glad_glGetSamplerParameterIuiv
+typedef void (APIENTRYP PFNGLQUERYCOUNTERPROC)(GLuint id, GLenum target);
+GLAPI PFNGLQUERYCOUNTERPROC glad_glQueryCounter;
+#define glQueryCounter glad_glQueryCounter
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VPROC)(GLuint id, GLenum pname, GLint64 *params);
+GLAPI PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v;
+#define glGetQueryObjecti64v glad_glGetQueryObjecti64v
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VPROC)(GLuint id, GLenum pname, GLuint64 *params);
+GLAPI PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v;
+#define glGetQueryObjectui64v glad_glGetQueryObjectui64v
+typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORPROC)(GLuint index, GLuint divisor);
+GLAPI PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor;
+#define glVertexAttribDivisor glad_glVertexAttribDivisor
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value);
+GLAPI PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui;
+#define glVertexAttribP1ui glad_glVertexAttribP1ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+GLAPI PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv;
+#define glVertexAttribP1uiv glad_glVertexAttribP1uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value);
+GLAPI PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui;
+#define glVertexAttribP2ui glad_glVertexAttribP2ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+GLAPI PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv;
+#define glVertexAttribP2uiv glad_glVertexAttribP2uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value);
+GLAPI PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui;
+#define glVertexAttribP3ui glad_glVertexAttribP3ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+GLAPI PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv;
+#define glVertexAttribP3uiv glad_glVertexAttribP3uiv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value);
+GLAPI PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui;
+#define glVertexAttribP4ui glad_glVertexAttribP4ui
+typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value);
+GLAPI PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv;
+#define glVertexAttribP4uiv glad_glVertexAttribP4uiv
+typedef void (APIENTRYP PFNGLVERTEXP2UIPROC)(GLenum type, GLuint value);
+GLAPI PFNGLVERTEXP2UIPROC glad_glVertexP2ui;
+#define glVertexP2ui glad_glVertexP2ui
+typedef void (APIENTRYP PFNGLVERTEXP2UIVPROC)(GLenum type, const GLuint *value);
+GLAPI PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv;
+#define glVertexP2uiv glad_glVertexP2uiv
+typedef void (APIENTRYP PFNGLVERTEXP3UIPROC)(GLenum type, GLuint value);
+GLAPI PFNGLVERTEXP3UIPROC glad_glVertexP3ui;
+#define glVertexP3ui glad_glVertexP3ui
+typedef void (APIENTRYP PFNGLVERTEXP3UIVPROC)(GLenum type, const GLuint *value);
+GLAPI PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv;
+#define glVertexP3uiv glad_glVertexP3uiv
+typedef void (APIENTRYP PFNGLVERTEXP4UIPROC)(GLenum type, GLuint value);
+GLAPI PFNGLVERTEXP4UIPROC glad_glVertexP4ui;
+#define glVertexP4ui glad_glVertexP4ui
+typedef void (APIENTRYP PFNGLVERTEXP4UIVPROC)(GLenum type, const GLuint *value);
+GLAPI PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv;
+#define glVertexP4uiv glad_glVertexP4uiv
+typedef void (APIENTRYP PFNGLTEXCOORDP1UIPROC)(GLenum type, GLuint coords);
+GLAPI PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui;
+#define glTexCoordP1ui glad_glTexCoordP1ui
+typedef void (APIENTRYP PFNGLTEXCOORDP1UIVPROC)(GLenum type, const GLuint *coords);
+GLAPI PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv;
+#define glTexCoordP1uiv glad_glTexCoordP1uiv
+typedef void (APIENTRYP PFNGLTEXCOORDP2UIPROC)(GLenum type, GLuint coords);
+GLAPI PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui;
+#define glTexCoordP2ui glad_glTexCoordP2ui
+typedef void (APIENTRYP PFNGLTEXCOORDP2UIVPROC)(GLenum type, const GLuint *coords);
+GLAPI PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv;
+#define glTexCoordP2uiv glad_glTexCoordP2uiv
+typedef void (APIENTRYP PFNGLTEXCOORDP3UIPROC)(GLenum type, GLuint coords);
+GLAPI PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui;
+#define glTexCoordP3ui glad_glTexCoordP3ui
+typedef void (APIENTRYP PFNGLTEXCOORDP3UIVPROC)(GLenum type, const GLuint *coords);
+GLAPI PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv;
+#define glTexCoordP3uiv glad_glTexCoordP3uiv
+typedef void (APIENTRYP PFNGLTEXCOORDP4UIPROC)(GLenum type, GLuint coords);
+GLAPI PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui;
+#define glTexCoordP4ui glad_glTexCoordP4ui
+typedef void (APIENTRYP PFNGLTEXCOORDP4UIVPROC)(GLenum type, const GLuint *coords);
+GLAPI PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv;
+#define glTexCoordP4uiv glad_glTexCoordP4uiv
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIPROC)(GLenum texture, GLenum type, GLuint coords);
+GLAPI PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui;
+#define glMultiTexCoordP1ui glad_glMultiTexCoordP1ui
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIVPROC)(GLenum texture, GLenum type, const GLuint *coords);
+GLAPI PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv;
+#define glMultiTexCoordP1uiv glad_glMultiTexCoordP1uiv
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIPROC)(GLenum texture, GLenum type, GLuint coords);
+GLAPI PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui;
+#define glMultiTexCoordP2ui glad_glMultiTexCoordP2ui
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIVPROC)(GLenum texture, GLenum type, const GLuint *coords);
+GLAPI PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv;
+#define glMultiTexCoordP2uiv glad_glMultiTexCoordP2uiv
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIPROC)(GLenum texture, GLenum type, GLuint coords);
+GLAPI PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui;
+#define glMultiTexCoordP3ui glad_glMultiTexCoordP3ui
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIVPROC)(GLenum texture, GLenum type, const GLuint *coords);
+GLAPI PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv;
+#define glMultiTexCoordP3uiv glad_glMultiTexCoordP3uiv
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIPROC)(GLenum texture, GLenum type, GLuint coords);
+GLAPI PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui;
+#define glMultiTexCoordP4ui glad_glMultiTexCoordP4ui
+typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIVPROC)(GLenum texture, GLenum type, const GLuint *coords);
+GLAPI PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv;
+#define glMultiTexCoordP4uiv glad_glMultiTexCoordP4uiv
+typedef void (APIENTRYP PFNGLNORMALP3UIPROC)(GLenum type, GLuint coords);
+GLAPI PFNGLNORMALP3UIPROC glad_glNormalP3ui;
+#define glNormalP3ui glad_glNormalP3ui
+typedef void (APIENTRYP PFNGLNORMALP3UIVPROC)(GLenum type, const GLuint *coords);
+GLAPI PFNGLNORMALP3UIVPROC glad_glNormalP3uiv;
+#define glNormalP3uiv glad_glNormalP3uiv
+typedef void (APIENTRYP PFNGLCOLORP3UIPROC)(GLenum type, GLuint color);
+GLAPI PFNGLCOLORP3UIPROC glad_glColorP3ui;
+#define glColorP3ui glad_glColorP3ui
+typedef void (APIENTRYP PFNGLCOLORP3UIVPROC)(GLenum type, const GLuint *color);
+GLAPI PFNGLCOLORP3UIVPROC glad_glColorP3uiv;
+#define glColorP3uiv glad_glColorP3uiv
+typedef void (APIENTRYP PFNGLCOLORP4UIPROC)(GLenum type, GLuint color);
+GLAPI PFNGLCOLORP4UIPROC glad_glColorP4ui;
+#define glColorP4ui glad_glColorP4ui
+typedef void (APIENTRYP PFNGLCOLORP4UIVPROC)(GLenum type, const GLuint *color);
+GLAPI PFNGLCOLORP4UIVPROC glad_glColorP4uiv;
+#define glColorP4uiv glad_glColorP4uiv
+typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIPROC)(GLenum type, GLuint color);
+GLAPI PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui;
+#define glSecondaryColorP3ui glad_glSecondaryColorP3ui
+typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIVPROC)(GLenum type, const GLuint *color);
+GLAPI PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv;
+#define glSecondaryColorP3uiv glad_glSecondaryColorP3uiv
+#endif
+#ifndef GL_VERSION_4_0
+#define GL_VERSION_4_0 1
+GLAPI int GLAD_GL_VERSION_4_0;
+typedef void (APIENTRYP PFNGLMINSAMPLESHADINGPROC)(GLfloat value);
+GLAPI PFNGLMINSAMPLESHADINGPROC glad_glMinSampleShading;
+#define glMinSampleShading glad_glMinSampleShading
+typedef void (APIENTRYP PFNGLBLENDEQUATIONIPROC)(GLuint buf, GLenum mode);
+GLAPI PFNGLBLENDEQUATIONIPROC glad_glBlendEquationi;
+#define glBlendEquationi glad_glBlendEquationi
+typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIPROC)(GLuint buf, GLenum modeRGB, GLenum modeAlpha);
+GLAPI PFNGLBLENDEQUATIONSEPARATEIPROC glad_glBlendEquationSeparatei;
+#define glBlendEquationSeparatei glad_glBlendEquationSeparatei
+typedef void (APIENTRYP PFNGLBLENDFUNCIPROC)(GLuint buf, GLenum src, GLenum dst);
+GLAPI PFNGLBLENDFUNCIPROC glad_glBlendFunci;
+#define glBlendFunci glad_glBlendFunci
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIPROC)(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
+GLAPI PFNGLBLENDFUNCSEPARATEIPROC glad_glBlendFuncSeparatei;
+#define glBlendFuncSeparatei glad_glBlendFuncSeparatei
+typedef void (APIENTRYP PFNGLDRAWARRAYSINDIRECTPROC)(GLenum mode, const void *indirect);
+GLAPI PFNGLDRAWARRAYSINDIRECTPROC glad_glDrawArraysIndirect;
+#define glDrawArraysIndirect glad_glDrawArraysIndirect
+typedef void (APIENTRYP PFNGLDRAWELEMENTSINDIRECTPROC)(GLenum mode, GLenum type, const void *indirect);
+GLAPI PFNGLDRAWELEMENTSINDIRECTPROC glad_glDrawElementsIndirect;
+#define glDrawElementsIndirect glad_glDrawElementsIndirect
+typedef void (APIENTRYP PFNGLUNIFORM1DPROC)(GLint location, GLdouble x);
+GLAPI PFNGLUNIFORM1DPROC glad_glUniform1d;
+#define glUniform1d glad_glUniform1d
+typedef void (APIENTRYP PFNGLUNIFORM2DPROC)(GLint location, GLdouble x, GLdouble y);
+GLAPI PFNGLUNIFORM2DPROC glad_glUniform2d;
+#define glUniform2d glad_glUniform2d
+typedef void (APIENTRYP PFNGLUNIFORM3DPROC)(GLint location, GLdouble x, GLdouble y, GLdouble z);
+GLAPI PFNGLUNIFORM3DPROC glad_glUniform3d;
+#define glUniform3d glad_glUniform3d
+typedef void (APIENTRYP PFNGLUNIFORM4DPROC)(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+GLAPI PFNGLUNIFORM4DPROC glad_glUniform4d;
+#define glUniform4d glad_glUniform4d
+typedef void (APIENTRYP PFNGLUNIFORM1DVPROC)(GLint location, GLsizei count, const GLdouble *value);
+GLAPI PFNGLUNIFORM1DVPROC glad_glUniform1dv;
+#define glUniform1dv glad_glUniform1dv
+typedef void (APIENTRYP PFNGLUNIFORM2DVPROC)(GLint location, GLsizei count, const GLdouble *value);
+GLAPI PFNGLUNIFORM2DVPROC glad_glUniform2dv;
+#define glUniform2dv glad_glUniform2dv
+typedef void (APIENTRYP PFNGLUNIFORM3DVPROC)(GLint location, GLsizei count, const GLdouble *value);
+GLAPI PFNGLUNIFORM3DVPROC glad_glUniform3dv;
+#define glUniform3dv glad_glUniform3dv
+typedef void (APIENTRYP PFNGLUNIFORM4DVPROC)(GLint location, GLsizei count, const GLdouble *value);
+GLAPI PFNGLUNIFORM4DVPROC glad_glUniform4dv;
+#define glUniform4dv glad_glUniform4dv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI PFNGLUNIFORMMATRIX2DVPROC glad_glUniformMatrix2dv;
+#define glUniformMatrix2dv glad_glUniformMatrix2dv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI PFNGLUNIFORMMATRIX3DVPROC glad_glUniformMatrix3dv;
+#define glUniformMatrix3dv glad_glUniformMatrix3dv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI PFNGLUNIFORMMATRIX4DVPROC glad_glUniformMatrix4dv;
+#define glUniformMatrix4dv glad_glUniformMatrix4dv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI PFNGLUNIFORMMATRIX2X3DVPROC glad_glUniformMatrix2x3dv;
+#define glUniformMatrix2x3dv glad_glUniformMatrix2x3dv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI PFNGLUNIFORMMATRIX2X4DVPROC glad_glUniformMatrix2x4dv;
+#define glUniformMatrix2x4dv glad_glUniformMatrix2x4dv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI PFNGLUNIFORMMATRIX3X2DVPROC glad_glUniformMatrix3x2dv;
+#define glUniformMatrix3x2dv glad_glUniformMatrix3x2dv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI PFNGLUNIFORMMATRIX3X4DVPROC glad_glUniformMatrix3x4dv;
+#define glUniformMatrix3x4dv glad_glUniformMatrix3x4dv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI PFNGLUNIFORMMATRIX4X2DVPROC glad_glUniformMatrix4x2dv;
+#define glUniformMatrix4x2dv glad_glUniformMatrix4x2dv
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3DVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI PFNGLUNIFORMMATRIX4X3DVPROC glad_glUniformMatrix4x3dv;
+#define glUniformMatrix4x3dv glad_glUniformMatrix4x3dv
+typedef void (APIENTRYP PFNGLGETUNIFORMDVPROC)(GLuint program, GLint location, GLdouble *params);
+GLAPI PFNGLGETUNIFORMDVPROC glad_glGetUniformdv;
+#define glGetUniformdv glad_glGetUniformdv
+typedef GLint (APIENTRYP PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC)(GLuint program, GLenum shadertype, const GLchar *name);
+GLAPI PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC glad_glGetSubroutineUniformLocation;
+#define glGetSubroutineUniformLocation glad_glGetSubroutineUniformLocation
+typedef GLuint (APIENTRYP PFNGLGETSUBROUTINEINDEXPROC)(GLuint program, GLenum shadertype, const GLchar *name);
+GLAPI PFNGLGETSUBROUTINEINDEXPROC glad_glGetSubroutineIndex;
+#define glGetSubroutineIndex glad_glGetSubroutineIndex
+typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC)(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values);
+GLAPI PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC glad_glGetActiveSubroutineUniformiv;
+#define glGetActiveSubroutineUniformiv glad_glGetActiveSubroutineUniformiv
+typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC)(GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);
+GLAPI PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC glad_glGetActiveSubroutineUniformName;
+#define glGetActiveSubroutineUniformName glad_glGetActiveSubroutineUniformName
+typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINENAMEPROC)(GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);
+GLAPI PFNGLGETACTIVESUBROUTINENAMEPROC glad_glGetActiveSubroutineName;
+#define glGetActiveSubroutineName glad_glGetActiveSubroutineName
+typedef void (APIENTRYP PFNGLUNIFORMSUBROUTINESUIVPROC)(GLenum shadertype, GLsizei count, const GLuint *indices);
+GLAPI PFNGLUNIFORMSUBROUTINESUIVPROC glad_glUniformSubroutinesuiv;
+#define glUniformSubroutinesuiv glad_glUniformSubroutinesuiv
+typedef void (APIENTRYP PFNGLGETUNIFORMSUBROUTINEUIVPROC)(GLenum shadertype, GLint location, GLuint *params);
+GLAPI PFNGLGETUNIFORMSUBROUTINEUIVPROC glad_glGetUniformSubroutineuiv;
+#define glGetUniformSubroutineuiv glad_glGetUniformSubroutineuiv
+typedef void (APIENTRYP PFNGLGETPROGRAMSTAGEIVPROC)(GLuint program, GLenum shadertype, GLenum pname, GLint *values);
+GLAPI PFNGLGETPROGRAMSTAGEIVPROC glad_glGetProgramStageiv;
+#define glGetProgramStageiv glad_glGetProgramStageiv
+typedef void (APIENTRYP PFNGLPATCHPARAMETERIPROC)(GLenum pname, GLint value);
+GLAPI PFNGLPATCHPARAMETERIPROC glad_glPatchParameteri;
+#define glPatchParameteri glad_glPatchParameteri
+typedef void (APIENTRYP PFNGLPATCHPARAMETERFVPROC)(GLenum pname, const GLfloat *values);
+GLAPI PFNGLPATCHPARAMETERFVPROC glad_glPatchParameterfv;
+#define glPatchParameterfv glad_glPatchParameterfv
+typedef void (APIENTRYP PFNGLBINDTRANSFORMFEEDBACKPROC)(GLenum target, GLuint id);
+GLAPI PFNGLBINDTRANSFORMFEEDBACKPROC glad_glBindTransformFeedback;
+#define glBindTransformFeedback glad_glBindTransformFeedback
+typedef void (APIENTRYP PFNGLDELETETRANSFORMFEEDBACKSPROC)(GLsizei n, const GLuint *ids);
+GLAPI PFNGLDELETETRANSFORMFEEDBACKSPROC glad_glDeleteTransformFeedbacks;
+#define glDeleteTransformFeedbacks glad_glDeleteTransformFeedbacks
+typedef void (APIENTRYP PFNGLGENTRANSFORMFEEDBACKSPROC)(GLsizei n, GLuint *ids);
+GLAPI PFNGLGENTRANSFORMFEEDBACKSPROC glad_glGenTransformFeedbacks;
+#define glGenTransformFeedbacks glad_glGenTransformFeedbacks
+typedef GLboolean (APIENTRYP PFNGLISTRANSFORMFEEDBACKPROC)(GLuint id);
+GLAPI PFNGLISTRANSFORMFEEDBACKPROC glad_glIsTransformFeedback;
+#define glIsTransformFeedback glad_glIsTransformFeedback
+typedef void (APIENTRYP PFNGLPAUSETRANSFORMFEEDBACKPROC)(void);
+GLAPI PFNGLPAUSETRANSFORMFEEDBACKPROC glad_glPauseTransformFeedback;
+#define glPauseTransformFeedback glad_glPauseTransformFeedback
+typedef void (APIENTRYP PFNGLRESUMETRANSFORMFEEDBACKPROC)(void);
+GLAPI PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback;
+#define glResumeTransformFeedback glad_glResumeTransformFeedback
+typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKPROC)(GLenum mode, GLuint id);
+GLAPI PFNGLDRAWTRANSFORMFEEDBACKPROC glad_glDrawTransformFeedback;
+#define glDrawTransformFeedback glad_glDrawTransformFeedback
+typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC)(GLenum mode, GLuint id, GLuint stream);
+GLAPI PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC glad_glDrawTransformFeedbackStream;
+#define glDrawTransformFeedbackStream glad_glDrawTransformFeedbackStream
+typedef void (APIENTRYP PFNGLBEGINQUERYINDEXEDPROC)(GLenum target, GLuint index, GLuint id);
+GLAPI PFNGLBEGINQUERYINDEXEDPROC glad_glBeginQueryIndexed;
+#define glBeginQueryIndexed glad_glBeginQueryIndexed
+typedef void (APIENTRYP PFNGLENDQUERYINDEXEDPROC)(GLenum target, GLuint index);
+GLAPI PFNGLENDQUERYINDEXEDPROC glad_glEndQueryIndexed;
+#define glEndQueryIndexed glad_glEndQueryIndexed
+typedef void (APIENTRYP PFNGLGETQUERYINDEXEDIVPROC)(GLenum target, GLuint index, GLenum pname, GLint *params);
+GLAPI PFNGLGETQUERYINDEXEDIVPROC glad_glGetQueryIndexediv;
+#define glGetQueryIndexediv glad_glGetQueryIndexediv
+#endif
+#ifndef GL_VERSION_4_1
+#define GL_VERSION_4_1 1
+GLAPI int GLAD_GL_VERSION_4_1;
+typedef void (APIENTRYP PFNGLRELEASESHADERCOMPILERPROC)(void);
+GLAPI PFNGLRELEASESHADERCOMPILERPROC glad_glReleaseShaderCompiler;
+#define glReleaseShaderCompiler glad_glReleaseShaderCompiler
+typedef void (APIENTRYP PFNGLSHADERBINARYPROC)(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length);
+GLAPI PFNGLSHADERBINARYPROC glad_glShaderBinary;
+#define glShaderBinary glad_glShaderBinary
+typedef void (APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC)(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
+GLAPI PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat;
+#define glGetShaderPrecisionFormat glad_glGetShaderPrecisionFormat
+typedef void (APIENTRYP PFNGLDEPTHRANGEFPROC)(GLfloat n, GLfloat f);
+GLAPI PFNGLDEPTHRANGEFPROC glad_glDepthRangef;
+#define glDepthRangef glad_glDepthRangef
+typedef void (APIENTRYP PFNGLCLEARDEPTHFPROC)(GLfloat d);
+GLAPI PFNGLCLEARDEPTHFPROC glad_glClearDepthf;
+#define glClearDepthf glad_glClearDepthf
+typedef void (APIENTRYP PFNGLGETPROGRAMBINARYPROC)(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary);
+GLAPI PFNGLGETPROGRAMBINARYPROC glad_glGetProgramBinary;
+#define glGetProgramBinary glad_glGetProgramBinary
+typedef void (APIENTRYP PFNGLPROGRAMBINARYPROC)(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length);
+GLAPI PFNGLPROGRAMBINARYPROC glad_glProgramBinary;
+#define glProgramBinary glad_glProgramBinary
+typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIPROC)(GLuint program, GLenum pname, GLint value);
+GLAPI PFNGLPROGRAMPARAMETERIPROC glad_glProgramParameteri;
+#define glProgramParameteri glad_glProgramParameteri
+typedef void (APIENTRYP PFNGLUSEPROGRAMSTAGESPROC)(GLuint pipeline, GLbitfield stages, GLuint program);
+GLAPI PFNGLUSEPROGRAMSTAGESPROC glad_glUseProgramStages;
+#define glUseProgramStages glad_glUseProgramStages
+typedef void (APIENTRYP PFNGLACTIVESHADERPROGRAMPROC)(GLuint pipeline, GLuint program);
+GLAPI PFNGLACTIVESHADERPROGRAMPROC glad_glActiveShaderProgram;
+#define glActiveShaderProgram glad_glActiveShaderProgram
+typedef GLuint (APIENTRYP PFNGLCREATESHADERPROGRAMVPROC)(GLenum type, GLsizei count, const GLchar *const*strings);
+GLAPI PFNGLCREATESHADERPROGRAMVPROC glad_glCreateShaderProgramv;
+#define glCreateShaderProgramv glad_glCreateShaderProgramv
+typedef void (APIENTRYP PFNGLBINDPROGRAMPIPELINEPROC)(GLuint pipeline);
+GLAPI PFNGLBINDPROGRAMPIPELINEPROC glad_glBindProgramPipeline;
+#define glBindProgramPipeline glad_glBindProgramPipeline
+typedef void (APIENTRYP PFNGLDELETEPROGRAMPIPELINESPROC)(GLsizei n, const GLuint *pipelines);
+GLAPI PFNGLDELETEPROGRAMPIPELINESPROC glad_glDeleteProgramPipelines;
+#define glDeleteProgramPipelines glad_glDeleteProgramPipelines
+typedef void (APIENTRYP PFNGLGENPROGRAMPIPELINESPROC)(GLsizei n, GLuint *pipelines);
+GLAPI PFNGLGENPROGRAMPIPELINESPROC glad_glGenProgramPipelines;
+#define glGenProgramPipelines glad_glGenProgramPipelines
+typedef GLboolean (APIENTRYP PFNGLISPROGRAMPIPELINEPROC)(GLuint pipeline);
+GLAPI PFNGLISPROGRAMPIPELINEPROC glad_glIsProgramPipeline;
+#define glIsProgramPipeline glad_glIsProgramPipeline
+typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEIVPROC)(GLuint pipeline, GLenum pname, GLint *params);
+GLAPI PFNGLGETPROGRAMPIPELINEIVPROC glad_glGetProgramPipelineiv;
+#define glGetProgramPipelineiv glad_glGetProgramPipelineiv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IPROC)(GLuint program, GLint location, GLint v0);
+GLAPI PFNGLPROGRAMUNIFORM1IPROC glad_glProgramUniform1i;
+#define glProgramUniform1i glad_glProgramUniform1i
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value);
+GLAPI PFNGLPROGRAMUNIFORM1IVPROC glad_glProgramUniform1iv;
+#define glProgramUniform1iv glad_glProgramUniform1iv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FPROC)(GLuint program, GLint location, GLfloat v0);
+GLAPI PFNGLPROGRAMUNIFORM1FPROC glad_glProgramUniform1f;
+#define glProgramUniform1f glad_glProgramUniform1f
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORM1FVPROC glad_glProgramUniform1fv;
+#define glProgramUniform1fv glad_glProgramUniform1fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DPROC)(GLuint program, GLint location, GLdouble v0);
+GLAPI PFNGLPROGRAMUNIFORM1DPROC glad_glProgramUniform1d;
+#define glProgramUniform1d glad_glProgramUniform1d
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value);
+GLAPI PFNGLPROGRAMUNIFORM1DVPROC glad_glProgramUniform1dv;
+#define glProgramUniform1dv glad_glProgramUniform1dv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIPROC)(GLuint program, GLint location, GLuint v0);
+GLAPI PFNGLPROGRAMUNIFORM1UIPROC glad_glProgramUniform1ui;
+#define glProgramUniform1ui glad_glProgramUniform1ui
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value);
+GLAPI PFNGLPROGRAMUNIFORM1UIVPROC glad_glProgramUniform1uiv;
+#define glProgramUniform1uiv glad_glProgramUniform1uiv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IPROC)(GLuint program, GLint location, GLint v0, GLint v1);
+GLAPI PFNGLPROGRAMUNIFORM2IPROC glad_glProgramUniform2i;
+#define glProgramUniform2i glad_glProgramUniform2i
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value);
+GLAPI PFNGLPROGRAMUNIFORM2IVPROC glad_glProgramUniform2iv;
+#define glProgramUniform2iv glad_glProgramUniform2iv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1);
+GLAPI PFNGLPROGRAMUNIFORM2FPROC glad_glProgramUniform2f;
+#define glProgramUniform2f glad_glProgramUniform2f
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORM2FVPROC glad_glProgramUniform2fv;
+#define glProgramUniform2fv glad_glProgramUniform2fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1);
+GLAPI PFNGLPROGRAMUNIFORM2DPROC glad_glProgramUniform2d;
+#define glProgramUniform2d glad_glProgramUniform2d
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value);
+GLAPI PFNGLPROGRAMUNIFORM2DVPROC glad_glProgramUniform2dv;
+#define glProgramUniform2dv glad_glProgramUniform2dv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1);
+GLAPI PFNGLPROGRAMUNIFORM2UIPROC glad_glProgramUniform2ui;
+#define glProgramUniform2ui glad_glProgramUniform2ui
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value);
+GLAPI PFNGLPROGRAMUNIFORM2UIVPROC glad_glProgramUniform2uiv;
+#define glProgramUniform2uiv glad_glProgramUniform2uiv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IPROC)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
+GLAPI PFNGLPROGRAMUNIFORM3IPROC glad_glProgramUniform3i;
+#define glProgramUniform3i glad_glProgramUniform3i
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value);
+GLAPI PFNGLPROGRAMUNIFORM3IVPROC glad_glProgramUniform3iv;
+#define glProgramUniform3iv glad_glProgramUniform3iv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+GLAPI PFNGLPROGRAMUNIFORM3FPROC glad_glProgramUniform3f;
+#define glProgramUniform3f glad_glProgramUniform3f
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORM3FVPROC glad_glProgramUniform3fv;
+#define glProgramUniform3fv glad_glProgramUniform3fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
+GLAPI PFNGLPROGRAMUNIFORM3DPROC glad_glProgramUniform3d;
+#define glProgramUniform3d glad_glProgramUniform3d
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value);
+GLAPI PFNGLPROGRAMUNIFORM3DVPROC glad_glProgramUniform3dv;
+#define glProgramUniform3dv glad_glProgramUniform3dv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
+GLAPI PFNGLPROGRAMUNIFORM3UIPROC glad_glProgramUniform3ui;
+#define glProgramUniform3ui glad_glProgramUniform3ui
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value);
+GLAPI PFNGLPROGRAMUNIFORM3UIVPROC glad_glProgramUniform3uiv;
+#define glProgramUniform3uiv glad_glProgramUniform3uiv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IPROC)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+GLAPI PFNGLPROGRAMUNIFORM4IPROC glad_glProgramUniform4i;
+#define glProgramUniform4i glad_glProgramUniform4i
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IVPROC)(GLuint program, GLint location, GLsizei count, const GLint *value);
+GLAPI PFNGLPROGRAMUNIFORM4IVPROC glad_glProgramUniform4iv;
+#define glProgramUniform4iv glad_glProgramUniform4iv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FPROC)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+GLAPI PFNGLPROGRAMUNIFORM4FPROC glad_glProgramUniform4f;
+#define glProgramUniform4f glad_glProgramUniform4f
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FVPROC)(GLuint program, GLint location, GLsizei count, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORM4FVPROC glad_glProgramUniform4fv;
+#define glProgramUniform4fv glad_glProgramUniform4fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DPROC)(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
+GLAPI PFNGLPROGRAMUNIFORM4DPROC glad_glProgramUniform4d;
+#define glProgramUniform4d glad_glProgramUniform4d
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DVPROC)(GLuint program, GLint location, GLsizei count, const GLdouble *value);
+GLAPI PFNGLPROGRAMUNIFORM4DVPROC glad_glProgramUniform4dv;
+#define glProgramUniform4dv glad_glProgramUniform4dv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIPROC)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
+GLAPI PFNGLPROGRAMUNIFORM4UIPROC glad_glProgramUniform4ui;
+#define glProgramUniform4ui glad_glProgramUniform4ui
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIVPROC)(GLuint program, GLint location, GLsizei count, const GLuint *value);
+GLAPI PFNGLPROGRAMUNIFORM4UIVPROC glad_glProgramUniform4uiv;
+#define glProgramUniform4uiv glad_glProgramUniform4uiv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX2FVPROC glad_glProgramUniformMatrix2fv;
+#define glProgramUniformMatrix2fv glad_glProgramUniformMatrix2fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX3FVPROC glad_glProgramUniformMatrix3fv;
+#define glProgramUniformMatrix3fv glad_glProgramUniformMatrix3fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX4FVPROC glad_glProgramUniformMatrix4fv;
+#define glProgramUniformMatrix4fv glad_glProgramUniformMatrix4fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX2DVPROC glad_glProgramUniformMatrix2dv;
+#define glProgramUniformMatrix2dv glad_glProgramUniformMatrix2dv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX3DVPROC glad_glProgramUniformMatrix3dv;
+#define glProgramUniformMatrix3dv glad_glProgramUniformMatrix3dv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX4DVPROC glad_glProgramUniformMatrix4dv;
+#define glProgramUniformMatrix4dv glad_glProgramUniformMatrix4dv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC glad_glProgramUniformMatrix2x3fv;
+#define glProgramUniformMatrix2x3fv glad_glProgramUniformMatrix2x3fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC glad_glProgramUniformMatrix3x2fv;
+#define glProgramUniformMatrix3x2fv glad_glProgramUniformMatrix3x2fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC glad_glProgramUniformMatrix2x4fv;
+#define glProgramUniformMatrix2x4fv glad_glProgramUniformMatrix2x4fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC glad_glProgramUniformMatrix4x2fv;
+#define glProgramUniformMatrix4x2fv glad_glProgramUniformMatrix4x2fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC glad_glProgramUniformMatrix3x4fv;
+#define glProgramUniformMatrix3x4fv glad_glProgramUniformMatrix3x4fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC glad_glProgramUniformMatrix4x3fv;
+#define glProgramUniformMatrix4x3fv glad_glProgramUniformMatrix4x3fv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC glad_glProgramUniformMatrix2x3dv;
+#define glProgramUniformMatrix2x3dv glad_glProgramUniformMatrix2x3dv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC glad_glProgramUniformMatrix3x2dv;
+#define glProgramUniformMatrix3x2dv glad_glProgramUniformMatrix3x2dv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC glad_glProgramUniformMatrix2x4dv;
+#define glProgramUniformMatrix2x4dv glad_glProgramUniformMatrix2x4dv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC glad_glProgramUniformMatrix4x2dv;
+#define glProgramUniformMatrix4x2dv glad_glProgramUniformMatrix4x2dv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC glad_glProgramUniformMatrix3x4dv;
+#define glProgramUniformMatrix3x4dv glad_glProgramUniformMatrix3x4dv
+typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
+GLAPI PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC glad_glProgramUniformMatrix4x3dv;
+#define glProgramUniformMatrix4x3dv glad_glProgramUniformMatrix4x3dv
+typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPIPELINEPROC)(GLuint pipeline);
+GLAPI PFNGLVALIDATEPROGRAMPIPELINEPROC glad_glValidateProgramPipeline;
+#define glValidateProgramPipeline glad_glValidateProgramPipeline
+typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEINFOLOGPROC)(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI PFNGLGETPROGRAMPIPELINEINFOLOGPROC glad_glGetProgramPipelineInfoLog;
+#define glGetProgramPipelineInfoLog glad_glGetProgramPipelineInfoLog
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DPROC)(GLuint index, GLdouble x);
+GLAPI PFNGLVERTEXATTRIBL1DPROC glad_glVertexAttribL1d;
+#define glVertexAttribL1d glad_glVertexAttribL1d
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DPROC)(GLuint index, GLdouble x, GLdouble y);
+GLAPI PFNGLVERTEXATTRIBL2DPROC glad_glVertexAttribL2d;
+#define glVertexAttribL2d glad_glVertexAttribL2d
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z);
+GLAPI PFNGLVERTEXATTRIBL3DPROC glad_glVertexAttribL3d;
+#define glVertexAttribL3d glad_glVertexAttribL3d
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+GLAPI PFNGLVERTEXATTRIBL4DPROC glad_glVertexAttribL4d;
+#define glVertexAttribL4d glad_glVertexAttribL4d
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DVPROC)(GLuint index, const GLdouble *v);
+GLAPI PFNGLVERTEXATTRIBL1DVPROC glad_glVertexAttribL1dv;
+#define glVertexAttribL1dv glad_glVertexAttribL1dv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DVPROC)(GLuint index, const GLdouble *v);
+GLAPI PFNGLVERTEXATTRIBL2DVPROC glad_glVertexAttribL2dv;
+#define glVertexAttribL2dv glad_glVertexAttribL2dv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DVPROC)(GLuint index, const GLdouble *v);
+GLAPI PFNGLVERTEXATTRIBL3DVPROC glad_glVertexAttribL3dv;
+#define glVertexAttribL3dv glad_glVertexAttribL3dv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DVPROC)(GLuint index, const GLdouble *v);
+GLAPI PFNGLVERTEXATTRIBL4DVPROC glad_glVertexAttribL4dv;
+#define glVertexAttribL4dv glad_glVertexAttribL4dv
+typedef void (APIENTRYP PFNGLVERTEXATTRIBLPOINTERPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
+GLAPI PFNGLVERTEXATTRIBLPOINTERPROC glad_glVertexAttribLPointer;
+#define glVertexAttribLPointer glad_glVertexAttribLPointer
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLDVPROC)(GLuint index, GLenum pname, GLdouble *params);
+GLAPI PFNGLGETVERTEXATTRIBLDVPROC glad_glGetVertexAttribLdv;
+#define glGetVertexAttribLdv glad_glGetVertexAttribLdv
+typedef void (APIENTRYP PFNGLVIEWPORTARRAYVPROC)(GLuint first, GLsizei count, const GLfloat *v);
+GLAPI PFNGLVIEWPORTARRAYVPROC glad_glViewportArrayv;
+#define glViewportArrayv glad_glViewportArrayv
+typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
+GLAPI PFNGLVIEWPORTINDEXEDFPROC glad_glViewportIndexedf;
+#define glViewportIndexedf glad_glViewportIndexedf
+typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFVPROC)(GLuint index, const GLfloat *v);
+GLAPI PFNGLVIEWPORTINDEXEDFVPROC glad_glViewportIndexedfv;
+#define glViewportIndexedfv glad_glViewportIndexedfv
+typedef void (APIENTRYP PFNGLSCISSORARRAYVPROC)(GLuint first, GLsizei count, const GLint *v);
+GLAPI PFNGLSCISSORARRAYVPROC glad_glScissorArrayv;
+#define glScissorArrayv glad_glScissorArrayv
+typedef void (APIENTRYP PFNGLSCISSORINDEXEDPROC)(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
+GLAPI PFNGLSCISSORINDEXEDPROC glad_glScissorIndexed;
+#define glScissorIndexed glad_glScissorIndexed
+typedef void (APIENTRYP PFNGLSCISSORINDEXEDVPROC)(GLuint index, const GLint *v);
+GLAPI PFNGLSCISSORINDEXEDVPROC glad_glScissorIndexedv;
+#define glScissorIndexedv glad_glScissorIndexedv
+typedef void (APIENTRYP PFNGLDEPTHRANGEARRAYVPROC)(GLuint first, GLsizei count, const GLdouble *v);
+GLAPI PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv;
+#define glDepthRangeArrayv glad_glDepthRangeArrayv
+typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDPROC)(GLuint index, GLdouble n, GLdouble f);
+GLAPI PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed;
+#define glDepthRangeIndexed glad_glDepthRangeIndexed
+typedef void (APIENTRYP PFNGLGETFLOATI_VPROC)(GLenum target, GLuint index, GLfloat *data);
+GLAPI PFNGLGETFLOATI_VPROC glad_glGetFloati_v;
+#define glGetFloati_v glad_glGetFloati_v
+typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC)(GLenum target, GLuint index, GLdouble *data);
+GLAPI PFNGLGETDOUBLEI_VPROC glad_glGetDoublei_v;
+#define glGetDoublei_v glad_glGetDoublei_v
+#endif
+#ifndef GL_VERSION_4_2
+#define GL_VERSION_4_2 1
+GLAPI int GLAD_GL_VERSION_4_2;
+typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance);
+GLAPI PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC glad_glDrawArraysInstancedBaseInstance;
+#define glDrawArraysInstancedBaseInstance glad_glDrawArraysInstancedBaseInstance
+typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance);
+GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC glad_glDrawElementsInstancedBaseInstance;
+#define glDrawElementsInstancedBaseInstance glad_glDrawElementsInstancedBaseInstance
+typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance);
+GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC glad_glDrawElementsInstancedBaseVertexBaseInstance;
+#define glDrawElementsInstancedBaseVertexBaseInstance glad_glDrawElementsInstancedBaseVertexBaseInstance
+typedef void (APIENTRYP PFNGLGETINTERNALFORMATIVPROC)(GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint *params);
+GLAPI PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ;
+#define glGetInternalformativ glad_glGetInternalformativ
+typedef void (APIENTRYP PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC)(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params);
+GLAPI PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC glad_glGetActiveAtomicCounterBufferiv;
+#define glGetActiveAtomicCounterBufferiv glad_glGetActiveAtomicCounterBufferiv
+typedef void (APIENTRYP PFNGLBINDIMAGETEXTUREPROC)(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
+GLAPI PFNGLBINDIMAGETEXTUREPROC glad_glBindImageTexture;
+#define glBindImageTexture glad_glBindImageTexture
+typedef void (APIENTRYP PFNGLMEMORYBARRIERPROC)(GLbitfield barriers);
+GLAPI PFNGLMEMORYBARRIERPROC glad_glMemoryBarrier;
+#define glMemoryBarrier glad_glMemoryBarrier
+typedef void (APIENTRYP PFNGLTEXSTORAGE1DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
+GLAPI PFNGLTEXSTORAGE1DPROC glad_glTexStorage1D;
+#define glTexStorage1D glad_glTexStorage1D
+typedef void (APIENTRYP PFNGLTEXSTORAGE2DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
+GLAPI PFNGLTEXSTORAGE2DPROC glad_glTexStorage2D;
+#define glTexStorage2D glad_glTexStorage2D
+typedef void (APIENTRYP PFNGLTEXSTORAGE3DPROC)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+GLAPI PFNGLTEXSTORAGE3DPROC glad_glTexStorage3D;
+#define glTexStorage3D glad_glTexStorage3D
+typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC)(GLenum mode, GLuint id, GLsizei instancecount);
+GLAPI PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC glad_glDrawTransformFeedbackInstanced;
+#define glDrawTransformFeedbackInstanced glad_glDrawTransformFeedbackInstanced
+typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC)(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount);
+GLAPI PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC glad_glDrawTransformFeedbackStreamInstanced;
+#define glDrawTransformFeedbackStreamInstanced glad_glDrawTransformFeedbackStreamInstanced
+#endif
+#ifndef GL_VERSION_4_3
+#define GL_VERSION_4_3 1
+GLAPI int GLAD_GL_VERSION_4_3;
+typedef void (APIENTRYP PFNGLCLEARBUFFERDATAPROC)(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data);
+GLAPI PFNGLCLEARBUFFERDATAPROC glad_glClearBufferData;
+#define glClearBufferData glad_glClearBufferData
+typedef void (APIENTRYP PFNGLCLEARBUFFERSUBDATAPROC)(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);
+GLAPI PFNGLCLEARBUFFERSUBDATAPROC glad_glClearBufferSubData;
+#define glClearBufferSubData glad_glClearBufferSubData
+typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEPROC)(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z);
+GLAPI PFNGLDISPATCHCOMPUTEPROC glad_glDispatchCompute;
+#define glDispatchCompute glad_glDispatchCompute
+typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEINDIRECTPROC)(GLintptr indirect);
+GLAPI PFNGLDISPATCHCOMPUTEINDIRECTPROC glad_glDispatchComputeIndirect;
+#define glDispatchComputeIndirect glad_glDispatchComputeIndirect
+typedef void (APIENTRYP PFNGLCOPYIMAGESUBDATAPROC)(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);
+GLAPI PFNGLCOPYIMAGESUBDATAPROC glad_glCopyImageSubData;
+#define glCopyImageSubData glad_glCopyImageSubData
+typedef void (APIENTRYP PFNGLFRAMEBUFFERPARAMETERIPROC)(GLenum target, GLenum pname, GLint param);
+GLAPI PFNGLFRAMEBUFFERPARAMETERIPROC glad_glFramebufferParameteri;
+#define glFramebufferParameteri glad_glFramebufferParameteri
+typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params);
+GLAPI PFNGLGETFRAMEBUFFERPARAMETERIVPROC glad_glGetFramebufferParameteriv;
+#define glGetFramebufferParameteriv glad_glGetFramebufferParameteriv
+typedef void (APIENTRYP PFNGLGETINTERNALFORMATI64VPROC)(GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint64 *params);
+GLAPI PFNGLGETINTERNALFORMATI64VPROC glad_glGetInternalformati64v;
+#define glGetInternalformati64v glad_glGetInternalformati64v
+typedef void (APIENTRYP PFNGLINVALIDATETEXSUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);
+GLAPI PFNGLINVALIDATETEXSUBIMAGEPROC glad_glInvalidateTexSubImage;
+#define glInvalidateTexSubImage glad_glInvalidateTexSubImage
+typedef void (APIENTRYP PFNGLINVALIDATETEXIMAGEPROC)(GLuint texture, GLint level);
+GLAPI PFNGLINVALIDATETEXIMAGEPROC glad_glInvalidateTexImage;
+#define glInvalidateTexImage glad_glInvalidateTexImage
+typedef void (APIENTRYP PFNGLINVALIDATEBUFFERSUBDATAPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length);
+GLAPI PFNGLINVALIDATEBUFFERSUBDATAPROC glad_glInvalidateBufferSubData;
+#define glInvalidateBufferSubData glad_glInvalidateBufferSubData
+typedef void (APIENTRYP PFNGLINVALIDATEBUFFERDATAPROC)(GLuint buffer);
+GLAPI PFNGLINVALIDATEBUFFERDATAPROC glad_glInvalidateBufferData;
+#define glInvalidateBufferData glad_glInvalidateBufferData
+typedef void (APIENTRYP PFNGLINVALIDATEFRAMEBUFFERPROC)(GLenum target, GLsizei numAttachments, const GLenum *attachments);
+GLAPI PFNGLINVALIDATEFRAMEBUFFERPROC glad_glInvalidateFramebuffer;
+#define glInvalidateFramebuffer glad_glInvalidateFramebuffer
+typedef void (APIENTRYP PFNGLINVALIDATESUBFRAMEBUFFERPROC)(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI PFNGLINVALIDATESUBFRAMEBUFFERPROC glad_glInvalidateSubFramebuffer;
+#define glInvalidateSubFramebuffer glad_glInvalidateSubFramebuffer
+typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTPROC)(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride);
+GLAPI PFNGLMULTIDRAWARRAYSINDIRECTPROC glad_glMultiDrawArraysIndirect;
+#define glMultiDrawArraysIndirect glad_glMultiDrawArraysIndirect
+typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTPROC)(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride);
+GLAPI PFNGLMULTIDRAWELEMENTSINDIRECTPROC glad_glMultiDrawElementsIndirect;
+#define glMultiDrawElementsIndirect glad_glMultiDrawElementsIndirect
+typedef void (APIENTRYP PFNGLGETPROGRAMINTERFACEIVPROC)(GLuint program, GLenum programInterface, GLenum pname, GLint *params);
+GLAPI PFNGLGETPROGRAMINTERFACEIVPROC glad_glGetProgramInterfaceiv;
+#define glGetProgramInterfaceiv glad_glGetProgramInterfaceiv
+typedef GLuint (APIENTRYP PFNGLGETPROGRAMRESOURCEINDEXPROC)(GLuint program, GLenum programInterface, const GLchar *name);
+GLAPI PFNGLGETPROGRAMRESOURCEINDEXPROC glad_glGetProgramResourceIndex;
+#define glGetProgramResourceIndex glad_glGetProgramResourceIndex
+typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCENAMEPROC)(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name);
+GLAPI PFNGLGETPROGRAMRESOURCENAMEPROC glad_glGetProgramResourceName;
+#define glGetProgramResourceName glad_glGetProgramResourceName
+typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCEIVPROC)(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLint *params);
+GLAPI PFNGLGETPROGRAMRESOURCEIVPROC glad_glGetProgramResourceiv;
+#define glGetProgramResourceiv glad_glGetProgramResourceiv
+typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONPROC)(GLuint program, GLenum programInterface, const GLchar *name);
+GLAPI PFNGLGETPROGRAMRESOURCELOCATIONPROC glad_glGetProgramResourceLocation;
+#define glGetProgramResourceLocation glad_glGetProgramResourceLocation
+typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC)(GLuint program, GLenum programInterface, const GLchar *name);
+GLAPI PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC glad_glGetProgramResourceLocationIndex;
+#define glGetProgramResourceLocationIndex glad_glGetProgramResourceLocationIndex
+typedef void (APIENTRYP PFNGLSHADERSTORAGEBLOCKBINDINGPROC)(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
+GLAPI PFNGLSHADERSTORAGEBLOCKBINDINGPROC glad_glShaderStorageBlockBinding;
+#define glShaderStorageBlockBinding glad_glShaderStorageBlockBinding
+typedef void (APIENTRYP PFNGLTEXBUFFERRANGEPROC)(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
+GLAPI PFNGLTEXBUFFERRANGEPROC glad_glTexBufferRange;
+#define glTexBufferRange glad_glTexBufferRange
+typedef void (APIENTRYP PFNGLTEXSTORAGE2DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+GLAPI PFNGLTEXSTORAGE2DMULTISAMPLEPROC glad_glTexStorage2DMultisample;
+#define glTexStorage2DMultisample glad_glTexStorage2DMultisample
+typedef void (APIENTRYP PFNGLTEXSTORAGE3DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
+GLAPI PFNGLTEXSTORAGE3DMULTISAMPLEPROC glad_glTexStorage3DMultisample;
+#define glTexStorage3DMultisample glad_glTexStorage3DMultisample
+typedef void (APIENTRYP PFNGLTEXTUREVIEWPROC)(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers);
+GLAPI PFNGLTEXTUREVIEWPROC glad_glTextureView;
+#define glTextureView glad_glTextureView
+typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERPROC)(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
+GLAPI PFNGLBINDVERTEXBUFFERPROC glad_glBindVertexBuffer;
+#define glBindVertexBuffer glad_glBindVertexBuffer
+typedef void (APIENTRYP PFNGLVERTEXATTRIBFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
+GLAPI PFNGLVERTEXATTRIBFORMATPROC glad_glVertexAttribFormat;
+#define glVertexAttribFormat glad_glVertexAttribFormat
+typedef void (APIENTRYP PFNGLVERTEXATTRIBIFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+GLAPI PFNGLVERTEXATTRIBIFORMATPROC glad_glVertexAttribIFormat;
+#define glVertexAttribIFormat glad_glVertexAttribIFormat
+typedef void (APIENTRYP PFNGLVERTEXATTRIBLFORMATPROC)(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+GLAPI PFNGLVERTEXATTRIBLFORMATPROC glad_glVertexAttribLFormat;
+#define glVertexAttribLFormat glad_glVertexAttribLFormat
+typedef void (APIENTRYP PFNGLVERTEXATTRIBBINDINGPROC)(GLuint attribindex, GLuint bindingindex);
+GLAPI PFNGLVERTEXATTRIBBINDINGPROC glad_glVertexAttribBinding;
+#define glVertexAttribBinding glad_glVertexAttribBinding
+typedef void (APIENTRYP PFNGLVERTEXBINDINGDIVISORPROC)(GLuint bindingindex, GLuint divisor);
+GLAPI PFNGLVERTEXBINDINGDIVISORPROC glad_glVertexBindingDivisor;
+#define glVertexBindingDivisor glad_glVertexBindingDivisor
+typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLPROC)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled);
+GLAPI PFNGLDEBUGMESSAGECONTROLPROC glad_glDebugMessageControl;
+#define glDebugMessageControl glad_glDebugMessageControl
+typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf);
+GLAPI PFNGLDEBUGMESSAGEINSERTPROC glad_glDebugMessageInsert;
+#define glDebugMessageInsert glad_glDebugMessageInsert
+typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKPROC)(GLDEBUGPROC callback, const void *userParam);
+GLAPI PFNGLDEBUGMESSAGECALLBACKPROC glad_glDebugMessageCallback;
+#define glDebugMessageCallback glad_glDebugMessageCallback
+typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGPROC)(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog);
+GLAPI PFNGLGETDEBUGMESSAGELOGPROC glad_glGetDebugMessageLog;
+#define glGetDebugMessageLog glad_glGetDebugMessageLog
+typedef void (APIENTRYP PFNGLPUSHDEBUGGROUPPROC)(GLenum source, GLuint id, GLsizei length, const GLchar *message);
+GLAPI PFNGLPUSHDEBUGGROUPPROC glad_glPushDebugGroup;
+#define glPushDebugGroup glad_glPushDebugGroup
+typedef void (APIENTRYP PFNGLPOPDEBUGGROUPPROC)(void);
+GLAPI PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup;
+#define glPopDebugGroup glad_glPopDebugGroup
+typedef void (APIENTRYP PFNGLOBJECTLABELPROC)(GLenum identifier, GLuint name, GLsizei length, const GLchar *label);
+GLAPI PFNGLOBJECTLABELPROC glad_glObjectLabel;
+#define glObjectLabel glad_glObjectLabel
+typedef void (APIENTRYP PFNGLGETOBJECTLABELPROC)(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label);
+GLAPI PFNGLGETOBJECTLABELPROC glad_glGetObjectLabel;
+#define glGetObjectLabel glad_glGetObjectLabel
+typedef void (APIENTRYP PFNGLOBJECTPTRLABELPROC)(const void *ptr, GLsizei length, const GLchar *label);
+GLAPI PFNGLOBJECTPTRLABELPROC glad_glObjectPtrLabel;
+#define glObjectPtrLabel glad_glObjectPtrLabel
+typedef void (APIENTRYP PFNGLGETOBJECTPTRLABELPROC)(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label);
+GLAPI PFNGLGETOBJECTPTRLABELPROC glad_glGetObjectPtrLabel;
+#define glGetObjectPtrLabel glad_glGetObjectPtrLabel
+#endif
+#ifndef GL_VERSION_4_4
+#define GL_VERSION_4_4 1
+GLAPI int GLAD_GL_VERSION_4_4;
+typedef void (APIENTRYP PFNGLBUFFERSTORAGEPROC)(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags);
+GLAPI PFNGLBUFFERSTORAGEPROC glad_glBufferStorage;
+#define glBufferStorage glad_glBufferStorage
+typedef void (APIENTRYP PFNGLCLEARTEXIMAGEPROC)(GLuint texture, GLint level, GLenum format, GLenum type, const void *data);
+GLAPI PFNGLCLEARTEXIMAGEPROC glad_glClearTexImage;
+#define glClearTexImage glad_glClearTexImage
+typedef void (APIENTRYP PFNGLCLEARTEXSUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data);
+GLAPI PFNGLCLEARTEXSUBIMAGEPROC glad_glClearTexSubImage;
+#define glClearTexSubImage glad_glClearTexSubImage
+typedef void (APIENTRYP PFNGLBINDBUFFERSBASEPROC)(GLenum target, GLuint first, GLsizei count, const GLuint *buffers);
+GLAPI PFNGLBINDBUFFERSBASEPROC glad_glBindBuffersBase;
+#define glBindBuffersBase glad_glBindBuffersBase
+typedef void (APIENTRYP PFNGLBINDBUFFERSRANGEPROC)(GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes);
+GLAPI PFNGLBINDBUFFERSRANGEPROC glad_glBindBuffersRange;
+#define glBindBuffersRange glad_glBindBuffersRange
+typedef void (APIENTRYP PFNGLBINDTEXTURESPROC)(GLuint first, GLsizei count, const GLuint *textures);
+GLAPI PFNGLBINDTEXTURESPROC glad_glBindTextures;
+#define glBindTextures glad_glBindTextures
+typedef void (APIENTRYP PFNGLBINDSAMPLERSPROC)(GLuint first, GLsizei count, const GLuint *samplers);
+GLAPI PFNGLBINDSAMPLERSPROC glad_glBindSamplers;
+#define glBindSamplers glad_glBindSamplers
+typedef void (APIENTRYP PFNGLBINDIMAGETEXTURESPROC)(GLuint first, GLsizei count, const GLuint *textures);
+GLAPI PFNGLBINDIMAGETEXTURESPROC glad_glBindImageTextures;
+#define glBindImageTextures glad_glBindImageTextures
+typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERSPROC)(GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides);
+GLAPI PFNGLBINDVERTEXBUFFERSPROC glad_glBindVertexBuffers;
+#define glBindVertexBuffers glad_glBindVertexBuffers
+#endif
+#ifndef GL_VERSION_4_5
+#define GL_VERSION_4_5 1
+GLAPI int GLAD_GL_VERSION_4_5;
+typedef void (APIENTRYP PFNGLCLIPCONTROLPROC)(GLenum origin, GLenum depth);
+GLAPI PFNGLCLIPCONTROLPROC glad_glClipControl;
+#define glClipControl glad_glClipControl
+typedef void (APIENTRYP PFNGLCREATETRANSFORMFEEDBACKSPROC)(GLsizei n, GLuint *ids);
+GLAPI PFNGLCREATETRANSFORMFEEDBACKSPROC glad_glCreateTransformFeedbacks;
+#define glCreateTransformFeedbacks glad_glCreateTransformFeedbacks
+typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC)(GLuint xfb, GLuint index, GLuint buffer);
+GLAPI PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC glad_glTransformFeedbackBufferBase;
+#define glTransformFeedbackBufferBase glad_glTransformFeedbackBufferBase
+typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC)(GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
+GLAPI PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC glad_glTransformFeedbackBufferRange;
+#define glTransformFeedbackBufferRange glad_glTransformFeedbackBufferRange
+typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKIVPROC)(GLuint xfb, GLenum pname, GLint *param);
+GLAPI PFNGLGETTRANSFORMFEEDBACKIVPROC glad_glGetTransformFeedbackiv;
+#define glGetTransformFeedbackiv glad_glGetTransformFeedbackiv
+typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC)(GLuint xfb, GLenum pname, GLuint index, GLint *param);
+GLAPI PFNGLGETTRANSFORMFEEDBACKI_VPROC glad_glGetTransformFeedbacki_v;
+#define glGetTransformFeedbacki_v glad_glGetTransformFeedbacki_v
+typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC)(GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
+GLAPI PFNGLGETTRANSFORMFEEDBACKI64_VPROC glad_glGetTransformFeedbacki64_v;
+#define glGetTransformFeedbacki64_v glad_glGetTransformFeedbacki64_v
+typedef void (APIENTRYP PFNGLCREATEBUFFERSPROC)(GLsizei n, GLuint *buffers);
+GLAPI PFNGLCREATEBUFFERSPROC glad_glCreateBuffers;
+#define glCreateBuffers glad_glCreateBuffers
+typedef void (APIENTRYP PFNGLNAMEDBUFFERSTORAGEPROC)(GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags);
+GLAPI PFNGLNAMEDBUFFERSTORAGEPROC glad_glNamedBufferStorage;
+#define glNamedBufferStorage glad_glNamedBufferStorage
+typedef void (APIENTRYP PFNGLNAMEDBUFFERDATAPROC)(GLuint buffer, GLsizeiptr size, const void *data, GLenum usage);
+GLAPI PFNGLNAMEDBUFFERDATAPROC glad_glNamedBufferData;
+#define glNamedBufferData glad_glNamedBufferData
+typedef void (APIENTRYP PFNGLNAMEDBUFFERSUBDATAPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data);
+GLAPI PFNGLNAMEDBUFFERSUBDATAPROC glad_glNamedBufferSubData;
+#define glNamedBufferSubData glad_glNamedBufferSubData
+typedef void (APIENTRYP PFNGLCOPYNAMEDBUFFERSUBDATAPROC)(GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
+GLAPI PFNGLCOPYNAMEDBUFFERSUBDATAPROC glad_glCopyNamedBufferSubData;
+#define glCopyNamedBufferSubData glad_glCopyNamedBufferSubData
+typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERDATAPROC)(GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data);
+GLAPI PFNGLCLEARNAMEDBUFFERDATAPROC glad_glClearNamedBufferData;
+#define glClearNamedBufferData glad_glClearNamedBufferData
+typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERSUBDATAPROC)(GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data);
+GLAPI PFNGLCLEARNAMEDBUFFERSUBDATAPROC glad_glClearNamedBufferSubData;
+#define glClearNamedBufferSubData glad_glClearNamedBufferSubData
+typedef void * (APIENTRYP PFNGLMAPNAMEDBUFFERPROC)(GLuint buffer, GLenum access);
+GLAPI PFNGLMAPNAMEDBUFFERPROC glad_glMapNamedBuffer;
+#define glMapNamedBuffer glad_glMapNamedBuffer
+typedef void * (APIENTRYP PFNGLMAPNAMEDBUFFERRANGEPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access);
+GLAPI PFNGLMAPNAMEDBUFFERRANGEPROC glad_glMapNamedBufferRange;
+#define glMapNamedBufferRange glad_glMapNamedBufferRange
+typedef GLboolean (APIENTRYP PFNGLUNMAPNAMEDBUFFERPROC)(GLuint buffer);
+GLAPI PFNGLUNMAPNAMEDBUFFERPROC glad_glUnmapNamedBuffer;
+#define glUnmapNamedBuffer glad_glUnmapNamedBuffer
+typedef void (APIENTRYP PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC)(GLuint buffer, GLintptr offset, GLsizeiptr length);
+GLAPI PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC glad_glFlushMappedNamedBufferRange;
+#define glFlushMappedNamedBufferRange glad_glFlushMappedNamedBufferRange
+typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERIVPROC)(GLuint buffer, GLenum pname, GLint *params);
+GLAPI PFNGLGETNAMEDBUFFERPARAMETERIVPROC glad_glGetNamedBufferParameteriv;
+#define glGetNamedBufferParameteriv glad_glGetNamedBufferParameteriv
+typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERI64VPROC)(GLuint buffer, GLenum pname, GLint64 *params);
+GLAPI PFNGLGETNAMEDBUFFERPARAMETERI64VPROC glad_glGetNamedBufferParameteri64v;
+#define glGetNamedBufferParameteri64v glad_glGetNamedBufferParameteri64v
+typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPOINTERVPROC)(GLuint buffer, GLenum pname, void **params);
+GLAPI PFNGLGETNAMEDBUFFERPOINTERVPROC glad_glGetNamedBufferPointerv;
+#define glGetNamedBufferPointerv glad_glGetNamedBufferPointerv
+typedef void (APIENTRYP PFNGLGETNAMEDBUFFERSUBDATAPROC)(GLuint buffer, GLintptr offset, GLsizeiptr size, void *data);
+GLAPI PFNGLGETNAMEDBUFFERSUBDATAPROC glad_glGetNamedBufferSubData;
+#define glGetNamedBufferSubData glad_glGetNamedBufferSubData
+typedef void (APIENTRYP PFNGLCREATEFRAMEBUFFERSPROC)(GLsizei n, GLuint *framebuffers);
+GLAPI PFNGLCREATEFRAMEBUFFERSPROC glad_glCreateFramebuffers;
+#define glCreateFramebuffers glad_glCreateFramebuffers
+typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC)(GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+GLAPI PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC glad_glNamedFramebufferRenderbuffer;
+#define glNamedFramebufferRenderbuffer glad_glNamedFramebufferRenderbuffer
+typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC)(GLuint framebuffer, GLenum pname, GLint param);
+GLAPI PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC glad_glNamedFramebufferParameteri;
+#define glNamedFramebufferParameteri glad_glNamedFramebufferParameteri
+typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTUREPROC)(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level);
+GLAPI PFNGLNAMEDFRAMEBUFFERTEXTUREPROC glad_glNamedFramebufferTexture;
+#define glNamedFramebufferTexture glad_glNamedFramebufferTexture
+typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC)(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer);
+GLAPI PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC glad_glNamedFramebufferTextureLayer;
+#define glNamedFramebufferTextureLayer glad_glNamedFramebufferTextureLayer
+typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC)(GLuint framebuffer, GLenum buf);
+GLAPI PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC glad_glNamedFramebufferDrawBuffer;
+#define glNamedFramebufferDrawBuffer glad_glNamedFramebufferDrawBuffer
+typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC)(GLuint framebuffer, GLsizei n, const GLenum *bufs);
+GLAPI PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC glad_glNamedFramebufferDrawBuffers;
+#define glNamedFramebufferDrawBuffers glad_glNamedFramebufferDrawBuffers
+typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC)(GLuint framebuffer, GLenum src);
+GLAPI PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC glad_glNamedFramebufferReadBuffer;
+#define glNamedFramebufferReadBuffer glad_glNamedFramebufferReadBuffer
+typedef void (APIENTRYP PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC)(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments);
+GLAPI PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC glad_glInvalidateNamedFramebufferData;
+#define glInvalidateNamedFramebufferData glad_glInvalidateNamedFramebufferData
+typedef void (APIENTRYP PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC)(GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC glad_glInvalidateNamedFramebufferSubData;
+#define glInvalidateNamedFramebufferSubData glad_glInvalidateNamedFramebufferSubData
+typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERIVPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value);
+GLAPI PFNGLCLEARNAMEDFRAMEBUFFERIVPROC glad_glClearNamedFramebufferiv;
+#define glClearNamedFramebufferiv glad_glClearNamedFramebufferiv
+typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value);
+GLAPI PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC glad_glClearNamedFramebufferuiv;
+#define glClearNamedFramebufferuiv glad_glClearNamedFramebufferuiv
+typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERFVPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value);
+GLAPI PFNGLCLEARNAMEDFRAMEBUFFERFVPROC glad_glClearNamedFramebufferfv;
+#define glClearNamedFramebufferfv glad_glClearNamedFramebufferfv
+typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERFIPROC)(GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
+GLAPI PFNGLCLEARNAMEDFRAMEBUFFERFIPROC glad_glClearNamedFramebufferfi;
+#define glClearNamedFramebufferfi glad_glClearNamedFramebufferfi
+typedef void (APIENTRYP PFNGLBLITNAMEDFRAMEBUFFERPROC)(GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
+GLAPI PFNGLBLITNAMEDFRAMEBUFFERPROC glad_glBlitNamedFramebuffer;
+#define glBlitNamedFramebuffer glad_glBlitNamedFramebuffer
+typedef GLenum (APIENTRYP PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC)(GLuint framebuffer, GLenum target);
+GLAPI PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC glad_glCheckNamedFramebufferStatus;
+#define glCheckNamedFramebufferStatus glad_glCheckNamedFramebufferStatus
+typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC)(GLuint framebuffer, GLenum pname, GLint *param);
+GLAPI PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC glad_glGetNamedFramebufferParameteriv;
+#define glGetNamedFramebufferParameteriv glad_glGetNamedFramebufferParameteriv
+typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params);
+GLAPI PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetNamedFramebufferAttachmentParameteriv;
+#define glGetNamedFramebufferAttachmentParameteriv glad_glGetNamedFramebufferAttachmentParameteriv
+typedef void (APIENTRYP PFNGLCREATERENDERBUFFERSPROC)(GLsizei n, GLuint *renderbuffers);
+GLAPI PFNGLCREATERENDERBUFFERSPROC glad_glCreateRenderbuffers;
+#define glCreateRenderbuffers glad_glCreateRenderbuffers
+typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEPROC)(GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height);
+GLAPI PFNGLNAMEDRENDERBUFFERSTORAGEPROC glad_glNamedRenderbufferStorage;
+#define glNamedRenderbufferStorage glad_glNamedRenderbufferStorage
+typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
+GLAPI PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glNamedRenderbufferStorageMultisample;
+#define glNamedRenderbufferStorageMultisample glad_glNamedRenderbufferStorageMultisample
+typedef void (APIENTRYP PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC)(GLuint renderbuffer, GLenum pname, GLint *params);
+GLAPI PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC glad_glGetNamedRenderbufferParameteriv;
+#define glGetNamedRenderbufferParameteriv glad_glGetNamedRenderbufferParameteriv
+typedef void (APIENTRYP PFNGLCREATETEXTURESPROC)(GLenum target, GLsizei n, GLuint *textures);
+GLAPI PFNGLCREATETEXTURESPROC glad_glCreateTextures;
+#define glCreateTextures glad_glCreateTextures
+typedef void (APIENTRYP PFNGLTEXTUREBUFFERPROC)(GLuint texture, GLenum internalformat, GLuint buffer);
+GLAPI PFNGLTEXTUREBUFFERPROC glad_glTextureBuffer;
+#define glTextureBuffer glad_glTextureBuffer
+typedef void (APIENTRYP PFNGLTEXTUREBUFFERRANGEPROC)(GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size);
+GLAPI PFNGLTEXTUREBUFFERRANGEPROC glad_glTextureBufferRange;
+#define glTextureBufferRange glad_glTextureBufferRange
+typedef void (APIENTRYP PFNGLTEXTURESTORAGE1DPROC)(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width);
+GLAPI PFNGLTEXTURESTORAGE1DPROC glad_glTextureStorage1D;
+#define glTextureStorage1D glad_glTextureStorage1D
+typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DPROC)(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
+GLAPI PFNGLTEXTURESTORAGE2DPROC glad_glTextureStorage2D;
+#define glTextureStorage2D glad_glTextureStorage2D
+typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DPROC)(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+GLAPI PFNGLTEXTURESTORAGE3DPROC glad_glTextureStorage3D;
+#define glTextureStorage3D glad_glTextureStorage3D
+typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC)(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
+GLAPI PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC glad_glTextureStorage2DMultisample;
+#define glTextureStorage2DMultisample glad_glTextureStorage2DMultisample
+typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC)(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
+GLAPI PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC glad_glTextureStorage3DMultisample;
+#define glTextureStorage3DMultisample glad_glTextureStorage3DMultisample
+typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE1DPROC)(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXTURESUBIMAGE1DPROC glad_glTextureSubImage1D;
+#define glTextureSubImage1D glad_glTextureSubImage1D
+typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE2DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXTURESUBIMAGE2DPROC glad_glTextureSubImage2D;
+#define glTextureSubImage2D glad_glTextureSubImage2D
+typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE3DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);
+GLAPI PFNGLTEXTURESUBIMAGE3DPROC glad_glTextureSubImage3D;
+#define glTextureSubImage3D glad_glTextureSubImage3D
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC)(GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC glad_glCompressedTextureSubImage1D;
+#define glCompressedTextureSubImage1D glad_glCompressedTextureSubImage1D
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC glad_glCompressedTextureSubImage2D;
+#define glCompressedTextureSubImage2D glad_glCompressedTextureSubImage2D
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);
+GLAPI PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC glad_glCompressedTextureSubImage3D;
+#define glCompressedTextureSubImage3D glad_glCompressedTextureSubImage3D
+typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE1DPROC)(GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
+GLAPI PFNGLCOPYTEXTURESUBIMAGE1DPROC glad_glCopyTextureSubImage1D;
+#define glCopyTextureSubImage1D glad_glCopyTextureSubImage1D
+typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE2DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI PFNGLCOPYTEXTURESUBIMAGE2DPROC glad_glCopyTextureSubImage2D;
+#define glCopyTextureSubImage2D glad_glCopyTextureSubImage2D
+typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE3DPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI PFNGLCOPYTEXTURESUBIMAGE3DPROC glad_glCopyTextureSubImage3D;
+#define glCopyTextureSubImage3D glad_glCopyTextureSubImage3D
+typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFPROC)(GLuint texture, GLenum pname, GLfloat param);
+GLAPI PFNGLTEXTUREPARAMETERFPROC glad_glTextureParameterf;
+#define glTextureParameterf glad_glTextureParameterf
+typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFVPROC)(GLuint texture, GLenum pname, const GLfloat *param);
+GLAPI PFNGLTEXTUREPARAMETERFVPROC glad_glTextureParameterfv;
+#define glTextureParameterfv glad_glTextureParameterfv
+typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIPROC)(GLuint texture, GLenum pname, GLint param);
+GLAPI PFNGLTEXTUREPARAMETERIPROC glad_glTextureParameteri;
+#define glTextureParameteri glad_glTextureParameteri
+typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIIVPROC)(GLuint texture, GLenum pname, const GLint *params);
+GLAPI PFNGLTEXTUREPARAMETERIIVPROC glad_glTextureParameterIiv;
+#define glTextureParameterIiv glad_glTextureParameterIiv
+typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIUIVPROC)(GLuint texture, GLenum pname, const GLuint *params);
+GLAPI PFNGLTEXTUREPARAMETERIUIVPROC glad_glTextureParameterIuiv;
+#define glTextureParameterIuiv glad_glTextureParameterIuiv
+typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIVPROC)(GLuint texture, GLenum pname, const GLint *param);
+GLAPI PFNGLTEXTUREPARAMETERIVPROC glad_glTextureParameteriv;
+#define glTextureParameteriv glad_glTextureParameteriv
+typedef void (APIENTRYP PFNGLGENERATETEXTUREMIPMAPPROC)(GLuint texture);
+GLAPI PFNGLGENERATETEXTUREMIPMAPPROC glad_glGenerateTextureMipmap;
+#define glGenerateTextureMipmap glad_glGenerateTextureMipmap
+typedef void (APIENTRYP PFNGLBINDTEXTUREUNITPROC)(GLuint unit, GLuint texture);
+GLAPI PFNGLBINDTEXTUREUNITPROC glad_glBindTextureUnit;
+#define glBindTextureUnit glad_glBindTextureUnit
+typedef void (APIENTRYP PFNGLGETTEXTUREIMAGEPROC)(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels);
+GLAPI PFNGLGETTEXTUREIMAGEPROC glad_glGetTextureImage;
+#define glGetTextureImage glad_glGetTextureImage
+typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC)(GLuint texture, GLint level, GLsizei bufSize, void *pixels);
+GLAPI PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC glad_glGetCompressedTextureImage;
+#define glGetCompressedTextureImage glad_glGetCompressedTextureImage
+typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERFVPROC)(GLuint texture, GLint level, GLenum pname, GLfloat *params);
+GLAPI PFNGLGETTEXTURELEVELPARAMETERFVPROC glad_glGetTextureLevelParameterfv;
+#define glGetTextureLevelParameterfv glad_glGetTextureLevelParameterfv
+typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERIVPROC)(GLuint texture, GLint level, GLenum pname, GLint *params);
+GLAPI PFNGLGETTEXTURELEVELPARAMETERIVPROC glad_glGetTextureLevelParameteriv;
+#define glGetTextureLevelParameteriv glad_glGetTextureLevelParameteriv
+typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERFVPROC)(GLuint texture, GLenum pname, GLfloat *params);
+GLAPI PFNGLGETTEXTUREPARAMETERFVPROC glad_glGetTextureParameterfv;
+#define glGetTextureParameterfv glad_glGetTextureParameterfv
+typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIIVPROC)(GLuint texture, GLenum pname, GLint *params);
+GLAPI PFNGLGETTEXTUREPARAMETERIIVPROC glad_glGetTextureParameterIiv;
+#define glGetTextureParameterIiv glad_glGetTextureParameterIiv
+typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIUIVPROC)(GLuint texture, GLenum pname, GLuint *params);
+GLAPI PFNGLGETTEXTUREPARAMETERIUIVPROC glad_glGetTextureParameterIuiv;
+#define glGetTextureParameterIuiv glad_glGetTextureParameterIuiv
+typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIVPROC)(GLuint texture, GLenum pname, GLint *params);
+GLAPI PFNGLGETTEXTUREPARAMETERIVPROC glad_glGetTextureParameteriv;
+#define glGetTextureParameteriv glad_glGetTextureParameteriv
+typedef void (APIENTRYP PFNGLCREATEVERTEXARRAYSPROC)(GLsizei n, GLuint *arrays);
+GLAPI PFNGLCREATEVERTEXARRAYSPROC glad_glCreateVertexArrays;
+#define glCreateVertexArrays glad_glCreateVertexArrays
+typedef void (APIENTRYP PFNGLDISABLEVERTEXARRAYATTRIBPROC)(GLuint vaobj, GLuint index);
+GLAPI PFNGLDISABLEVERTEXARRAYATTRIBPROC glad_glDisableVertexArrayAttrib;
+#define glDisableVertexArrayAttrib glad_glDisableVertexArrayAttrib
+typedef void (APIENTRYP PFNGLENABLEVERTEXARRAYATTRIBPROC)(GLuint vaobj, GLuint index);
+GLAPI PFNGLENABLEVERTEXARRAYATTRIBPROC glad_glEnableVertexArrayAttrib;
+#define glEnableVertexArrayAttrib glad_glEnableVertexArrayAttrib
+typedef void (APIENTRYP PFNGLVERTEXARRAYELEMENTBUFFERPROC)(GLuint vaobj, GLuint buffer);
+GLAPI PFNGLVERTEXARRAYELEMENTBUFFERPROC glad_glVertexArrayElementBuffer;
+#define glVertexArrayElementBuffer glad_glVertexArrayElementBuffer
+typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBUFFERPROC)(GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
+GLAPI PFNGLVERTEXARRAYVERTEXBUFFERPROC glad_glVertexArrayVertexBuffer;
+#define glVertexArrayVertexBuffer glad_glVertexArrayVertexBuffer
+typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBUFFERSPROC)(GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides);
+GLAPI PFNGLVERTEXARRAYVERTEXBUFFERSPROC glad_glVertexArrayVertexBuffers;
+#define glVertexArrayVertexBuffers glad_glVertexArrayVertexBuffers
+typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBBINDINGPROC)(GLuint vaobj, GLuint attribindex, GLuint bindingindex);
+GLAPI PFNGLVERTEXARRAYATTRIBBINDINGPROC glad_glVertexArrayAttribBinding;
+#define glVertexArrayAttribBinding glad_glVertexArrayAttribBinding
+typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBFORMATPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
+GLAPI PFNGLVERTEXARRAYATTRIBFORMATPROC glad_glVertexArrayAttribFormat;
+#define glVertexArrayAttribFormat glad_glVertexArrayAttribFormat
+typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBIFORMATPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+GLAPI PFNGLVERTEXARRAYATTRIBIFORMATPROC glad_glVertexArrayAttribIFormat;
+#define glVertexArrayAttribIFormat glad_glVertexArrayAttribIFormat
+typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBLFORMATPROC)(GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
+GLAPI PFNGLVERTEXARRAYATTRIBLFORMATPROC glad_glVertexArrayAttribLFormat;
+#define glVertexArrayAttribLFormat glad_glVertexArrayAttribLFormat
+typedef void (APIENTRYP PFNGLVERTEXARRAYBINDINGDIVISORPROC)(GLuint vaobj, GLuint bindingindex, GLuint divisor);
+GLAPI PFNGLVERTEXARRAYBINDINGDIVISORPROC glad_glVertexArrayBindingDivisor;
+#define glVertexArrayBindingDivisor glad_glVertexArrayBindingDivisor
+typedef void (APIENTRYP PFNGLGETVERTEXARRAYIVPROC)(GLuint vaobj, GLenum pname, GLint *param);
+GLAPI PFNGLGETVERTEXARRAYIVPROC glad_glGetVertexArrayiv;
+#define glGetVertexArrayiv glad_glGetVertexArrayiv
+typedef void (APIENTRYP PFNGLGETVERTEXARRAYINDEXEDIVPROC)(GLuint vaobj, GLuint index, GLenum pname, GLint *param);
+GLAPI PFNGLGETVERTEXARRAYINDEXEDIVPROC glad_glGetVertexArrayIndexediv;
+#define glGetVertexArrayIndexediv glad_glGetVertexArrayIndexediv
+typedef void (APIENTRYP PFNGLGETVERTEXARRAYINDEXED64IVPROC)(GLuint vaobj, GLuint index, GLenum pname, GLint64 *param);
+GLAPI PFNGLGETVERTEXARRAYINDEXED64IVPROC glad_glGetVertexArrayIndexed64iv;
+#define glGetVertexArrayIndexed64iv glad_glGetVertexArrayIndexed64iv
+typedef void (APIENTRYP PFNGLCREATESAMPLERSPROC)(GLsizei n, GLuint *samplers);
+GLAPI PFNGLCREATESAMPLERSPROC glad_glCreateSamplers;
+#define glCreateSamplers glad_glCreateSamplers
+typedef void (APIENTRYP PFNGLCREATEPROGRAMPIPELINESPROC)(GLsizei n, GLuint *pipelines);
+GLAPI PFNGLCREATEPROGRAMPIPELINESPROC glad_glCreateProgramPipelines;
+#define glCreateProgramPipelines glad_glCreateProgramPipelines
+typedef void (APIENTRYP PFNGLCREATEQUERIESPROC)(GLenum target, GLsizei n, GLuint *ids);
+GLAPI PFNGLCREATEQUERIESPROC glad_glCreateQueries;
+#define glCreateQueries glad_glCreateQueries
+typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTI64VPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset);
+GLAPI PFNGLGETQUERYBUFFEROBJECTI64VPROC glad_glGetQueryBufferObjecti64v;
+#define glGetQueryBufferObjecti64v glad_glGetQueryBufferObjecti64v
+typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTIVPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset);
+GLAPI PFNGLGETQUERYBUFFEROBJECTIVPROC glad_glGetQueryBufferObjectiv;
+#define glGetQueryBufferObjectiv glad_glGetQueryBufferObjectiv
+typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTUI64VPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset);
+GLAPI PFNGLGETQUERYBUFFEROBJECTUI64VPROC glad_glGetQueryBufferObjectui64v;
+#define glGetQueryBufferObjectui64v glad_glGetQueryBufferObjectui64v
+typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTUIVPROC)(GLuint id, GLuint buffer, GLenum pname, GLintptr offset);
+GLAPI PFNGLGETQUERYBUFFEROBJECTUIVPROC glad_glGetQueryBufferObjectuiv;
+#define glGetQueryBufferObjectuiv glad_glGetQueryBufferObjectuiv
+typedef void (APIENTRYP PFNGLMEMORYBARRIERBYREGIONPROC)(GLbitfield barriers);
+GLAPI PFNGLMEMORYBARRIERBYREGIONPROC glad_glMemoryBarrierByRegion;
+#define glMemoryBarrierByRegion glad_glMemoryBarrierByRegion
+typedef void (APIENTRYP PFNGLGETTEXTURESUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels);
+GLAPI PFNGLGETTEXTURESUBIMAGEPROC glad_glGetTextureSubImage;
+#define glGetTextureSubImage glad_glGetTextureSubImage
+typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels);
+GLAPI PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC glad_glGetCompressedTextureSubImage;
+#define glGetCompressedTextureSubImage glad_glGetCompressedTextureSubImage
+typedef GLenum (APIENTRYP PFNGLGETGRAPHICSRESETSTATUSPROC)(void);
+GLAPI PFNGLGETGRAPHICSRESETSTATUSPROC glad_glGetGraphicsResetStatus;
+#define glGetGraphicsResetStatus glad_glGetGraphicsResetStatus
+typedef void (APIENTRYP PFNGLGETNCOMPRESSEDTEXIMAGEPROC)(GLenum target, GLint lod, GLsizei bufSize, void *pixels);
+GLAPI PFNGLGETNCOMPRESSEDTEXIMAGEPROC glad_glGetnCompressedTexImage;
+#define glGetnCompressedTexImage glad_glGetnCompressedTexImage
+typedef void (APIENTRYP PFNGLGETNTEXIMAGEPROC)(GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels);
+GLAPI PFNGLGETNTEXIMAGEPROC glad_glGetnTexImage;
+#define glGetnTexImage glad_glGetnTexImage
+typedef void (APIENTRYP PFNGLGETNUNIFORMDVPROC)(GLuint program, GLint location, GLsizei bufSize, GLdouble *params);
+GLAPI PFNGLGETNUNIFORMDVPROC glad_glGetnUniformdv;
+#define glGetnUniformdv glad_glGetnUniformdv
+typedef void (APIENTRYP PFNGLGETNUNIFORMFVPROC)(GLuint program, GLint location, GLsizei bufSize, GLfloat *params);
+GLAPI PFNGLGETNUNIFORMFVPROC glad_glGetnUniformfv;
+#define glGetnUniformfv glad_glGetnUniformfv
+typedef void (APIENTRYP PFNGLGETNUNIFORMIVPROC)(GLuint program, GLint location, GLsizei bufSize, GLint *params);
+GLAPI PFNGLGETNUNIFORMIVPROC glad_glGetnUniformiv;
+#define glGetnUniformiv glad_glGetnUniformiv
+typedef void (APIENTRYP PFNGLGETNUNIFORMUIVPROC)(GLuint program, GLint location, GLsizei bufSize, GLuint *params);
+GLAPI PFNGLGETNUNIFORMUIVPROC glad_glGetnUniformuiv;
+#define glGetnUniformuiv glad_glGetnUniformuiv
+typedef void (APIENTRYP PFNGLREADNPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data);
+GLAPI PFNGLREADNPIXELSPROC glad_glReadnPixels;
+#define glReadnPixels glad_glReadnPixels
+typedef void (APIENTRYP PFNGLGETNMAPDVPROC)(GLenum target, GLenum query, GLsizei bufSize, GLdouble *v);
+GLAPI PFNGLGETNMAPDVPROC glad_glGetnMapdv;
+#define glGetnMapdv glad_glGetnMapdv
+typedef void (APIENTRYP PFNGLGETNMAPFVPROC)(GLenum target, GLenum query, GLsizei bufSize, GLfloat *v);
+GLAPI PFNGLGETNMAPFVPROC glad_glGetnMapfv;
+#define glGetnMapfv glad_glGetnMapfv
+typedef void (APIENTRYP PFNGLGETNMAPIVPROC)(GLenum target, GLenum query, GLsizei bufSize, GLint *v);
+GLAPI PFNGLGETNMAPIVPROC glad_glGetnMapiv;
+#define glGetnMapiv glad_glGetnMapiv
+typedef void (APIENTRYP PFNGLGETNPIXELMAPFVPROC)(GLenum map, GLsizei bufSize, GLfloat *values);
+GLAPI PFNGLGETNPIXELMAPFVPROC glad_glGetnPixelMapfv;
+#define glGetnPixelMapfv glad_glGetnPixelMapfv
+typedef void (APIENTRYP PFNGLGETNPIXELMAPUIVPROC)(GLenum map, GLsizei bufSize, GLuint *values);
+GLAPI PFNGLGETNPIXELMAPUIVPROC glad_glGetnPixelMapuiv;
+#define glGetnPixelMapuiv glad_glGetnPixelMapuiv
+typedef void (APIENTRYP PFNGLGETNPIXELMAPUSVPROC)(GLenum map, GLsizei bufSize, GLushort *values);
+GLAPI PFNGLGETNPIXELMAPUSVPROC glad_glGetnPixelMapusv;
+#define glGetnPixelMapusv glad_glGetnPixelMapusv
+typedef void (APIENTRYP PFNGLGETNPOLYGONSTIPPLEPROC)(GLsizei bufSize, GLubyte *pattern);
+GLAPI PFNGLGETNPOLYGONSTIPPLEPROC glad_glGetnPolygonStipple;
+#define glGetnPolygonStipple glad_glGetnPolygonStipple
+typedef void (APIENTRYP PFNGLGETNCOLORTABLEPROC)(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table);
+GLAPI PFNGLGETNCOLORTABLEPROC glad_glGetnColorTable;
+#define glGetnColorTable glad_glGetnColorTable
+typedef void (APIENTRYP PFNGLGETNCONVOLUTIONFILTERPROC)(GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image);
+GLAPI PFNGLGETNCONVOLUTIONFILTERPROC glad_glGetnConvolutionFilter;
+#define glGetnConvolutionFilter glad_glGetnConvolutionFilter
+typedef void (APIENTRYP PFNGLGETNSEPARABLEFILTERPROC)(GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span);
+GLAPI PFNGLGETNSEPARABLEFILTERPROC glad_glGetnSeparableFilter;
+#define glGetnSeparableFilter glad_glGetnSeparableFilter
+typedef void (APIENTRYP PFNGLGETNHISTOGRAMPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values);
+GLAPI PFNGLGETNHISTOGRAMPROC glad_glGetnHistogram;
+#define glGetnHistogram glad_glGetnHistogram
+typedef void (APIENTRYP PFNGLGETNMINMAXPROC)(GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values);
+GLAPI PFNGLGETNMINMAXPROC glad_glGetnMinmax;
+#define glGetnMinmax glad_glGetnMinmax
+typedef void (APIENTRYP PFNGLTEXTUREBARRIERPROC)(void);
+GLAPI PFNGLTEXTUREBARRIERPROC glad_glTextureBarrier;
+#define glTextureBarrier glad_glTextureBarrier
+#endif
+#ifndef GL_VERSION_4_6
+#define GL_VERSION_4_6 1
+GLAPI int GLAD_GL_VERSION_4_6;
+typedef void (APIENTRYP PFNGLSPECIALIZESHADERPROC)(GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue);
+GLAPI PFNGLSPECIALIZESHADERPROC glad_glSpecializeShader;
+#define glSpecializeShader glad_glSpecializeShader
+typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC)(GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);
+GLAPI PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC glad_glMultiDrawArraysIndirectCount;
+#define glMultiDrawArraysIndirectCount glad_glMultiDrawArraysIndirectCount
+typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC)(GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);
+GLAPI PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC glad_glMultiDrawElementsIndirectCount;
+#define glMultiDrawElementsIndirectCount glad_glMultiDrawElementsIndirectCount
+typedef void (APIENTRYP PFNGLPOLYGONOFFSETCLAMPPROC)(GLfloat factor, GLfloat units, GLfloat clamp);
+GLAPI PFNGLPOLYGONOFFSETCLAMPPROC glad_glPolygonOffsetClamp;
+#define glPolygonOffsetClamp glad_glPolygonOffsetClamp
+#endif
+#ifndef GL_ES_VERSION_2_0
+#define GL_ES_VERSION_2_0 1
+GLAPI int GLAD_GL_ES_VERSION_2_0;
+#endif
+#ifndef GL_ES_VERSION_3_0
+#define GL_ES_VERSION_3_0 1
+GLAPI int GLAD_GL_ES_VERSION_3_0;
+#endif
+#ifndef GL_ES_VERSION_3_1
+#define GL_ES_VERSION_3_1 1
+GLAPI int GLAD_GL_ES_VERSION_3_1;
+#endif
+#ifndef GL_ES_VERSION_3_2
+#define GL_ES_VERSION_3_2 1
+GLAPI int GLAD_GL_ES_VERSION_3_2;
+typedef void (APIENTRYP PFNGLBLENDBARRIERPROC)(void);
+GLAPI PFNGLBLENDBARRIERPROC glad_glBlendBarrier;
+#define glBlendBarrier glad_glBlendBarrier
+typedef void (APIENTRYP PFNGLPRIMITIVEBOUNDINGBOXPROC)(GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW);
+GLAPI PFNGLPRIMITIVEBOUNDINGBOXPROC glad_glPrimitiveBoundingBox;
+#define glPrimitiveBoundingBox glad_glPrimitiveBoundingBox
+#endif
+#define GL_LOWER_LEFT_EXT 0x8CA1
+#define GL_UPPER_LEFT_EXT 0x8CA2
+#define GL_NEGATIVE_ONE_TO_ONE_EXT 0x935E
+#define GL_ZERO_TO_ONE_EXT 0x935F
+#define GL_CLIP_ORIGIN_EXT 0x935C
+#define GL_CLIP_DEPTH_MODE_EXT 0x935D
+#ifndef GL_ARB_clip_control
+#define GL_ARB_clip_control 1
+GLAPI int GLAD_GL_ARB_clip_control;
+#endif
+#ifndef GL_EXT_clip_control
+#define GL_EXT_clip_control 1
+GLAPI int GLAD_GL_EXT_clip_control;
+typedef void (APIENTRYP PFNGLCLIPCONTROLEXTPROC)(GLenum origin, GLenum depth);
+GLAPI PFNGLCLIPCONTROLEXTPROC glad_glClipControlEXT;
+#define glClipControlEXT glad_glClipControlEXT
+#endif
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
diff --git a/include/vulkan/vk_util.h b/include/vulkan/vk_util.h
new file mode 100644
index 0000000..8ae384b
--- /dev/null
+++ b/include/vulkan/vk_util.h
@@ -0,0 +1,225 @@
+/*
+ * Copyright © 2017 Intel Corporation
+ *
+ * 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 (including the next
+ * paragraph) 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.
+ */
+#ifndef VK_UTIL_H
+#define VK_UTIL_H
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* common inlines and macros for vulkan drivers */
+
+#include <vulkan/vulkan.h>
+
+#define vk_foreach_struct(__iter, __start) \
+ for (struct VkBaseOutStructure *__iter = (struct VkBaseOutStructure *)(__start); \
+ __iter; __iter = __iter->pNext)
+
+#define vk_foreach_struct_const(__iter, __start) \
+ for (const struct VkBaseInStructure *__iter = (const struct VkBaseInStructure *)(__start); \
+ __iter; __iter = __iter->pNext)
+
+/**
+ * A wrapper for a Vulkan output array. A Vulkan output array is one that
+ * follows the convention of the parameters to
+ * vkGetPhysicalDeviceQueueFamilyProperties().
+ *
+ * Example Usage:
+ *
+ * VkResult
+ * vkGetPhysicalDeviceQueueFamilyProperties(
+ * VkPhysicalDevice physicalDevice,
+ * uint32_t* pQueueFamilyPropertyCount,
+ * VkQueueFamilyProperties* pQueueFamilyProperties)
+ * {
+ * VK_OUTARRAY_MAKE(props, pQueueFamilyProperties,
+ * pQueueFamilyPropertyCount);
+ *
+ * vk_outarray_append(&props, p) {
+ * p->queueFlags = ...;
+ * p->queueCount = ...;
+ * }
+ *
+ * vk_outarray_append(&props, p) {
+ * p->queueFlags = ...;
+ * p->queueCount = ...;
+ * }
+ *
+ * return vk_outarray_status(&props);
+ * }
+ */
+struct __vk_outarray {
+ /** May be null. */
+ void *data;
+
+ /**
+ * Capacity, in number of elements. Capacity is unlimited (UINT32_MAX) if
+ * data is null.
+ */
+ uint32_t cap;
+
+ /**
+ * Count of elements successfully written to the array. Every write is
+ * considered successful if data is null.
+ */
+ uint32_t *filled_len;
+
+ /**
+ * Count of elements that would have been written to the array if its
+ * capacity were sufficient. Vulkan functions often return VK_INCOMPLETE
+ * when `*filled_len < wanted_len`.
+ */
+ uint32_t wanted_len;
+};
+
+static inline void
+__vk_outarray_init(struct __vk_outarray *a,
+ void *data, uint32_t *restrict len)
+{
+ a->data = data;
+ a->cap = *len;
+ a->filled_len = len;
+ *a->filled_len = 0;
+ a->wanted_len = 0;
+
+ if (a->data == NULL)
+ a->cap = UINT32_MAX;
+}
+
+static inline VkResult
+__vk_outarray_status(const struct __vk_outarray *a)
+{
+ if (*a->filled_len < a->wanted_len)
+ return VK_INCOMPLETE;
+ else
+ return VK_SUCCESS;
+}
+
+static inline void *
+__vk_outarray_next(struct __vk_outarray *a, size_t elem_size)
+{
+ void *p = NULL;
+
+ a->wanted_len += 1;
+
+ if (*a->filled_len >= a->cap)
+ return NULL;
+
+ if (a->data != NULL)
+ p = (uint8_t *)a->data + (*a->filled_len) * elem_size;
+
+ *a->filled_len += 1;
+
+ return p;
+}
+
+#define vk_outarray(elem_t) \
+ struct { \
+ struct __vk_outarray base; \
+ elem_t meta[]; \
+ }
+
+#define vk_outarray_typeof_elem(a) __typeof__((a)->meta[0])
+#define vk_outarray_sizeof_elem(a) sizeof((a)->meta[0])
+
+#define vk_outarray_init(a, data, len) \
+ __vk_outarray_init(&(a)->base, (data), (len))
+
+#define VK_OUTARRAY_MAKE(name, data, len) \
+ vk_outarray(__typeof__((data)[0])) name; \
+ vk_outarray_init(&name, (data), (len))
+
+#define vk_outarray_status(a) \
+ __vk_outarray_status(&(a)->base)
+
+#define vk_outarray_next(a) \
+ ((vk_outarray_typeof_elem(a) *) \
+ __vk_outarray_next(&(a)->base, vk_outarray_sizeof_elem(a)))
+
+/**
+ * Append to a Vulkan output array.
+ *
+ * This is a block-based macro. For example:
+ *
+ * vk_outarray_append(&a, elem) {
+ * elem->foo = ...;
+ * elem->bar = ...;
+ * }
+ *
+ * The array `a` has type `vk_outarray(elem_t) *`. It is usually declared with
+ * VK_OUTARRAY_MAKE(). The variable `elem` is block-scoped and has type
+ * `elem_t *`.
+ *
+ * The macro unconditionally increments the array's `wanted_len`. If the array
+ * is not full, then the macro also increment its `filled_len` and then
+ * executes the block. When the block is executed, `elem` is non-null and
+ * points to the newly appended element.
+ */
+#define vk_outarray_append(a, elem) \
+ for (vk_outarray_typeof_elem(a) *elem = vk_outarray_next(a); \
+ elem != NULL; elem = NULL)
+
+static inline void *
+__vk_find_struct(void *start, VkStructureType sType)
+{
+ vk_foreach_struct(s, start) {
+ if (s->sType == sType)
+ return s;
+ }
+
+ return NULL;
+}
+
+#define vk_find_struct(__start, __sType) \
+ __vk_find_struct((__start), VK_STRUCTURE_TYPE_##__sType)
+
+#define vk_find_struct_const(__start, __sType) \
+ (const void *)__vk_find_struct((void *)(__start), VK_STRUCTURE_TYPE_##__sType)
+
+static inline void
+__vk_append_struct(void *start, void *element)
+{
+ vk_foreach_struct(s, start) {
+ if (s->pNext)
+ continue;
+
+ s->pNext = (struct VkBaseOutStructure *) element;
+ break;
+ }
+}
+
+uint32_t vk_get_driver_version(void);
+
+uint32_t vk_get_version_override(void);
+
+#define VK_EXT_OFFSET (1000000000UL)
+#define VK_ENUM_EXTENSION(__enum) \
+ ((__enum) >= VK_EXT_OFFSET ? ((((__enum) - VK_EXT_OFFSET) / 1000UL) + 1) : 0)
+#define VK_ENUM_OFFSET(__enum) \
+ ((__enum) >= VK_EXT_OFFSET ? ((__enum) % 1000) : (__enum))
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* VK_UTIL_H */
diff --git a/meson.build b/meson.build
new file mode 100644
index 0000000..c880a5c
--- /dev/null
+++ b/meson.build
@@ -0,0 +1,211 @@
+project('MangoHud',
+ ['c', 'cpp'],
+ version : 'v0.4.0',
+ license : 'MIT',
+ default_options : ['buildtype=release', 'c_std=c99', 'cpp_std=c++14']
+)
+
+cc = meson.get_compiler('c')
+cpp = meson.get_compiler('cpp')
+prog_python = import('python').find_installation('python3')
+null_dep = dependency('', required : false)
+
+mangohud_version = vcs_tag(
+ command: ['git', 'describe', '--tags', '--dirty=+'],
+ input: 'version.h.in',
+ output: 'version.h')
+
+pre_args = [
+ '-D__STDC_CONSTANT_MACROS',
+ '-D__STDC_FORMAT_MACROS',
+ '-D__STDC_LIMIT_MACROS',
+ '-DPACKAGE_VERSION="@0@"'.format(meson.project_version()),
+]
+
+# Define DEBUG for debug builds only (debugoptimized is not included on this one)
+if get_option('buildtype') == 'debug'
+ pre_args += '-DDEBUG'
+else
+ pre_args += '-DNDEBUG'
+endif
+
+# TODO: this is very incomplete
+if ['linux', 'cygwin', 'gnu'].contains(host_machine.system())
+ pre_args += '-D_GNU_SOURCE'
+ pre_args += '-DHAVE_PTHREAD'
+endif
+
+if get_option('glibcxx_asserts')
+ pre_args += '-D_GLIBCXX_ASSERTIONS'
+endif
+
+# Check for GCC style atomics
+if cc.compiles('''#include <stdint.h>
+ int main() {
+ struct {
+ uint64_t *v;
+ } x;
+ return (int)__atomic_load_n(x.v, __ATOMIC_ACQUIRE) &
+ (int)__atomic_add_fetch(x.v, (uint64_t)1, __ATOMIC_ACQ_REL);
+
+ }''',
+ name : 'GCC atomic builtins')
+ pre_args += '-DUSE_GCC_ATOMIC_BUILTINS'
+endif
+
+# Not in C99, needs POSIX
+if cc.compiles('''
+ #define _GNU_SOURCE
+ #include <time.h>
+ int main() {
+ struct timespec ts;
+ return timespec_get(&ts, TIME_UTC);
+
+ }''',
+ name : 'Supports timespec_get')
+ pre_args += '-DHAVE_TIMESPEC_GET'
+endif
+
+# Check for GCC style builtins
+foreach b : ['bswap32', 'bswap64', 'clz', 'clzll', 'ctz', 'expect', 'ffs',
+ 'ffsll', 'popcount', 'popcountll', 'unreachable']
+ if cc.has_function(b)
+ pre_args += '-DHAVE___BUILTIN_@0@'.format(b.to_upper())
+ endif
+endforeach
+
+vulkan_wsi_args = []
+vulkan_wsi_deps = []
+
+dep_x11 = dependency('x11', required: get_option('with_x11'))
+dep_wayland_client = dependency('wayland-client',
+ required: get_option('with_wayland'), version : '>=1.11')
+
+if dep_x11.found()
+ vulkan_wsi_args += ['-DVK_USE_PLATFORM_XLIB_KHR']
+ vulkan_wsi_deps += dep_x11.partial_dependency(compile_args : true, includes : true)
+endif
+if dep_wayland_client.found()
+ vulkan_wsi_args += ['-DVK_USE_PLATFORM_WAYLAND_KHR']
+ vulkan_wsi_deps += dep_wayland_client
+endif
+
+if not dep_x11.found() and not dep_wayland_client.found()
+ error('At least one of "with_x11" and "with_wayland" should be enabled')
+endif
+
+inc_common = [
+ include_directories('include'),
+]
+
+dep_vulkan = dependency('vulkan', required: get_option('use_system_vulkan'))
+dep_pthread = dependency('threads')
+dbus_dep = dependency('dbus-1', required: get_option('with_dbus')).partial_dependency(compile_args : true, includes : true)
+
+# Check for generic C arguments
+c_args = []
+foreach a : ['-Werror=implicit-function-declaration',
+ '-Werror=missing-prototypes', '-Werror=return-type',
+ '-Werror=incompatible-pointer-types',
+ '-fno-math-errno',
+ '-fno-trapping-math', '-Qunused-arguments']
+ if cc.has_argument(a)
+ c_args += a
+ endif
+endforeach
+
+foreach a : ['missing-field-initializers', 'format-truncation']
+ if cc.has_argument('-W' + a)
+ c_args += '-Wno-' + a
+ endif
+endforeach
+
+# Check for generic C++ arguments
+cpp_args = []
+foreach a : ['-Werror=return-type',
+ '-fno-math-errno', '-fno-trapping-math',
+ '-Qunused-arguments']
+ if cpp.has_argument(a)
+ cpp_args += a
+ endif
+endforeach
+
+# For some reason, the test for -Wno-foo always succeeds with gcc, even if the
+# option is not supported. Hence, check for -Wfoo instead.
+
+foreach a : ['non-virtual-dtor', 'missing-field-initializers', 'format-truncation']
+ if cpp.has_argument('-W' + a)
+ cpp_args += '-Wno-' + a
+ endif
+endforeach
+
+no_override_init_args = []
+foreach a : ['override-init', 'initializer-overrides']
+ if cc.has_argument('-W' + a)
+ no_override_init_args += '-Wno-' + a
+ endif
+endforeach
+
+foreach a : pre_args
+ add_project_arguments(a, language : ['c', 'cpp'])
+endforeach
+foreach a : c_args
+ add_project_arguments(a, language : ['c'])
+endforeach
+foreach a : cpp_args
+ add_project_arguments(a, language : ['cpp'])
+endforeach
+
+# check for dl support
+if cc.has_function('dlopen')
+ dep_dl = null_dep
+else
+ dep_dl = cc.find_library('dl')
+endif
+
+# check for linking with rt by default
+if cc.has_function('clock_gettime')
+ dep_rt = null_dep
+else
+ dep_rt = cc.find_library('rt')
+endif
+
+if dep_vulkan.found()
+ datadir = get_option('datadir')
+ if not datadir.startswith('/')
+ datadir = get_option('prefix') / datadir
+ endif
+ vk_api_xml = files(datadir / 'vulkan/registry/vk.xml')
+else
+ vkh_sp = subproject('vulkan-headers')
+ vk_api_xml = vkh_sp.get_variable('vulkan_api_xml')
+ dep_vulkan = vkh_sp.get_variable('vulkan_headers_dep')
+endif
+
+vk_enum_to_str = custom_target(
+ 'vk_enum_to_str',
+ input : ['bin/gen_enum_to_str.py', vk_api_xml],
+ output : ['vk_enum_to_str.c', 'vk_enum_to_str.h'],
+ command : [
+ prog_python, '@INPUT0@', '--xml', '@INPUT1@',
+ '--outdir', meson.current_build_dir()
+ ],
+)
+
+util_files = files(
+ 'src/mesa/util/os_socket.c',
+ 'src/mesa/util/os_time.c',
+)
+
+sizeof_ptr = cc.sizeof('void*')
+if sizeof_ptr == 8
+ pre_args += '-DMANGOHUD_ARCH="64bit"'
+elif sizeof_ptr == 4
+ pre_args += '-DMANGOHUD_ARCH="32bit"'
+endif
+
+dearimgui_sp = subproject('dearimgui')
+dearimgui_dep = dearimgui_sp.get_variable('dearimgui_dep')
+
+subdir('src')
+subdir('data')
diff --git a/meson_options.txt b/meson_options.txt
new file mode 100644
index 0000000..87338e5
--- /dev/null
+++ b/meson_options.txt
@@ -0,0 +1,11 @@
+option('glibcxx_asserts', type : 'boolean', value : false)
+option('use_system_vulkan', type : 'feature', value : 'disabled', description: 'Use system vulkan headers instead of the provided ones')
+option('append_libdir_mangohud', type : 'boolean', value : true, description: 'Append "mangohud" to libdir path or not.')
+option('ld_libdir_prefix', type : 'boolean', value : false, description: 'Set ld libdir to "$prefix/lib/mangohud/\$LIB"')
+option('include_doc', type : 'boolean', value : true, description: 'Include the example config')
+option('with_nvml', type : 'combo', value : 'enabled', choices: ['enabled', 'system', 'disabled'], description: 'Enable NVML support')
+option('with_xnvctrl', type : 'feature', value : 'enabled', description: 'Enable XNVCtrl support')
+option('with_x11', type : 'feature', value : 'enabled')
+option('with_wayland', type : 'feature', value : 'disabled')
+option('with_dbus', type : 'feature', value : 'enabled')
+option('with_dlsym', type : 'feature', value : 'disabled')
diff --git a/src/blacklist.cpp b/src/blacklist.cpp
new file mode 100644
index 0000000..661eb4f
--- /dev/null
+++ b/src/blacklist.cpp
@@ -0,0 +1,61 @@
+#include <vector>
+#include <string>
+#include <algorithm>
+
+#include "blacklist.h"
+#include "string_utils.h"
+#include "file_utils.h"
+
+static std::string get_proc_name() {
+#ifdef _GNU_SOURCE_OFF
+ std::string p(program_invocation_name);
+ std::string proc_name = p.substr(p.find_last_of("/\\") + 1);
+#else
+ std::string p = get_exe_path();
+ std::string proc_name;
+ if (ends_with(p, "wine-preloader") || ends_with(p, "wine64-preloader")) {
+ get_wine_exe_name(proc_name, true);
+ } else {
+ proc_name = p.substr(p.find_last_of("/\\") + 1);
+ }
+#endif
+ return proc_name;
+}
+
+static bool check_blacklisted() {
+ static const std::vector<std::string> blacklist {
+ "Battle.net.exe",
+ "BethesdaNetLauncher.exe",
+ "EpicGamesLauncher.exe",
+ "IGOProxy.exe",
+ "IGOProxy64.exe",
+ "Origin.exe",
+ "OriginThinSetupInternal.exe",
+ "steam",
+ "steamwebhelper",
+ "gldriverquery",
+ "vulkandriverquery",
+ "Steam.exe",
+ "ffxivlauncher.exe",
+ "ffxivlauncher64.exe",
+ "LeagueClient.exe",
+ "LeagueClientUxRender.exe",
+ "SocialClubHelper.exe",
+ };
+
+ std::string proc_name = get_proc_name();
+ bool blacklisted = std::find(blacklist.begin(), blacklist.end(), proc_name) != blacklist.end();
+
+ if(blacklisted) {
+ fprintf(stderr, "INFO: process %s is blacklisted in MangoHud\n", proc_name.c_str());
+ }
+
+ return blacklisted;
+}
+
+bool is_blacklisted(bool force_recheck) {
+ static bool blacklisted = check_blacklisted();
+ if (force_recheck)
+ blacklisted = check_blacklisted();
+ return blacklisted;
+}
diff --git a/src/blacklist.h b/src/blacklist.h
new file mode 100644
index 0000000..b4105df
--- /dev/null
+++ b/src/blacklist.h
@@ -0,0 +1,7 @@
+#pragma once
+#ifndef MANGOHUD_BLACKLIST_H
+#define MANGOHUD_BLACKLIST_H
+
+bool is_blacklisted(bool force_recheck = false);
+
+#endif //MANGOHUD_BLACKLIST_H
diff --git a/src/config.cpp b/src/config.cpp
new file mode 100644
index 0000000..a78738d
--- /dev/null
+++ b/src/config.cpp
@@ -0,0 +1,96 @@
+#include <fstream>
+#include <sstream>
+#include <iostream>
+#include <string.h>
+#include <thread>
+#include "config.h"
+#include "file_utils.h"
+#include "string_utils.h"
+
+std::string program_name;
+
+void parseConfigLine(std::string line, std::unordered_map<std::string,std::string>& options) {
+ std::string param, value;
+
+ if (line.find("#") != std::string::npos)
+ line = line.erase(line.find("#"), std::string::npos);
+
+ size_t equal = line.find("=");
+ if (equal == std::string::npos)
+ value = "1";
+ else
+ value = line.substr(equal+1);
+
+ param = line.substr(0, equal);
+ trim(param);
+ trim(value);
+ if (!param.empty())
+ options[param] = value;
+}
+
+void enumerate_config_files(std::vector<std::string>& paths)
+{
+ static const char *mangohud_dir = "/MangoHud/";
+
+ std::string env_data = get_data_dir();
+ std::string env_config = get_config_dir();
+
+ if (!env_config.empty())
+ paths.push_back(env_config + mangohud_dir + "MangoHud.conf");
+
+ std::string exe_path = get_exe_path();
+ auto n = exe_path.find_last_of('/');
+ if (!exe_path.empty() && n != std::string::npos && n < exe_path.size() - 1) {
+ // as executable's name
+ std::string basename = exe_path.substr(n + 1);
+ program_name = basename;
+ if (!env_config.empty())
+ paths.push_back(env_config + mangohud_dir + basename + ".conf");
+
+ // in executable's folder though not much sense in /usr/bin/
+ paths.push_back(exe_path.substr(0, n) + "/MangoHud.conf");
+
+ // find executable's path when run in Wine
+ if (!env_config.empty() && (basename == "wine-preloader" || basename == "wine64-preloader")) {
+
+ std::string name;
+ if (get_wine_exe_name(name)) {
+ paths.push_back(env_config + mangohud_dir + "wine-" + name + ".conf");
+ }
+ program_name = name;
+ }
+ }
+ if (program_name.empty())
+ program_name = "Unknown";
+}
+
+void parseConfigFile(overlay_params& params) {
+ params.options.clear();
+ std::vector<std::string> paths;
+ const char *cfg_file = getenv("MANGOHUD_CONFIGFILE");
+
+ if (cfg_file)
+ paths.push_back(cfg_file);
+ else
+ enumerate_config_files(paths);
+
+ std::string line;
+ for (auto p = paths.rbegin(); p != paths.rend(); p++) {
+ std::ifstream stream(*p);
+ if (!stream.good()) {
+ // printing just so user has an idea of possible configs
+ std::cerr << "skipping config: " << *p << " [ not found ]" << std::endl;
+ continue;
+ }
+
+ stream.imbue(std::locale::classic());
+ std::cerr << "parsing config: " << *p;
+ while (std::getline(stream, line))
+ {
+ parseConfigLine(line, params.options);
+ }
+ std::cerr << " [ ok ]" << std::endl;
+ params.config_file_path = *p;
+ return;
+ }
+}
diff --git a/src/config.h b/src/config.h
new file mode 100644
index 0000000..4f37e53
--- /dev/null
+++ b/src/config.h
@@ -0,0 +1,8 @@
+#pragma once
+#ifndef MANGOHUD_CONFIG_H
+#define MANGOHUD_CONFIG_H
+
+#include "overlay_params.h"
+void parseConfigFile(overlay_params& p);
+extern std::string program_name;
+#endif //MANGOHUD_CONFIG_H
diff --git a/src/cpu.cpp b/src/cpu.cpp
new file mode 100644
index 0000000..0acdc68
--- /dev/null
+++ b/src/cpu.cpp
@@ -0,0 +1,320 @@
+#include "cpu.h"
+#include <string>
+#include <iostream>
+#include <fstream>
+#include <sstream>
+#include <dirent.h>
+#include <string.h>
+#include <algorithm>
+#include <regex>
+#include "string_utils.h"
+
+#ifndef PROCDIR
+#define PROCDIR "/proc"
+#endif
+
+#ifndef PROCSTATFILE
+#define PROCSTATFILE PROCDIR "/stat"
+#endif
+
+#ifndef PROCMEMINFOFILE
+#define PROCMEMINFOFILE PROCDIR "/meminfo"
+#endif
+
+#ifndef PROCCPUINFOFILE
+#define PROCCPUINFOFILE PROCDIR "/cpuinfo"
+#endif
+
+#include "file_utils.h"
+
+void calculateCPUData(CPUData& cpuData,
+ unsigned long long int usertime,
+ unsigned long long int nicetime,
+ unsigned long long int systemtime,
+ unsigned long long int idletime,
+ unsigned long long int ioWait,
+ unsigned long long int irq,
+ unsigned long long int softIrq,
+ unsigned long long int steal,
+ unsigned long long int guest,
+ unsigned long long int guestnice)
+{
+ // Guest time is already accounted in usertime
+ usertime = usertime - guest;
+ nicetime = nicetime - guestnice;
+ // Fields existing on kernels >= 2.6
+ // (and RHEL's patched kernel 2.4...)
+ unsigned long long int idlealltime = idletime + ioWait;
+ unsigned long long int systemalltime = systemtime + irq + softIrq;
+ unsigned long long int virtalltime = guest + guestnice;
+ unsigned long long int totaltime = usertime + nicetime + systemalltime + idlealltime + steal + virtalltime;
+
+ // Since we do a subtraction (usertime - guest) and cputime64_to_clock_t()
+ // used in /proc/stat rounds down numbers, it can lead to a case where the
+ // integer overflow.
+ #define WRAP_SUBTRACT(a,b) (a > b) ? a - b : 0
+ cpuData.userPeriod = WRAP_SUBTRACT(usertime, cpuData.userTime);
+ cpuData.nicePeriod = WRAP_SUBTRACT(nicetime, cpuData.niceTime);
+ cpuData.systemPeriod = WRAP_SUBTRACT(systemtime, cpuData.systemTime);
+ cpuData.systemAllPeriod = WRAP_SUBTRACT(systemalltime, cpuData.systemAllTime);
+ cpuData.idleAllPeriod = WRAP_SUBTRACT(idlealltime, cpuData.idleAllTime);
+ cpuData.idlePeriod = WRAP_SUBTRACT(idletime, cpuData.idleTime);
+ cpuData.ioWaitPeriod = WRAP_SUBTRACT(ioWait, cpuData.ioWaitTime);
+ cpuData.irqPeriod = WRAP_SUBTRACT(irq, cpuData.irqTime);
+ cpuData.softIrqPeriod = WRAP_SUBTRACT(softIrq, cpuData.softIrqTime);
+ cpuData.stealPeriod = WRAP_SUBTRACT(steal, cpuData.stealTime);
+ cpuData.guestPeriod = WRAP_SUBTRACT(virtalltime, cpuData.guestTime);
+ cpuData.totalPeriod = WRAP_SUBTRACT(totaltime, cpuData.totalTime);
+ #undef WRAP_SUBTRACT
+ cpuData.userTime = usertime;
+ cpuData.niceTime = nicetime;
+ cpuData.systemTime = systemtime;
+ cpuData.systemAllTime = systemalltime;
+ cpuData.idleAllTime = idlealltime;
+ cpuData.idleTime = idletime;
+ cpuData.ioWaitTime = ioWait;
+ cpuData.irqTime = irq;
+ cpuData.softIrqTime = softIrq;
+ cpuData.stealTime = steal;
+ cpuData.guestTime = virtalltime;
+ cpuData.totalTime = totaltime;
+
+ if (cpuData.totalPeriod == 0)
+ return;
+ float total = (float)cpuData.totalPeriod;
+ float v[4];
+ v[0] = cpuData.nicePeriod * 100.0f / total;
+ v[1] = cpuData.userPeriod * 100.0f / total;
+
+ /* if not detailed */
+ v[2] = cpuData.systemAllPeriod * 100.0f / total;
+ v[3] = (cpuData.stealPeriod + cpuData.guestPeriod) * 100.0f / total;
+ //cpuData.percent = std::clamp(v[0]+v[1]+v[2]+v[3], 0.0f, 100.0f);
+ cpuData.percent = std::min(std::max(v[0]+v[1]+v[2]+v[3], 0.0f), 100.0f);
+}
+
+CPUStats::CPUStats()
+{
+}
+
+CPUStats::~CPUStats()
+{
+ if (m_cpuTempFile)
+ fclose(m_cpuTempFile);
+}
+
+bool CPUStats::Init()
+{
+ if (m_inited)
+ return true;
+
+ std::string line;
+ std::ifstream file (PROCSTATFILE);
+ bool first = true;
+ m_cpuData.clear();
+
+ if (!file.is_open()) {
+ std::cerr << "Failed to opening " << PROCSTATFILE << std::endl;
+ return false;
+ }
+
+ do {
+ if (!std::getline(file, line)) {
+ std::cerr << "Failed to read all of " << PROCSTATFILE << std::endl;
+ return false;
+ } else if (starts_with(line, "cpu")) {
+ if (first) {
+ first =false;
+ continue;
+ }
+
+ CPUData cpu = {};
+ cpu.totalTime = 1;
+ cpu.totalPeriod = 1;
+ m_cpuData.push_back(cpu);
+
+ } else if (starts_with(line, "btime ")) {
+
+ // C++ way, kind of noisy
+ //std::istringstream token( line );
+ //std::string s;
+ //token >> s;
+ //token >> m_boottime;
+
+ // assume that if btime got read, that everything else is OK too
+ sscanf(line.c_str(), "btime %lld\n", &m_boottime);
+ break;
+ }
+ } while(true);
+
+ m_inited = true;
+ return UpdateCPUData();
+}
+
+//TODO take sampling interval into account?
+bool CPUStats::UpdateCPUData()
+{
+ unsigned long long int usertime, nicetime, systemtime, idletime;
+ unsigned long long int ioWait, irq, softIrq, steal, guest, guestnice;
+ int cpuid = -1;
+
+ if (!m_inited)
+ return false;
+
+ std::string line;
+ std::ifstream file (PROCSTATFILE);
+ bool ret = false;
+
+ if (!file.is_open()) {
+ std::cerr << "Failed to opening " << PROCSTATFILE << std::endl;
+ return false;
+ }
+
+ do {
+ if (!std::getline(file, line)) {
+ break;
+ } else if (!ret && sscanf(line.c_str(), "cpu %16llu %16llu %16llu %16llu %16llu %16llu %16llu %16llu %16llu %16llu",
+ &usertime, &nicetime, &systemtime, &idletime, &ioWait, &irq, &softIrq, &steal, &guest, &guestnice) == 10) {
+ ret = true;
+ calculateCPUData(m_cpuDataTotal, usertime, nicetime, systemtime, idletime, ioWait, irq, softIrq, steal, guest, guestnice);
+ } else if (sscanf(line.c_str(), "cpu%4d %16llu %16llu %16llu %16llu %16llu %16llu %16llu %16llu %16llu %16llu",
+ &cpuid, &usertime, &nicetime, &systemtime, &idletime, &ioWait, &irq, &softIrq, &steal, &guest, &guestnice) == 11) {
+
+ //std::cerr << "Parsing 'cpu" << cpuid << "' line:" << line << std::endl;
+
+ if (!ret) {
+ //std::cerr << "Failed to parse 'cpu' line" << std::endl;
+ std::cerr << "Failed to parse 'cpu' line:" << line << std::endl;
+ return false;
+ }
+
+ if (cpuid < 0 /* can it? */ || (size_t)cpuid > m_cpuData.size()) {
+ std::cerr << "Cpu id '" << cpuid << "' is out of bounds" << std::endl;
+ return false;
+ }
+
+ CPUData& cpuData = m_cpuData[cpuid];
+ calculateCPUData(cpuData, usertime, nicetime, systemtime, idletime, ioWait, irq, softIrq, steal, guest, guestnice);
+ cpuid = -1;
+
+ } else {
+ break;
+ }
+ } while(true);
+
+ m_cpuPeriod = (double)m_cpuData[0].totalPeriod / m_cpuData.size();
+ m_updatedCPUs = true;
+ return ret;
+}
+
+bool CPUStats::UpdateCoreMhz() {
+ m_coreMhz.clear();
+ std::ifstream cpuInfo(PROCCPUINFOFILE);
+ std::string row;
+ size_t i = 0;
+ while (std::getline(cpuInfo, row) && i < m_cpuData.size()) {
+ if (row.find("MHz") != std::string::npos){
+ row = std::regex_replace(row, std::regex(R"([^0-9.])"), "");
+ if (!try_stoi(m_cpuData[i].mhz, row))
+ m_cpuData[i].mhz = 0;
+ i++;
+ }
+ }
+ return true;
+}
+
+bool CPUStats::UpdateCpuTemp() {
+ if (!m_cpuTempFile)
+ return false;
+
+ int temp = 0;
+ rewind(m_cpuTempFile);
+ fflush(m_cpuTempFile);
+ bool ret = (fscanf(m_cpuTempFile, "%d", &temp) == 1);
+ m_cpuDataTotal.temp = temp / 1000;
+
+ return ret;
+}
+
+static bool find_temp_input(const std::string path, std::string& input, const std::string& name)
+{
+ auto files = ls(path.c_str(), "temp", LS_FILES);
+ for (auto& file : files) {
+ if (!ends_with(file, "_label"))
+ continue;
+
+ auto label = read_line(path + "/" + file);
+ if (label != name)
+ continue;
+
+ auto uscore = file.find_first_of("_");
+ if (uscore != std::string::npos) {
+ file.erase(uscore, std::string::npos);
+ input = path + "/" + file + "_input";
+ return true;
+ }
+ }
+ return false;
+}
+
+static bool find_fallback_temp_input(const std::string path, std::string& input)
+{
+ auto files = ls(path.c_str(), "temp", LS_FILES);
+ if (!files.size())
+ return false;
+
+ std::sort(files.begin(), files.end());
+ for (auto& file : files) {
+ if (!ends_with(file, "_input"))
+ continue;
+ input = path + "/" + file;
+#ifndef NDEBUG
+ std::cerr << "fallback cpu temp input: " << input << "\n";
+#endif
+ return true;
+ }
+ return false;
+}
+
+bool CPUStats::GetCpuFile() {
+ if (m_cpuTempFile)
+ return true;
+
+ std::string name, path, input;
+ std::string hwmon = "/sys/class/hwmon/";
+
+ auto dirs = ls(hwmon.c_str());
+ for (auto& dir : dirs) {
+ path = hwmon + dir;
+ name = read_line(path + "/name");
+#ifndef NDEBUG
+ std::cerr << "hwmon: sensor name: " << name << std::endl;
+#endif
+ if (name == "coretemp") {
+ find_temp_input(path, input, "Package id 0");
+ break;
+ }
+ else if ((name == "zenpower" || name == "k10temp")) {
+ find_temp_input(path, input, "Tdie");
+ break;
+ } else if (name == "atk0110") {
+ find_temp_input(path, input, "CPU Temperature");
+ break;
+ } else {
+ path.clear();
+ }
+ }
+
+ if (path.empty() || (!file_exists(input) && !find_fallback_temp_input(path, input))) {
+ std::cerr << "MANGOHUD: Could not find cpu temp sensor location" << std::endl;
+ return false;
+ } else {
+#ifndef NDEBUG
+ std::cerr << "hwmon: using input: " << input << std::endl;
+#endif
+ m_cpuTempFile = fopen(input.c_str(), "r");
+ }
+ return true;
+}
+
+CPUStats cpuStats;
diff --git a/src/cpu.h b/src/cpu.h
new file mode 100644
index 0000000..1b2c29d
--- /dev/null
+++ b/src/cpu.h
@@ -0,0 +1,76 @@
+#pragma once
+#ifndef MANGOHUD_CPU_H
+#define MANGOHUD_CPU_H
+
+#include <vector>
+#include <cstdint>
+#include <cstdio>
+
+typedef struct CPUData_ {
+ unsigned long long int totalTime;
+ unsigned long long int userTime;
+ unsigned long long int systemTime;
+ unsigned long long int systemAllTime;
+ unsigned long long int idleAllTime;
+ unsigned long long int idleTime;
+ unsigned long long int niceTime;
+ unsigned long long int ioWaitTime;
+ unsigned long long int irqTime;
+ unsigned long long int softIrqTime;
+ unsigned long long int stealTime;
+ unsigned long long int guestTime;
+
+ unsigned long long int totalPeriod;
+ unsigned long long int userPeriod;
+ unsigned long long int systemPeriod;
+ unsigned long long int systemAllPeriod;
+ unsigned long long int idleAllPeriod;
+ unsigned long long int idlePeriod;
+ unsigned long long int nicePeriod;
+ unsigned long long int ioWaitPeriod;
+ unsigned long long int irqPeriod;
+ unsigned long long int softIrqPeriod;
+ unsigned long long int stealPeriod;
+ unsigned long long int guestPeriod;
+ float percent;
+ int mhz;
+ int temp;
+} CPUData;
+
+class CPUStats
+{
+public:
+ CPUStats();
+ ~CPUStats();
+ bool Init();
+ bool Updated()
+ {
+ return m_updatedCPUs;
+ }
+
+ bool UpdateCPUData();
+ bool UpdateCoreMhz();
+ bool UpdateCpuTemp();
+ bool GetCpuFile();
+ double GetCPUPeriod() { return m_cpuPeriod; }
+
+ const std::vector<CPUData>& GetCPUData() const {
+ return m_cpuData;
+ }
+ const CPUData& GetCPUDataTotal() const {
+ return m_cpuDataTotal;
+ }
+private:
+ unsigned long long int m_boottime = 0;
+ std::vector<CPUData> m_cpuData;
+ CPUData m_cpuDataTotal {};
+ std::vector<int> m_coreMhz;
+ double m_cpuPeriod = 0;
+ bool m_updatedCPUs = false; // TODO use caching or just update?
+ bool m_inited = false;
+ FILE *m_cpuTempFile = nullptr;
+};
+
+extern CPUStats cpuStats;
+
+#endif //MANGOHUD_CPU_H
diff --git a/src/dbus.cpp b/src/dbus.cpp
new file mode 100644
index 0000000..a6fc76f
--- /dev/null
+++ b/src/dbus.cpp
@@ -0,0 +1,429 @@
+#include <array>
+#include <cstdio>
+#include <iostream>
+#include <sstream>
+
+#include "dbus_helpers.hpp"
+#include "dbus_info.h"
+#include "string_utils.h"
+
+using ms = std::chrono::milliseconds;
+using namespace DBus_helpers;
+#define DBUS_TIMEOUT 2000 // ms
+
+struct mutexed_metadata main_metadata;
+
+namespace dbusmgr {
+dbus_manager dbus_mgr;
+}
+
+template <class T>
+static void assign_metadata_value(metadata& meta, const std::string& key,
+ const T& value) {
+ if (key == "PlaybackStatus") {
+ meta.playing = (value == "Playing");
+ meta.got_playback_data = true;
+ } else if (key == "xesam:title") {
+ meta.title = value;
+ meta.got_song_data = true;
+ meta.valid = true;
+ } else if (key == "xesam:artist") {
+ meta.artists = value;
+ meta.got_song_data = true;
+ meta.valid = true;
+ } else if (key == "xesam:album") {
+ meta.album = value;
+ meta.got_song_data = true;
+ meta.valid = true;
+ } else if (key == "mpris:artUrl") {
+ meta.artUrl = value;
+ meta.got_song_data = true;
+ } else if (key == "xesam:url") {
+ // HACK if there's no metadata then use this to clear old ones
+ meta.got_song_data = true;
+ }
+}
+
+std::string format_signal(const dbusmgr::DBusSignal& s) {
+ std::stringstream ss;
+ ss << "type='signal',interface='" << s.intf << "'";
+ ss << ",member='" << s.signal << "'";
+ return ss.str();
+}
+
+void parse_song_data(DBusMessageIter_wrap iter, metadata& meta){
+ iter.string_map_for_each([&meta](const std::string& key,
+ DBusMessageIter_wrap it) {
+ std::string val;
+ if (it.is_primitive()) {
+ val = it.get_stringified();
+ } else if (it.is_array()) {
+ it.array_for_each_stringify([&](const std::string& str) {
+ if (val.empty()) {
+ val = str;
+ } else {
+ val += ", " + str;
+ }
+ });
+ }
+ assign_metadata_value(meta, key, val);
+ });
+}
+
+static void parse_mpris_properties(libdbus_loader& dbus, DBusMessage* msg,
+ std::string& source, metadata& meta) {
+ /**
+ * Expected response Format:
+ * string,
+ * map{
+ * "Metadata" -> multimap,
+ * "PlaybackStatus" -> string
+ * }
+ */
+
+ auto iter = DBusMessageIter_wrap(msg, &dbus);
+ source = iter.get_primitive<std::string>();
+ if (source != "org.mpris.MediaPlayer2.Player") return;
+
+ iter.next();
+ if (not iter.is_array()) return;
+
+ iter.string_map_for_each([&meta](std::string& key, DBusMessageIter_wrap it) {
+ if (key == "Metadata") {
+ parse_song_data(it, meta);
+ } else if (key == "PlaybackStatus") {
+ auto val = it.get_stringified();
+ assign_metadata_value(meta, key, val);
+ }
+ });
+ meta.valid = (meta.artists.size() || !meta.title.empty());
+}
+
+bool dbus_get_name_owner(dbusmgr::dbus_manager& dbus_mgr,
+ std::string& name_owner, const char* name) {
+ auto reply =
+ DBusMessage_wrap::new_method_call(
+ "org.freedesktop.DBus", "/org/freedesktop/DBus",
+ "org.freedesktop.DBus", "GetNameOwner", &dbus_mgr.dbus())
+ .argument(name)
+ .send_with_reply_and_block(dbus_mgr.get_conn(), DBUS_TIMEOUT);
+ if (not reply) return false;
+
+ auto iter = reply.iter();
+ if (not iter.is_string()) return false;
+ name_owner = iter.get_primitive<std::string>();
+ return true;
+}
+
+bool dbus_get_player_property(dbusmgr::dbus_manager& dbus_mgr, metadata& meta,
+ const char* dest, const char* prop) {
+ auto reply =
+ DBusMessage_wrap::new_method_call(dest, "/org/mpris/MediaPlayer2",
+ "org.freedesktop.DBus.Properties",
+ "Get", &dbus_mgr.dbus())
+ .argument("org.mpris.MediaPlayer2.Player")
+ .argument(prop)
+ .send_with_reply_and_block(dbus_mgr.get_conn(), DBUS_TIMEOUT);
+
+ if (not reply) return false;
+
+ auto iter = reply.iter();
+
+ if (iter.is_array()) {
+ parse_song_data(iter, meta);
+ } else if (iter.is_primitive()) {
+ assign_metadata_value(meta, prop, iter.get_stringified());
+ } else {
+ return false;
+ }
+ return true;
+}
+
+namespace dbusmgr {
+bool dbus_manager::get_media_player_metadata(metadata& meta, std::string name) {
+ if (name == "") name = m_active_player;
+ if (name == "") return false;
+ meta = {};
+ dbus_get_player_property(*this, meta, name.c_str(), "Metadata");
+ dbus_get_player_property(*this, meta, name.c_str(), "PlaybackStatus");
+ meta.valid = (meta.artists.size() || !meta.title.empty());
+ return true;
+}
+
+bool dbus_manager::init(const std::string& requested_player) {
+ if (m_inited) return true;
+
+ if (not requested_player.empty()) {
+ m_requested_player = "org.mpris.MediaPlayer2." + requested_player;
+ }
+
+ if (!m_dbus_ldr.IsLoaded() && !m_dbus_ldr.Load("libdbus-1.so.3")) {
+ std::cerr << "MANGOHUD: Could not load libdbus-1.so.3\n";
+ return false;
+ }
+
+ m_dbus_ldr.error_init(&m_error);
+
+ m_dbus_ldr.threads_init_default();
+
+ if (nullptr ==
+ (m_dbus_conn = m_dbus_ldr.bus_get(DBUS_BUS_SESSION, &m_error))) {
+ std::cerr << "MANGOHUD: " << m_error.message << std::endl;
+ m_dbus_ldr.error_free(&m_error);
+ return false;
+ }
+
+ std::cout << "MANGOHUD: Connected to D-Bus as \""
+ << m_dbus_ldr.bus_get_unique_name(m_dbus_conn) << "\"."
+ << std::endl;
+
+ dbus_list_name_to_owner();
+ connect_to_signals();
+ select_active_player();
+
+ m_inited = true;
+ return true;
+}
+
+bool dbus_manager::select_active_player() {
+ auto old_active_player = m_active_player;
+ m_active_player = "";
+ metadata meta {};
+ if (not m_requested_player.empty()) {
+ // If the requested player is available, use it
+ if (m_name_owners.count(m_requested_player) > 0) {
+ m_active_player = m_requested_player;
+#ifndef NDEBUG
+ std::cerr << "Selecting requested player: " << m_requested_player
+ << "\n";
+#endif
+ get_media_player_metadata(meta, m_active_player);
+ }
+ } else {
+ // If no player is requested, use any player that is currently playing
+ if (m_active_player.empty()) {
+ auto it = std::find_if(m_name_owners.begin(), m_name_owners.end(), [this, &meta](auto& entry){
+ auto& name = entry.first;
+ get_media_player_metadata(meta, name);
+ if(meta.playing) {
+ return true;
+ }
+ else {
+ meta = {};
+ return false;
+ }
+ });
+
+ if(it != m_name_owners.end()){
+ m_active_player = it->first;
+#ifndef NDEBUG
+ std::cerr << "Selecting fallback player: " << m_active_player << "\n";
+#endif
+ }
+ }
+ }
+
+ if (not m_active_player.empty()) {
+ onNewPlayer(meta);
+ return true;
+ } else {
+#ifndef NDEBUG
+ std::cerr << "No active players\n";
+#endif
+ if (not old_active_player.empty()) {
+ onNoPlayer();
+ }
+ return false;
+ }
+}
+
+void dbus_manager::deinit() {
+ if (!m_inited) return;
+
+ // unreference system bus connection instead of closing it
+ if (m_dbus_conn) {
+ disconnect_from_signals();
+ m_dbus_ldr.connection_unref(m_dbus_conn);
+ m_dbus_conn = nullptr;
+ }
+ m_dbus_ldr.error_free(&m_error);
+ m_inited = false;
+}
+
+dbus_manager::~dbus_manager() { deinit(); }
+
+DBusHandlerResult dbus_manager::filter_signals(DBusConnection* conn,
+ DBusMessage* msg,
+ void* userData) {
+ auto& manager = *reinterpret_cast<dbus_manager*>(userData);
+
+ for (auto& sig : manager.m_signals) {
+ if (manager.m_dbus_ldr.message_is_signal(msg, sig.intf, sig.signal)) {
+ auto sender = manager.m_dbus_ldr.message_get_sender(msg);
+ if ((manager.*(sig.handler))(msg, sender))
+ return DBUS_HANDLER_RESULT_HANDLED;
+ else
+ return DBUS_HANDLER_RESULT_NOT_YET_HANDLED;
+ }
+ }
+ return DBUS_HANDLER_RESULT_NOT_YET_HANDLED;
+}
+
+bool dbus_manager::handle_properties_changed(DBusMessage* msg,
+ const char* sender) {
+ std::string source;
+
+ metadata meta;
+ parse_mpris_properties(m_dbus_ldr, msg, source, meta);
+#ifndef NDEBUG
+ std::cerr << "PropertiesChanged Signal received:\n";
+ std::cerr << "\tSource: " << source << "\n";
+ std::cerr << "active_player: " << m_active_player << "\n";
+ std::cerr << "active_player's owner: " << m_name_owners[m_active_player]
+ << "\n";
+ std::cerr << "sender: " << sender << "\n";
+#endif
+ if (source != "org.mpris.MediaPlayer2.Player") return false;
+
+ if (m_active_player == "" or
+ (m_requested_player.empty() and not main_metadata.meta.playing)) {
+ select_active_player();
+ }
+ else if (m_name_owners[m_active_player] == sender) {
+ onPlayerUpdate(meta);
+ }
+ return true;
+}
+
+bool dbus_manager::handle_name_owner_changed(DBusMessage* _msg,
+ const char* sender) {
+ std::vector<std::string> str;
+
+ for (auto iter = DBusMessageIter_wrap(_msg, &m_dbus_ldr); iter;
+ iter.next()) {
+ str.push_back(iter.get_primitive<std::string>());
+ }
+
+ // register new name
+ if (str.size() == 3 && starts_with(str[0], "org.mpris.MediaPlayer2.") &&
+ !str[2].empty()) {
+ m_name_owners[str[0]] = str[2];
+ if (str[0] == m_requested_player) {
+ select_active_player();
+ }
+ }
+
+ // did a player quit?
+ if (str[2].empty()) {
+ if (str.size() == 3 && str[0] == m_active_player) {
+ m_name_owners.erase(str[0]);
+ select_active_player();
+ }
+ }
+ return true;
+}
+
+void dbus_manager::connect_to_signals() {
+ for (auto kv : m_signals) {
+ auto signal = format_signal(kv);
+ m_dbus_ldr.bus_add_match(m_dbus_conn, signal.c_str(), &m_error);
+ if (m_dbus_ldr.error_is_set(&m_error)) {
+ ::perror(m_error.name);
+ ::perror(m_error.message);
+ m_dbus_ldr.error_free(&m_error);
+ // return;
+ }
+ }
+ m_dbus_ldr.connection_add_filter(m_dbus_conn, filter_signals,
+ reinterpret_cast<void*>(this), nullptr);
+
+ start_thread();
+}
+
+void dbus_manager::disconnect_from_signals() {
+ m_dbus_ldr.connection_remove_filter(m_dbus_conn, filter_signals,
+ reinterpret_cast<void*>(this));
+ for (auto kv : m_signals) {
+ auto signal = format_signal(kv);
+ m_dbus_ldr.bus_remove_match(m_dbus_conn, signal.c_str(), &m_error);
+ if (m_dbus_ldr.error_is_set(&m_error)) {
+ ::perror(m_error.name);
+ ::perror(m_error.message);
+ m_dbus_ldr.error_free(&m_error);
+ }
+ }
+
+ stop_thread();
+}
+
+bool dbus_manager::dbus_list_name_to_owner() {
+ auto reply =
+ DBusMessage_wrap::new_method_call(
+ "org.freedesktop.DBus", "/org/freedesktop/DBus",
+ "org.freedesktop.DBus", "ListNames", &dbus_mgr.dbus())
+ .send_with_reply_and_block(dbus_mgr.get_conn(), DBUS_TIMEOUT);
+ if (not reply) return false;
+
+ auto iter = reply.iter();
+
+ if (not iter.is_array()) {
+ return false;
+ }
+ iter.array_for_each_value<std::string>([&](std::string name) {
+ if (!starts_with(name.c_str(), "org.mpris.MediaPlayer2.")) return;
+ std::string owner;
+ if (dbus_get_name_owner(dbus_mgr, owner, name.c_str())) {
+ m_name_owners[name] = owner;
+ }
+ });
+ return true;
+}
+
+void dbus_manager::stop_thread() {
+ m_quit = true;
+ if (m_thread.joinable()) m_thread.join();
+}
+
+void dbus_manager::start_thread() {
+ stop_thread();
+ m_quit = false;
+ m_thread = std::thread(&dbus_manager::dbus_thread, this);
+}
+
+void dbus_manager::dbus_thread() {
+ using namespace std::chrono_literals;
+ while (!m_quit && m_dbus_ldr.connection_read_write_dispatch(m_dbus_conn, 0))
+ std::this_thread::sleep_for(10ms);
+}
+
+void dbus_manager::onNoPlayer() {
+ std::lock_guard<std::mutex> lck(main_metadata.mtx);
+ main_metadata.meta = {};
+ main_metadata.ticker = {};
+}
+
+void dbus_manager::onNewPlayer(metadata& meta) {
+ std::lock_guard<std::mutex> lck(main_metadata.mtx);
+ main_metadata.meta = meta;
+ main_metadata.ticker = {};
+}
+
+void dbus_manager::onPlayerUpdate(metadata& meta) {
+ std::lock_guard<std::mutex> lck(main_metadata.mtx);
+ if (meta.got_song_data) {
+ // If the song has changed, reset the ticker
+ if (main_metadata.meta.artists != meta.artists ||
+ main_metadata.meta.album != meta.album ||
+ main_metadata.meta.title != meta.title) {
+ main_metadata.ticker = {};
+ }
+
+ main_metadata.meta = meta;
+ main_metadata.meta.playing = true;
+ }
+ if (meta.got_playback_data) {
+ main_metadata.meta.playing = meta.playing;
+ }
+}
+
+} // namespace dbusmgr
diff --git a/src/dbus_helpers.hpp b/src/dbus_helpers.hpp
new file mode 100644
index 0000000..341f20a
--- /dev/null
+++ b/src/dbus_helpers.hpp
@@ -0,0 +1,363 @@
+#pragma once
+#ifndef MANGOHUD_DBUS_HELPERS
+#define MANGOHUD_DBUS_HELPERS
+
+#include <vector>
+
+#include "loaders/loader_dbus.h"
+
+namespace DBus_helpers {
+namespace detail {
+// clang-format off
+template<class T> struct dbus_type_traits{};
+template<> struct dbus_type_traits<bool> { const int value = DBUS_TYPE_BOOLEAN; const bool is_fixed = true; };
+template<> struct dbus_type_traits<uint8_t> { const int value = DBUS_TYPE_BYTE; const bool is_fixed = true; };
+template<> struct dbus_type_traits<uint16_t> { const int value = DBUS_TYPE_UINT16; const bool is_fixed = true; };
+template<> struct dbus_type_traits<uint32_t> { const int value = DBUS_TYPE_UINT32; const bool is_fixed = true; };
+template<> struct dbus_type_traits<uint64_t> { const int value = DBUS_TYPE_UINT64; const bool is_fixed = true; };
+template<> struct dbus_type_traits<int16_t> { const int value = DBUS_TYPE_INT16; const bool is_fixed = true; };
+template<> struct dbus_type_traits<int32_t> { const int value = DBUS_TYPE_INT32; const bool is_fixed = true; };
+template<> struct dbus_type_traits<int64_t> { const int value = DBUS_TYPE_INT64; const bool is_fixed = true; };
+template<> struct dbus_type_traits<double> { const int value = DBUS_TYPE_DOUBLE; const bool is_fixed = true; };
+template<> struct dbus_type_traits<const char*> { const int value = DBUS_TYPE_STRING; const bool is_fixed = false; };
+// clang-format on
+
+template <class T>
+const int dbus_type_identifier = dbus_type_traits<T>().value;
+
+template <class T>
+const bool is_fixed = dbus_type_traits<T>().is_fiexd;
+} // namespace detail
+
+class DBusMessageIter_wrap {
+ public:
+ DBusMessageIter_wrap(DBusMessage* msg, libdbus_loader* loader);
+ DBusMessageIter_wrap(DBusMessageIter iter, libdbus_loader* loader);
+
+ // Type accessors
+ int type() const noexcept { return m_type; }
+ bool is_unsigned() const noexcept;
+ bool is_signed() const noexcept;
+ bool is_string() const noexcept;
+ bool is_double() const noexcept;
+ bool is_primitive() const noexcept;
+ bool is_array() const noexcept;
+ operator bool() const noexcept { return type() != DBUS_TYPE_INVALID; }
+
+ // Value accessors
+ // Primitives
+ template <class T>
+ auto get_primitive() -> T;
+ auto get_unsigned() -> uint64_t;
+ auto get_signed() -> int64_t;
+ auto get_stringified() -> std::string;
+ // Composites
+ auto get_array_iter() -> DBusMessageIter_wrap;
+ auto get_dict_entry_iter() -> DBusMessageIter_wrap;
+
+ // Looping
+ template <class Callable>
+ void array_for_each(Callable);
+ template <class Callable>
+ void array_for_each_stringify(Callable);
+ template <class T, class Callable>
+ void array_for_each_value(Callable);
+
+ template <class Callable>
+ void string_map_for_each(Callable);
+ template <class Callable>
+ void string_multimap_for_each_stringify(Callable);
+
+ auto next() -> DBusMessageIter_wrap&;
+
+ private:
+ DBusMessageIter resolve_variants() {
+ auto iter = m_Iter;
+ auto field_type = m_DBus->message_iter_get_arg_type(&m_Iter);
+ while (field_type == DBUS_TYPE_VARIANT) {
+ m_DBus->message_iter_recurse(&iter, &iter);
+ field_type = m_DBus->message_iter_get_arg_type(&iter);
+ }
+ return iter;
+ }
+
+ DBusMessageIter m_Iter;
+ DBusMessageIter m_resolved_iter;
+ int m_type;
+ libdbus_loader* m_DBus;
+};
+
+DBusMessageIter_wrap::DBusMessageIter_wrap(DBusMessage* msg,
+ libdbus_loader* loader) {
+ m_DBus = loader;
+ if (msg) {
+ m_DBus->message_iter_init(msg, &m_Iter);
+ m_resolved_iter = resolve_variants();
+ m_type = m_DBus->message_iter_get_arg_type(&m_resolved_iter);
+ } else {
+ m_type = DBUS_TYPE_INVALID;
+ }
+}
+
+DBusMessageIter_wrap::DBusMessageIter_wrap(DBusMessageIter iter,
+ libdbus_loader* loader)
+ : m_Iter(iter), m_DBus(loader) {
+ m_resolved_iter = resolve_variants();
+ m_type = m_DBus->message_iter_get_arg_type(&m_resolved_iter);
+}
+
+bool DBusMessageIter_wrap::is_unsigned() const noexcept {
+ return ((type() == DBUS_TYPE_BYTE) || (type() == DBUS_TYPE_INT16) ||
+ (type() == DBUS_TYPE_INT32) || (type() == DBUS_TYPE_INT64));
+}
+
+bool DBusMessageIter_wrap::is_signed() const noexcept {
+ return ((type() == DBUS_TYPE_INT16) || (type() == DBUS_TYPE_INT32) ||
+ (type() == DBUS_TYPE_INT64));
+}
+
+bool DBusMessageIter_wrap::is_string() const noexcept {
+ return (type() == DBUS_TYPE_STRING);
+}
+
+bool DBusMessageIter_wrap::is_double() const noexcept {
+ return (type() == DBUS_TYPE_DOUBLE);
+}
+
+bool DBusMessageIter_wrap::is_primitive() const noexcept {
+ return (is_double() || is_signed() || is_unsigned() || is_string());
+}
+
+bool DBusMessageIter_wrap::is_array() const noexcept {
+ return (type() == DBUS_TYPE_ARRAY);
+}
+
+template <class T>
+auto DBusMessageIter_wrap::get_primitive() -> T {
+ auto requested_type = detail::dbus_type_identifier<T>;
+ if (requested_type != type()) {
+ std::cerr << "Type mismatch: '" << ((char)requested_type) << "' vs '"
+ << (char)type() << "'\n";
+#ifndef NDEBUG
+ exit(-1);
+#else
+ return T();
+#endif
+ }
+
+ T ret;
+ m_DBus->message_iter_get_basic(&m_resolved_iter, &ret);
+ return ret;
+}
+
+template <>
+auto DBusMessageIter_wrap::get_primitive<std::string>() -> std::string {
+ return std::string(get_primitive<const char*>());
+}
+
+uint64_t DBusMessageIter_wrap::get_unsigned() {
+ auto t = type();
+ switch (t) {
+ case DBUS_TYPE_BYTE:
+ return get_primitive<uint8_t>();
+ case DBUS_TYPE_UINT16:
+ return get_primitive<uint16_t>();
+ case DBUS_TYPE_UINT32:
+ return get_primitive<uint32_t>();
+ case DBUS_TYPE_UINT64:
+ return get_primitive<uint64_t>();
+ default:
+ return 0;
+ }
+}
+
+int64_t DBusMessageIter_wrap::get_signed() {
+ auto t = type();
+ switch (t) {
+ case DBUS_TYPE_INT16:
+ return get_primitive<int16_t>();
+ case DBUS_TYPE_INT32:
+ return get_primitive<int32_t>();
+ case DBUS_TYPE_INT64:
+ return get_primitive<int64_t>();
+ default:
+ return 0;
+ }
+}
+
+auto DBusMessageIter_wrap::get_stringified() -> std::string {
+ if (is_string()) return get_primitive<std::string>();
+ if (is_unsigned()) return std::to_string(get_unsigned());
+ if (is_signed()) return std::to_string(get_signed());
+ if (is_double()) return std::to_string(get_primitive<double>());
+ std::cerr << "stringify failed\n";
+ return std::string();
+}
+
+auto DBusMessageIter_wrap::get_array_iter() -> DBusMessageIter_wrap {
+ if (not is_array()) {
+ std::cerr << "Not an array; " << (char)type() << "\n";
+ return DBusMessageIter_wrap(DBusMessageIter{}, m_DBus);
+ }
+
+ DBusMessageIter ret;
+ m_DBus->message_iter_recurse(&m_resolved_iter, &ret);
+ return DBusMessageIter_wrap(ret, m_DBus);
+}
+
+auto DBusMessageIter_wrap::get_dict_entry_iter() -> DBusMessageIter_wrap {
+ if (type() != DBUS_TYPE_DICT_ENTRY) {
+ std::cerr << "Not a dict entry" << (char)type() << "\n";
+ return DBusMessageIter_wrap(DBusMessageIter{}, m_DBus);
+ }
+
+ DBusMessageIter ret;
+ m_DBus->message_iter_recurse(&m_resolved_iter, &ret);
+ return DBusMessageIter_wrap(ret, m_DBus);
+}
+
+template <class T, class Callable>
+void DBusMessageIter_wrap::array_for_each_value(Callable action) {
+ auto iter = get_array_iter();
+ for (; iter; iter.next()) {
+ action(iter.get_primitive<T>());
+ }
+}
+
+template <class Callable>
+void DBusMessageIter_wrap::array_for_each(Callable action) {
+ auto iter = get_array_iter();
+ for (; iter; iter.next()) {
+ action(iter);
+ }
+}
+
+template <class Callable>
+void DBusMessageIter_wrap::array_for_each_stringify(Callable action) {
+ auto iter = get_array_iter();
+ for (; iter; iter.next()) {
+ action(iter.get_stringified());
+ }
+}
+
+template <class T>
+void DBusMessageIter_wrap::string_map_for_each(T action) {
+ auto iter = get_array_iter();
+ for (; iter; iter.next()) {
+ auto it = iter.get_dict_entry_iter();
+ auto key = it.get_primitive<std::string>();
+
+ it.next();
+ action(key, it);
+ }
+}
+
+template <class T>
+void DBusMessageIter_wrap::string_multimap_for_each_stringify(T action) {
+ string_map_for_each([&action](const std::string& key, DBusMessageIter_wrap it) {
+ if (it.is_array()) {
+ it.array_for_each_stringify(
+ [&](const std::string& val) { action(key, val); });
+ } else if (it.is_primitive()) {
+ action(key, it.get_stringified());
+ }
+ });
+}
+
+auto DBusMessageIter_wrap::next() -> DBusMessageIter_wrap& {
+ if (not *this) return *this;
+ m_DBus->message_iter_next(&m_Iter);
+ // Resolve any variants
+ m_resolved_iter = resolve_variants();
+ m_type = m_DBus->message_iter_get_arg_type(&m_resolved_iter);
+ return *this;
+}
+
+
+class DBusMessage_wrap {
+ public:
+ DBusMessage_wrap(DBusMessage* msg, libdbus_loader* ldr, bool owning = false)
+ : m_owning(owning), m_msg(msg), m_DBus(ldr) {}
+
+ ~DBusMessage_wrap() { free_if_owning(); }
+
+ DBusMessage_wrap(const DBusMessage_wrap&) = delete;
+ DBusMessage_wrap(DBusMessage_wrap&&) = default;
+
+ operator bool() const noexcept { return m_msg != nullptr; }
+
+ template <class T>
+ DBusMessage_wrap& argument(T arg);
+
+ DBusMessage_wrap send_with_reply_and_block(DBusConnection* conn,
+ int timeout);
+
+ DBusMessageIter_wrap iter() { return DBusMessageIter_wrap(m_msg, m_DBus); }
+
+ static DBusMessage_wrap new_method_call(const std::string& bus_name,
+ const std::string& path,
+ const std::string& iface,
+ const std::string& method,
+ libdbus_loader* loader);
+
+ private:
+ void free_if_owning();
+ bool m_owning;
+ DBusMessage* m_msg;
+ libdbus_loader* m_DBus;
+ std::vector<std::string> m_args;
+};
+
+template <class T>
+DBusMessage_wrap& DBusMessage_wrap::argument(T arg) {
+ if (not m_msg) return *this;
+ if (not m_DBus->message_append_args(m_msg, detail::dbus_type_identifier<T>,
+ &arg, DBUS_TYPE_INVALID)) {
+ free_if_owning();
+ }
+ return *this;
+}
+
+template <>
+DBusMessage_wrap& DBusMessage_wrap::argument<const std::string&>(
+ const std::string& str) {
+ return argument<const char*>(str.c_str());
+}
+
+DBusMessage_wrap DBusMessage_wrap::send_with_reply_and_block(
+ DBusConnection* conn, int timeout) {
+ if (not m_msg) {
+ return DBusMessage_wrap(nullptr, m_DBus);
+ }
+ DBusError err;
+ m_DBus->error_init(&err);
+ auto reply = m_DBus->connection_send_with_reply_and_block(conn, m_msg,
+ timeout, &err);
+ if (reply == nullptr) {
+ std::cerr << "MangoHud[" << __func__ << "]: " << err.message << "\n";
+ free_if_owning();
+ m_DBus->error_free(&err);
+ }
+ return DBusMessage_wrap(reply, m_DBus, true);
+}
+
+DBusMessage_wrap DBusMessage_wrap::new_method_call(const std::string& bus_name,
+ const std::string& path,
+ const std::string& iface,
+ const std::string& method,
+ libdbus_loader* loader) {
+ auto msg = loader->message_new_method_call(
+ (bus_name.empty()) ? nullptr : bus_name.c_str(), path.c_str(),
+ (iface.empty()) ? nullptr : iface.c_str(), method.c_str());
+ return DBusMessage_wrap(msg, loader, true);
+}
+
+void DBusMessage_wrap::free_if_owning() {
+ if (m_msg and m_owning) {
+ m_DBus->message_unref(m_msg);
+ }
+ m_msg = nullptr;
+}
+} // namespace DBus_helpers
+
+#endif // MANGOHUD_DBUS_HELPERS \ No newline at end of file
diff --git a/src/dbus_info.h b/src/dbus_info.h
new file mode 100644
index 0000000..36e48dc
--- /dev/null
+++ b/src/dbus_info.h
@@ -0,0 +1,121 @@
+#pragma once
+#ifndef MANGOHUD_DBUS_INFO_H
+#define MANGOHUD_DBUS_INFO_H
+
+#include <array>
+#include <functional>
+#include <map>
+#include <mutex>
+#include <stdexcept>
+#include <string>
+#include <thread>
+#include <unordered_map>
+#include <vector>
+
+#include "loaders/loader_dbus.h"
+
+struct metadata {
+ // std::vector<std::string> artists;
+ std::string artists; // pre-concatenate
+ std::string title;
+ std::string album;
+ std::string something;
+ std::string artUrl;
+ bool playing = false;
+
+ bool valid = false;
+ bool got_song_data = false;
+ bool got_playback_data = false;
+};
+
+struct mutexed_metadata {
+ std::mutex mtx;
+ metadata meta;
+ struct {
+ float pos;
+ float longest;
+ int dir = -1;
+ bool needs_recalc = true;
+
+ float tw0;
+ float tw1;
+ float tw2;
+ } ticker;
+};
+
+enum SignalType {
+ ST_NAMEOWNERCHANGED,
+ ST_PROPERTIESCHANGED,
+};
+
+extern struct mutexed_metadata main_metadata;
+
+namespace dbusmgr {
+
+class dbus_manager;
+using signal_handler_func = bool (dbus_manager::*)(DBusMessage*, const char*);
+
+struct DBusSignal {
+ const char* intf;
+ const char* signal;
+ signal_handler_func handler;
+};
+
+class dbus_manager {
+ public:
+ dbus_manager() {}
+
+ ~dbus_manager();
+
+ bool init(const std::string& requested_player);
+ void deinit();
+ bool get_media_player_metadata(metadata& meta, std::string name = "");
+ void connect_to_signals();
+ void disconnect_from_signals();
+ DBusConnection* get_conn() const { return m_dbus_conn; }
+
+ libdbus_loader& dbus() { return m_dbus_ldr; }
+
+ protected:
+ void stop_thread();
+ void start_thread();
+ void dbus_thread();
+
+ bool dbus_list_name_to_owner();
+ bool select_active_player();
+
+ static DBusHandlerResult filter_signals(DBusConnection*, DBusMessage*,
+ void*);
+
+ bool handle_properties_changed(DBusMessage*, const char*);
+ bool handle_name_owner_changed(DBusMessage*, const char*);
+
+ void onNewPlayer(
+ metadata& meta); // A different player has become the active player
+ void onNoPlayer(); // There is no longer any player active
+ void onPlayerUpdate(
+ metadata& meta); // The active player has sent an update
+
+ DBusError m_error;
+ DBusConnection* m_dbus_conn = nullptr;
+ bool m_quit = false;
+ bool m_inited = false;
+ std::thread m_thread;
+ libdbus_loader m_dbus_ldr;
+ std::unordered_map<std::string, std::string> m_name_owners;
+ std::string m_requested_player;
+ std::string m_active_player;
+
+ const std::array<DBusSignal, 2> m_signals{{
+ {"org.freedesktop.DBus", "NameOwnerChanged",
+ &dbus_manager::handle_name_owner_changed},
+ {"org.freedesktop.DBus.Properties", "PropertiesChanged",
+ &dbus_manager::handle_properties_changed},
+ }};
+};
+
+extern dbus_manager dbus_mgr;
+} // namespace dbusmgr
+bool get_media_player_metadata(dbusmgr::dbus_manager& dbus, const std::string& name, metadata& meta);
+
+#endif //MANGOHUD_DBUS_INFO_H
diff --git a/src/elfhacks.cpp b/src/elfhacks.cpp
new file mode 100644
index 0000000..eaf3342
--- /dev/null
+++ b/src/elfhacks.cpp
@@ -0,0 +1,611 @@
+/**
+ * \file src/elfhacks.c
+ * \brief various ELF run-time hacks
+ * \author Pyry Haulos <pyry.haulos@gmail.com>
+ * \date 2007-2008
+ * For conditions of distribution and use, see copyright notice in elfhacks.h
+ */
+
+#ifndef _GNU_SOURCE
+#define _GNU_SOURCE
+#endif
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <errno.h>
+#include <elf.h>
+#include <link.h>
+#include <fnmatch.h>
+#include "elfhacks.h"
+
+#ifndef __ELF_NATIVE_CLASS
+#include "sys/reg.h"
+#define __ELF_NATIVE_CLASS __WORDSIZE
+#endif
+
+/**
+ * \addtogroup elfhacks
+ * \{
+ */
+
+struct eh_iterate_callback_args {
+ eh_iterate_obj_callback_func callback;
+ void *arg;
+};
+
+int eh_check_addr(eh_obj_t *obj, const void *addr);
+int eh_find_callback(struct dl_phdr_info *info, size_t size, void *argptr);
+int eh_find_next_dyn(eh_obj_t *obj, ElfW_Sword tag, int i, ElfW(Dyn) **next);
+int eh_init_obj(eh_obj_t *obj);
+
+int eh_set_rela_plt(eh_obj_t *obj, int p, const char *sym, void *val);
+int eh_set_rel_plt(eh_obj_t *obj, int p, const char *sym, void *val);
+
+int eh_iterate_rela_plt(eh_obj_t *obj, int p, eh_iterate_rel_callback_func callback, void *arg);
+int eh_iterate_rel_plt(eh_obj_t *obj, int p, eh_iterate_rel_callback_func callback, void *arg);
+
+int eh_find_sym_hash(eh_obj_t *obj, const char *name, eh_sym_t *sym);
+int eh_find_sym_gnu_hash(eh_obj_t *obj, const char *name, eh_sym_t *sym);
+
+ElfW(Word) eh_hash_elf(const char *name);
+Elf32_Word eh_hash_gnu(const char *name);
+
+int eh_find_callback(struct dl_phdr_info *info, size_t size, void *argptr)
+{
+ eh_obj_t *find = (eh_obj_t *) argptr;
+
+ if (find->name == NULL) {
+ if (strcmp(info->dlpi_name, ""))
+ return 0;
+ } else if (fnmatch(find->name, info->dlpi_name, 0))
+ return 0;
+
+ if (find->name == NULL) /* TODO readlink? */
+ find->name = "/proc/self/exe";
+ else
+ find->name = info->dlpi_name;
+ find->addr = info->dlpi_addr;
+
+ /* segment headers */
+ find->phdr = info->dlpi_phdr;
+ find->phnum = info->dlpi_phnum;
+
+ return 0;
+}
+
+int eh_iterate_callback(struct dl_phdr_info *info, size_t size, void *argptr)
+{
+ struct eh_iterate_callback_args *args = (eh_iterate_callback_args *)argptr;
+ eh_obj_t obj;
+ int ret = 0;
+
+ /* eh_init_obj needs phdr and phnum */
+ obj.phdr = info->dlpi_phdr;
+ obj.phnum = info->dlpi_phnum;
+ obj.addr = info->dlpi_addr;
+ obj.name = info->dlpi_name;
+
+ if ((ret = eh_init_obj(&obj))) {
+ if (ret == ENOTSUP) /* just skip */
+ return 0;
+ return ret;
+ }
+
+ if ((ret = args->callback(&obj, args->arg)))
+ return ret;
+
+ if ((ret = eh_destroy_obj(&obj)))
+ return ret;
+
+ return 0;
+}
+
+int eh_iterate_obj(eh_iterate_obj_callback_func callback, void *arg)
+{
+ int ret;
+ struct eh_iterate_callback_args args;
+
+ args.callback = callback;
+ args.arg = arg;
+
+ if ((ret = dl_iterate_phdr(eh_iterate_callback, &args)))
+ return ret;
+
+ return 0;
+}
+
+int eh_find_obj(eh_obj_t *obj, const char *soname)
+{
+ /* This function uses glibc-specific dl_iterate_phdr().
+ Another way could be parsing /proc/self/exe or using
+ pmap() on Solaris or *BSD */
+ obj->phdr = NULL;
+ obj->name = soname;
+ dl_iterate_phdr(eh_find_callback, obj);
+
+ if (!obj->phdr)
+ return EAGAIN;
+
+ return eh_init_obj(obj);
+}
+
+int eh_check_addr(eh_obj_t *obj, const void *addr)
+{
+ /*
+ Check that given address is inside program's
+ memory maps. PT_LOAD program headers tell us
+ where program has been loaded into.
+ */
+ int p;
+ for (p = 0; p < obj->phnum; p++) {
+ if (obj->phdr[p].p_type == PT_LOAD) {
+ if (((ElfW(Addr)) addr < obj->phdr[p].p_memsz + obj->phdr[p].p_vaddr + obj->addr) &&
+ ((ElfW(Addr)) addr >= obj->phdr[p].p_vaddr + obj->addr))
+ return 0;
+ }
+ }
+
+ return EINVAL;
+}
+
+int eh_init_obj(eh_obj_t *obj)
+{
+ /*
+ ELF spec says in section header documentation, that:
+ "An object file may have only one dynamic section."
+
+ Let's assume it means that object has only one PT_DYNAMIC
+ as well.
+ */
+ int p;
+ obj->dynamic = NULL;
+ for (p = 0; p < obj->phnum; p++) {
+ if (obj->phdr[p].p_type == PT_DYNAMIC) {
+ if (obj->dynamic)
+ return ENOTSUP;
+
+ obj->dynamic = (ElfW(Dyn) *) (obj->phdr[p].p_vaddr + obj->addr);
+ }
+ }
+
+ if (!obj->dynamic)
+ return ENOTSUP;
+
+ /*
+ ELF spec says that program is allowed to have more than one
+ .strtab but does not describe how string table indexes translate
+ to multiple string tables.
+
+ And spec says that only one SHT_HASH is allowed, does it mean that
+ obj has only one DT_HASH?
+
+ About .symtab it does not mention anything about if multiple
+ symbol tables are allowed or not.
+
+ Maybe st_shndx is the key here?
+ */
+ obj->strtab = NULL;
+ obj->hash = NULL;
+ obj->gnu_hash = NULL;
+ obj->symtab = NULL;
+ p = 0;
+ while (obj->dynamic[p].d_tag != DT_NULL) {
+ if (obj->dynamic[p].d_tag == DT_STRTAB) {
+ if (obj->strtab)
+ return ENOTSUP;
+
+ obj->strtab = (const char *) obj->dynamic[p].d_un.d_ptr;
+ } else if (obj->dynamic[p].d_tag == DT_HASH) {
+ if (obj->hash)
+ return ENOTSUP;
+
+ obj->hash = (ElfW(Word) *) obj->dynamic[p].d_un.d_ptr;
+ } else if (obj->dynamic[p].d_tag == DT_GNU_HASH) {
+ if (obj->gnu_hash)
+ return ENOTSUP;
+
+ obj->gnu_hash = (Elf32_Word *) obj->dynamic[p].d_un.d_ptr;
+ } else if (obj->dynamic[p].d_tag == DT_SYMTAB) {
+ if (obj->symtab)
+ return ENOTSUP;
+
+ obj->symtab = (ElfW(Sym) *) obj->dynamic[p].d_un.d_ptr;
+ }
+ p++;
+ }
+
+ /* This is here to catch b0rken headers (vdso) */
+ if ((eh_check_addr(obj, (const void *) obj->strtab)) |
+ (eh_check_addr(obj, (const void *) obj->symtab)))
+ return ENOTSUP;
+
+ if (obj->hash) {
+ /* DT_HASH found */
+ if (eh_check_addr(obj, (void *) obj->hash))
+ obj->hash = NULL;
+ } else if (obj->gnu_hash) {
+ /* DT_GNU_HASH found */
+ if (eh_check_addr(obj, (void *) obj->gnu_hash))
+ obj->gnu_hash = NULL;
+ }
+
+ return 0;
+}
+
+int eh_find_sym(eh_obj_t *obj, const char *name, void **to)
+{
+ eh_sym_t sym;
+
+ /* DT_GNU_HASH is faster ;) */
+ if (obj->gnu_hash) {
+ if (!eh_find_sym_gnu_hash(obj, name, &sym)) {
+ *to = (void *) (sym.sym->st_value + obj->addr);
+ return 0;
+ }
+ }
+
+ /* maybe it is in DT_HASH or DT_GNU_HASH is not present */
+ if (obj->hash) {
+ if (!eh_find_sym_hash(obj, name, &sym)) {
+ *to = (void *) (sym.sym->st_value + obj->addr);
+ return 0;
+ }
+ }
+
+ return EAGAIN;
+}
+
+ElfW(Word) eh_hash_elf(const char *name)
+{
+ ElfW(Word) tmp, hash = 0;
+ const unsigned char *uname = (const unsigned char *) name;
+ int c;
+
+ while ((c = *uname++) != '\0') {
+ hash = (hash << 4) + c;
+ if ((tmp = (hash & 0xf0000000)) != 0) {
+ hash ^= tmp >> 24;
+ hash ^= tmp;
+ }
+ }
+
+ return hash;
+}
+
+int eh_find_sym_hash(eh_obj_t *obj, const char *name, eh_sym_t *sym)
+{
+ ElfW(Word) hash, *chain;
+ ElfW(Sym) *esym;
+ unsigned int bucket_idx, idx;
+
+ if (!obj->hash)
+ return ENOTSUP;
+
+ if (obj->hash[0] == 0)
+ return EAGAIN;
+
+ hash = eh_hash_elf(name);
+ /*
+ First item in DT_HASH is nbucket, second is nchain.
+ hash % nbucket gives us our bucket index.
+ */
+ bucket_idx = obj->hash[2 + (hash % obj->hash[0])];
+ chain = &obj->hash[2 + obj->hash[0] + bucket_idx];
+
+ idx = 0;
+ sym->sym = NULL;
+
+ /* we have to check symtab[bucket_idx] first */
+ esym = &obj->symtab[bucket_idx];
+ if (esym->st_name) {
+ if (!strcmp(&obj->strtab[esym->st_name], name))
+ sym->sym = esym;
+ }
+
+ while ((sym->sym == NULL) &&
+ (chain[idx] != STN_UNDEF)) {
+ esym = &obj->symtab[chain[idx]];
+
+ if (esym->st_name) {
+ if (!strcmp(&obj->strtab[esym->st_name], name))
+ sym->sym = esym;
+ }
+
+ idx++;
+ }
+
+ /* symbol not found */
+ if (sym->sym == NULL)
+ return EAGAIN;
+
+ sym->obj = obj;
+ sym->name = &obj->strtab[sym->sym->st_name];
+
+ return 0;
+}
+
+Elf32_Word eh_hash_gnu(const char *name)
+{
+ Elf32_Word hash = 5381;
+ const unsigned char *uname = (const unsigned char *) name;
+ int c;
+
+ while ((c = *uname++) != '\0')
+ hash = (hash << 5) + hash + c;
+
+ return hash & 0xffffffff;
+}
+
+int eh_find_sym_gnu_hash(eh_obj_t *obj, const char *name, eh_sym_t *sym)
+{
+ Elf32_Word *buckets, *chain_zero, *hasharr;
+ ElfW(Addr) *bitmask, bitmask_word;
+ Elf32_Word symbias, bitmask_nwords, bucket,
+ nbuckets, bitmask_idxbits, shift;
+ Elf32_Word hash, hashbit1, hashbit2;
+ ElfW(Sym) *esym;
+
+ if (!obj->gnu_hash)
+ return ENOTSUP;
+
+ if (obj->gnu_hash[0] == 0)
+ return EAGAIN;
+
+ sym->sym = NULL;
+
+ /*
+ Initialize our hash table stuff
+
+ DT_GNU_HASH is(?):
+ [nbuckets] [symbias] [bitmask_nwords] [shift]
+ [bitmask_nwords * ElfW(Addr)] <- bitmask
+ [nbuckets * Elf32_Word] <- buckets
+ ...chains? - symbias...
+ */
+ nbuckets = obj->gnu_hash[0];
+ symbias = obj->gnu_hash[1];
+ bitmask_nwords = obj->gnu_hash[2]; /* must be power of two */
+ bitmask_idxbits = bitmask_nwords - 1;
+ shift = obj->gnu_hash[3];
+ bitmask = (ElfW(Addr) *) &obj->gnu_hash[4];
+ buckets = &obj->gnu_hash[4 + (__ELF_NATIVE_CLASS / 32) * bitmask_nwords];
+ chain_zero = &buckets[nbuckets] - symbias;
+
+ /* hash our symbol */
+ hash = eh_hash_gnu(name);
+
+ /* bitmask stuff... no idea really :D */
+ bitmask_word = bitmask[(hash / __ELF_NATIVE_CLASS) & bitmask_idxbits];
+ hashbit1 = hash & (__ELF_NATIVE_CLASS - 1);
+ hashbit2 = (hash >> shift) & (__ELF_NATIVE_CLASS - 1);
+
+ /* wtf this does actually? */
+ if (!((bitmask_word >> hashbit1) & (bitmask_word >> hashbit2) & 1))
+ return EAGAIN;
+
+ /* locate bucket */
+ bucket = buckets[hash % nbuckets];
+ if (bucket == 0)
+ return EAGAIN;
+
+ /* and find match in chain */
+ hasharr = &chain_zero[bucket];
+ do {
+ if (((*hasharr ^ hash) >> 1) == 0) {
+ /* hash matches, but does the name? */
+ esym = &obj->symtab[hasharr - chain_zero];
+ if (esym->st_name) {
+ if (!strcmp(&obj->strtab[esym->st_name], name)) {
+ sym->sym = esym;
+ break;
+ }
+ }
+ }
+ } while ((*hasharr++ & 1u) == 0);
+
+ /* symbol not found */
+ if (sym->sym == NULL)
+ return EAGAIN;
+
+ sym->obj = obj;
+ sym->name = &obj->strtab[sym->sym->st_name];
+
+ return 0;
+}
+
+int eh_iterate_sym(eh_obj_t *obj, eh_iterate_sym_callback_func callback, void *arg)
+{
+ return ENOTSUP;
+}
+
+int eh_find_next_dyn(eh_obj_t *obj, ElfW_Sword tag, int i, ElfW(Dyn) **next)
+{
+ /* first from i + 1 to end, then from start to i - 1 */
+ int p;
+ *next = NULL;
+
+ p = i + 1;
+ while (obj->dynamic[p].d_tag != DT_NULL) {
+ if (obj->dynamic[p].d_tag == tag) {
+ *next = &obj->dynamic[p];
+ return 0;
+ }
+ p++;
+ }
+
+ p = 0;
+ while ((obj->dynamic[i].d_tag != DT_NULL) && (p < i)) {
+ if (obj->dynamic[p].d_tag == tag) {
+ *next = &obj->dynamic[p];
+ return 0;
+ }
+ p++;
+ }
+
+ return EAGAIN;
+}
+
+int eh_set_rela_plt(eh_obj_t *obj, int p, const char *sym, void *val)
+{
+ ElfW(Rela) *rela = (ElfW(Rela) *) obj->dynamic[p].d_un.d_ptr;
+ ElfW(Dyn) *relasize;
+ unsigned int i;
+
+ /* DT_PLTRELSZ contains PLT relocs size in bytes */
+ if (eh_find_next_dyn(obj, DT_PLTRELSZ, p, &relasize))
+ return EINVAL; /* b0rken elf :/ */
+
+ for (i = 0; i < relasize->d_un.d_val / sizeof(ElfW(Rela)); i++) {
+ if (!obj->symtab[ELFW_R_SYM(rela[i].r_info)].st_name)
+ continue;
+
+ if (!strcmp(&obj->strtab[obj->symtab[ELFW_R_SYM(rela[i].r_info)].st_name], sym))
+ *((void **) (rela[i].r_offset + obj->addr)) = val;
+ }
+
+ return 0;
+}
+
+int eh_set_rel_plt(eh_obj_t *obj, int p, const char *sym, void *val)
+{
+ ElfW(Rel) *rel = (ElfW(Rel) *) obj->dynamic[p].d_un.d_ptr;
+ ElfW(Dyn) *relsize;
+ unsigned int i;
+
+ if (eh_find_next_dyn(obj, DT_PLTRELSZ, p, &relsize))
+ return EINVAL; /* b0rken elf :/ */
+
+ for (i = 0; i < relsize->d_un.d_val / sizeof(ElfW(Rel)); i++) {
+ if (!obj->symtab[ELFW_R_SYM(rel[i].r_info)].st_name)
+ continue;
+
+ if (!strcmp(&obj->strtab[obj->symtab[ELFW_R_SYM(rel[i].r_info)].st_name], sym))
+ *((void **) (rel[i].r_offset + obj->addr)) = val;
+ }
+
+ return 0;
+}
+
+int eh_set_rel(eh_obj_t *obj, const char *sym, void *val)
+{
+ /*
+ Elf spec states that object is allowed to have multiple
+ .rel.plt and .rela.plt tables, so we will support 'em - here.
+ */
+ ElfW(Dyn) *pltrel;
+ int ret, p = 0;
+
+ while (obj->dynamic[p].d_tag != DT_NULL) {
+ /* DT_JMPREL contains .rel.plt or .rela.plt */
+ if (obj->dynamic[p].d_tag == DT_JMPREL) {
+ /* DT_PLTREL tells if it is Rela or Rel */
+ eh_find_next_dyn(obj, DT_PLTREL, p, &pltrel);
+
+ if (pltrel->d_un.d_val == DT_RELA) {
+ if ((ret = eh_set_rela_plt(obj, p, sym, val)))
+ return ret;
+ } else if (pltrel->d_un.d_val == DT_REL) {
+ if ((ret = eh_set_rel_plt(obj, p, sym, val)))
+ return ret;
+ } else
+ return EINVAL;
+ }
+ p++;
+ }
+
+ return 0;
+}
+
+int eh_iterate_rela_plt(eh_obj_t *obj, int p, eh_iterate_rel_callback_func callback, void *arg)
+{
+ ElfW(Rela) *rela = (ElfW(Rela) *) obj->dynamic[p].d_un.d_ptr;
+ ElfW(Dyn) *relasize;
+ eh_rel_t rel;
+ eh_sym_t sym;
+ unsigned int i, ret;
+
+ rel.sym = &sym;
+ rel.rel = NULL;
+ rel.obj = obj;
+
+ if (eh_find_next_dyn(obj, DT_PLTRELSZ, p, &relasize))
+ return EINVAL;
+
+ for (i = 0; i < relasize->d_un.d_val / sizeof(ElfW(Rela)); i++) {
+ rel.rela = &rela[i];
+ sym.sym = &obj->symtab[ELFW_R_SYM(rel.rela->r_info)];
+ if (sym.sym->st_name)
+ sym.name = &obj->strtab[sym.sym->st_name];
+ else
+ sym.name = NULL;
+
+ if ((ret = callback(&rel, arg)))
+ return ret;
+ }
+
+ return 0;
+}
+
+int eh_iterate_rel_plt(eh_obj_t *obj, int p, eh_iterate_rel_callback_func callback, void *arg)
+{
+ ElfW(Rel) *relp = (ElfW(Rel) *) obj->dynamic[p].d_un.d_ptr;
+ ElfW(Dyn) *relsize;
+ eh_rel_t rel;
+ eh_sym_t sym;
+ unsigned int i, ret;
+
+ rel.sym = &sym;
+ rel.rela = NULL;
+ rel.obj = obj;
+
+ if (eh_find_next_dyn(obj, DT_PLTRELSZ, p, &relsize))
+ return EINVAL;
+
+ for (i = 0; i < relsize->d_un.d_val / sizeof(ElfW(Rel)); i++) {
+ rel.rel = &relp[i];
+ sym.sym = &obj->symtab[ELFW_R_SYM(rel.rel->r_info)];
+ if (sym.sym->st_name)
+ sym.name = &obj->strtab[sym.sym->st_name];
+ else
+ sym.name = NULL;
+
+ if ((ret = callback(&rel, arg)))
+ return ret;
+ }
+
+ return 0;
+}
+
+int eh_iterate_rel(eh_obj_t *obj, eh_iterate_rel_callback_func callback, void *arg)
+{
+ ElfW(Dyn) *pltrel;
+ int ret, p = 0;
+
+ while (obj->dynamic[p].d_tag != DT_NULL) {
+ if (obj->dynamic[p].d_tag == DT_JMPREL) {
+ eh_find_next_dyn(obj, DT_PLTREL, p, &pltrel);
+
+ if (pltrel->d_un.d_val == DT_RELA) {
+ if ((ret = eh_iterate_rela_plt(obj, p, callback, arg)))
+ return ret;
+ } else if (pltrel->d_un.d_val == DT_REL) {
+ if ((ret = eh_iterate_rel_plt(obj, p, callback, arg)))
+ return ret;
+ } else
+ return EINVAL;
+ }
+ p++;
+ }
+
+ return 0;
+}
+
+int eh_destroy_obj(eh_obj_t *obj)
+{
+ obj->phdr = NULL;
+
+ return 0;
+}
+
+/** \} */
diff --git a/src/file_utils.cpp b/src/file_utils.cpp
new file mode 100644
index 0000000..b268971
--- /dev/null
+++ b/src/file_utils.cpp
@@ -0,0 +1,174 @@
+#include "file_utils.h"
+#include "string_utils.h"
+#include <sys/types.h>
+#include <sys/stat.h>
+#include <unistd.h>
+#include <dirent.h>
+#include <limits.h>
+#include <iostream>
+#include <fstream>
+#include <cstring>
+
+std::string read_line(const std::string& filename)
+{
+ std::string line;
+ std::ifstream file(filename);
+ std::getline(file, line);
+ return line;
+}
+
+bool find_folder(const char* root, const char* prefix, std::string& dest)
+{
+ struct dirent* dp;
+ DIR* dirp = opendir(root);
+ if (!dirp) {
+ std::cerr << "Error opening directory '" << root << "': ";
+ perror("");
+ return false;
+ }
+
+ // XXX xfs/jfs need stat() for inode type
+ while ((dp = readdir(dirp))) {
+ if ((dp->d_type == DT_LNK || dp->d_type == DT_DIR) && starts_with(dp->d_name, prefix)) {
+ dest = dp->d_name;
+ closedir(dirp);
+ return true;
+ }
+ }
+
+ closedir(dirp);
+ return false;
+}
+
+bool find_folder(const std::string& root, const std::string& prefix, std::string& dest)
+{
+ return find_folder(root.c_str(), prefix.c_str(), dest);
+}
+
+std::vector<std::string> ls(const char* root, const char* prefix, LS_FLAGS flags)
+{
+ std::vector<std::string> list;
+ struct dirent* dp;
+
+ DIR* dirp = opendir(root);
+ if (!dirp) {
+ std::cerr << "Error opening directory '" << root << "': ";
+ perror("");
+ return list;
+ }
+
+ while ((dp = readdir(dirp))) {
+ if ((prefix && !starts_with(dp->d_name, prefix))
+ || !strcmp(dp->d_name, ".")
+ || !strcmp(dp->d_name, ".."))
+ continue;
+
+ if (dp->d_type == DT_LNK) {
+ struct stat s;
+ std::string path(root);
+ if (path.back() != '/')
+ path += "/";
+ path += dp->d_name;
+
+ if (stat(path.c_str(), &s))
+ continue;
+
+ if (((flags & LS_DIRS) && S_ISDIR(s.st_mode))
+ || ((flags & LS_FILES) && !S_ISDIR(s.st_mode))) {
+ list.push_back(dp->d_name);
+ }
+ } else if (((flags & LS_DIRS) && dp->d_type == DT_DIR)
+ || ((flags & LS_FILES) && dp->d_type == DT_REG)
+ ) {
+ list.push_back(dp->d_name);
+ }
+ }
+
+ closedir(dirp);
+ return list;
+}
+
+bool file_exists(const std::string& path)
+{
+ struct stat s;
+ return !stat(path.c_str(), &s) && !S_ISDIR(s.st_mode);
+}
+
+bool dir_exists(const std::string& path)
+{
+ struct stat s;
+ return !stat(path.c_str(), &s) && S_ISDIR(s.st_mode);
+}
+
+std::string read_symlink(const char * link)
+{
+ char result[PATH_MAX] {};
+ ssize_t count = readlink(link, result, PATH_MAX);
+ return std::string(result, (count > 0) ? count : 0);
+}
+
+std::string get_exe_path()
+{
+ return read_symlink("/proc/self/exe");
+}
+
+bool get_wine_exe_name(std::string& name, bool keep_ext)
+{
+ std::string line;
+ std::ifstream cmdline("/proc/self/cmdline");
+ auto n = std::string::npos;
+ while (std::getline(cmdline, line, '\0'))
+ {
+ if (!line.empty()
+ && ((n = line.find_last_of("/\\")) != std::string::npos)
+ && n < line.size() - 1) // have at least one character
+ {
+ auto dot = keep_ext ? std::string::npos : line.find_last_of('.');
+ if (dot < n)
+ dot = line.size();
+ name = line.substr(n + 1, dot - n - 1);
+ return true;
+ }
+ else if (ends_with(line, ".exe", true))
+ {
+ auto dot = keep_ext ? std::string::npos : line.find_last_of('.');
+ name = line.substr(0, dot);
+ return true;
+ }
+ }
+ return false;
+}
+
+std::string get_home_dir()
+{
+ std::string path;
+ const char* p = getenv("HOME");
+
+ if (p)
+ path = p;
+ return path;
+}
+
+std::string get_data_dir()
+{
+ const char* p = getenv("XDG_DATA_HOME");
+ if (p)
+ return p;
+
+ std::string path = get_home_dir();
+ if (!path.empty())
+ path += "/.local/share";
+ return path;
+}
+
+std::string get_config_dir()
+{
+ const char* p = getenv("XDG_CONFIG_HOME");
+ if (p)
+ return p;
+
+ std::string path = get_home_dir();
+ if (!path.empty())
+ path += "/.config";
+ return path;
+}
diff --git a/src/file_utils.h b/src/file_utils.h
new file mode 100644
index 0000000..43f9f92
--- /dev/null
+++ b/src/file_utils.h
@@ -0,0 +1,28 @@
+#pragma once
+#ifndef MANGOHUD_FILE_UTILS_H
+#define MANGOHUD_FILE_UTILS_H
+
+#include <string>
+#include <vector>
+
+enum LS_FLAGS
+{
+ LS_ALL = 0x00,
+ LS_DIRS = 0x01,
+ LS_FILES = 0x02,
+};
+
+std::string read_line(const std::string& filename);
+bool find_folder(const char* root, const char* prefix, std::string& dest);
+bool find_folder(const std::string& root, const std::string& prefix, std::string& dest);
+std::vector<std::string> ls(const char* root, const char* prefix = nullptr, LS_FLAGS flags = LS_DIRS);
+bool file_exists(const std::string& path);
+bool dir_exists(const std::string& path);
+std::string read_symlink(const char * link);
+std::string get_exe_path();
+bool get_wine_exe_name(std::string& name, bool keep_ext = false);
+std::string get_home_dir();
+std::string get_data_dir();
+std::string get_config_dir();
+
+#endif //MANGOHUD_FILE_UTILS_H
diff --git a/src/font_default.h b/src/font_default.h
new file mode 100644
index 0000000..e72d22e
--- /dev/null
+++ b/src/font_default.h
@@ -0,0 +1,15 @@
+#pragma once
+#ifndef MANGOHUD_FONT_DEFAULT_H
+#define MANGOHUD_FONT_DEFAULT_H
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+const char* GetDefaultCompressedFontDataTTFBase85(void);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // MANGOHUD_FONT_DEFAULT_H
diff --git a/src/font_unispace.c b/src/font_unispace.c
new file mode 100644
index 0000000..ce84cc7
--- /dev/null
+++ b/src/font_unispace.c
@@ -0,0 +1,299 @@
+#include "font_default.h"
+
+static const char ttf_compressed_data_base85[178490+1] =
+ "7])########0tO6'/###W),##1xL$#Q6>##U[n42f)']<P5)=-'5N;6aNV=B9l7_2T->>#tG:;$Z2XGHQ=WO#/HAi^K@tc3DJk7DQO2$2iO]._b(35&*a(*HMY`=-J3S>-x^Nj0#-0%J"
+ "f9-eB0[qr$7[.nT7-d<BOZl)2u(@cV%JdD4AJr9.)A,Gi(Xx%Yw>eW.;h^`IIo]7C2N(<-JRUV$g3JuB=]G%`-a8]XL6YY#EK[^I5a<a&%&5YYU2jq/+>00FPj=m.,*m<-dI0h4l%S+H"
+ "&Qf$p-gHo[AYqr$EeFVCC&4$.T&BDbLNr'#dHuY#EC(7#.M(Z#u7`'8Qb3G`fNE3k?;%)3W?q?BWOap%0=Im/s[(##sD4;-DcrQM`>B`?847;-*lBvd(+JM'W?]c`7nN&#VHv0,xNa-$"
+ "Wo8gL.Ag;-'YP8.B)B>#(ok&#B=vu#+(:B##Su>#aH`t-U^UANSn_aNu'^fLD4pfLHqDw$2+RS%6C35&:[jl&>tJM'B6,/(FNcf(JgCG)N)%)*RA[`*VY<A+pT9e?k8,&#a3=&#e?O&#"
+ "iKb&#mWt&#qd0'#upB'##'U'#'3h'#g/r1.]8^kLA*nM37Jr%4;cR]4?%4>5C=ku5GUKV6Kn,87O0do7SHDP8Wa%29[#]i9`;=J:dSt+;hlTc;l.6D<pFm%=t_M]=xw.>>&:fu>*RFV?"
+ ".k'8@2-_o@6E?PAwKbKc'O%1#.M<1#<4B2#TwP3#d9v3#iQD4#kWM4#spr4#uv%5#%3A5#'9J5#-Kf5#2Qo5#7j=6#<,c6#A2l6#1gY+#L$S-#EE=I#A;L/#0hb.#>L`,#VKFI#cF31#"
+ "sq@-#Q<+I#D0f-#,Z.H#6b7H#rvI-#4ABsLs=X4#YsH0#HdkI#aQHC#x[FU%5bt4J/9v1B%;NfLikdV$u$DJ:iu#)<ki',;'x(M^JgX(aQl2;?+CSY>-9p92L7?>#BJqJ#nhlF#O.e0#"
+ "-)[0#5SE1#=x&2#=lj1#w3/vLUrZYQWc1MTOw&Sn@4tu5vj^]4A+=>5-Z;;6@l@A4KsBSIKXwv?igWV$TA@D*ZKbHW53F8%db:8.*mCD3uCRm8tT%H#7U5j#`Ano#Frc/$:c$4$P]eh,"
+ "lv@=-FZF>-V5:?-#YEA-L.aL-54Lv-#nIt->ZXu-[lHw-fV+'.#Zo4v/]b?/Z9F&#AK(xLt>E?#jjBB#0v)D#2YkR-.n7^.[;eo#`b0W0*U&U-96f=-YDOJMe$c(P:wjBO1,J6M3LV(v"
+ "F*Q7vP]q3vKJU3vC213v;pb2v6dO2vt9;0vTfteu(diOu8)eKu+YdnlsZVClLB2ClF*dBl)os@lYLk5lwX;ck6)PekwM]dk^H)ckWjX]k5moE8ml$hcR?%@#q=8a%uvV]+QpNJ:rHSP&"
+ ".su(3kCkZ2,CS<$$Mwm0Md*P(3IL,3+b<:.IZD.3m]WI)x3vr-=n/K1cs%f3sJ))3x?7f3JOQh,aO5rJRm9DEK'&JCt)/E+_I.[-^deg)MQ[^5NaW&5IW5o/q,8(svA#)$*eJ+uUo7T%"
+ "(2.o/bD+H=e:`(,-%9%>1nVJ<X$++5W`=CHD05##P.>>#1u9'#-Mc##b+<'#A@7,=*5G>##kn>#'k&&=4UA2'r,b;$.%[8%947W$br9&$vpFk0jn0N(NkY)4w?t&_YftAu$T5Fug$itL"
+ "7S6##2tvC#=M_PM@m<3;NDWC?vfP>#vZs%=2`Cv#3%M$#/s1K*Ia8U)sq[b%BXj%=Ct:B#WOs]7WCpF-d0ju0[aNL#hK)s?$gxo.EwtNFL/5##n5YY#VMwI/tbnZ7PSofL)<#gLY@R>#"
+ ";);Z#97VZ#9%78%Hl7[##(ZQ8>IET%8ckZg%eT>$D*&&,47?c*$DXI)ws*1#3Qr0(5qZ0)k02N()vsI3N#G:.E7g;.B]fZpue-lL;c1p.Ae]ZKKjp0#%^2*@&2ei0^iVR#BA+*r[eT:g"
+ "r;4a=W#YEM9H?##'vgK-=G/e%G-^f1Pps+;nMDq%ABGn&+DY>#98c?#:=[S%;>n8@;1[s$47e8%;/.O4W10*#?XwW$r%&(#hSR12EKRl1Dpl&#4q/Z-;97p/3?k2(Dq1DN80r_,]YVO'"
+ ".q1DN@p=j1p:gF4$UD.3FH7l1um7W?dl@d)4(XD#XbN)<Q=Jo*0^Dk'`i^CO7McTGHh:j(?w*q4$Hv/(S]b7K8Xdc*(NU(C_uSP-B:=9/Ipp49HRPQ-iN:H<+@^17OK=B,Ah-'5'bn@d"
+ "704kkCD$kkf-(,)vAYc2gU*;?RZ7R*T(7W$gf,]3@F[S%AP3T@8c_;$/skZ#2;G>#'et293-K]=+&###R5OK3Zn?g)@JG##r7k.3VjIp0mCE=.Go'J)1DS5'I$XX$85>##VA`0(vuK8."
+ "L,B.*[*'u$BKc8/s<9-mU#+jLYIbn-rUA['YcQiTQ:+;/_*+HpI'ie/KD56Beu`50x,H3'v:#_+ta]W.NR6w/^cH<.s:,_+[vC0($/gbinq2u7HN0f3'-(<-E4H;JIH=>-N?h:HTm[a7"
+ "HODsJb..A6PI]],P_i],5dQY5S8q'#](N%$m?O&#piLY7u.dY#h_&*#tUBp7g,&F.]'m+#'.ZQ81S:v#)B=;$'u,m8`ovs.rQDq/?28L(2#]d)aW+T8)CGH38%1N(#w8s7]bj5Aj>%&4"
+ "(V'v5_b>g)/vQJ(,2S[():np.)Q93C=*c,.rV2l0cBIg)1D&#mPA)e=oAS[,wDt$6t.9+CmsJ23YDc%,'Asm9(#+PAl#?8.$),##LuvC#KLV,#Il$V8Ob7p&k3qA#EObd8RB0j(X[=_/"
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+ "d1)W-U.^TraTL,3x?7f3ICuM(8J)]b5BGV/a)=$6*6^M#>Y'/)pJY]u&]KNCXqtD>0U;6;VQ-/2Z*Cp9&v:*nfww5/jvK'#C7;kL+)j;$]D1pL$@h]=0S:v#PLl>$biuw0fJCZ-ZlW]+"
+ "P>e;%R3'Q/%NCD34tFA#0(rP8Oq*H;=J&v5u'7]6/xrB#OY*4.^7Ws8vcEm1x42W/X)9<7rB,N'&)Se,vf%4$uKj<7`rNhN>po0)>$=F5HW(2;_:9xX:8e7&N.)&9[P0K-Nv%v2<t9'#"
+ "1qVV7@2G>#%3]>#p<PB$pNR##N6+=$j9<?#HxF)4#1eF`6Vt]u6]X&u'V$`CB^V&#1cEB-Q7w2M,'#)#U=<K*2chV$lmWV$0M1v#8A9^%-Pc>#.wGpLL`;v#H_+T%E]^l8aaJA,2_cL2"
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+ "`eQT-StL1..T3rLqC@;T@bIr7dg@5B0'n]G+tB2C3l4)FAdw]G$#w9)o3=-m8&/kXdYH?-Q&@A-wp-A-Y+KZ.<tI-#I##xRnR,.#?NYS.#-3)#mSoo7c`X/2pU<e?+ZCk=m]2R3/6KQ]"
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+ "nBoNM8c.dD+=d;%+s4c-vmJF%vs0hNG:NJ:Cc#4EZGmL>FXGLOTpoG;'+OGH*mWRMM)PH;JQAp&sa=KM#)+aE(xg>$tpia-pH3I$tjbkMw$1oM[;@IOF^BBF6FHv$O/R]-xm&+%XZHHF"
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+ "JF-##$)>>#K3w>P;@e3#cOj-$&t9'#vdlb#O'>uut8X$Mws4U%,q+/1fdfpC.w4/1#KTV[>b*N$X(+N$=ut`-c`pCOG)=s<H-^V[MJ->-C6n'&8ap`?D?839m7T)096AT&j]+Z2TZaJ2"
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+ "`EBB-0_3uL-;5Z2)[S4=Gs2f+3QUD?=5Ok+1KtC?Nx%a+UG27E6K)N$Jk2Q8XO`Y#_0>?83C(gLq.h88mTg5#EmM^[I@'_[%TX0G)woM03?c/1-5)E/1u99_b`qpL,p#-.KU=5Ma1tv8"
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+ "K-WQ89*A%B,h_gLTrtW[Oeh*>5o.?#@B#W[1f&WI9dC01d'@5;1Y`X-Nh5R*GIGR*9@/t[s19E>EE2n&BN1X1KNlj0q@HP8=`x88f%9I$)w/I$eY3)*E+?']Ujmx[sqdsA?fx881(8/M"
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+ ":BtW[h26Q#7Q0N(1=(,M62v01c.5F%7R/t[*lu8.pVMj$;vGg)5UL,M:JD11g:5F%;_/t[.lu8.x%f,&BV%*+3BYj0J[abJ[0,_JZ-,_J]3,_J?M@&,VC9F%_9,_JA`w],VC9F%a?,_J"
+ "CrW>-VC9F%cE,_JE.9v-VC9F%eK,_JQ'vW.]&QY[c7vW[?F(tq*ZIE-pr@['=&Im#3C/F%W7=Q0H)rG/PFbm0P)lN1Gqq?-A]1s7-9?<.Umu>-Mg18UPaFY--<R)0Uc;N0hA6d/jPnc)"
+ "i/+jLpr,t73-@P+hxq?-S=Af.+6/S[IdMj(wgfi0=Y#.MtS%)*[;w0#ENh>.8AnB#O5`P-Lmm*MmfC12x@HP8EktW[m89I*lrJ#2lYnV[M0'qL>-)41BG$)*bf-@->u68.==*p.t2Gx9"
+ "h:_5B+ktpLK&-Q#jh^#2NYWI)'BOK2lS*)**SEjLLYDm0J])q0em-=.*$GGOB.)g2bhb>-nQ=v-%=ufL]hev6ONjj<7C4g7-#fm#,7%a+W+$$$qi-<8uG@g%>^3uLVPq%/HsD^[fL>9'"
+ ",JJE-DCU694gd_#N3nB.&0*9B6bQ][:+xg+5.JpAUC3p.hBB5Bg]IW[b7)Q9PW(;.n.fP9[Jn*%cg-R<%2;nN>dc<.Or)pA<$qV[1uipL8mToL#gipLje'KMU#`5/^>1a+Jx3/OB]mS1"
+ "8SkW[$HX>-uWa5/=JHp.=m@P1LM-7*xN*9.%.fu-V''nL-t]5BgV#d3XO>na43l<UQ/mx=[9S>6[v[.M'EYcMGnow7:R5s.SHdM:x8Ks-0oMs7;?69KeMKs78DpTVX[_846ljS8-75?-"
+ "`^+pA:cT18MW1E4lC+j1'G2q14PXD-C2Dt[4$lk0lQ=fN5PneOu&uCPIbo(P%w-51oIhWRbE751fGWEOP&QY[mP(HO6TUs.Ifim1Q%DwKua&<A#FmA%Aw`29[s#?6x&W&5Zk8?6c94<$"
+ "tV#HXt6N@0G-w;JAtGm#s-kpLr>T>.c^b>-$ldm%E]72NT:R51qZ?t72+3v6>o/Z-8tsr$B@etqM*)tq5`t8T^2$6#NYWI)AcjA1lj4g7:R#t7WCD>#(p.^1.bg88]@QkLeZWmL(BB49"
+ "`f-@-#[a5B@,@U2Lm@g%'p1d8rAhD9W=)##`S,<-jS,<-(r(9.J9?Q#wNC2:CHNX()Q3O+Y+vlL30BnL%+p+Mo5KnLH:)=-)2#HM$B^nLB53>57g<,<$]bA#tsVG<U)OX(tnIb%*K8)="
+ "6:P&#$Lx>-vS,<-%V,<-BIrIM+mGoL6:)=-6u@Y-]+(F.$+Jb%%0Pb%7&4O+15L>?CHNX(9,4O+VoYlLC;)pL%+p+M)A2pLH:)=-92#HM6Lv81X4LmC-]i5M7@$T4V*bSA^Gu`43(JpA"
+ "lS*)*E8[V[c1M9.?G(W3[9^PBeQHX14hx'&sP+I-5kx'&Y^uMCh?xeNW7]6MS&c?-F5g,MZL4RM]nHlLf?8:1gvr[0=<l$'^,RGE_'C[0=-#(&`9Md2C:bW[D@f2$lwu`[AqKO1otq+;"
+ "LmLV=/JM>#x+?h%9fSiBn$@8.>1R8.K3P49YNIh,V2S4;2ZR%@&g6c+aq-vA4rkL>7,AV%e.Jm#H1Pd&]'89]gj/I$3?0I$W<:>]HBw29#;l)'dwrs[vV_v[x7@4=J3:gN6%]v#nlp/M"
+ "eYrN$,7Dt-DLwoL]VvQ#^W,N$hYV##$gOFD4'<4#";
+
+const char* GetDefaultCompressedFontDataTTFBase85(void)
+{
+ return ttf_compressed_data_base85;
+}
diff --git a/src/gl/gl.h b/src/gl/gl.h
new file mode 100644
index 0000000..34b8e13
--- /dev/null
+++ b/src/gl/gl.h
@@ -0,0 +1,31 @@
+#pragma once
+#ifndef MANGOHUD_GL_GL_H
+#define MANGOHUD_GL_GL_H
+
+#ifdef __cplusplus
+extern "C" {
+#endif //__cplusplus
+
+void * glXCreateContext(void *, void *, void *, int);
+void glXDestroyContext(void *, void*);
+void glXSwapBuffers(void*, void*);
+void glXSwapIntervalEXT(void*, void*, int);
+int glXSwapIntervalSGI(int);
+int glXSwapIntervalMESA(unsigned int);
+int glXGetSwapIntervalMESA(void);
+int glXMakeCurrent(void*, void*, void*);
+void* glXGetCurrentContext();
+
+void* glXGetProcAddress(const unsigned char*);
+void* glXGetProcAddressARB(const unsigned char*);
+int glXQueryDrawable(void *dpy, void* glxdraw, int attr, unsigned int * value);
+
+int64_t glXSwapBuffersMscOML(void* dpy, void* drawable, int64_t target_msc, int64_t divisor, int64_t remainder);
+
+unsigned int eglSwapBuffers( void*, void* );
+
+#ifdef __cplusplus
+}
+#endif //__cplusplus
+
+#endif //MANGOHUD_GL_GL_H
diff --git a/src/gl/glad.c b/src/gl/glad.c
new file mode 100644
index 0000000..0abde08
--- /dev/null
+++ b/src/gl/glad.c
@@ -0,0 +1,2990 @@
+/*
+
+ OpenGL, OpenGL ES loader generated by glad 0.1.33 on Thu Apr 9 12:37:38 2020.
+
+ Language/Generator: C/C++
+ Specification: gl
+ APIs: gl=4.6, gles2=3.2
+ Profile: compatibility
+ Extensions:
+ GL_ARB_clip_control,
+ GL_EXT_clip_control
+ Loader: True
+ Local files: False
+ Omit khrplatform: False
+ Reproducible: False
+
+ Commandline:
+ --profile="compatibility" --api="gl=4.6,gles2=3.2" --generator="c" --spec="gl" --extensions="GL_ARB_clip_control,GL_EXT_clip_control"
+ Online:
+ https://glad.dav1d.de/#profile=compatibility&language=c&specification=gl&loader=on&api=gl%3D4.6&api=gles2%3D3.2&extensions=GL_ARB_clip_control&extensions=GL_EXT_clip_control
+*/
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <glad/glad.h>
+
+static void* get_proc(const char *namez);
+
+#if defined(_WIN32) || defined(__CYGWIN__)
+#ifndef _WINDOWS_
+#undef APIENTRY
+#endif
+#include <windows.h>
+static HMODULE libGL;
+
+typedef void* (APIENTRYP PFNWGLGETPROCADDRESSPROC_PRIVATE)(const char*);
+static PFNWGLGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr;
+
+#ifdef _MSC_VER
+#ifdef __has_include
+ #if __has_include(<winapifamily.h>)
+ #define HAVE_WINAPIFAMILY 1
+ #endif
+#elif _MSC_VER >= 1700 && !_USING_V110_SDK71_
+ #define HAVE_WINAPIFAMILY 1
+#endif
+#endif
+
+#ifdef HAVE_WINAPIFAMILY
+ #include <winapifamily.h>
+ #if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)
+ #define IS_UWP 1
+ #endif
+#endif
+
+static
+int open_gl(void) {
+#ifndef IS_UWP
+ libGL = LoadLibraryW(L"opengl32.dll");
+ if(libGL != NULL) {
+ void (* tmp)(void);
+ tmp = (void(*)(void)) GetProcAddress(libGL, "wglGetProcAddress");
+ gladGetProcAddressPtr = (PFNWGLGETPROCADDRESSPROC_PRIVATE) tmp;
+ return gladGetProcAddressPtr != NULL;
+ }
+#endif
+
+ return 0;
+}
+
+static
+void close_gl(void) {
+ if(libGL != NULL) {
+ FreeLibrary((HMODULE) libGL);
+ libGL = NULL;
+ }
+}
+#else
+#include <dlfcn.h>
+static void* libGL;
+
+#if !defined(__APPLE__) && !defined(__HAIKU__)
+typedef void* (APIENTRYP PFNGLXGETPROCADDRESSPROC_PRIVATE)(const char*);
+static PFNGLXGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr;
+#endif
+
+static
+int open_gl(void) {
+#ifdef __APPLE__
+ static const char *NAMES[] = {
+ "../Frameworks/OpenGL.framework/OpenGL",
+ "/Library/Frameworks/OpenGL.framework/OpenGL",
+ "/System/Library/Frameworks/OpenGL.framework/OpenGL",
+ "/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL"
+ };
+#else
+ static const char *NAMES[] = {"libGL.so.1", "libGL.so"};
+#endif
+
+ unsigned int index = 0;
+ for(index = 0; index < (sizeof(NAMES) / sizeof(NAMES[0])); index++) {
+ libGL = dlopen(NAMES[index], RTLD_NOW | RTLD_GLOBAL);
+
+ if(libGL != NULL) {
+#if defined(__APPLE__) || defined(__HAIKU__)
+ return 1;
+#else
+ gladGetProcAddressPtr = (PFNGLXGETPROCADDRESSPROC_PRIVATE)dlsym(libGL,
+ "glXGetProcAddressARB");
+ return gladGetProcAddressPtr != NULL;
+#endif
+ }
+ }
+
+ return 0;
+}
+
+static
+void close_gl(void) {
+ if(libGL != NULL) {
+ dlclose(libGL);
+ libGL = NULL;
+ }
+}
+#endif
+
+static
+void* get_proc(const char *namez) {
+ void* result = NULL;
+ if(libGL == NULL) return NULL;
+
+#if !defined(__APPLE__) && !defined(__HAIKU__)
+ if(gladGetProcAddressPtr != NULL) {
+ result = gladGetProcAddressPtr(namez);
+ }
+#endif
+ if(result == NULL) {
+#if defined(_WIN32) || defined(__CYGWIN__)
+ result = (void*)GetProcAddress((HMODULE) libGL, namez);
+#else
+ result = dlsym(libGL, namez);
+#endif
+ }
+
+ return result;
+}
+
+int gladLoadGL(void) {
+ int status = 0;
+
+ if(open_gl()) {
+ status = gladLoadGLLoader(&get_proc);
+ close_gl();
+ }
+
+ return status;
+}
+
+struct gladGLversionStruct GLVersion = { 0, 0 };
+
+#if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0)
+#define _GLAD_IS_SOME_NEW_VERSION 1
+#endif
+
+static int max_loaded_major;
+static int max_loaded_minor;
+
+static const char *exts = NULL;
+static int num_exts_i = 0;
+static char **exts_i = NULL;
+
+static int get_exts(void) {
+#ifdef _GLAD_IS_SOME_NEW_VERSION
+ if(max_loaded_major < 3) {
+#endif
+ exts = (const char *)glGetString(GL_EXTENSIONS);
+#ifdef _GLAD_IS_SOME_NEW_VERSION
+ } else {
+ unsigned int index;
+
+ num_exts_i = 0;
+ glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts_i);
+ if (num_exts_i > 0) {
+ exts_i = (char **)malloc((size_t)num_exts_i * (sizeof *exts_i));
+ }
+
+ if (exts_i == NULL) {
+ return 0;
+ }
+
+ for(index = 0; index < (unsigned)num_exts_i; index++) {
+ const char *gl_str_tmp = (const char*)glGetStringi(GL_EXTENSIONS, index);
+ size_t len = strlen(gl_str_tmp);
+
+ char *local_str = (char*)malloc((len+1) * sizeof(char));
+ if(local_str != NULL) {
+ memcpy(local_str, gl_str_tmp, (len+1) * sizeof(char));
+ }
+ exts_i[index] = local_str;
+ }
+ }
+#endif
+ return 1;
+}
+
+static void free_exts(void) {
+ if (exts_i != NULL) {
+ int index;
+ for(index = 0; index < num_exts_i; index++) {
+ free((char *)exts_i[index]);
+ }
+ free((void *)exts_i);
+ exts_i = NULL;
+ }
+}
+
+static int has_ext(const char *ext) {
+#ifdef _GLAD_IS_SOME_NEW_VERSION
+ if(max_loaded_major < 3) {
+#endif
+ const char *extensions;
+ const char *loc;
+ const char *terminator;
+ extensions = exts;
+ if(extensions == NULL || ext == NULL) {
+ return 0;
+ }
+
+ while(1) {
+ loc = strstr(extensions, ext);
+ if(loc == NULL) {
+ return 0;
+ }
+
+ terminator = loc + strlen(ext);
+ if((loc == extensions || *(loc - 1) == ' ') &&
+ (*terminator == ' ' || *terminator == '\0')) {
+ return 1;
+ }
+ extensions = terminator;
+ }
+#ifdef _GLAD_IS_SOME_NEW_VERSION
+ } else {
+ int index;
+ if(exts_i == NULL) return 0;
+ for(index = 0; index < num_exts_i; index++) {
+ const char *e = exts_i[index];
+
+ if(exts_i[index] != NULL && strcmp(e, ext) == 0) {
+ return 1;
+ }
+ }
+ }
+#endif
+
+ return 0;
+}
+int GLAD_GL_VERSION_1_0 = 0;
+int GLAD_GL_VERSION_1_1 = 0;
+int GLAD_GL_VERSION_1_2 = 0;
+int GLAD_GL_VERSION_1_3 = 0;
+int GLAD_GL_VERSION_1_4 = 0;
+int GLAD_GL_VERSION_1_5 = 0;
+int GLAD_GL_VERSION_2_0 = 0;
+int GLAD_GL_VERSION_2_1 = 0;
+int GLAD_GL_VERSION_3_0 = 0;
+int GLAD_GL_VERSION_3_1 = 0;
+int GLAD_GL_VERSION_3_2 = 0;
+int GLAD_GL_VERSION_3_3 = 0;
+int GLAD_GL_VERSION_4_0 = 0;
+int GLAD_GL_VERSION_4_1 = 0;
+int GLAD_GL_VERSION_4_2 = 0;
+int GLAD_GL_VERSION_4_3 = 0;
+int GLAD_GL_VERSION_4_4 = 0;
+int GLAD_GL_VERSION_4_5 = 0;
+int GLAD_GL_VERSION_4_6 = 0;
+int GLAD_GL_ES_VERSION_2_0 = 0;
+int GLAD_GL_ES_VERSION_3_0 = 0;
+int GLAD_GL_ES_VERSION_3_1 = 0;
+int GLAD_GL_ES_VERSION_3_2 = 0;
+PFNGLACCUMPROC glad_glAccum = NULL;
+PFNGLACTIVESHADERPROGRAMPROC glad_glActiveShaderProgram = NULL;
+PFNGLACTIVETEXTUREPROC glad_glActiveTexture = NULL;
+PFNGLALPHAFUNCPROC glad_glAlphaFunc = NULL;
+PFNGLARETEXTURESRESIDENTPROC glad_glAreTexturesResident = NULL;
+PFNGLARRAYELEMENTPROC glad_glArrayElement = NULL;
+PFNGLATTACHSHADERPROC glad_glAttachShader = NULL;
+PFNGLBEGINPROC glad_glBegin = NULL;
+PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender = NULL;
+PFNGLBEGINQUERYPROC glad_glBeginQuery = NULL;
+PFNGLBEGINQUERYINDEXEDPROC glad_glBeginQueryIndexed = NULL;
+PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback = NULL;
+PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation = NULL;
+PFNGLBINDBUFFERPROC glad_glBindBuffer = NULL;
+PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase = NULL;
+PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange = NULL;
+PFNGLBINDBUFFERSBASEPROC glad_glBindBuffersBase = NULL;
+PFNGLBINDBUFFERSRANGEPROC glad_glBindBuffersRange = NULL;
+PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation = NULL;
+PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed = NULL;
+PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer = NULL;
+PFNGLBINDIMAGETEXTUREPROC glad_glBindImageTexture = NULL;
+PFNGLBINDIMAGETEXTURESPROC glad_glBindImageTextures = NULL;
+PFNGLBINDPROGRAMPIPELINEPROC glad_glBindProgramPipeline = NULL;
+PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer = NULL;
+PFNGLBINDSAMPLERPROC glad_glBindSampler = NULL;
+PFNGLBINDSAMPLERSPROC glad_glBindSamplers = NULL;
+PFNGLBINDTEXTUREPROC glad_glBindTexture = NULL;
+PFNGLBINDTEXTUREUNITPROC glad_glBindTextureUnit = NULL;
+PFNGLBINDTEXTURESPROC glad_glBindTextures = NULL;
+PFNGLBINDTRANSFORMFEEDBACKPROC glad_glBindTransformFeedback = NULL;
+PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray = NULL;
+PFNGLBINDVERTEXBUFFERPROC glad_glBindVertexBuffer = NULL;
+PFNGLBINDVERTEXBUFFERSPROC glad_glBindVertexBuffers = NULL;
+PFNGLBITMAPPROC glad_glBitmap = NULL;
+PFNGLBLENDBARRIERPROC glad_glBlendBarrier = NULL;
+PFNGLBLENDCOLORPROC glad_glBlendColor = NULL;
+PFNGLBLENDEQUATIONPROC glad_glBlendEquation = NULL;
+PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate = NULL;
+PFNGLBLENDEQUATIONSEPARATEIPROC glad_glBlendEquationSeparatei = NULL;
+PFNGLBLENDEQUATIONIPROC glad_glBlendEquationi = NULL;
+PFNGLBLENDFUNCPROC glad_glBlendFunc = NULL;
+PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate = NULL;
+PFNGLBLENDFUNCSEPARATEIPROC glad_glBlendFuncSeparatei = NULL;
+PFNGLBLENDFUNCIPROC glad_glBlendFunci = NULL;
+PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer = NULL;
+PFNGLBLITNAMEDFRAMEBUFFERPROC glad_glBlitNamedFramebuffer = NULL;
+PFNGLBUFFERDATAPROC glad_glBufferData = NULL;
+PFNGLBUFFERSTORAGEPROC glad_glBufferStorage = NULL;
+PFNGLBUFFERSUBDATAPROC glad_glBufferSubData = NULL;
+PFNGLCALLLISTPROC glad_glCallList = NULL;
+PFNGLCALLLISTSPROC glad_glCallLists = NULL;
+PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus = NULL;
+PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC glad_glCheckNamedFramebufferStatus = NULL;
+PFNGLCLAMPCOLORPROC glad_glClampColor = NULL;
+PFNGLCLEARPROC glad_glClear = NULL;
+PFNGLCLEARACCUMPROC glad_glClearAccum = NULL;
+PFNGLCLEARBUFFERDATAPROC glad_glClearBufferData = NULL;
+PFNGLCLEARBUFFERSUBDATAPROC glad_glClearBufferSubData = NULL;
+PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi = NULL;
+PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv = NULL;
+PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv = NULL;
+PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv = NULL;
+PFNGLCLEARCOLORPROC glad_glClearColor = NULL;
+PFNGLCLEARDEPTHPROC glad_glClearDepth = NULL;
+PFNGLCLEARDEPTHFPROC glad_glClearDepthf = NULL;
+PFNGLCLEARINDEXPROC glad_glClearIndex = NULL;
+PFNGLCLEARNAMEDBUFFERDATAPROC glad_glClearNamedBufferData = NULL;
+PFNGLCLEARNAMEDBUFFERSUBDATAPROC glad_glClearNamedBufferSubData = NULL;
+PFNGLCLEARNAMEDFRAMEBUFFERFIPROC glad_glClearNamedFramebufferfi = NULL;
+PFNGLCLEARNAMEDFRAMEBUFFERFVPROC glad_glClearNamedFramebufferfv = NULL;
+PFNGLCLEARNAMEDFRAMEBUFFERIVPROC glad_glClearNamedFramebufferiv = NULL;
+PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC glad_glClearNamedFramebufferuiv = NULL;
+PFNGLCLEARSTENCILPROC glad_glClearStencil = NULL;
+PFNGLCLEARTEXIMAGEPROC glad_glClearTexImage = NULL;
+PFNGLCLEARTEXSUBIMAGEPROC glad_glClearTexSubImage = NULL;
+PFNGLCLIENTACTIVETEXTUREPROC glad_glClientActiveTexture = NULL;
+PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync = NULL;
+PFNGLCLIPCONTROLPROC glad_glClipControl = NULL;
+PFNGLCLIPPLANEPROC glad_glClipPlane = NULL;
+PFNGLCOLOR3BPROC glad_glColor3b = NULL;
+PFNGLCOLOR3BVPROC glad_glColor3bv = NULL;
+PFNGLCOLOR3DPROC glad_glColor3d = NULL;
+PFNGLCOLOR3DVPROC glad_glColor3dv = NULL;
+PFNGLCOLOR3FPROC glad_glColor3f = NULL;
+PFNGLCOLOR3FVPROC glad_glColor3fv = NULL;
+PFNGLCOLOR3IPROC glad_glColor3i = NULL;
+PFNGLCOLOR3IVPROC glad_glColor3iv = NULL;
+PFNGLCOLOR3SPROC glad_glColor3s = NULL;
+PFNGLCOLOR3SVPROC glad_glColor3sv = NULL;
+PFNGLCOLOR3UBPROC glad_glColor3ub = NULL;
+PFNGLCOLOR3UBVPROC glad_glColor3ubv = NULL;
+PFNGLCOLOR3UIPROC glad_glColor3ui = NULL;
+PFNGLCOLOR3UIVPROC glad_glColor3uiv = NULL;
+PFNGLCOLOR3USPROC glad_glColor3us = NULL;
+PFNGLCOLOR3USVPROC glad_glColor3usv = NULL;
+PFNGLCOLOR4BPROC glad_glColor4b = NULL;
+PFNGLCOLOR4BVPROC glad_glColor4bv = NULL;
+PFNGLCOLOR4DPROC glad_glColor4d = NULL;
+PFNGLCOLOR4DVPROC glad_glColor4dv = NULL;
+PFNGLCOLOR4FPROC glad_glColor4f = NULL;
+PFNGLCOLOR4FVPROC glad_glColor4fv = NULL;
+PFNGLCOLOR4IPROC glad_glColor4i = NULL;
+PFNGLCOLOR4IVPROC glad_glColor4iv = NULL;
+PFNGLCOLOR4SPROC glad_glColor4s = NULL;
+PFNGLCOLOR4SVPROC glad_glColor4sv = NULL;
+PFNGLCOLOR4UBPROC glad_glColor4ub = NULL;
+PFNGLCOLOR4UBVPROC glad_glColor4ubv = NULL;
+PFNGLCOLOR4UIPROC glad_glColor4ui = NULL;
+PFNGLCOLOR4UIVPROC glad_glColor4uiv = NULL;
+PFNGLCOLOR4USPROC glad_glColor4us = NULL;
+PFNGLCOLOR4USVPROC glad_glColor4usv = NULL;
+PFNGLCOLORMASKPROC glad_glColorMask = NULL;
+PFNGLCOLORMASKIPROC glad_glColorMaski = NULL;
+PFNGLCOLORMATERIALPROC glad_glColorMaterial = NULL;
+PFNGLCOLORP3UIPROC glad_glColorP3ui = NULL;
+PFNGLCOLORP3UIVPROC glad_glColorP3uiv = NULL;
+PFNGLCOLORP4UIPROC glad_glColorP4ui = NULL;
+PFNGLCOLORP4UIVPROC glad_glColorP4uiv = NULL;
+PFNGLCOLORPOINTERPROC glad_glColorPointer = NULL;
+PFNGLCOMPILESHADERPROC glad_glCompileShader = NULL;
+PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D = NULL;
+PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D = NULL;
+PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D = NULL;
+PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D = NULL;
+PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D = NULL;
+PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D = NULL;
+PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC glad_glCompressedTextureSubImage1D = NULL;
+PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC glad_glCompressedTextureSubImage2D = NULL;
+PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC glad_glCompressedTextureSubImage3D = NULL;
+PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData = NULL;
+PFNGLCOPYIMAGESUBDATAPROC glad_glCopyImageSubData = NULL;
+PFNGLCOPYNAMEDBUFFERSUBDATAPROC glad_glCopyNamedBufferSubData = NULL;
+PFNGLCOPYPIXELSPROC glad_glCopyPixels = NULL;
+PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D = NULL;
+PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D = NULL;
+PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D = NULL;
+PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D = NULL;
+PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D = NULL;
+PFNGLCOPYTEXTURESUBIMAGE1DPROC glad_glCopyTextureSubImage1D = NULL;
+PFNGLCOPYTEXTURESUBIMAGE2DPROC glad_glCopyTextureSubImage2D = NULL;
+PFNGLCOPYTEXTURESUBIMAGE3DPROC glad_glCopyTextureSubImage3D = NULL;
+PFNGLCREATEBUFFERSPROC glad_glCreateBuffers = NULL;
+PFNGLCREATEFRAMEBUFFERSPROC glad_glCreateFramebuffers = NULL;
+PFNGLCREATEPROGRAMPROC glad_glCreateProgram = NULL;
+PFNGLCREATEPROGRAMPIPELINESPROC glad_glCreateProgramPipelines = NULL;
+PFNGLCREATEQUERIESPROC glad_glCreateQueries = NULL;
+PFNGLCREATERENDERBUFFERSPROC glad_glCreateRenderbuffers = NULL;
+PFNGLCREATESAMPLERSPROC glad_glCreateSamplers = NULL;
+PFNGLCREATESHADERPROC glad_glCreateShader = NULL;
+PFNGLCREATESHADERPROGRAMVPROC glad_glCreateShaderProgramv = NULL;
+PFNGLCREATETEXTURESPROC glad_glCreateTextures = NULL;
+PFNGLCREATETRANSFORMFEEDBACKSPROC glad_glCreateTransformFeedbacks = NULL;
+PFNGLCREATEVERTEXARRAYSPROC glad_glCreateVertexArrays = NULL;
+PFNGLCULLFACEPROC glad_glCullFace = NULL;
+PFNGLDEBUGMESSAGECALLBACKPROC glad_glDebugMessageCallback = NULL;
+PFNGLDEBUGMESSAGECONTROLPROC glad_glDebugMessageControl = NULL;
+PFNGLDEBUGMESSAGEINSERTPROC glad_glDebugMessageInsert = NULL;
+PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers = NULL;
+PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers = NULL;
+PFNGLDELETELISTSPROC glad_glDeleteLists = NULL;
+PFNGLDELETEPROGRAMPROC glad_glDeleteProgram = NULL;
+PFNGLDELETEPROGRAMPIPELINESPROC glad_glDeleteProgramPipelines = NULL;
+PFNGLDELETEQUERIESPROC glad_glDeleteQueries = NULL;
+PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers = NULL;
+PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers = NULL;
+PFNGLDELETESHADERPROC glad_glDeleteShader = NULL;
+PFNGLDELETESYNCPROC glad_glDeleteSync = NULL;
+PFNGLDELETETEXTURESPROC glad_glDeleteTextures = NULL;
+PFNGLDELETETRANSFORMFEEDBACKSPROC glad_glDeleteTransformFeedbacks = NULL;
+PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays = NULL;
+PFNGLDEPTHFUNCPROC glad_glDepthFunc = NULL;
+PFNGLDEPTHMASKPROC glad_glDepthMask = NULL;
+PFNGLDEPTHRANGEPROC glad_glDepthRange = NULL;
+PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv = NULL;
+PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed = NULL;
+PFNGLDEPTHRANGEFPROC glad_glDepthRangef = NULL;
+PFNGLDETACHSHADERPROC glad_glDetachShader = NULL;
+PFNGLDISABLEPROC glad_glDisable = NULL;
+PFNGLDISABLECLIENTSTATEPROC glad_glDisableClientState = NULL;
+PFNGLDISABLEVERTEXARRAYATTRIBPROC glad_glDisableVertexArrayAttrib = NULL;
+PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray = NULL;
+PFNGLDISABLEIPROC glad_glDisablei = NULL;
+PFNGLDISPATCHCOMPUTEPROC glad_glDispatchCompute = NULL;
+PFNGLDISPATCHCOMPUTEINDIRECTPROC glad_glDispatchComputeIndirect = NULL;
+PFNGLDRAWARRAYSPROC glad_glDrawArrays = NULL;
+PFNGLDRAWARRAYSINDIRECTPROC glad_glDrawArraysIndirect = NULL;
+PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced = NULL;
+PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC glad_glDrawArraysInstancedBaseInstance = NULL;
+PFNGLDRAWBUFFERPROC glad_glDrawBuffer = NULL;
+PFNGLDRAWBUFFERSPROC glad_glDrawBuffers = NULL;
+PFNGLDRAWELEMENTSPROC glad_glDrawElements = NULL;
+PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex = NULL;
+PFNGLDRAWELEMENTSINDIRECTPROC glad_glDrawElementsIndirect = NULL;
+PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced = NULL;
+PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC glad_glDrawElementsInstancedBaseInstance = NULL;
+PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex = NULL;
+PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC glad_glDrawElementsInstancedBaseVertexBaseInstance = NULL;
+PFNGLDRAWPIXELSPROC glad_glDrawPixels = NULL;
+PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements = NULL;
+PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex = NULL;
+PFNGLDRAWTRANSFORMFEEDBACKPROC glad_glDrawTransformFeedback = NULL;
+PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC glad_glDrawTransformFeedbackInstanced = NULL;
+PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC glad_glDrawTransformFeedbackStream = NULL;
+PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC glad_glDrawTransformFeedbackStreamInstanced = NULL;
+PFNGLEDGEFLAGPROC glad_glEdgeFlag = NULL;
+PFNGLEDGEFLAGPOINTERPROC glad_glEdgeFlagPointer = NULL;
+PFNGLEDGEFLAGVPROC glad_glEdgeFlagv = NULL;
+PFNGLENABLEPROC glad_glEnable = NULL;
+PFNGLENABLECLIENTSTATEPROC glad_glEnableClientState = NULL;
+PFNGLENABLEVERTEXARRAYATTRIBPROC glad_glEnableVertexArrayAttrib = NULL;
+PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray = NULL;
+PFNGLENABLEIPROC glad_glEnablei = NULL;
+PFNGLENDPROC glad_glEnd = NULL;
+PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender = NULL;
+PFNGLENDLISTPROC glad_glEndList = NULL;
+PFNGLENDQUERYPROC glad_glEndQuery = NULL;
+PFNGLENDQUERYINDEXEDPROC glad_glEndQueryIndexed = NULL;
+PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback = NULL;
+PFNGLEVALCOORD1DPROC glad_glEvalCoord1d = NULL;
+PFNGLEVALCOORD1DVPROC glad_glEvalCoord1dv = NULL;
+PFNGLEVALCOORD1FPROC glad_glEvalCoord1f = NULL;
+PFNGLEVALCOORD1FVPROC glad_glEvalCoord1fv = NULL;
+PFNGLEVALCOORD2DPROC glad_glEvalCoord2d = NULL;
+PFNGLEVALCOORD2DVPROC glad_glEvalCoord2dv = NULL;
+PFNGLEVALCOORD2FPROC glad_glEvalCoord2f = NULL;
+PFNGLEVALCOORD2FVPROC glad_glEvalCoord2fv = NULL;
+PFNGLEVALMESH1PROC glad_glEvalMesh1 = NULL;
+PFNGLEVALMESH2PROC glad_glEvalMesh2 = NULL;
+PFNGLEVALPOINT1PROC glad_glEvalPoint1 = NULL;
+PFNGLEVALPOINT2PROC glad_glEvalPoint2 = NULL;
+PFNGLFEEDBACKBUFFERPROC glad_glFeedbackBuffer = NULL;
+PFNGLFENCESYNCPROC glad_glFenceSync = NULL;
+PFNGLFINISHPROC glad_glFinish = NULL;
+PFNGLFLUSHPROC glad_glFlush = NULL;
+PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange = NULL;
+PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC glad_glFlushMappedNamedBufferRange = NULL;
+PFNGLFOGCOORDPOINTERPROC glad_glFogCoordPointer = NULL;
+PFNGLFOGCOORDDPROC glad_glFogCoordd = NULL;
+PFNGLFOGCOORDDVPROC glad_glFogCoorddv = NULL;
+PFNGLFOGCOORDFPROC glad_glFogCoordf = NULL;
+PFNGLFOGCOORDFVPROC glad_glFogCoordfv = NULL;
+PFNGLFOGFPROC glad_glFogf = NULL;
+PFNGLFOGFVPROC glad_glFogfv = NULL;
+PFNGLFOGIPROC glad_glFogi = NULL;
+PFNGLFOGIVPROC glad_glFogiv = NULL;
+PFNGLFRAMEBUFFERPARAMETERIPROC glad_glFramebufferParameteri = NULL;
+PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer = NULL;
+PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture = NULL;
+PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D = NULL;
+PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D = NULL;
+PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D = NULL;
+PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer = NULL;
+PFNGLFRONTFACEPROC glad_glFrontFace = NULL;
+PFNGLFRUSTUMPROC glad_glFrustum = NULL;
+PFNGLGENBUFFERSPROC glad_glGenBuffers = NULL;
+PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers = NULL;
+PFNGLGENLISTSPROC glad_glGenLists = NULL;
+PFNGLGENPROGRAMPIPELINESPROC glad_glGenProgramPipelines = NULL;
+PFNGLGENQUERIESPROC glad_glGenQueries = NULL;
+PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers = NULL;
+PFNGLGENSAMPLERSPROC glad_glGenSamplers = NULL;
+PFNGLGENTEXTURESPROC glad_glGenTextures = NULL;
+PFNGLGENTRANSFORMFEEDBACKSPROC glad_glGenTransformFeedbacks = NULL;
+PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays = NULL;
+PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap = NULL;
+PFNGLGENERATETEXTUREMIPMAPPROC glad_glGenerateTextureMipmap = NULL;
+PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC glad_glGetActiveAtomicCounterBufferiv = NULL;
+PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib = NULL;
+PFNGLGETACTIVESUBROUTINENAMEPROC glad_glGetActiveSubroutineName = NULL;
+PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC glad_glGetActiveSubroutineUniformName = NULL;
+PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC glad_glGetActiveSubroutineUniformiv = NULL;
+PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform = NULL;
+PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName = NULL;
+PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv = NULL;
+PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName = NULL;
+PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv = NULL;
+PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders = NULL;
+PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation = NULL;
+PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v = NULL;
+PFNGLGETBOOLEANVPROC glad_glGetBooleanv = NULL;
+PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v = NULL;
+PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv = NULL;
+PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv = NULL;
+PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData = NULL;
+PFNGLGETCLIPPLANEPROC glad_glGetClipPlane = NULL;
+PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage = NULL;
+PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC glad_glGetCompressedTextureImage = NULL;
+PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC glad_glGetCompressedTextureSubImage = NULL;
+PFNGLGETDEBUGMESSAGELOGPROC glad_glGetDebugMessageLog = NULL;
+PFNGLGETDOUBLEI_VPROC glad_glGetDoublei_v = NULL;
+PFNGLGETDOUBLEVPROC glad_glGetDoublev = NULL;
+PFNGLGETERRORPROC glad_glGetError = NULL;
+PFNGLGETFLOATI_VPROC glad_glGetFloati_v = NULL;
+PFNGLGETFLOATVPROC glad_glGetFloatv = NULL;
+PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex = NULL;
+PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation = NULL;
+PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv = NULL;
+PFNGLGETFRAMEBUFFERPARAMETERIVPROC glad_glGetFramebufferParameteriv = NULL;
+PFNGLGETGRAPHICSRESETSTATUSPROC glad_glGetGraphicsResetStatus = NULL;
+PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v = NULL;
+PFNGLGETINTEGER64VPROC glad_glGetInteger64v = NULL;
+PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v = NULL;
+PFNGLGETINTEGERVPROC glad_glGetIntegerv = NULL;
+PFNGLGETINTERNALFORMATI64VPROC glad_glGetInternalformati64v = NULL;
+PFNGLGETINTERNALFORMATIVPROC glad_glGetInternalformativ = NULL;
+PFNGLGETLIGHTFVPROC glad_glGetLightfv = NULL;
+PFNGLGETLIGHTIVPROC glad_glGetLightiv = NULL;
+PFNGLGETMAPDVPROC glad_glGetMapdv = NULL;
+PFNGLGETMAPFVPROC glad_glGetMapfv = NULL;
+PFNGLGETMAPIVPROC glad_glGetMapiv = NULL;
+PFNGLGETMATERIALFVPROC glad_glGetMaterialfv = NULL;
+PFNGLGETMATERIALIVPROC glad_glGetMaterialiv = NULL;
+PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv = NULL;
+PFNGLGETNAMEDBUFFERPARAMETERI64VPROC glad_glGetNamedBufferParameteri64v = NULL;
+PFNGLGETNAMEDBUFFERPARAMETERIVPROC glad_glGetNamedBufferParameteriv = NULL;
+PFNGLGETNAMEDBUFFERPOINTERVPROC glad_glGetNamedBufferPointerv = NULL;
+PFNGLGETNAMEDBUFFERSUBDATAPROC glad_glGetNamedBufferSubData = NULL;
+PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetNamedFramebufferAttachmentParameteriv = NULL;
+PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC glad_glGetNamedFramebufferParameteriv = NULL;
+PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC glad_glGetNamedRenderbufferParameteriv = NULL;
+PFNGLGETOBJECTLABELPROC glad_glGetObjectLabel = NULL;
+PFNGLGETOBJECTPTRLABELPROC glad_glGetObjectPtrLabel = NULL;
+PFNGLGETPIXELMAPFVPROC glad_glGetPixelMapfv = NULL;
+PFNGLGETPIXELMAPUIVPROC glad_glGetPixelMapuiv = NULL;
+PFNGLGETPIXELMAPUSVPROC glad_glGetPixelMapusv = NULL;
+PFNGLGETPOINTERVPROC glad_glGetPointerv = NULL;
+PFNGLGETPOLYGONSTIPPLEPROC glad_glGetPolygonStipple = NULL;
+PFNGLGETPROGRAMBINARYPROC glad_glGetProgramBinary = NULL;
+PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog = NULL;
+PFNGLGETPROGRAMINTERFACEIVPROC glad_glGetProgramInterfaceiv = NULL;
+PFNGLGETPROGRAMPIPELINEINFOLOGPROC glad_glGetProgramPipelineInfoLog = NULL;
+PFNGLGETPROGRAMPIPELINEIVPROC glad_glGetProgramPipelineiv = NULL;
+PFNGLGETPROGRAMRESOURCEINDEXPROC glad_glGetProgramResourceIndex = NULL;
+PFNGLGETPROGRAMRESOURCELOCATIONPROC glad_glGetProgramResourceLocation = NULL;
+PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC glad_glGetProgramResourceLocationIndex = NULL;
+PFNGLGETPROGRAMRESOURCENAMEPROC glad_glGetProgramResourceName = NULL;
+PFNGLGETPROGRAMRESOURCEIVPROC glad_glGetProgramResourceiv = NULL;
+PFNGLGETPROGRAMSTAGEIVPROC glad_glGetProgramStageiv = NULL;
+PFNGLGETPROGRAMIVPROC glad_glGetProgramiv = NULL;
+PFNGLGETQUERYBUFFEROBJECTI64VPROC glad_glGetQueryBufferObjecti64v = NULL;
+PFNGLGETQUERYBUFFEROBJECTIVPROC glad_glGetQueryBufferObjectiv = NULL;
+PFNGLGETQUERYBUFFEROBJECTUI64VPROC glad_glGetQueryBufferObjectui64v = NULL;
+PFNGLGETQUERYBUFFEROBJECTUIVPROC glad_glGetQueryBufferObjectuiv = NULL;
+PFNGLGETQUERYINDEXEDIVPROC glad_glGetQueryIndexediv = NULL;
+PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v = NULL;
+PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv = NULL;
+PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v = NULL;
+PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv = NULL;
+PFNGLGETQUERYIVPROC glad_glGetQueryiv = NULL;
+PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv = NULL;
+PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv = NULL;
+PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv = NULL;
+PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv = NULL;
+PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv = NULL;
+PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog = NULL;
+PFNGLGETSHADERPRECISIONFORMATPROC glad_glGetShaderPrecisionFormat = NULL;
+PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource = NULL;
+PFNGLGETSHADERIVPROC glad_glGetShaderiv = NULL;
+PFNGLGETSTRINGPROC glad_glGetString = NULL;
+PFNGLGETSTRINGIPROC glad_glGetStringi = NULL;
+PFNGLGETSUBROUTINEINDEXPROC glad_glGetSubroutineIndex = NULL;
+PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC glad_glGetSubroutineUniformLocation = NULL;
+PFNGLGETSYNCIVPROC glad_glGetSynciv = NULL;
+PFNGLGETTEXENVFVPROC glad_glGetTexEnvfv = NULL;
+PFNGLGETTEXENVIVPROC glad_glGetTexEnviv = NULL;
+PFNGLGETTEXGENDVPROC glad_glGetTexGendv = NULL;
+PFNGLGETTEXGENFVPROC glad_glGetTexGenfv = NULL;
+PFNGLGETTEXGENIVPROC glad_glGetTexGeniv = NULL;
+PFNGLGETTEXIMAGEPROC glad_glGetTexImage = NULL;
+PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv = NULL;
+PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv = NULL;
+PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv = NULL;
+PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv = NULL;
+PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv = NULL;
+PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv = NULL;
+PFNGLGETTEXTUREIMAGEPROC glad_glGetTextureImage = NULL;
+PFNGLGETTEXTURELEVELPARAMETERFVPROC glad_glGetTextureLevelParameterfv = NULL;
+PFNGLGETTEXTURELEVELPARAMETERIVPROC glad_glGetTextureLevelParameteriv = NULL;
+PFNGLGETTEXTUREPARAMETERIIVPROC glad_glGetTextureParameterIiv = NULL;
+PFNGLGETTEXTUREPARAMETERIUIVPROC glad_glGetTextureParameterIuiv = NULL;
+PFNGLGETTEXTUREPARAMETERFVPROC glad_glGetTextureParameterfv = NULL;
+PFNGLGETTEXTUREPARAMETERIVPROC glad_glGetTextureParameteriv = NULL;
+PFNGLGETTEXTURESUBIMAGEPROC glad_glGetTextureSubImage = NULL;
+PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying = NULL;
+PFNGLGETTRANSFORMFEEDBACKI64_VPROC glad_glGetTransformFeedbacki64_v = NULL;
+PFNGLGETTRANSFORMFEEDBACKI_VPROC glad_glGetTransformFeedbacki_v = NULL;
+PFNGLGETTRANSFORMFEEDBACKIVPROC glad_glGetTransformFeedbackiv = NULL;
+PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex = NULL;
+PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices = NULL;
+PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation = NULL;
+PFNGLGETUNIFORMSUBROUTINEUIVPROC glad_glGetUniformSubroutineuiv = NULL;
+PFNGLGETUNIFORMDVPROC glad_glGetUniformdv = NULL;
+PFNGLGETUNIFORMFVPROC glad_glGetUniformfv = NULL;
+PFNGLGETUNIFORMIVPROC glad_glGetUniformiv = NULL;
+PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv = NULL;
+PFNGLGETVERTEXARRAYINDEXED64IVPROC glad_glGetVertexArrayIndexed64iv = NULL;
+PFNGLGETVERTEXARRAYINDEXEDIVPROC glad_glGetVertexArrayIndexediv = NULL;
+PFNGLGETVERTEXARRAYIVPROC glad_glGetVertexArrayiv = NULL;
+PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv = NULL;
+PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv = NULL;
+PFNGLGETVERTEXATTRIBLDVPROC glad_glGetVertexAttribLdv = NULL;
+PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv = NULL;
+PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv = NULL;
+PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv = NULL;
+PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv = NULL;
+PFNGLGETNCOLORTABLEPROC glad_glGetnColorTable = NULL;
+PFNGLGETNCOMPRESSEDTEXIMAGEPROC glad_glGetnCompressedTexImage = NULL;
+PFNGLGETNCONVOLUTIONFILTERPROC glad_glGetnConvolutionFilter = NULL;
+PFNGLGETNHISTOGRAMPROC glad_glGetnHistogram = NULL;
+PFNGLGETNMAPDVPROC glad_glGetnMapdv = NULL;
+PFNGLGETNMAPFVPROC glad_glGetnMapfv = NULL;
+PFNGLGETNMAPIVPROC glad_glGetnMapiv = NULL;
+PFNGLGETNMINMAXPROC glad_glGetnMinmax = NULL;
+PFNGLGETNPIXELMAPFVPROC glad_glGetnPixelMapfv = NULL;
+PFNGLGETNPIXELMAPUIVPROC glad_glGetnPixelMapuiv = NULL;
+PFNGLGETNPIXELMAPUSVPROC glad_glGetnPixelMapusv = NULL;
+PFNGLGETNPOLYGONSTIPPLEPROC glad_glGetnPolygonStipple = NULL;
+PFNGLGETNSEPARABLEFILTERPROC glad_glGetnSeparableFilter = NULL;
+PFNGLGETNTEXIMAGEPROC glad_glGetnTexImage = NULL;
+PFNGLGETNUNIFORMDVPROC glad_glGetnUniformdv = NULL;
+PFNGLGETNUNIFORMFVPROC glad_glGetnUniformfv = NULL;
+PFNGLGETNUNIFORMIVPROC glad_glGetnUniformiv = NULL;
+PFNGLGETNUNIFORMUIVPROC glad_glGetnUniformuiv = NULL;
+PFNGLHINTPROC glad_glHint = NULL;
+PFNGLINDEXMASKPROC glad_glIndexMask = NULL;
+PFNGLINDEXPOINTERPROC glad_glIndexPointer = NULL;
+PFNGLINDEXDPROC glad_glIndexd = NULL;
+PFNGLINDEXDVPROC glad_glIndexdv = NULL;
+PFNGLINDEXFPROC glad_glIndexf = NULL;
+PFNGLINDEXFVPROC glad_glIndexfv = NULL;
+PFNGLINDEXIPROC glad_glIndexi = NULL;
+PFNGLINDEXIVPROC glad_glIndexiv = NULL;
+PFNGLINDEXSPROC glad_glIndexs = NULL;
+PFNGLINDEXSVPROC glad_glIndexsv = NULL;
+PFNGLINDEXUBPROC glad_glIndexub = NULL;
+PFNGLINDEXUBVPROC glad_glIndexubv = NULL;
+PFNGLINITNAMESPROC glad_glInitNames = NULL;
+PFNGLINTERLEAVEDARRAYSPROC glad_glInterleavedArrays = NULL;
+PFNGLINVALIDATEBUFFERDATAPROC glad_glInvalidateBufferData = NULL;
+PFNGLINVALIDATEBUFFERSUBDATAPROC glad_glInvalidateBufferSubData = NULL;
+PFNGLINVALIDATEFRAMEBUFFERPROC glad_glInvalidateFramebuffer = NULL;
+PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC glad_glInvalidateNamedFramebufferData = NULL;
+PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC glad_glInvalidateNamedFramebufferSubData = NULL;
+PFNGLINVALIDATESUBFRAMEBUFFERPROC glad_glInvalidateSubFramebuffer = NULL;
+PFNGLINVALIDATETEXIMAGEPROC glad_glInvalidateTexImage = NULL;
+PFNGLINVALIDATETEXSUBIMAGEPROC glad_glInvalidateTexSubImage = NULL;
+PFNGLISBUFFERPROC glad_glIsBuffer = NULL;
+PFNGLISENABLEDPROC glad_glIsEnabled = NULL;
+PFNGLISENABLEDIPROC glad_glIsEnabledi = NULL;
+PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer = NULL;
+PFNGLISLISTPROC glad_glIsList = NULL;
+PFNGLISPROGRAMPROC glad_glIsProgram = NULL;
+PFNGLISPROGRAMPIPELINEPROC glad_glIsProgramPipeline = NULL;
+PFNGLISQUERYPROC glad_glIsQuery = NULL;
+PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer = NULL;
+PFNGLISSAMPLERPROC glad_glIsSampler = NULL;
+PFNGLISSHADERPROC glad_glIsShader = NULL;
+PFNGLISSYNCPROC glad_glIsSync = NULL;
+PFNGLISTEXTUREPROC glad_glIsTexture = NULL;
+PFNGLISTRANSFORMFEEDBACKPROC glad_glIsTransformFeedback = NULL;
+PFNGLISVERTEXARRAYPROC glad_glIsVertexArray = NULL;
+PFNGLLIGHTMODELFPROC glad_glLightModelf = NULL;
+PFNGLLIGHTMODELFVPROC glad_glLightModelfv = NULL;
+PFNGLLIGHTMODELIPROC glad_glLightModeli = NULL;
+PFNGLLIGHTMODELIVPROC glad_glLightModeliv = NULL;
+PFNGLLIGHTFPROC glad_glLightf = NULL;
+PFNGLLIGHTFVPROC glad_glLightfv = NULL;
+PFNGLLIGHTIPROC glad_glLighti = NULL;
+PFNGLLIGHTIVPROC glad_glLightiv = NULL;
+PFNGLLINESTIPPLEPROC glad_glLineStipple = NULL;
+PFNGLLINEWIDTHPROC glad_glLineWidth = NULL;
+PFNGLLINKPROGRAMPROC glad_glLinkProgram = NULL;
+PFNGLLISTBASEPROC glad_glListBase = NULL;
+PFNGLLOADIDENTITYPROC glad_glLoadIdentity = NULL;
+PFNGLLOADMATRIXDPROC glad_glLoadMatrixd = NULL;
+PFNGLLOADMATRIXFPROC glad_glLoadMatrixf = NULL;
+PFNGLLOADNAMEPROC glad_glLoadName = NULL;
+PFNGLLOADTRANSPOSEMATRIXDPROC glad_glLoadTransposeMatrixd = NULL;
+PFNGLLOADTRANSPOSEMATRIXFPROC glad_glLoadTransposeMatrixf = NULL;
+PFNGLLOGICOPPROC glad_glLogicOp = NULL;
+PFNGLMAP1DPROC glad_glMap1d = NULL;
+PFNGLMAP1FPROC glad_glMap1f = NULL;
+PFNGLMAP2DPROC glad_glMap2d = NULL;
+PFNGLMAP2FPROC glad_glMap2f = NULL;
+PFNGLMAPBUFFERPROC glad_glMapBuffer = NULL;
+PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange = NULL;
+PFNGLMAPGRID1DPROC glad_glMapGrid1d = NULL;
+PFNGLMAPGRID1FPROC glad_glMapGrid1f = NULL;
+PFNGLMAPGRID2DPROC glad_glMapGrid2d = NULL;
+PFNGLMAPGRID2FPROC glad_glMapGrid2f = NULL;
+PFNGLMAPNAMEDBUFFERPROC glad_glMapNamedBuffer = NULL;
+PFNGLMAPNAMEDBUFFERRANGEPROC glad_glMapNamedBufferRange = NULL;
+PFNGLMATERIALFPROC glad_glMaterialf = NULL;
+PFNGLMATERIALFVPROC glad_glMaterialfv = NULL;
+PFNGLMATERIALIPROC glad_glMateriali = NULL;
+PFNGLMATERIALIVPROC glad_glMaterialiv = NULL;
+PFNGLMATRIXMODEPROC glad_glMatrixMode = NULL;
+PFNGLMEMORYBARRIERPROC glad_glMemoryBarrier = NULL;
+PFNGLMEMORYBARRIERBYREGIONPROC glad_glMemoryBarrierByRegion = NULL;
+PFNGLMINSAMPLESHADINGPROC glad_glMinSampleShading = NULL;
+PFNGLMULTMATRIXDPROC glad_glMultMatrixd = NULL;
+PFNGLMULTMATRIXFPROC glad_glMultMatrixf = NULL;
+PFNGLMULTTRANSPOSEMATRIXDPROC glad_glMultTransposeMatrixd = NULL;
+PFNGLMULTTRANSPOSEMATRIXFPROC glad_glMultTransposeMatrixf = NULL;
+PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays = NULL;
+PFNGLMULTIDRAWARRAYSINDIRECTPROC glad_glMultiDrawArraysIndirect = NULL;
+PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC glad_glMultiDrawArraysIndirectCount = NULL;
+PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements = NULL;
+PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex = NULL;
+PFNGLMULTIDRAWELEMENTSINDIRECTPROC glad_glMultiDrawElementsIndirect = NULL;
+PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC glad_glMultiDrawElementsIndirectCount = NULL;
+PFNGLMULTITEXCOORD1DPROC glad_glMultiTexCoord1d = NULL;
+PFNGLMULTITEXCOORD1DVPROC glad_glMultiTexCoord1dv = NULL;
+PFNGLMULTITEXCOORD1FPROC glad_glMultiTexCoord1f = NULL;
+PFNGLMULTITEXCOORD1FVPROC glad_glMultiTexCoord1fv = NULL;
+PFNGLMULTITEXCOORD1IPROC glad_glMultiTexCoord1i = NULL;
+PFNGLMULTITEXCOORD1IVPROC glad_glMultiTexCoord1iv = NULL;
+PFNGLMULTITEXCOORD1SPROC glad_glMultiTexCoord1s = NULL;
+PFNGLMULTITEXCOORD1SVPROC glad_glMultiTexCoord1sv = NULL;
+PFNGLMULTITEXCOORD2DPROC glad_glMultiTexCoord2d = NULL;
+PFNGLMULTITEXCOORD2DVPROC glad_glMultiTexCoord2dv = NULL;
+PFNGLMULTITEXCOORD2FPROC glad_glMultiTexCoord2f = NULL;
+PFNGLMULTITEXCOORD2FVPROC glad_glMultiTexCoord2fv = NULL;
+PFNGLMULTITEXCOORD2IPROC glad_glMultiTexCoord2i = NULL;
+PFNGLMULTITEXCOORD2IVPROC glad_glMultiTexCoord2iv = NULL;
+PFNGLMULTITEXCOORD2SPROC glad_glMultiTexCoord2s = NULL;
+PFNGLMULTITEXCOORD2SVPROC glad_glMultiTexCoord2sv = NULL;
+PFNGLMULTITEXCOORD3DPROC glad_glMultiTexCoord3d = NULL;
+PFNGLMULTITEXCOORD3DVPROC glad_glMultiTexCoord3dv = NULL;
+PFNGLMULTITEXCOORD3FPROC glad_glMultiTexCoord3f = NULL;
+PFNGLMULTITEXCOORD3FVPROC glad_glMultiTexCoord3fv = NULL;
+PFNGLMULTITEXCOORD3IPROC glad_glMultiTexCoord3i = NULL;
+PFNGLMULTITEXCOORD3IVPROC glad_glMultiTexCoord3iv = NULL;
+PFNGLMULTITEXCOORD3SPROC glad_glMultiTexCoord3s = NULL;
+PFNGLMULTITEXCOORD3SVPROC glad_glMultiTexCoord3sv = NULL;
+PFNGLMULTITEXCOORD4DPROC glad_glMultiTexCoord4d = NULL;
+PFNGLMULTITEXCOORD4DVPROC glad_glMultiTexCoord4dv = NULL;
+PFNGLMULTITEXCOORD4FPROC glad_glMultiTexCoord4f = NULL;
+PFNGLMULTITEXCOORD4FVPROC glad_glMultiTexCoord4fv = NULL;
+PFNGLMULTITEXCOORD4IPROC glad_glMultiTexCoord4i = NULL;
+PFNGLMULTITEXCOORD4IVPROC glad_glMultiTexCoord4iv = NULL;
+PFNGLMULTITEXCOORD4SPROC glad_glMultiTexCoord4s = NULL;
+PFNGLMULTITEXCOORD4SVPROC glad_glMultiTexCoord4sv = NULL;
+PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui = NULL;
+PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv = NULL;
+PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui = NULL;
+PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv = NULL;
+PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui = NULL;
+PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv = NULL;
+PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui = NULL;
+PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv = NULL;
+PFNGLNAMEDBUFFERDATAPROC glad_glNamedBufferData = NULL;
+PFNGLNAMEDBUFFERSTORAGEPROC glad_glNamedBufferStorage = NULL;
+PFNGLNAMEDBUFFERSUBDATAPROC glad_glNamedBufferSubData = NULL;
+PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC glad_glNamedFramebufferDrawBuffer = NULL;
+PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC glad_glNamedFramebufferDrawBuffers = NULL;
+PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC glad_glNamedFramebufferParameteri = NULL;
+PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC glad_glNamedFramebufferReadBuffer = NULL;
+PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC glad_glNamedFramebufferRenderbuffer = NULL;
+PFNGLNAMEDFRAMEBUFFERTEXTUREPROC glad_glNamedFramebufferTexture = NULL;
+PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC glad_glNamedFramebufferTextureLayer = NULL;
+PFNGLNAMEDRENDERBUFFERSTORAGEPROC glad_glNamedRenderbufferStorage = NULL;
+PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glNamedRenderbufferStorageMultisample = NULL;
+PFNGLNEWLISTPROC glad_glNewList = NULL;
+PFNGLNORMAL3BPROC glad_glNormal3b = NULL;
+PFNGLNORMAL3BVPROC glad_glNormal3bv = NULL;
+PFNGLNORMAL3DPROC glad_glNormal3d = NULL;
+PFNGLNORMAL3DVPROC glad_glNormal3dv = NULL;
+PFNGLNORMAL3FPROC glad_glNormal3f = NULL;
+PFNGLNORMAL3FVPROC glad_glNormal3fv = NULL;
+PFNGLNORMAL3IPROC glad_glNormal3i = NULL;
+PFNGLNORMAL3IVPROC glad_glNormal3iv = NULL;
+PFNGLNORMAL3SPROC glad_glNormal3s = NULL;
+PFNGLNORMAL3SVPROC glad_glNormal3sv = NULL;
+PFNGLNORMALP3UIPROC glad_glNormalP3ui = NULL;
+PFNGLNORMALP3UIVPROC glad_glNormalP3uiv = NULL;
+PFNGLNORMALPOINTERPROC glad_glNormalPointer = NULL;
+PFNGLOBJECTLABELPROC glad_glObjectLabel = NULL;
+PFNGLOBJECTPTRLABELPROC glad_glObjectPtrLabel = NULL;
+PFNGLORTHOPROC glad_glOrtho = NULL;
+PFNGLPASSTHROUGHPROC glad_glPassThrough = NULL;
+PFNGLPATCHPARAMETERFVPROC glad_glPatchParameterfv = NULL;
+PFNGLPATCHPARAMETERIPROC glad_glPatchParameteri = NULL;
+PFNGLPAUSETRANSFORMFEEDBACKPROC glad_glPauseTransformFeedback = NULL;
+PFNGLPIXELMAPFVPROC glad_glPixelMapfv = NULL;
+PFNGLPIXELMAPUIVPROC glad_glPixelMapuiv = NULL;
+PFNGLPIXELMAPUSVPROC glad_glPixelMapusv = NULL;
+PFNGLPIXELSTOREFPROC glad_glPixelStoref = NULL;
+PFNGLPIXELSTOREIPROC glad_glPixelStorei = NULL;
+PFNGLPIXELTRANSFERFPROC glad_glPixelTransferf = NULL;
+PFNGLPIXELTRANSFERIPROC glad_glPixelTransferi = NULL;
+PFNGLPIXELZOOMPROC glad_glPixelZoom = NULL;
+PFNGLPOINTPARAMETERFPROC glad_glPointParameterf = NULL;
+PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv = NULL;
+PFNGLPOINTPARAMETERIPROC glad_glPointParameteri = NULL;
+PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv = NULL;
+PFNGLPOINTSIZEPROC glad_glPointSize = NULL;
+PFNGLPOLYGONMODEPROC glad_glPolygonMode = NULL;
+PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset = NULL;
+PFNGLPOLYGONOFFSETCLAMPPROC glad_glPolygonOffsetClamp = NULL;
+PFNGLPOLYGONSTIPPLEPROC glad_glPolygonStipple = NULL;
+PFNGLPOPATTRIBPROC glad_glPopAttrib = NULL;
+PFNGLPOPCLIENTATTRIBPROC glad_glPopClientAttrib = NULL;
+PFNGLPOPDEBUGGROUPPROC glad_glPopDebugGroup = NULL;
+PFNGLPOPMATRIXPROC glad_glPopMatrix = NULL;
+PFNGLPOPNAMEPROC glad_glPopName = NULL;
+PFNGLPRIMITIVEBOUNDINGBOXPROC glad_glPrimitiveBoundingBox = NULL;
+PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex = NULL;
+PFNGLPRIORITIZETEXTURESPROC glad_glPrioritizeTextures = NULL;
+PFNGLPROGRAMBINARYPROC glad_glProgramBinary = NULL;
+PFNGLPROGRAMPARAMETERIPROC glad_glProgramParameteri = NULL;
+PFNGLPROGRAMUNIFORM1DPROC glad_glProgramUniform1d = NULL;
+PFNGLPROGRAMUNIFORM1DVPROC glad_glProgramUniform1dv = NULL;
+PFNGLPROGRAMUNIFORM1FPROC glad_glProgramUniform1f = NULL;
+PFNGLPROGRAMUNIFORM1FVPROC glad_glProgramUniform1fv = NULL;
+PFNGLPROGRAMUNIFORM1IPROC glad_glProgramUniform1i = NULL;
+PFNGLPROGRAMUNIFORM1IVPROC glad_glProgramUniform1iv = NULL;
+PFNGLPROGRAMUNIFORM1UIPROC glad_glProgramUniform1ui = NULL;
+PFNGLPROGRAMUNIFORM1UIVPROC glad_glProgramUniform1uiv = NULL;
+PFNGLPROGRAMUNIFORM2DPROC glad_glProgramUniform2d = NULL;
+PFNGLPROGRAMUNIFORM2DVPROC glad_glProgramUniform2dv = NULL;
+PFNGLPROGRAMUNIFORM2FPROC glad_glProgramUniform2f = NULL;
+PFNGLPROGRAMUNIFORM2FVPROC glad_glProgramUniform2fv = NULL;
+PFNGLPROGRAMUNIFORM2IPROC glad_glProgramUniform2i = NULL;
+PFNGLPROGRAMUNIFORM2IVPROC glad_glProgramUniform2iv = NULL;
+PFNGLPROGRAMUNIFORM2UIPROC glad_glProgramUniform2ui = NULL;
+PFNGLPROGRAMUNIFORM2UIVPROC glad_glProgramUniform2uiv = NULL;
+PFNGLPROGRAMUNIFORM3DPROC glad_glProgramUniform3d = NULL;
+PFNGLPROGRAMUNIFORM3DVPROC glad_glProgramUniform3dv = NULL;
+PFNGLPROGRAMUNIFORM3FPROC glad_glProgramUniform3f = NULL;
+PFNGLPROGRAMUNIFORM3FVPROC glad_glProgramUniform3fv = NULL;
+PFNGLPROGRAMUNIFORM3IPROC glad_glProgramUniform3i = NULL;
+PFNGLPROGRAMUNIFORM3IVPROC glad_glProgramUniform3iv = NULL;
+PFNGLPROGRAMUNIFORM3UIPROC glad_glProgramUniform3ui = NULL;
+PFNGLPROGRAMUNIFORM3UIVPROC glad_glProgramUniform3uiv = NULL;
+PFNGLPROGRAMUNIFORM4DPROC glad_glProgramUniform4d = NULL;
+PFNGLPROGRAMUNIFORM4DVPROC glad_glProgramUniform4dv = NULL;
+PFNGLPROGRAMUNIFORM4FPROC glad_glProgramUniform4f = NULL;
+PFNGLPROGRAMUNIFORM4FVPROC glad_glProgramUniform4fv = NULL;
+PFNGLPROGRAMUNIFORM4IPROC glad_glProgramUniform4i = NULL;
+PFNGLPROGRAMUNIFORM4IVPROC glad_glProgramUniform4iv = NULL;
+PFNGLPROGRAMUNIFORM4UIPROC glad_glProgramUniform4ui = NULL;
+PFNGLPROGRAMUNIFORM4UIVPROC glad_glProgramUniform4uiv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX2DVPROC glad_glProgramUniformMatrix2dv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX2FVPROC glad_glProgramUniformMatrix2fv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC glad_glProgramUniformMatrix2x3dv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC glad_glProgramUniformMatrix2x3fv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC glad_glProgramUniformMatrix2x4dv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC glad_glProgramUniformMatrix2x4fv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX3DVPROC glad_glProgramUniformMatrix3dv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX3FVPROC glad_glProgramUniformMatrix3fv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC glad_glProgramUniformMatrix3x2dv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC glad_glProgramUniformMatrix3x2fv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC glad_glProgramUniformMatrix3x4dv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC glad_glProgramUniformMatrix3x4fv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX4DVPROC glad_glProgramUniformMatrix4dv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX4FVPROC glad_glProgramUniformMatrix4fv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC glad_glProgramUniformMatrix4x2dv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC glad_glProgramUniformMatrix4x2fv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC glad_glProgramUniformMatrix4x3dv = NULL;
+PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC glad_glProgramUniformMatrix4x3fv = NULL;
+PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex = NULL;
+PFNGLPUSHATTRIBPROC glad_glPushAttrib = NULL;
+PFNGLPUSHCLIENTATTRIBPROC glad_glPushClientAttrib = NULL;
+PFNGLPUSHDEBUGGROUPPROC glad_glPushDebugGroup = NULL;
+PFNGLPUSHMATRIXPROC glad_glPushMatrix = NULL;
+PFNGLPUSHNAMEPROC glad_glPushName = NULL;
+PFNGLQUERYCOUNTERPROC glad_glQueryCounter = NULL;
+PFNGLRASTERPOS2DPROC glad_glRasterPos2d = NULL;
+PFNGLRASTERPOS2DVPROC glad_glRasterPos2dv = NULL;
+PFNGLRASTERPOS2FPROC glad_glRasterPos2f = NULL;
+PFNGLRASTERPOS2FVPROC glad_glRasterPos2fv = NULL;
+PFNGLRASTERPOS2IPROC glad_glRasterPos2i = NULL;
+PFNGLRASTERPOS2IVPROC glad_glRasterPos2iv = NULL;
+PFNGLRASTERPOS2SPROC glad_glRasterPos2s = NULL;
+PFNGLRASTERPOS2SVPROC glad_glRasterPos2sv = NULL;
+PFNGLRASTERPOS3DPROC glad_glRasterPos3d = NULL;
+PFNGLRASTERPOS3DVPROC glad_glRasterPos3dv = NULL;
+PFNGLRASTERPOS3FPROC glad_glRasterPos3f = NULL;
+PFNGLRASTERPOS3FVPROC glad_glRasterPos3fv = NULL;
+PFNGLRASTERPOS3IPROC glad_glRasterPos3i = NULL;
+PFNGLRASTERPOS3IVPROC glad_glRasterPos3iv = NULL;
+PFNGLRASTERPOS3SPROC glad_glRasterPos3s = NULL;
+PFNGLRASTERPOS3SVPROC glad_glRasterPos3sv = NULL;
+PFNGLRASTERPOS4DPROC glad_glRasterPos4d = NULL;
+PFNGLRASTERPOS4DVPROC glad_glRasterPos4dv = NULL;
+PFNGLRASTERPOS4FPROC glad_glRasterPos4f = NULL;
+PFNGLRASTERPOS4FVPROC glad_glRasterPos4fv = NULL;
+PFNGLRASTERPOS4IPROC glad_glRasterPos4i = NULL;
+PFNGLRASTERPOS4IVPROC glad_glRasterPos4iv = NULL;
+PFNGLRASTERPOS4SPROC glad_glRasterPos4s = NULL;
+PFNGLRASTERPOS4SVPROC glad_glRasterPos4sv = NULL;
+PFNGLREADBUFFERPROC glad_glReadBuffer = NULL;
+PFNGLREADPIXELSPROC glad_glReadPixels = NULL;
+PFNGLREADNPIXELSPROC glad_glReadnPixels = NULL;
+PFNGLRECTDPROC glad_glRectd = NULL;
+PFNGLRECTDVPROC glad_glRectdv = NULL;
+PFNGLRECTFPROC glad_glRectf = NULL;
+PFNGLRECTFVPROC glad_glRectfv = NULL;
+PFNGLRECTIPROC glad_glRecti = NULL;
+PFNGLRECTIVPROC glad_glRectiv = NULL;
+PFNGLRECTSPROC glad_glRects = NULL;
+PFNGLRECTSVPROC glad_glRectsv = NULL;
+PFNGLRELEASESHADERCOMPILERPROC glad_glReleaseShaderCompiler = NULL;
+PFNGLRENDERMODEPROC glad_glRenderMode = NULL;
+PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage = NULL;
+PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample = NULL;
+PFNGLRESUMETRANSFORMFEEDBACKPROC glad_glResumeTransformFeedback = NULL;
+PFNGLROTATEDPROC glad_glRotated = NULL;
+PFNGLROTATEFPROC glad_glRotatef = NULL;
+PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage = NULL;
+PFNGLSAMPLEMASKIPROC glad_glSampleMaski = NULL;
+PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv = NULL;
+PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv = NULL;
+PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf = NULL;
+PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv = NULL;
+PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri = NULL;
+PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv = NULL;
+PFNGLSCALEDPROC glad_glScaled = NULL;
+PFNGLSCALEFPROC glad_glScalef = NULL;
+PFNGLSCISSORPROC glad_glScissor = NULL;
+PFNGLSCISSORARRAYVPROC glad_glScissorArrayv = NULL;
+PFNGLSCISSORINDEXEDPROC glad_glScissorIndexed = NULL;
+PFNGLSCISSORINDEXEDVPROC glad_glScissorIndexedv = NULL;
+PFNGLSECONDARYCOLOR3BPROC glad_glSecondaryColor3b = NULL;
+PFNGLSECONDARYCOLOR3BVPROC glad_glSecondaryColor3bv = NULL;
+PFNGLSECONDARYCOLOR3DPROC glad_glSecondaryColor3d = NULL;
+PFNGLSECONDARYCOLOR3DVPROC glad_glSecondaryColor3dv = NULL;
+PFNGLSECONDARYCOLOR3FPROC glad_glSecondaryColor3f = NULL;
+PFNGLSECONDARYCOLOR3FVPROC glad_glSecondaryColor3fv = NULL;
+PFNGLSECONDARYCOLOR3IPROC glad_glSecondaryColor3i = NULL;
+PFNGLSECONDARYCOLOR3IVPROC glad_glSecondaryColor3iv = NULL;
+PFNGLSECONDARYCOLOR3SPROC glad_glSecondaryColor3s = NULL;
+PFNGLSECONDARYCOLOR3SVPROC glad_glSecondaryColor3sv = NULL;
+PFNGLSECONDARYCOLOR3UBPROC glad_glSecondaryColor3ub = NULL;
+PFNGLSECONDARYCOLOR3UBVPROC glad_glSecondaryColor3ubv = NULL;
+PFNGLSECONDARYCOLOR3UIPROC glad_glSecondaryColor3ui = NULL;
+PFNGLSECONDARYCOLOR3UIVPROC glad_glSecondaryColor3uiv = NULL;
+PFNGLSECONDARYCOLOR3USPROC glad_glSecondaryColor3us = NULL;
+PFNGLSECONDARYCOLOR3USVPROC glad_glSecondaryColor3usv = NULL;
+PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui = NULL;
+PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv = NULL;
+PFNGLSECONDARYCOLORPOINTERPROC glad_glSecondaryColorPointer = NULL;
+PFNGLSELECTBUFFERPROC glad_glSelectBuffer = NULL;
+PFNGLSHADEMODELPROC glad_glShadeModel = NULL;
+PFNGLSHADERBINARYPROC glad_glShaderBinary = NULL;
+PFNGLSHADERSOURCEPROC glad_glShaderSource = NULL;
+PFNGLSHADERSTORAGEBLOCKBINDINGPROC glad_glShaderStorageBlockBinding = NULL;
+PFNGLSPECIALIZESHADERPROC glad_glSpecializeShader = NULL;
+PFNGLSTENCILFUNCPROC glad_glStencilFunc = NULL;
+PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate = NULL;
+PFNGLSTENCILMASKPROC glad_glStencilMask = NULL;
+PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate = NULL;
+PFNGLSTENCILOPPROC glad_glStencilOp = NULL;
+PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate = NULL;
+PFNGLTEXBUFFERPROC glad_glTexBuffer = NULL;
+PFNGLTEXBUFFERRANGEPROC glad_glTexBufferRange = NULL;
+PFNGLTEXCOORD1DPROC glad_glTexCoord1d = NULL;
+PFNGLTEXCOORD1DVPROC glad_glTexCoord1dv = NULL;
+PFNGLTEXCOORD1FPROC glad_glTexCoord1f = NULL;
+PFNGLTEXCOORD1FVPROC glad_glTexCoord1fv = NULL;
+PFNGLTEXCOORD1IPROC glad_glTexCoord1i = NULL;
+PFNGLTEXCOORD1IVPROC glad_glTexCoord1iv = NULL;
+PFNGLTEXCOORD1SPROC glad_glTexCoord1s = NULL;
+PFNGLTEXCOORD1SVPROC glad_glTexCoord1sv = NULL;
+PFNGLTEXCOORD2DPROC glad_glTexCoord2d = NULL;
+PFNGLTEXCOORD2DVPROC glad_glTexCoord2dv = NULL;
+PFNGLTEXCOORD2FPROC glad_glTexCoord2f = NULL;
+PFNGLTEXCOORD2FVPROC glad_glTexCoord2fv = NULL;
+PFNGLTEXCOORD2IPROC glad_glTexCoord2i = NULL;
+PFNGLTEXCOORD2IVPROC glad_glTexCoord2iv = NULL;
+PFNGLTEXCOORD2SPROC glad_glTexCoord2s = NULL;
+PFNGLTEXCOORD2SVPROC glad_glTexCoord2sv = NULL;
+PFNGLTEXCOORD3DPROC glad_glTexCoord3d = NULL;
+PFNGLTEXCOORD3DVPROC glad_glTexCoord3dv = NULL;
+PFNGLTEXCOORD3FPROC glad_glTexCoord3f = NULL;
+PFNGLTEXCOORD3FVPROC glad_glTexCoord3fv = NULL;
+PFNGLTEXCOORD3IPROC glad_glTexCoord3i = NULL;
+PFNGLTEXCOORD3IVPROC glad_glTexCoord3iv = NULL;
+PFNGLTEXCOORD3SPROC glad_glTexCoord3s = NULL;
+PFNGLTEXCOORD3SVPROC glad_glTexCoord3sv = NULL;
+PFNGLTEXCOORD4DPROC glad_glTexCoord4d = NULL;
+PFNGLTEXCOORD4DVPROC glad_glTexCoord4dv = NULL;
+PFNGLTEXCOORD4FPROC glad_glTexCoord4f = NULL;
+PFNGLTEXCOORD4FVPROC glad_glTexCoord4fv = NULL;
+PFNGLTEXCOORD4IPROC glad_glTexCoord4i = NULL;
+PFNGLTEXCOORD4IVPROC glad_glTexCoord4iv = NULL;
+PFNGLTEXCOORD4SPROC glad_glTexCoord4s = NULL;
+PFNGLTEXCOORD4SVPROC glad_glTexCoord4sv = NULL;
+PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui = NULL;
+PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv = NULL;
+PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui = NULL;
+PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv = NULL;
+PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui = NULL;
+PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv = NULL;
+PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui = NULL;
+PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv = NULL;
+PFNGLTEXCOORDPOINTERPROC glad_glTexCoordPointer = NULL;
+PFNGLTEXENVFPROC glad_glTexEnvf = NULL;
+PFNGLTEXENVFVPROC glad_glTexEnvfv = NULL;
+PFNGLTEXENVIPROC glad_glTexEnvi = NULL;
+PFNGLTEXENVIVPROC glad_glTexEnviv = NULL;
+PFNGLTEXGENDPROC glad_glTexGend = NULL;
+PFNGLTEXGENDVPROC glad_glTexGendv = NULL;
+PFNGLTEXGENFPROC glad_glTexGenf = NULL;
+PFNGLTEXGENFVPROC glad_glTexGenfv = NULL;
+PFNGLTEXGENIPROC glad_glTexGeni = NULL;
+PFNGLTEXGENIVPROC glad_glTexGeniv = NULL;
+PFNGLTEXIMAGE1DPROC glad_glTexImage1D = NULL;
+PFNGLTEXIMAGE2DPROC glad_glTexImage2D = NULL;
+PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample = NULL;
+PFNGLTEXIMAGE3DPROC glad_glTexImage3D = NULL;
+PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample = NULL;
+PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv = NULL;
+PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv = NULL;
+PFNGLTEXPARAMETERFPROC glad_glTexParameterf = NULL;
+PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv = NULL;
+PFNGLTEXPARAMETERIPROC glad_glTexParameteri = NULL;
+PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv = NULL;
+PFNGLTEXSTORAGE1DPROC glad_glTexStorage1D = NULL;
+PFNGLTEXSTORAGE2DPROC glad_glTexStorage2D = NULL;
+PFNGLTEXSTORAGE2DMULTISAMPLEPROC glad_glTexStorage2DMultisample = NULL;
+PFNGLTEXSTORAGE3DPROC glad_glTexStorage3D = NULL;
+PFNGLTEXSTORAGE3DMULTISAMPLEPROC glad_glTexStorage3DMultisample = NULL;
+PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D = NULL;
+PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D = NULL;
+PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D = NULL;
+PFNGLTEXTUREBARRIERPROC glad_glTextureBarrier = NULL;
+PFNGLTEXTUREBUFFERPROC glad_glTextureBuffer = NULL;
+PFNGLTEXTUREBUFFERRANGEPROC glad_glTextureBufferRange = NULL;
+PFNGLTEXTUREPARAMETERIIVPROC glad_glTextureParameterIiv = NULL;
+PFNGLTEXTUREPARAMETERIUIVPROC glad_glTextureParameterIuiv = NULL;
+PFNGLTEXTUREPARAMETERFPROC glad_glTextureParameterf = NULL;
+PFNGLTEXTUREPARAMETERFVPROC glad_glTextureParameterfv = NULL;
+PFNGLTEXTUREPARAMETERIPROC glad_glTextureParameteri = NULL;
+PFNGLTEXTUREPARAMETERIVPROC glad_glTextureParameteriv = NULL;
+PFNGLTEXTURESTORAGE1DPROC glad_glTextureStorage1D = NULL;
+PFNGLTEXTURESTORAGE2DPROC glad_glTextureStorage2D = NULL;
+PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC glad_glTextureStorage2DMultisample = NULL;
+PFNGLTEXTURESTORAGE3DPROC glad_glTextureStorage3D = NULL;
+PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC glad_glTextureStorage3DMultisample = NULL;
+PFNGLTEXTURESUBIMAGE1DPROC glad_glTextureSubImage1D = NULL;
+PFNGLTEXTURESUBIMAGE2DPROC glad_glTextureSubImage2D = NULL;
+PFNGLTEXTURESUBIMAGE3DPROC glad_glTextureSubImage3D = NULL;
+PFNGLTEXTUREVIEWPROC glad_glTextureView = NULL;
+PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC glad_glTransformFeedbackBufferBase = NULL;
+PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC glad_glTransformFeedbackBufferRange = NULL;
+PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings = NULL;
+PFNGLTRANSLATEDPROC glad_glTranslated = NULL;
+PFNGLTRANSLATEFPROC glad_glTranslatef = NULL;
+PFNGLUNIFORM1DPROC glad_glUniform1d = NULL;
+PFNGLUNIFORM1DVPROC glad_glUniform1dv = NULL;
+PFNGLUNIFORM1FPROC glad_glUniform1f = NULL;
+PFNGLUNIFORM1FVPROC glad_glUniform1fv = NULL;
+PFNGLUNIFORM1IPROC glad_glUniform1i = NULL;
+PFNGLUNIFORM1IVPROC glad_glUniform1iv = NULL;
+PFNGLUNIFORM1UIPROC glad_glUniform1ui = NULL;
+PFNGLUNIFORM1UIVPROC glad_glUniform1uiv = NULL;
+PFNGLUNIFORM2DPROC glad_glUniform2d = NULL;
+PFNGLUNIFORM2DVPROC glad_glUniform2dv = NULL;
+PFNGLUNIFORM2FPROC glad_glUniform2f = NULL;
+PFNGLUNIFORM2FVPROC glad_glUniform2fv = NULL;
+PFNGLUNIFORM2IPROC glad_glUniform2i = NULL;
+PFNGLUNIFORM2IVPROC glad_glUniform2iv = NULL;
+PFNGLUNIFORM2UIPROC glad_glUniform2ui = NULL;
+PFNGLUNIFORM2UIVPROC glad_glUniform2uiv = NULL;
+PFNGLUNIFORM3DPROC glad_glUniform3d = NULL;
+PFNGLUNIFORM3DVPROC glad_glUniform3dv = NULL;
+PFNGLUNIFORM3FPROC glad_glUniform3f = NULL;
+PFNGLUNIFORM3FVPROC glad_glUniform3fv = NULL;
+PFNGLUNIFORM3IPROC glad_glUniform3i = NULL;
+PFNGLUNIFORM3IVPROC glad_glUniform3iv = NULL;
+PFNGLUNIFORM3UIPROC glad_glUniform3ui = NULL;
+PFNGLUNIFORM3UIVPROC glad_glUniform3uiv = NULL;
+PFNGLUNIFORM4DPROC glad_glUniform4d = NULL;
+PFNGLUNIFORM4DVPROC glad_glUniform4dv = NULL;
+PFNGLUNIFORM4FPROC glad_glUniform4f = NULL;
+PFNGLUNIFORM4FVPROC glad_glUniform4fv = NULL;
+PFNGLUNIFORM4IPROC glad_glUniform4i = NULL;
+PFNGLUNIFORM4IVPROC glad_glUniform4iv = NULL;
+PFNGLUNIFORM4UIPROC glad_glUniform4ui = NULL;
+PFNGLUNIFORM4UIVPROC glad_glUniform4uiv = NULL;
+PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding = NULL;
+PFNGLUNIFORMMATRIX2DVPROC glad_glUniformMatrix2dv = NULL;
+PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv = NULL;
+PFNGLUNIFORMMATRIX2X3DVPROC glad_glUniformMatrix2x3dv = NULL;
+PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv = NULL;
+PFNGLUNIFORMMATRIX2X4DVPROC glad_glUniformMatrix2x4dv = NULL;
+PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv = NULL;
+PFNGLUNIFORMMATRIX3DVPROC glad_glUniformMatrix3dv = NULL;
+PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv = NULL;
+PFNGLUNIFORMMATRIX3X2DVPROC glad_glUniformMatrix3x2dv = NULL;
+PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv = NULL;
+PFNGLUNIFORMMATRIX3X4DVPROC glad_glUniformMatrix3x4dv = NULL;
+PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv = NULL;
+PFNGLUNIFORMMATRIX4DVPROC glad_glUniformMatrix4dv = NULL;
+PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv = NULL;
+PFNGLUNIFORMMATRIX4X2DVPROC glad_glUniformMatrix4x2dv = NULL;
+PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv = NULL;
+PFNGLUNIFORMMATRIX4X3DVPROC glad_glUniformMatrix4x3dv = NULL;
+PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv = NULL;
+PFNGLUNIFORMSUBROUTINESUIVPROC glad_glUniformSubroutinesuiv = NULL;
+PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer = NULL;
+PFNGLUNMAPNAMEDBUFFERPROC glad_glUnmapNamedBuffer = NULL;
+PFNGLUSEPROGRAMPROC glad_glUseProgram = NULL;
+PFNGLUSEPROGRAMSTAGESPROC glad_glUseProgramStages = NULL;
+PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram = NULL;
+PFNGLVALIDATEPROGRAMPIPELINEPROC glad_glValidateProgramPipeline = NULL;
+PFNGLVERTEX2DPROC glad_glVertex2d = NULL;
+PFNGLVERTEX2DVPROC glad_glVertex2dv = NULL;
+PFNGLVERTEX2FPROC glad_glVertex2f = NULL;
+PFNGLVERTEX2FVPROC glad_glVertex2fv = NULL;
+PFNGLVERTEX2IPROC glad_glVertex2i = NULL;
+PFNGLVERTEX2IVPROC glad_glVertex2iv = NULL;
+PFNGLVERTEX2SPROC glad_glVertex2s = NULL;
+PFNGLVERTEX2SVPROC glad_glVertex2sv = NULL;
+PFNGLVERTEX3DPROC glad_glVertex3d = NULL;
+PFNGLVERTEX3DVPROC glad_glVertex3dv = NULL;
+PFNGLVERTEX3FPROC glad_glVertex3f = NULL;
+PFNGLVERTEX3FVPROC glad_glVertex3fv = NULL;
+PFNGLVERTEX3IPROC glad_glVertex3i = NULL;
+PFNGLVERTEX3IVPROC glad_glVertex3iv = NULL;
+PFNGLVERTEX3SPROC glad_glVertex3s = NULL;
+PFNGLVERTEX3SVPROC glad_glVertex3sv = NULL;
+PFNGLVERTEX4DPROC glad_glVertex4d = NULL;
+PFNGLVERTEX4DVPROC glad_glVertex4dv = NULL;
+PFNGLVERTEX4FPROC glad_glVertex4f = NULL;
+PFNGLVERTEX4FVPROC glad_glVertex4fv = NULL;
+PFNGLVERTEX4IPROC glad_glVertex4i = NULL;
+PFNGLVERTEX4IVPROC glad_glVertex4iv = NULL;
+PFNGLVERTEX4SPROC glad_glVertex4s = NULL;
+PFNGLVERTEX4SVPROC glad_glVertex4sv = NULL;
+PFNGLVERTEXARRAYATTRIBBINDINGPROC glad_glVertexArrayAttribBinding = NULL;
+PFNGLVERTEXARRAYATTRIBFORMATPROC glad_glVertexArrayAttribFormat = NULL;
+PFNGLVERTEXARRAYATTRIBIFORMATPROC glad_glVertexArrayAttribIFormat = NULL;
+PFNGLVERTEXARRAYATTRIBLFORMATPROC glad_glVertexArrayAttribLFormat = NULL;
+PFNGLVERTEXARRAYBINDINGDIVISORPROC glad_glVertexArrayBindingDivisor = NULL;
+PFNGLVERTEXARRAYELEMENTBUFFERPROC glad_glVertexArrayElementBuffer = NULL;
+PFNGLVERTEXARRAYVERTEXBUFFERPROC glad_glVertexArrayVertexBuffer = NULL;
+PFNGLVERTEXARRAYVERTEXBUFFERSPROC glad_glVertexArrayVertexBuffers = NULL;
+PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d = NULL;
+PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv = NULL;
+PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f = NULL;
+PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv = NULL;
+PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s = NULL;
+PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv = NULL;
+PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d = NULL;
+PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv = NULL;
+PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f = NULL;
+PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv = NULL;
+PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s = NULL;
+PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv = NULL;
+PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d = NULL;
+PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv = NULL;
+PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f = NULL;
+PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv = NULL;
+PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s = NULL;
+PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv = NULL;
+PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv = NULL;
+PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv = NULL;
+PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv = NULL;
+PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub = NULL;
+PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv = NULL;
+PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv = NULL;
+PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv = NULL;
+PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv = NULL;
+PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d = NULL;
+PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv = NULL;
+PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f = NULL;
+PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv = NULL;
+PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv = NULL;
+PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s = NULL;
+PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv = NULL;
+PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv = NULL;
+PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv = NULL;
+PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv = NULL;
+PFNGLVERTEXATTRIBBINDINGPROC glad_glVertexAttribBinding = NULL;
+PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor = NULL;
+PFNGLVERTEXATTRIBFORMATPROC glad_glVertexAttribFormat = NULL;
+PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i = NULL;
+PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv = NULL;
+PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui = NULL;
+PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv = NULL;
+PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i = NULL;
+PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv = NULL;
+PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui = NULL;
+PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv = NULL;
+PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i = NULL;
+PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv = NULL;
+PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui = NULL;
+PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv = NULL;
+PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv = NULL;
+PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i = NULL;
+PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv = NULL;
+PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv = NULL;
+PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv = NULL;
+PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui = NULL;
+PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv = NULL;
+PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv = NULL;
+PFNGLVERTEXATTRIBIFORMATPROC glad_glVertexAttribIFormat = NULL;
+PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer = NULL;
+PFNGLVERTEXATTRIBL1DPROC glad_glVertexAttribL1d = NULL;
+PFNGLVERTEXATTRIBL1DVPROC glad_glVertexAttribL1dv = NULL;
+PFNGLVERTEXATTRIBL2DPROC glad_glVertexAttribL2d = NULL;
+PFNGLVERTEXATTRIBL2DVPROC glad_glVertexAttribL2dv = NULL;
+PFNGLVERTEXATTRIBL3DPROC glad_glVertexAttribL3d = NULL;
+PFNGLVERTEXATTRIBL3DVPROC glad_glVertexAttribL3dv = NULL;
+PFNGLVERTEXATTRIBL4DPROC glad_glVertexAttribL4d = NULL;
+PFNGLVERTEXATTRIBL4DVPROC glad_glVertexAttribL4dv = NULL;
+PFNGLVERTEXATTRIBLFORMATPROC glad_glVertexAttribLFormat = NULL;
+PFNGLVERTEXATTRIBLPOINTERPROC glad_glVertexAttribLPointer = NULL;
+PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui = NULL;
+PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv = NULL;
+PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui = NULL;
+PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv = NULL;
+PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui = NULL;
+PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv = NULL;
+PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui = NULL;
+PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv = NULL;
+PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer = NULL;
+PFNGLVERTEXBINDINGDIVISORPROC glad_glVertexBindingDivisor = NULL;
+PFNGLVERTEXP2UIPROC glad_glVertexP2ui = NULL;
+PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv = NULL;
+PFNGLVERTEXP3UIPROC glad_glVertexP3ui = NULL;
+PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv = NULL;
+PFNGLVERTEXP4UIPROC glad_glVertexP4ui = NULL;
+PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv = NULL;
+PFNGLVERTEXPOINTERPROC glad_glVertexPointer = NULL;
+PFNGLVIEWPORTPROC glad_glViewport = NULL;
+PFNGLVIEWPORTARRAYVPROC glad_glViewportArrayv = NULL;
+PFNGLVIEWPORTINDEXEDFPROC glad_glViewportIndexedf = NULL;
+PFNGLVIEWPORTINDEXEDFVPROC glad_glViewportIndexedfv = NULL;
+PFNGLWAITSYNCPROC glad_glWaitSync = NULL;
+PFNGLWINDOWPOS2DPROC glad_glWindowPos2d = NULL;
+PFNGLWINDOWPOS2DVPROC glad_glWindowPos2dv = NULL;
+PFNGLWINDOWPOS2FPROC glad_glWindowPos2f = NULL;
+PFNGLWINDOWPOS2FVPROC glad_glWindowPos2fv = NULL;
+PFNGLWINDOWPOS2IPROC glad_glWindowPos2i = NULL;
+PFNGLWINDOWPOS2IVPROC glad_glWindowPos2iv = NULL;
+PFNGLWINDOWPOS2SPROC glad_glWindowPos2s = NULL;
+PFNGLWINDOWPOS2SVPROC glad_glWindowPos2sv = NULL;
+PFNGLWINDOWPOS3DPROC glad_glWindowPos3d = NULL;
+PFNGLWINDOWPOS3DVPROC glad_glWindowPos3dv = NULL;
+PFNGLWINDOWPOS3FPROC glad_glWindowPos3f = NULL;
+PFNGLWINDOWPOS3FVPROC glad_glWindowPos3fv = NULL;
+PFNGLWINDOWPOS3IPROC glad_glWindowPos3i = NULL;
+PFNGLWINDOWPOS3IVPROC glad_glWindowPos3iv = NULL;
+PFNGLWINDOWPOS3SPROC glad_glWindowPos3s = NULL;
+PFNGLWINDOWPOS3SVPROC glad_glWindowPos3sv = NULL;
+int GLAD_GL_ARB_clip_control = 0;
+int GLAD_GL_EXT_clip_control = 0;
+PFNGLCLIPCONTROLEXTPROC glad_glClipControlEXT = NULL;
+static void load_GL_VERSION_1_0(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_1_0) return;
+ glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace");
+ glad_glFrontFace = (PFNGLFRONTFACEPROC)load("glFrontFace");
+ glad_glHint = (PFNGLHINTPROC)load("glHint");
+ glad_glLineWidth = (PFNGLLINEWIDTHPROC)load("glLineWidth");
+ glad_glPointSize = (PFNGLPOINTSIZEPROC)load("glPointSize");
+ glad_glPolygonMode = (PFNGLPOLYGONMODEPROC)load("glPolygonMode");
+ glad_glScissor = (PFNGLSCISSORPROC)load("glScissor");
+ glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC)load("glTexParameterf");
+ glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC)load("glTexParameterfv");
+ glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC)load("glTexParameteri");
+ glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC)load("glTexParameteriv");
+ glad_glTexImage1D = (PFNGLTEXIMAGE1DPROC)load("glTexImage1D");
+ glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC)load("glTexImage2D");
+ glad_glDrawBuffer = (PFNGLDRAWBUFFERPROC)load("glDrawBuffer");
+ glad_glClear = (PFNGLCLEARPROC)load("glClear");
+ glad_glClearColor = (PFNGLCLEARCOLORPROC)load("glClearColor");
+ glad_glClearStencil = (PFNGLCLEARSTENCILPROC)load("glClearStencil");
+ glad_glClearDepth = (PFNGLCLEARDEPTHPROC)load("glClearDepth");
+ glad_glStencilMask = (PFNGLSTENCILMASKPROC)load("glStencilMask");
+ glad_glColorMask = (PFNGLCOLORMASKPROC)load("glColorMask");
+ glad_glDepthMask = (PFNGLDEPTHMASKPROC)load("glDepthMask");
+ glad_glDisable = (PFNGLDISABLEPROC)load("glDisable");
+ glad_glEnable = (PFNGLENABLEPROC)load("glEnable");
+ glad_glFinish = (PFNGLFINISHPROC)load("glFinish");
+ glad_glFlush = (PFNGLFLUSHPROC)load("glFlush");
+ glad_glBlendFunc = (PFNGLBLENDFUNCPROC)load("glBlendFunc");
+ glad_glLogicOp = (PFNGLLOGICOPPROC)load("glLogicOp");
+ glad_glStencilFunc = (PFNGLSTENCILFUNCPROC)load("glStencilFunc");
+ glad_glStencilOp = (PFNGLSTENCILOPPROC)load("glStencilOp");
+ glad_glDepthFunc = (PFNGLDEPTHFUNCPROC)load("glDepthFunc");
+ glad_glPixelStoref = (PFNGLPIXELSTOREFPROC)load("glPixelStoref");
+ glad_glPixelStorei = (PFNGLPIXELSTOREIPROC)load("glPixelStorei");
+ glad_glReadBuffer = (PFNGLREADBUFFERPROC)load("glReadBuffer");
+ glad_glReadPixels = (PFNGLREADPIXELSPROC)load("glReadPixels");
+ glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC)load("glGetBooleanv");
+ glad_glGetDoublev = (PFNGLGETDOUBLEVPROC)load("glGetDoublev");
+ glad_glGetError = (PFNGLGETERRORPROC)load("glGetError");
+ glad_glGetFloatv = (PFNGLGETFLOATVPROC)load("glGetFloatv");
+ glad_glGetIntegerv = (PFNGLGETINTEGERVPROC)load("glGetIntegerv");
+ glad_glGetString = (PFNGLGETSTRINGPROC)load("glGetString");
+ glad_glGetTexImage = (PFNGLGETTEXIMAGEPROC)load("glGetTexImage");
+ glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC)load("glGetTexParameterfv");
+ glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC)load("glGetTexParameteriv");
+ glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC)load("glGetTexLevelParameterfv");
+ glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC)load("glGetTexLevelParameteriv");
+ glad_glIsEnabled = (PFNGLISENABLEDPROC)load("glIsEnabled");
+ glad_glDepthRange = (PFNGLDEPTHRANGEPROC)load("glDepthRange");
+ glad_glViewport = (PFNGLVIEWPORTPROC)load("glViewport");
+ glad_glNewList = (PFNGLNEWLISTPROC)load("glNewList");
+ glad_glEndList = (PFNGLENDLISTPROC)load("glEndList");
+ glad_glCallList = (PFNGLCALLLISTPROC)load("glCallList");
+ glad_glCallLists = (PFNGLCALLLISTSPROC)load("glCallLists");
+ glad_glDeleteLists = (PFNGLDELETELISTSPROC)load("glDeleteLists");
+ glad_glGenLists = (PFNGLGENLISTSPROC)load("glGenLists");
+ glad_glListBase = (PFNGLLISTBASEPROC)load("glListBase");
+ glad_glBegin = (PFNGLBEGINPROC)load("glBegin");
+ glad_glBitmap = (PFNGLBITMAPPROC)load("glBitmap");
+ glad_glColor3b = (PFNGLCOLOR3BPROC)load("glColor3b");
+ glad_glColor3bv = (PFNGLCOLOR3BVPROC)load("glColor3bv");
+ glad_glColor3d = (PFNGLCOLOR3DPROC)load("glColor3d");
+ glad_glColor3dv = (PFNGLCOLOR3DVPROC)load("glColor3dv");
+ glad_glColor3f = (PFNGLCOLOR3FPROC)load("glColor3f");
+ glad_glColor3fv = (PFNGLCOLOR3FVPROC)load("glColor3fv");
+ glad_glColor3i = (PFNGLCOLOR3IPROC)load("glColor3i");
+ glad_glColor3iv = (PFNGLCOLOR3IVPROC)load("glColor3iv");
+ glad_glColor3s = (PFNGLCOLOR3SPROC)load("glColor3s");
+ glad_glColor3sv = (PFNGLCOLOR3SVPROC)load("glColor3sv");
+ glad_glColor3ub = (PFNGLCOLOR3UBPROC)load("glColor3ub");
+ glad_glColor3ubv = (PFNGLCOLOR3UBVPROC)load("glColor3ubv");
+ glad_glColor3ui = (PFNGLCOLOR3UIPROC)load("glColor3ui");
+ glad_glColor3uiv = (PFNGLCOLOR3UIVPROC)load("glColor3uiv");
+ glad_glColor3us = (PFNGLCOLOR3USPROC)load("glColor3us");
+ glad_glColor3usv = (PFNGLCOLOR3USVPROC)load("glColor3usv");
+ glad_glColor4b = (PFNGLCOLOR4BPROC)load("glColor4b");
+ glad_glColor4bv = (PFNGLCOLOR4BVPROC)load("glColor4bv");
+ glad_glColor4d = (PFNGLCOLOR4DPROC)load("glColor4d");
+ glad_glColor4dv = (PFNGLCOLOR4DVPROC)load("glColor4dv");
+ glad_glColor4f = (PFNGLCOLOR4FPROC)load("glColor4f");
+ glad_glColor4fv = (PFNGLCOLOR4FVPROC)load("glColor4fv");
+ glad_glColor4i = (PFNGLCOLOR4IPROC)load("glColor4i");
+ glad_glColor4iv = (PFNGLCOLOR4IVPROC)load("glColor4iv");
+ glad_glColor4s = (PFNGLCOLOR4SPROC)load("glColor4s");
+ glad_glColor4sv = (PFNGLCOLOR4SVPROC)load("glColor4sv");
+ glad_glColor4ub = (PFNGLCOLOR4UBPROC)load("glColor4ub");
+ glad_glColor4ubv = (PFNGLCOLOR4UBVPROC)load("glColor4ubv");
+ glad_glColor4ui = (PFNGLCOLOR4UIPROC)load("glColor4ui");
+ glad_glColor4uiv = (PFNGLCOLOR4UIVPROC)load("glColor4uiv");
+ glad_glColor4us = (PFNGLCOLOR4USPROC)load("glColor4us");
+ glad_glColor4usv = (PFNGLCOLOR4USVPROC)load("glColor4usv");
+ glad_glEdgeFlag = (PFNGLEDGEFLAGPROC)load("glEdgeFlag");
+ glad_glEdgeFlagv = (PFNGLEDGEFLAGVPROC)load("glEdgeFlagv");
+ glad_glEnd = (PFNGLENDPROC)load("glEnd");
+ glad_glIndexd = (PFNGLINDEXDPROC)load("glIndexd");
+ glad_glIndexdv = (PFNGLINDEXDVPROC)load("glIndexdv");
+ glad_glIndexf = (PFNGLINDEXFPROC)load("glIndexf");
+ glad_glIndexfv = (PFNGLINDEXFVPROC)load("glIndexfv");
+ glad_glIndexi = (PFNGLINDEXIPROC)load("glIndexi");
+ glad_glIndexiv = (PFNGLINDEXIVPROC)load("glIndexiv");
+ glad_glIndexs = (PFNGLINDEXSPROC)load("glIndexs");
+ glad_glIndexsv = (PFNGLINDEXSVPROC)load("glIndexsv");
+ glad_glNormal3b = (PFNGLNORMAL3BPROC)load("glNormal3b");
+ glad_glNormal3bv = (PFNGLNORMAL3BVPROC)load("glNormal3bv");
+ glad_glNormal3d = (PFNGLNORMAL3DPROC)load("glNormal3d");
+ glad_glNormal3dv = (PFNGLNORMAL3DVPROC)load("glNormal3dv");
+ glad_glNormal3f = (PFNGLNORMAL3FPROC)load("glNormal3f");
+ glad_glNormal3fv = (PFNGLNORMAL3FVPROC)load("glNormal3fv");
+ glad_glNormal3i = (PFNGLNORMAL3IPROC)load("glNormal3i");
+ glad_glNormal3iv = (PFNGLNORMAL3IVPROC)load("glNormal3iv");
+ glad_glNormal3s = (PFNGLNORMAL3SPROC)load("glNormal3s");
+ glad_glNormal3sv = (PFNGLNORMAL3SVPROC)load("glNormal3sv");
+ glad_glRasterPos2d = (PFNGLRASTERPOS2DPROC)load("glRasterPos2d");
+ glad_glRasterPos2dv = (PFNGLRASTERPOS2DVPROC)load("glRasterPos2dv");
+ glad_glRasterPos2f = (PFNGLRASTERPOS2FPROC)load("glRasterPos2f");
+ glad_glRasterPos2fv = (PFNGLRASTERPOS2FVPROC)load("glRasterPos2fv");
+ glad_glRasterPos2i = (PFNGLRASTERPOS2IPROC)load("glRasterPos2i");
+ glad_glRasterPos2iv = (PFNGLRASTERPOS2IVPROC)load("glRasterPos2iv");
+ glad_glRasterPos2s = (PFNGLRASTERPOS2SPROC)load("glRasterPos2s");
+ glad_glRasterPos2sv = (PFNGLRASTERPOS2SVPROC)load("glRasterPos2sv");
+ glad_glRasterPos3d = (PFNGLRASTERPOS3DPROC)load("glRasterPos3d");
+ glad_glRasterPos3dv = (PFNGLRASTERPOS3DVPROC)load("glRasterPos3dv");
+ glad_glRasterPos3f = (PFNGLRASTERPOS3FPROC)load("glRasterPos3f");
+ glad_glRasterPos3fv = (PFNGLRASTERPOS3FVPROC)load("glRasterPos3fv");
+ glad_glRasterPos3i = (PFNGLRASTERPOS3IPROC)load("glRasterPos3i");
+ glad_glRasterPos3iv = (PFNGLRASTERPOS3IVPROC)load("glRasterPos3iv");
+ glad_glRasterPos3s = (PFNGLRASTERPOS3SPROC)load("glRasterPos3s");
+ glad_glRasterPos3sv = (PFNGLRASTERPOS3SVPROC)load("glRasterPos3sv");
+ glad_glRasterPos4d = (PFNGLRASTERPOS4DPROC)load("glRasterPos4d");
+ glad_glRasterPos4dv = (PFNGLRASTERPOS4DVPROC)load("glRasterPos4dv");
+ glad_glRasterPos4f = (PFNGLRASTERPOS4FPROC)load("glRasterPos4f");
+ glad_glRasterPos4fv = (PFNGLRASTERPOS4FVPROC)load("glRasterPos4fv");
+ glad_glRasterPos4i = (PFNGLRASTERPOS4IPROC)load("glRasterPos4i");
+ glad_glRasterPos4iv = (PFNGLRASTERPOS4IVPROC)load("glRasterPos4iv");
+ glad_glRasterPos4s = (PFNGLRASTERPOS4SPROC)load("glRasterPos4s");
+ glad_glRasterPos4sv = (PFNGLRASTERPOS4SVPROC)load("glRasterPos4sv");
+ glad_glRectd = (PFNGLRECTDPROC)load("glRectd");
+ glad_glRectdv = (PFNGLRECTDVPROC)load("glRectdv");
+ glad_glRectf = (PFNGLRECTFPROC)load("glRectf");
+ glad_glRectfv = (PFNGLRECTFVPROC)load("glRectfv");
+ glad_glRecti = (PFNGLRECTIPROC)load("glRecti");
+ glad_glRectiv = (PFNGLRECTIVPROC)load("glRectiv");
+ glad_glRects = (PFNGLRECTSPROC)load("glRects");
+ glad_glRectsv = (PFNGLRECTSVPROC)load("glRectsv");
+ glad_glTexCoord1d = (PFNGLTEXCOORD1DPROC)load("glTexCoord1d");
+ glad_glTexCoord1dv = (PFNGLTEXCOORD1DVPROC)load("glTexCoord1dv");
+ glad_glTexCoord1f = (PFNGLTEXCOORD1FPROC)load("glTexCoord1f");
+ glad_glTexCoord1fv = (PFNGLTEXCOORD1FVPROC)load("glTexCoord1fv");
+ glad_glTexCoord1i = (PFNGLTEXCOORD1IPROC)load("glTexCoord1i");
+ glad_glTexCoord1iv = (PFNGLTEXCOORD1IVPROC)load("glTexCoord1iv");
+ glad_glTexCoord1s = (PFNGLTEXCOORD1SPROC)load("glTexCoord1s");
+ glad_glTexCoord1sv = (PFNGLTEXCOORD1SVPROC)load("glTexCoord1sv");
+ glad_glTexCoord2d = (PFNGLTEXCOORD2DPROC)load("glTexCoord2d");
+ glad_glTexCoord2dv = (PFNGLTEXCOORD2DVPROC)load("glTexCoord2dv");
+ glad_glTexCoord2f = (PFNGLTEXCOORD2FPROC)load("glTexCoord2f");
+ glad_glTexCoord2fv = (PFNGLTEXCOORD2FVPROC)load("glTexCoord2fv");
+ glad_glTexCoord2i = (PFNGLTEXCOORD2IPROC)load("glTexCoord2i");
+ glad_glTexCoord2iv = (PFNGLTEXCOORD2IVPROC)load("glTexCoord2iv");
+ glad_glTexCoord2s = (PFNGLTEXCOORD2SPROC)load("glTexCoord2s");
+ glad_glTexCoord2sv = (PFNGLTEXCOORD2SVPROC)load("glTexCoord2sv");
+ glad_glTexCoord3d = (PFNGLTEXCOORD3DPROC)load("glTexCoord3d");
+ glad_glTexCoord3dv = (PFNGLTEXCOORD3DVPROC)load("glTexCoord3dv");
+ glad_glTexCoord3f = (PFNGLTEXCOORD3FPROC)load("glTexCoord3f");
+ glad_glTexCoord3fv = (PFNGLTEXCOORD3FVPROC)load("glTexCoord3fv");
+ glad_glTexCoord3i = (PFNGLTEXCOORD3IPROC)load("glTexCoord3i");
+ glad_glTexCoord3iv = (PFNGLTEXCOORD3IVPROC)load("glTexCoord3iv");
+ glad_glTexCoord3s = (PFNGLTEXCOORD3SPROC)load("glTexCoord3s");
+ glad_glTexCoord3sv = (PFNGLTEXCOORD3SVPROC)load("glTexCoord3sv");
+ glad_glTexCoord4d = (PFNGLTEXCOORD4DPROC)load("glTexCoord4d");
+ glad_glTexCoord4dv = (PFNGLTEXCOORD4DVPROC)load("glTexCoord4dv");
+ glad_glTexCoord4f = (PFNGLTEXCOORD4FPROC)load("glTexCoord4f");
+ glad_glTexCoord4fv = (PFNGLTEXCOORD4FVPROC)load("glTexCoord4fv");
+ glad_glTexCoord4i = (PFNGLTEXCOORD4IPROC)load("glTexCoord4i");
+ glad_glTexCoord4iv = (PFNGLTEXCOORD4IVPROC)load("glTexCoord4iv");
+ glad_glTexCoord4s = (PFNGLTEXCOORD4SPROC)load("glTexCoord4s");
+ glad_glTexCoord4sv = (PFNGLTEXCOORD4SVPROC)load("glTexCoord4sv");
+ glad_glVertex2d = (PFNGLVERTEX2DPROC)load("glVertex2d");
+ glad_glVertex2dv = (PFNGLVERTEX2DVPROC)load("glVertex2dv");
+ glad_glVertex2f = (PFNGLVERTEX2FPROC)load("glVertex2f");
+ glad_glVertex2fv = (PFNGLVERTEX2FVPROC)load("glVertex2fv");
+ glad_glVertex2i = (PFNGLVERTEX2IPROC)load("glVertex2i");
+ glad_glVertex2iv = (PFNGLVERTEX2IVPROC)load("glVertex2iv");
+ glad_glVertex2s = (PFNGLVERTEX2SPROC)load("glVertex2s");
+ glad_glVertex2sv = (PFNGLVERTEX2SVPROC)load("glVertex2sv");
+ glad_glVertex3d = (PFNGLVERTEX3DPROC)load("glVertex3d");
+ glad_glVertex3dv = (PFNGLVERTEX3DVPROC)load("glVertex3dv");
+ glad_glVertex3f = (PFNGLVERTEX3FPROC)load("glVertex3f");
+ glad_glVertex3fv = (PFNGLVERTEX3FVPROC)load("glVertex3fv");
+ glad_glVertex3i = (PFNGLVERTEX3IPROC)load("glVertex3i");
+ glad_glVertex3iv = (PFNGLVERTEX3IVPROC)load("glVertex3iv");
+ glad_glVertex3s = (PFNGLVERTEX3SPROC)load("glVertex3s");
+ glad_glVertex3sv = (PFNGLVERTEX3SVPROC)load("glVertex3sv");
+ glad_glVertex4d = (PFNGLVERTEX4DPROC)load("glVertex4d");
+ glad_glVertex4dv = (PFNGLVERTEX4DVPROC)load("glVertex4dv");
+ glad_glVertex4f = (PFNGLVERTEX4FPROC)load("glVertex4f");
+ glad_glVertex4fv = (PFNGLVERTEX4FVPROC)load("glVertex4fv");
+ glad_glVertex4i = (PFNGLVERTEX4IPROC)load("glVertex4i");
+ glad_glVertex4iv = (PFNGLVERTEX4IVPROC)load("glVertex4iv");
+ glad_glVertex4s = (PFNGLVERTEX4SPROC)load("glVertex4s");
+ glad_glVertex4sv = (PFNGLVERTEX4SVPROC)load("glVertex4sv");
+ glad_glClipPlane = (PFNGLCLIPPLANEPROC)load("glClipPlane");
+ glad_glColorMaterial = (PFNGLCOLORMATERIALPROC)load("glColorMaterial");
+ glad_glFogf = (PFNGLFOGFPROC)load("glFogf");
+ glad_glFogfv = (PFNGLFOGFVPROC)load("glFogfv");
+ glad_glFogi = (PFNGLFOGIPROC)load("glFogi");
+ glad_glFogiv = (PFNGLFOGIVPROC)load("glFogiv");
+ glad_glLightf = (PFNGLLIGHTFPROC)load("glLightf");
+ glad_glLightfv = (PFNGLLIGHTFVPROC)load("glLightfv");
+ glad_glLighti = (PFNGLLIGHTIPROC)load("glLighti");
+ glad_glLightiv = (PFNGLLIGHTIVPROC)load("glLightiv");
+ glad_glLightModelf = (PFNGLLIGHTMODELFPROC)load("glLightModelf");
+ glad_glLightModelfv = (PFNGLLIGHTMODELFVPROC)load("glLightModelfv");
+ glad_glLightModeli = (PFNGLLIGHTMODELIPROC)load("glLightModeli");
+ glad_glLightModeliv = (PFNGLLIGHTMODELIVPROC)load("glLightModeliv");
+ glad_glLineStipple = (PFNGLLINESTIPPLEPROC)load("glLineStipple");
+ glad_glMaterialf = (PFNGLMATERIALFPROC)load("glMaterialf");
+ glad_glMaterialfv = (PFNGLMATERIALFVPROC)load("glMaterialfv");
+ glad_glMateriali = (PFNGLMATERIALIPROC)load("glMateriali");
+ glad_glMaterialiv = (PFNGLMATERIALIVPROC)load("glMaterialiv");
+ glad_glPolygonStipple = (PFNGLPOLYGONSTIPPLEPROC)load("glPolygonStipple");
+ glad_glShadeModel = (PFNGLSHADEMODELPROC)load("glShadeModel");
+ glad_glTexEnvf = (PFNGLTEXENVFPROC)load("glTexEnvf");
+ glad_glTexEnvfv = (PFNGLTEXENVFVPROC)load("glTexEnvfv");
+ glad_glTexEnvi = (PFNGLTEXENVIPROC)load("glTexEnvi");
+ glad_glTexEnviv = (PFNGLTEXENVIVPROC)load("glTexEnviv");
+ glad_glTexGend = (PFNGLTEXGENDPROC)load("glTexGend");
+ glad_glTexGendv = (PFNGLTEXGENDVPROC)load("glTexGendv");
+ glad_glTexGenf = (PFNGLTEXGENFPROC)load("glTexGenf");
+ glad_glTexGenfv = (PFNGLTEXGENFVPROC)load("glTexGenfv");
+ glad_glTexGeni = (PFNGLTEXGENIPROC)load("glTexGeni");
+ glad_glTexGeniv = (PFNGLTEXGENIVPROC)load("glTexGeniv");
+ glad_glFeedbackBuffer = (PFNGLFEEDBACKBUFFERPROC)load("glFeedbackBuffer");
+ glad_glSelectBuffer = (PFNGLSELECTBUFFERPROC)load("glSelectBuffer");
+ glad_glRenderMode = (PFNGLRENDERMODEPROC)load("glRenderMode");
+ glad_glInitNames = (PFNGLINITNAMESPROC)load("glInitNames");
+ glad_glLoadName = (PFNGLLOADNAMEPROC)load("glLoadName");
+ glad_glPassThrough = (PFNGLPASSTHROUGHPROC)load("glPassThrough");
+ glad_glPopName = (PFNGLPOPNAMEPROC)load("glPopName");
+ glad_glPushName = (PFNGLPUSHNAMEPROC)load("glPushName");
+ glad_glClearAccum = (PFNGLCLEARACCUMPROC)load("glClearAccum");
+ glad_glClearIndex = (PFNGLCLEARINDEXPROC)load("glClearIndex");
+ glad_glIndexMask = (PFNGLINDEXMASKPROC)load("glIndexMask");
+ glad_glAccum = (PFNGLACCUMPROC)load("glAccum");
+ glad_glPopAttrib = (PFNGLPOPATTRIBPROC)load("glPopAttrib");
+ glad_glPushAttrib = (PFNGLPUSHATTRIBPROC)load("glPushAttrib");
+ glad_glMap1d = (PFNGLMAP1DPROC)load("glMap1d");
+ glad_glMap1f = (PFNGLMAP1FPROC)load("glMap1f");
+ glad_glMap2d = (PFNGLMAP2DPROC)load("glMap2d");
+ glad_glMap2f = (PFNGLMAP2FPROC)load("glMap2f");
+ glad_glMapGrid1d = (PFNGLMAPGRID1DPROC)load("glMapGrid1d");
+ glad_glMapGrid1f = (PFNGLMAPGRID1FPROC)load("glMapGrid1f");
+ glad_glMapGrid2d = (PFNGLMAPGRID2DPROC)load("glMapGrid2d");
+ glad_glMapGrid2f = (PFNGLMAPGRID2FPROC)load("glMapGrid2f");
+ glad_glEvalCoord1d = (PFNGLEVALCOORD1DPROC)load("glEvalCoord1d");
+ glad_glEvalCoord1dv = (PFNGLEVALCOORD1DVPROC)load("glEvalCoord1dv");
+ glad_glEvalCoord1f = (PFNGLEVALCOORD1FPROC)load("glEvalCoord1f");
+ glad_glEvalCoord1fv = (PFNGLEVALCOORD1FVPROC)load("glEvalCoord1fv");
+ glad_glEvalCoord2d = (PFNGLEVALCOORD2DPROC)load("glEvalCoord2d");
+ glad_glEvalCoord2dv = (PFNGLEVALCOORD2DVPROC)load("glEvalCoord2dv");
+ glad_glEvalCoord2f = (PFNGLEVALCOORD2FPROC)load("glEvalCoord2f");
+ glad_glEvalCoord2fv = (PFNGLEVALCOORD2FVPROC)load("glEvalCoord2fv");
+ glad_glEvalMesh1 = (PFNGLEVALMESH1PROC)load("glEvalMesh1");
+ glad_glEvalPoint1 = (PFNGLEVALPOINT1PROC)load("glEvalPoint1");
+ glad_glEvalMesh2 = (PFNGLEVALMESH2PROC)load("glEvalMesh2");
+ glad_glEvalPoint2 = (PFNGLEVALPOINT2PROC)load("glEvalPoint2");
+ glad_glAlphaFunc = (PFNGLALPHAFUNCPROC)load("glAlphaFunc");
+ glad_glPixelZoom = (PFNGLPIXELZOOMPROC)load("glPixelZoom");
+ glad_glPixelTransferf = (PFNGLPIXELTRANSFERFPROC)load("glPixelTransferf");
+ glad_glPixelTransferi = (PFNGLPIXELTRANSFERIPROC)load("glPixelTransferi");
+ glad_glPixelMapfv = (PFNGLPIXELMAPFVPROC)load("glPixelMapfv");
+ glad_glPixelMapuiv = (PFNGLPIXELMAPUIVPROC)load("glPixelMapuiv");
+ glad_glPixelMapusv = (PFNGLPIXELMAPUSVPROC)load("glPixelMapusv");
+ glad_glCopyPixels = (PFNGLCOPYPIXELSPROC)load("glCopyPixels");
+ glad_glDrawPixels = (PFNGLDRAWPIXELSPROC)load("glDrawPixels");
+ glad_glGetClipPlane = (PFNGLGETCLIPPLANEPROC)load("glGetClipPlane");
+ glad_glGetLightfv = (PFNGLGETLIGHTFVPROC)load("glGetLightfv");
+ glad_glGetLightiv = (PFNGLGETLIGHTIVPROC)load("glGetLightiv");
+ glad_glGetMapdv = (PFNGLGETMAPDVPROC)load("glGetMapdv");
+ glad_glGetMapfv = (PFNGLGETMAPFVPROC)load("glGetMapfv");
+ glad_glGetMapiv = (PFNGLGETMAPIVPROC)load("glGetMapiv");
+ glad_glGetMaterialfv = (PFNGLGETMATERIALFVPROC)load("glGetMaterialfv");
+ glad_glGetMaterialiv = (PFNGLGETMATERIALIVPROC)load("glGetMaterialiv");
+ glad_glGetPixelMapfv = (PFNGLGETPIXELMAPFVPROC)load("glGetPixelMapfv");
+ glad_glGetPixelMapuiv = (PFNGLGETPIXELMAPUIVPROC)load("glGetPixelMapuiv");
+ glad_glGetPixelMapusv = (PFNGLGETPIXELMAPUSVPROC)load("glGetPixelMapusv");
+ glad_glGetPolygonStipple = (PFNGLGETPOLYGONSTIPPLEPROC)load("glGetPolygonStipple");
+ glad_glGetTexEnvfv = (PFNGLGETTEXENVFVPROC)load("glGetTexEnvfv");
+ glad_glGetTexEnviv = (PFNGLGETTEXENVIVPROC)load("glGetTexEnviv");
+ glad_glGetTexGendv = (PFNGLGETTEXGENDVPROC)load("glGetTexGendv");
+ glad_glGetTexGenfv = (PFNGLGETTEXGENFVPROC)load("glGetTexGenfv");
+ glad_glGetTexGeniv = (PFNGLGETTEXGENIVPROC)load("glGetTexGeniv");
+ glad_glIsList = (PFNGLISLISTPROC)load("glIsList");
+ glad_glFrustum = (PFNGLFRUSTUMPROC)load("glFrustum");
+ glad_glLoadIdentity = (PFNGLLOADIDENTITYPROC)load("glLoadIdentity");
+ glad_glLoadMatrixf = (PFNGLLOADMATRIXFPROC)load("glLoadMatrixf");
+ glad_glLoadMatrixd = (PFNGLLOADMATRIXDPROC)load("glLoadMatrixd");
+ glad_glMatrixMode = (PFNGLMATRIXMODEPROC)load("glMatrixMode");
+ glad_glMultMatrixf = (PFNGLMULTMATRIXFPROC)load("glMultMatrixf");
+ glad_glMultMatrixd = (PFNGLMULTMATRIXDPROC)load("glMultMatrixd");
+ glad_glOrtho = (PFNGLORTHOPROC)load("glOrtho");
+ glad_glPopMatrix = (PFNGLPOPMATRIXPROC)load("glPopMatrix");
+ glad_glPushMatrix = (PFNGLPUSHMATRIXPROC)load("glPushMatrix");
+ glad_glRotated = (PFNGLROTATEDPROC)load("glRotated");
+ glad_glRotatef = (PFNGLROTATEFPROC)load("glRotatef");
+ glad_glScaled = (PFNGLSCALEDPROC)load("glScaled");
+ glad_glScalef = (PFNGLSCALEFPROC)load("glScalef");
+ glad_glTranslated = (PFNGLTRANSLATEDPROC)load("glTranslated");
+ glad_glTranslatef = (PFNGLTRANSLATEFPROC)load("glTranslatef");
+}
+static void load_GL_VERSION_1_1(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_1_1) return;
+ glad_glDrawArrays = (PFNGLDRAWARRAYSPROC)load("glDrawArrays");
+ glad_glDrawElements = (PFNGLDRAWELEMENTSPROC)load("glDrawElements");
+ glad_glGetPointerv = (PFNGLGETPOINTERVPROC)load("glGetPointerv");
+ glad_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)load("glPolygonOffset");
+ glad_glCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC)load("glCopyTexImage1D");
+ glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)load("glCopyTexImage2D");
+ glad_glCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC)load("glCopyTexSubImage1D");
+ glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)load("glCopyTexSubImage2D");
+ glad_glTexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC)load("glTexSubImage1D");
+ glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)load("glTexSubImage2D");
+ glad_glBindTexture = (PFNGLBINDTEXTUREPROC)load("glBindTexture");
+ glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC)load("glDeleteTextures");
+ glad_glGenTextures = (PFNGLGENTEXTURESPROC)load("glGenTextures");
+ glad_glIsTexture = (PFNGLISTEXTUREPROC)load("glIsTexture");
+ glad_glArrayElement = (PFNGLARRAYELEMENTPROC)load("glArrayElement");
+ glad_glColorPointer = (PFNGLCOLORPOINTERPROC)load("glColorPointer");
+ glad_glDisableClientState = (PFNGLDISABLECLIENTSTATEPROC)load("glDisableClientState");
+ glad_glEdgeFlagPointer = (PFNGLEDGEFLAGPOINTERPROC)load("glEdgeFlagPointer");
+ glad_glEnableClientState = (PFNGLENABLECLIENTSTATEPROC)load("glEnableClientState");
+ glad_glIndexPointer = (PFNGLINDEXPOINTERPROC)load("glIndexPointer");
+ glad_glInterleavedArrays = (PFNGLINTERLEAVEDARRAYSPROC)load("glInterleavedArrays");
+ glad_glNormalPointer = (PFNGLNORMALPOINTERPROC)load("glNormalPointer");
+ glad_glTexCoordPointer = (PFNGLTEXCOORDPOINTERPROC)load("glTexCoordPointer");
+ glad_glVertexPointer = (PFNGLVERTEXPOINTERPROC)load("glVertexPointer");
+ glad_glAreTexturesResident = (PFNGLARETEXTURESRESIDENTPROC)load("glAreTexturesResident");
+ glad_glPrioritizeTextures = (PFNGLPRIORITIZETEXTURESPROC)load("glPrioritizeTextures");
+ glad_glIndexub = (PFNGLINDEXUBPROC)load("glIndexub");
+ glad_glIndexubv = (PFNGLINDEXUBVPROC)load("glIndexubv");
+ glad_glPopClientAttrib = (PFNGLPOPCLIENTATTRIBPROC)load("glPopClientAttrib");
+ glad_glPushClientAttrib = (PFNGLPUSHCLIENTATTRIBPROC)load("glPushClientAttrib");
+}
+static void load_GL_VERSION_1_2(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_1_2) return;
+ glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)load("glDrawRangeElements");
+ glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC)load("glTexImage3D");
+ glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)load("glTexSubImage3D");
+ glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)load("glCopyTexSubImage3D");
+}
+static void load_GL_VERSION_1_3(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_1_3) return;
+ glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC)load("glActiveTexture");
+ glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)load("glSampleCoverage");
+ glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)load("glCompressedTexImage3D");
+ glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)load("glCompressedTexImage2D");
+ glad_glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC)load("glCompressedTexImage1D");
+ glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)load("glCompressedTexSubImage3D");
+ glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)load("glCompressedTexSubImage2D");
+ glad_glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)load("glCompressedTexSubImage1D");
+ glad_glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)load("glGetCompressedTexImage");
+ glad_glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)load("glClientActiveTexture");
+ glad_glMultiTexCoord1d = (PFNGLMULTITEXCOORD1DPROC)load("glMultiTexCoord1d");
+ glad_glMultiTexCoord1dv = (PFNGLMULTITEXCOORD1DVPROC)load("glMultiTexCoord1dv");
+ glad_glMultiTexCoord1f = (PFNGLMULTITEXCOORD1FPROC)load("glMultiTexCoord1f");
+ glad_glMultiTexCoord1fv = (PFNGLMULTITEXCOORD1FVPROC)load("glMultiTexCoord1fv");
+ glad_glMultiTexCoord1i = (PFNGLMULTITEXCOORD1IPROC)load("glMultiTexCoord1i");
+ glad_glMultiTexCoord1iv = (PFNGLMULTITEXCOORD1IVPROC)load("glMultiTexCoord1iv");
+ glad_glMultiTexCoord1s = (PFNGLMULTITEXCOORD1SPROC)load("glMultiTexCoord1s");
+ glad_glMultiTexCoord1sv = (PFNGLMULTITEXCOORD1SVPROC)load("glMultiTexCoord1sv");
+ glad_glMultiTexCoord2d = (PFNGLMULTITEXCOORD2DPROC)load("glMultiTexCoord2d");
+ glad_glMultiTexCoord2dv = (PFNGLMULTITEXCOORD2DVPROC)load("glMultiTexCoord2dv");
+ glad_glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC)load("glMultiTexCoord2f");
+ glad_glMultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC)load("glMultiTexCoord2fv");
+ glad_glMultiTexCoord2i = (PFNGLMULTITEXCOORD2IPROC)load("glMultiTexCoord2i");
+ glad_glMultiTexCoord2iv = (PFNGLMULTITEXCOORD2IVPROC)load("glMultiTexCoord2iv");
+ glad_glMultiTexCoord2s = (PFNGLMULTITEXCOORD2SPROC)load("glMultiTexCoord2s");
+ glad_glMultiTexCoord2sv = (PFNGLMULTITEXCOORD2SVPROC)load("glMultiTexCoord2sv");
+ glad_glMultiTexCoord3d = (PFNGLMULTITEXCOORD3DPROC)load("glMultiTexCoord3d");
+ glad_glMultiTexCoord3dv = (PFNGLMULTITEXCOORD3DVPROC)load("glMultiTexCoord3dv");
+ glad_glMultiTexCoord3f = (PFNGLMULTITEXCOORD3FPROC)load("glMultiTexCoord3f");
+ glad_glMultiTexCoord3fv = (PFNGLMULTITEXCOORD3FVPROC)load("glMultiTexCoord3fv");
+ glad_glMultiTexCoord3i = (PFNGLMULTITEXCOORD3IPROC)load("glMultiTexCoord3i");
+ glad_glMultiTexCoord3iv = (PFNGLMULTITEXCOORD3IVPROC)load("glMultiTexCoord3iv");
+ glad_glMultiTexCoord3s = (PFNGLMULTITEXCOORD3SPROC)load("glMultiTexCoord3s");
+ glad_glMultiTexCoord3sv = (PFNGLMULTITEXCOORD3SVPROC)load("glMultiTexCoord3sv");
+ glad_glMultiTexCoord4d = (PFNGLMULTITEXCOORD4DPROC)load("glMultiTexCoord4d");
+ glad_glMultiTexCoord4dv = (PFNGLMULTITEXCOORD4DVPROC)load("glMultiTexCoord4dv");
+ glad_glMultiTexCoord4f = (PFNGLMULTITEXCOORD4FPROC)load("glMultiTexCoord4f");
+ glad_glMultiTexCoord4fv = (PFNGLMULTITEXCOORD4FVPROC)load("glMultiTexCoord4fv");
+ glad_glMultiTexCoord4i = (PFNGLMULTITEXCOORD4IPROC)load("glMultiTexCoord4i");
+ glad_glMultiTexCoord4iv = (PFNGLMULTITEXCOORD4IVPROC)load("glMultiTexCoord4iv");
+ glad_glMultiTexCoord4s = (PFNGLMULTITEXCOORD4SPROC)load("glMultiTexCoord4s");
+ glad_glMultiTexCoord4sv = (PFNGLMULTITEXCOORD4SVPROC)load("glMultiTexCoord4sv");
+ glad_glLoadTransposeMatrixf = (PFNGLLOADTRANSPOSEMATRIXFPROC)load("glLoadTransposeMatrixf");
+ glad_glLoadTransposeMatrixd = (PFNGLLOADTRANSPOSEMATRIXDPROC)load("glLoadTransposeMatrixd");
+ glad_glMultTransposeMatrixf = (PFNGLMULTTRANSPOSEMATRIXFPROC)load("glMultTransposeMatrixf");
+ glad_glMultTransposeMatrixd = (PFNGLMULTTRANSPOSEMATRIXDPROC)load("glMultTransposeMatrixd");
+}
+static void load_GL_VERSION_1_4(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_1_4) return;
+ glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)load("glBlendFuncSeparate");
+ glad_glMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC)load("glMultiDrawArrays");
+ glad_glMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC)load("glMultiDrawElements");
+ glad_glPointParameterf = (PFNGLPOINTPARAMETERFPROC)load("glPointParameterf");
+ glad_glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)load("glPointParameterfv");
+ glad_glPointParameteri = (PFNGLPOINTPARAMETERIPROC)load("glPointParameteri");
+ glad_glPointParameteriv = (PFNGLPOINTPARAMETERIVPROC)load("glPointParameteriv");
+ glad_glFogCoordf = (PFNGLFOGCOORDFPROC)load("glFogCoordf");
+ glad_glFogCoordfv = (PFNGLFOGCOORDFVPROC)load("glFogCoordfv");
+ glad_glFogCoordd = (PFNGLFOGCOORDDPROC)load("glFogCoordd");
+ glad_glFogCoorddv = (PFNGLFOGCOORDDVPROC)load("glFogCoorddv");
+ glad_glFogCoordPointer = (PFNGLFOGCOORDPOINTERPROC)load("glFogCoordPointer");
+ glad_glSecondaryColor3b = (PFNGLSECONDARYCOLOR3BPROC)load("glSecondaryColor3b");
+ glad_glSecondaryColor3bv = (PFNGLSECONDARYCOLOR3BVPROC)load("glSecondaryColor3bv");
+ glad_glSecondaryColor3d = (PFNGLSECONDARYCOLOR3DPROC)load("glSecondaryColor3d");
+ glad_glSecondaryColor3dv = (PFNGLSECONDARYCOLOR3DVPROC)load("glSecondaryColor3dv");
+ glad_glSecondaryColor3f = (PFNGLSECONDARYCOLOR3FPROC)load("glSecondaryColor3f");
+ glad_glSecondaryColor3fv = (PFNGLSECONDARYCOLOR3FVPROC)load("glSecondaryColor3fv");
+ glad_glSecondaryColor3i = (PFNGLSECONDARYCOLOR3IPROC)load("glSecondaryColor3i");
+ glad_glSecondaryColor3iv = (PFNGLSECONDARYCOLOR3IVPROC)load("glSecondaryColor3iv");
+ glad_glSecondaryColor3s = (PFNGLSECONDARYCOLOR3SPROC)load("glSecondaryColor3s");
+ glad_glSecondaryColor3sv = (PFNGLSECONDARYCOLOR3SVPROC)load("glSecondaryColor3sv");
+ glad_glSecondaryColor3ub = (PFNGLSECONDARYCOLOR3UBPROC)load("glSecondaryColor3ub");
+ glad_glSecondaryColor3ubv = (PFNGLSECONDARYCOLOR3UBVPROC)load("glSecondaryColor3ubv");
+ glad_glSecondaryColor3ui = (PFNGLSECONDARYCOLOR3UIPROC)load("glSecondaryColor3ui");
+ glad_glSecondaryColor3uiv = (PFNGLSECONDARYCOLOR3UIVPROC)load("glSecondaryColor3uiv");
+ glad_glSecondaryColor3us = (PFNGLSECONDARYCOLOR3USPROC)load("glSecondaryColor3us");
+ glad_glSecondaryColor3usv = (PFNGLSECONDARYCOLOR3USVPROC)load("glSecondaryColor3usv");
+ glad_glSecondaryColorPointer = (PFNGLSECONDARYCOLORPOINTERPROC)load("glSecondaryColorPointer");
+ glad_glWindowPos2d = (PFNGLWINDOWPOS2DPROC)load("glWindowPos2d");
+ glad_glWindowPos2dv = (PFNGLWINDOWPOS2DVPROC)load("glWindowPos2dv");
+ glad_glWindowPos2f = (PFNGLWINDOWPOS2FPROC)load("glWindowPos2f");
+ glad_glWindowPos2fv = (PFNGLWINDOWPOS2FVPROC)load("glWindowPos2fv");
+ glad_glWindowPos2i = (PFNGLWINDOWPOS2IPROC)load("glWindowPos2i");
+ glad_glWindowPos2iv = (PFNGLWINDOWPOS2IVPROC)load("glWindowPos2iv");
+ glad_glWindowPos2s = (PFNGLWINDOWPOS2SPROC)load("glWindowPos2s");
+ glad_glWindowPos2sv = (PFNGLWINDOWPOS2SVPROC)load("glWindowPos2sv");
+ glad_glWindowPos3d = (PFNGLWINDOWPOS3DPROC)load("glWindowPos3d");
+ glad_glWindowPos3dv = (PFNGLWINDOWPOS3DVPROC)load("glWindowPos3dv");
+ glad_glWindowPos3f = (PFNGLWINDOWPOS3FPROC)load("glWindowPos3f");
+ glad_glWindowPos3fv = (PFNGLWINDOWPOS3FVPROC)load("glWindowPos3fv");
+ glad_glWindowPos3i = (PFNGLWINDOWPOS3IPROC)load("glWindowPos3i");
+ glad_glWindowPos3iv = (PFNGLWINDOWPOS3IVPROC)load("glWindowPos3iv");
+ glad_glWindowPos3s = (PFNGLWINDOWPOS3SPROC)load("glWindowPos3s");
+ glad_glWindowPos3sv = (PFNGLWINDOWPOS3SVPROC)load("glWindowPos3sv");
+ glad_glBlendColor = (PFNGLBLENDCOLORPROC)load("glBlendColor");
+ glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)load("glBlendEquation");
+}
+static void load_GL_VERSION_1_5(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_1_5) return;
+ glad_glGenQueries = (PFNGLGENQUERIESPROC)load("glGenQueries");
+ glad_glDeleteQueries = (PFNGLDELETEQUERIESPROC)load("glDeleteQueries");
+ glad_glIsQuery = (PFNGLISQUERYPROC)load("glIsQuery");
+ glad_glBeginQuery = (PFNGLBEGINQUERYPROC)load("glBeginQuery");
+ glad_glEndQuery = (PFNGLENDQUERYPROC)load("glEndQuery");
+ glad_glGetQueryiv = (PFNGLGETQUERYIVPROC)load("glGetQueryiv");
+ glad_glGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC)load("glGetQueryObjectiv");
+ glad_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)load("glGetQueryObjectuiv");
+ glad_glBindBuffer = (PFNGLBINDBUFFERPROC)load("glBindBuffer");
+ glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)load("glDeleteBuffers");
+ glad_glGenBuffers = (PFNGLGENBUFFERSPROC)load("glGenBuffers");
+ glad_glIsBuffer = (PFNGLISBUFFERPROC)load("glIsBuffer");
+ glad_glBufferData = (PFNGLBUFFERDATAPROC)load("glBufferData");
+ glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)load("glBufferSubData");
+ glad_glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC)load("glGetBufferSubData");
+ glad_glMapBuffer = (PFNGLMAPBUFFERPROC)load("glMapBuffer");
+ glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)load("glUnmapBuffer");
+ glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)load("glGetBufferParameteriv");
+ glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)load("glGetBufferPointerv");
+}
+static void load_GL_VERSION_2_0(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_2_0) return;
+ glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)load("glBlendEquationSeparate");
+ glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)load("glDrawBuffers");
+ glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)load("glStencilOpSeparate");
+ glad_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)load("glStencilFuncSeparate");
+ glad_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)load("glStencilMaskSeparate");
+ glad_glAttachShader = (PFNGLATTACHSHADERPROC)load("glAttachShader");
+ glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)load("glBindAttribLocation");
+ glad_glCompileShader = (PFNGLCOMPILESHADERPROC)load("glCompileShader");
+ glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC)load("glCreateProgram");
+ glad_glCreateShader = (PFNGLCREATESHADERPROC)load("glCreateShader");
+ glad_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)load("glDeleteProgram");
+ glad_glDeleteShader = (PFNGLDELETESHADERPROC)load("glDeleteShader");
+ glad_glDetachShader = (PFNGLDETACHSHADERPROC)load("glDetachShader");
+ glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)load("glDisableVertexAttribArray");
+ glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)load("glEnableVertexAttribArray");
+ glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)load("glGetActiveAttrib");
+ glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)load("glGetActiveUniform");
+ glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)load("glGetAttachedShaders");
+ glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)load("glGetAttribLocation");
+ glad_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)load("glGetProgramiv");
+ glad_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)load("glGetProgramInfoLog");
+ glad_glGetShaderiv = (PFNGLGETSHADERIVPROC)load("glGetShaderiv");
+ glad_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)load("glGetShaderInfoLog");
+ glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)load("glGetShaderSource");
+ glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)load("glGetUniformLocation");
+ glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)load("glGetUniformfv");
+ glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)load("glGetUniformiv");
+ glad_glGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC)load("glGetVertexAttribdv");
+ glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)load("glGetVertexAttribfv");
+ glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)load("glGetVertexAttribiv");
+ glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)load("glGetVertexAttribPointerv");
+ glad_glIsProgram = (PFNGLISPROGRAMPROC)load("glIsProgram");
+ glad_glIsShader = (PFNGLISSHADERPROC)load("glIsShader");
+ glad_glLinkProgram = (PFNGLLINKPROGRAMPROC)load("glLinkProgram");
+ glad_glShaderSource = (PFNGLSHADERSOURCEPROC)load("glShaderSource");
+ glad_glUseProgram = (PFNGLUSEPROGRAMPROC)load("glUseProgram");
+ glad_glUniform1f = (PFNGLUNIFORM1FPROC)load("glUniform1f");
+ glad_glUniform2f = (PFNGLUNIFORM2FPROC)load("glUniform2f");
+ glad_glUniform3f = (PFNGLUNIFORM3FPROC)load("glUniform3f");
+ glad_glUniform4f = (PFNGLUNIFORM4FPROC)load("glUniform4f");
+ glad_glUniform1i = (PFNGLUNIFORM1IPROC)load("glUniform1i");
+ glad_glUniform2i = (PFNGLUNIFORM2IPROC)load("glUniform2i");
+ glad_glUniform3i = (PFNGLUNIFORM3IPROC)load("glUniform3i");
+ glad_glUniform4i = (PFNGLUNIFORM4IPROC)load("glUniform4i");
+ glad_glUniform1fv = (PFNGLUNIFORM1FVPROC)load("glUniform1fv");
+ glad_glUniform2fv = (PFNGLUNIFORM2FVPROC)load("glUniform2fv");
+ glad_glUniform3fv = (PFNGLUNIFORM3FVPROC)load("glUniform3fv");
+ glad_glUniform4fv = (PFNGLUNIFORM4FVPROC)load("glUniform4fv");
+ glad_glUniform1iv = (PFNGLUNIFORM1IVPROC)load("glUniform1iv");
+ glad_glUniform2iv = (PFNGLUNIFORM2IVPROC)load("glUniform2iv");
+ glad_glUniform3iv = (PFNGLUNIFORM3IVPROC)load("glUniform3iv");
+ glad_glUniform4iv = (PFNGLUNIFORM4IVPROC)load("glUniform4iv");
+ glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)load("glUniformMatrix2fv");
+ glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)load("glUniformMatrix3fv");
+ glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)load("glUniformMatrix4fv");
+ glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)load("glValidateProgram");
+ glad_glVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC)load("glVertexAttrib1d");
+ glad_glVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC)load("glVertexAttrib1dv");
+ glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)load("glVertexAttrib1f");
+ glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)load("glVertexAttrib1fv");
+ glad_glVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC)load("glVertexAttrib1s");
+ glad_glVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC)load("glVertexAttrib1sv");
+ glad_glVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC)load("glVertexAttrib2d");
+ glad_glVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC)load("glVertexAttrib2dv");
+ glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)load("glVertexAttrib2f");
+ glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)load("glVertexAttrib2fv");
+ glad_glVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC)load("glVertexAttrib2s");
+ glad_glVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC)load("glVertexAttrib2sv");
+ glad_glVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC)load("glVertexAttrib3d");
+ glad_glVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC)load("glVertexAttrib3dv");
+ glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)load("glVertexAttrib3f");
+ glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)load("glVertexAttrib3fv");
+ glad_glVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC)load("glVertexAttrib3s");
+ glad_glVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC)load("glVertexAttrib3sv");
+ glad_glVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC)load("glVertexAttrib4Nbv");
+ glad_glVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC)load("glVertexAttrib4Niv");
+ glad_glVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC)load("glVertexAttrib4Nsv");
+ glad_glVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC)load("glVertexAttrib4Nub");
+ glad_glVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC)load("glVertexAttrib4Nubv");
+ glad_glVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC)load("glVertexAttrib4Nuiv");
+ glad_glVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC)load("glVertexAttrib4Nusv");
+ glad_glVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC)load("glVertexAttrib4bv");
+ glad_glVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC)load("glVertexAttrib4d");
+ glad_glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)load("glVertexAttrib4dv");
+ glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)load("glVertexAttrib4f");
+ glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)load("glVertexAttrib4fv");
+ glad_glVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC)load("glVertexAttrib4iv");
+ glad_glVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC)load("glVertexAttrib4s");
+ glad_glVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC)load("glVertexAttrib4sv");
+ glad_glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)load("glVertexAttrib4ubv");
+ glad_glVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC)load("glVertexAttrib4uiv");
+ glad_glVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC)load("glVertexAttrib4usv");
+ glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)load("glVertexAttribPointer");
+}
+static void load_GL_VERSION_2_1(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_2_1) return;
+ glad_glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)load("glUniformMatrix2x3fv");
+ glad_glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)load("glUniformMatrix3x2fv");
+ glad_glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)load("glUniformMatrix2x4fv");
+ glad_glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)load("glUniformMatrix4x2fv");
+ glad_glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)load("glUniformMatrix3x4fv");
+ glad_glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)load("glUniformMatrix4x3fv");
+}
+static void load_GL_VERSION_3_0(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_3_0) return;
+ glad_glColorMaski = (PFNGLCOLORMASKIPROC)load("glColorMaski");
+ glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)load("glGetBooleani_v");
+ glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v");
+ glad_glEnablei = (PFNGLENABLEIPROC)load("glEnablei");
+ glad_glDisablei = (PFNGLDISABLEIPROC)load("glDisablei");
+ glad_glIsEnabledi = (PFNGLISENABLEDIPROC)load("glIsEnabledi");
+ glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)load("glBeginTransformFeedback");
+ glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)load("glEndTransformFeedback");
+ glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange");
+ glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase");
+ glad_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)load("glTransformFeedbackVaryings");
+ glad_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)load("glGetTransformFeedbackVarying");
+ glad_glClampColor = (PFNGLCLAMPCOLORPROC)load("glClampColor");
+ glad_glBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC)load("glBeginConditionalRender");
+ glad_glEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC)load("glEndConditionalRender");
+ glad_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)load("glVertexAttribIPointer");
+ glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)load("glGetVertexAttribIiv");
+ glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)load("glGetVertexAttribIuiv");
+ glad_glVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC)load("glVertexAttribI1i");
+ glad_glVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC)load("glVertexAttribI2i");
+ glad_glVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC)load("glVertexAttribI3i");
+ glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)load("glVertexAttribI4i");
+ glad_glVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC)load("glVertexAttribI1ui");
+ glad_glVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC)load("glVertexAttribI2ui");
+ glad_glVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC)load("glVertexAttribI3ui");
+ glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)load("glVertexAttribI4ui");
+ glad_glVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC)load("glVertexAttribI1iv");
+ glad_glVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC)load("glVertexAttribI2iv");
+ glad_glVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC)load("glVertexAttribI3iv");
+ glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)load("glVertexAttribI4iv");
+ glad_glVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC)load("glVertexAttribI1uiv");
+ glad_glVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC)load("glVertexAttribI2uiv");
+ glad_glVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC)load("glVertexAttribI3uiv");
+ glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)load("glVertexAttribI4uiv");
+ glad_glVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC)load("glVertexAttribI4bv");
+ glad_glVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC)load("glVertexAttribI4sv");
+ glad_glVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC)load("glVertexAttribI4ubv");
+ glad_glVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC)load("glVertexAttribI4usv");
+ glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)load("glGetUniformuiv");
+ glad_glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC)load("glBindFragDataLocation");
+ glad_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)load("glGetFragDataLocation");
+ glad_glUniform1ui = (PFNGLUNIFORM1UIPROC)load("glUniform1ui");
+ glad_glUniform2ui = (PFNGLUNIFORM2UIPROC)load("glUniform2ui");
+ glad_glUniform3ui = (PFNGLUNIFORM3UIPROC)load("glUniform3ui");
+ glad_glUniform4ui = (PFNGLUNIFORM4UIPROC)load("glUniform4ui");
+ glad_glUniform1uiv = (PFNGLUNIFORM1UIVPROC)load("glUniform1uiv");
+ glad_glUniform2uiv = (PFNGLUNIFORM2UIVPROC)load("glUniform2uiv");
+ glad_glUniform3uiv = (PFNGLUNIFORM3UIVPROC)load("glUniform3uiv");
+ glad_glUniform4uiv = (PFNGLUNIFORM4UIVPROC)load("glUniform4uiv");
+ glad_glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC)load("glTexParameterIiv");
+ glad_glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC)load("glTexParameterIuiv");
+ glad_glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC)load("glGetTexParameterIiv");
+ glad_glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC)load("glGetTexParameterIuiv");
+ glad_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)load("glClearBufferiv");
+ glad_glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)load("glClearBufferuiv");
+ glad_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)load("glClearBufferfv");
+ glad_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)load("glClearBufferfi");
+ glad_glGetStringi = (PFNGLGETSTRINGIPROC)load("glGetStringi");
+ glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)load("glIsRenderbuffer");
+ glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbuffer");
+ glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)load("glDeleteRenderbuffers");
+ glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)load("glGenRenderbuffers");
+ glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)load("glRenderbufferStorage");
+ glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)load("glGetRenderbufferParameteriv");
+ glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)load("glIsFramebuffer");
+ glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebuffer");
+ glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffers");
+ glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffers");
+ glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatus");
+ glad_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)load("glFramebufferTexture1D");
+ glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2D");
+ glad_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)load("glFramebufferTexture3D");
+ glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbuffer");
+ glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameteriv");
+ glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmap");
+ glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)load("glBlitFramebuffer");
+ glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glRenderbufferStorageMultisample");
+ glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)load("glFramebufferTextureLayer");
+ glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)load("glMapBufferRange");
+ glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)load("glFlushMappedBufferRange");
+ glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)load("glBindVertexArray");
+ glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)load("glDeleteVertexArrays");
+ glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)load("glGenVertexArrays");
+ glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)load("glIsVertexArray");
+}
+static void load_GL_VERSION_3_1(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_3_1) return;
+ glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)load("glDrawArraysInstanced");
+ glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)load("glDrawElementsInstanced");
+ glad_glTexBuffer = (PFNGLTEXBUFFERPROC)load("glTexBuffer");
+ glad_glPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC)load("glPrimitiveRestartIndex");
+ glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)load("glCopyBufferSubData");
+ glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)load("glGetUniformIndices");
+ glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)load("glGetActiveUniformsiv");
+ glad_glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC)load("glGetActiveUniformName");
+ glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)load("glGetUniformBlockIndex");
+ glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)load("glGetActiveUniformBlockiv");
+ glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)load("glGetActiveUniformBlockName");
+ glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)load("glUniformBlockBinding");
+ glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange");
+ glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase");
+ glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v");
+}
+static void load_GL_VERSION_3_2(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_3_2) return;
+ glad_glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)load("glDrawElementsBaseVertex");
+ glad_glDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)load("glDrawRangeElementsBaseVertex");
+ glad_glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)load("glDrawElementsInstancedBaseVertex");
+ glad_glMultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)load("glMultiDrawElementsBaseVertex");
+ glad_glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)load("glProvokingVertex");
+ glad_glFenceSync = (PFNGLFENCESYNCPROC)load("glFenceSync");
+ glad_glIsSync = (PFNGLISSYNCPROC)load("glIsSync");
+ glad_glDeleteSync = (PFNGLDELETESYNCPROC)load("glDeleteSync");
+ glad_glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)load("glClientWaitSync");
+ glad_glWaitSync = (PFNGLWAITSYNCPROC)load("glWaitSync");
+ glad_glGetInteger64v = (PFNGLGETINTEGER64VPROC)load("glGetInteger64v");
+ glad_glGetSynciv = (PFNGLGETSYNCIVPROC)load("glGetSynciv");
+ glad_glGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC)load("glGetInteger64i_v");
+ glad_glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)load("glGetBufferParameteri64v");
+ glad_glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)load("glFramebufferTexture");
+ glad_glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)load("glTexImage2DMultisample");
+ glad_glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC)load("glTexImage3DMultisample");
+ glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)load("glGetMultisamplefv");
+ glad_glSampleMaski = (PFNGLSAMPLEMASKIPROC)load("glSampleMaski");
+}
+static void load_GL_VERSION_3_3(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_3_3) return;
+ glad_glBindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)load("glBindFragDataLocationIndexed");
+ glad_glGetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC)load("glGetFragDataIndex");
+ glad_glGenSamplers = (PFNGLGENSAMPLERSPROC)load("glGenSamplers");
+ glad_glDeleteSamplers = (PFNGLDELETESAMPLERSPROC)load("glDeleteSamplers");
+ glad_glIsSampler = (PFNGLISSAMPLERPROC)load("glIsSampler");
+ glad_glBindSampler = (PFNGLBINDSAMPLERPROC)load("glBindSampler");
+ glad_glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC)load("glSamplerParameteri");
+ glad_glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC)load("glSamplerParameteriv");
+ glad_glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC)load("glSamplerParameterf");
+ glad_glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC)load("glSamplerParameterfv");
+ glad_glSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC)load("glSamplerParameterIiv");
+ glad_glSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC)load("glSamplerParameterIuiv");
+ glad_glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC)load("glGetSamplerParameteriv");
+ glad_glGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC)load("glGetSamplerParameterIiv");
+ glad_glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC)load("glGetSamplerParameterfv");
+ glad_glGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC)load("glGetSamplerParameterIuiv");
+ glad_glQueryCounter = (PFNGLQUERYCOUNTERPROC)load("glQueryCounter");
+ glad_glGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC)load("glGetQueryObjecti64v");
+ glad_glGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC)load("glGetQueryObjectui64v");
+ glad_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)load("glVertexAttribDivisor");
+ glad_glVertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC)load("glVertexAttribP1ui");
+ glad_glVertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC)load("glVertexAttribP1uiv");
+ glad_glVertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC)load("glVertexAttribP2ui");
+ glad_glVertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC)load("glVertexAttribP2uiv");
+ glad_glVertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC)load("glVertexAttribP3ui");
+ glad_glVertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC)load("glVertexAttribP3uiv");
+ glad_glVertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC)load("glVertexAttribP4ui");
+ glad_glVertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC)load("glVertexAttribP4uiv");
+ glad_glVertexP2ui = (PFNGLVERTEXP2UIPROC)load("glVertexP2ui");
+ glad_glVertexP2uiv = (PFNGLVERTEXP2UIVPROC)load("glVertexP2uiv");
+ glad_glVertexP3ui = (PFNGLVERTEXP3UIPROC)load("glVertexP3ui");
+ glad_glVertexP3uiv = (PFNGLVERTEXP3UIVPROC)load("glVertexP3uiv");
+ glad_glVertexP4ui = (PFNGLVERTEXP4UIPROC)load("glVertexP4ui");
+ glad_glVertexP4uiv = (PFNGLVERTEXP4UIVPROC)load("glVertexP4uiv");
+ glad_glTexCoordP1ui = (PFNGLTEXCOORDP1UIPROC)load("glTexCoordP1ui");
+ glad_glTexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC)load("glTexCoordP1uiv");
+ glad_glTexCoordP2ui = (PFNGLTEXCOORDP2UIPROC)load("glTexCoordP2ui");
+ glad_glTexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC)load("glTexCoordP2uiv");
+ glad_glTexCoordP3ui = (PFNGLTEXCOORDP3UIPROC)load("glTexCoordP3ui");
+ glad_glTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC)load("glTexCoordP3uiv");
+ glad_glTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC)load("glTexCoordP4ui");
+ glad_glTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC)load("glTexCoordP4uiv");
+ glad_glMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC)load("glMultiTexCoordP1ui");
+ glad_glMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC)load("glMultiTexCoordP1uiv");
+ glad_glMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC)load("glMultiTexCoordP2ui");
+ glad_glMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC)load("glMultiTexCoordP2uiv");
+ glad_glMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC)load("glMultiTexCoordP3ui");
+ glad_glMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC)load("glMultiTexCoordP3uiv");
+ glad_glMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC)load("glMultiTexCoordP4ui");
+ glad_glMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC)load("glMultiTexCoordP4uiv");
+ glad_glNormalP3ui = (PFNGLNORMALP3UIPROC)load("glNormalP3ui");
+ glad_glNormalP3uiv = (PFNGLNORMALP3UIVPROC)load("glNormalP3uiv");
+ glad_glColorP3ui = (PFNGLCOLORP3UIPROC)load("glColorP3ui");
+ glad_glColorP3uiv = (PFNGLCOLORP3UIVPROC)load("glColorP3uiv");
+ glad_glColorP4ui = (PFNGLCOLORP4UIPROC)load("glColorP4ui");
+ glad_glColorP4uiv = (PFNGLCOLORP4UIVPROC)load("glColorP4uiv");
+ glad_glSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC)load("glSecondaryColorP3ui");
+ glad_glSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC)load("glSecondaryColorP3uiv");
+}
+static void load_GL_VERSION_4_0(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_4_0) return;
+ glad_glMinSampleShading = (PFNGLMINSAMPLESHADINGPROC)load("glMinSampleShading");
+ glad_glBlendEquationi = (PFNGLBLENDEQUATIONIPROC)load("glBlendEquationi");
+ glad_glBlendEquationSeparatei = (PFNGLBLENDEQUATIONSEPARATEIPROC)load("glBlendEquationSeparatei");
+ glad_glBlendFunci = (PFNGLBLENDFUNCIPROC)load("glBlendFunci");
+ glad_glBlendFuncSeparatei = (PFNGLBLENDFUNCSEPARATEIPROC)load("glBlendFuncSeparatei");
+ glad_glDrawArraysIndirect = (PFNGLDRAWARRAYSINDIRECTPROC)load("glDrawArraysIndirect");
+ glad_glDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC)load("glDrawElementsIndirect");
+ glad_glUniform1d = (PFNGLUNIFORM1DPROC)load("glUniform1d");
+ glad_glUniform2d = (PFNGLUNIFORM2DPROC)load("glUniform2d");
+ glad_glUniform3d = (PFNGLUNIFORM3DPROC)load("glUniform3d");
+ glad_glUniform4d = (PFNGLUNIFORM4DPROC)load("glUniform4d");
+ glad_glUniform1dv = (PFNGLUNIFORM1DVPROC)load("glUniform1dv");
+ glad_glUniform2dv = (PFNGLUNIFORM2DVPROC)load("glUniform2dv");
+ glad_glUniform3dv = (PFNGLUNIFORM3DVPROC)load("glUniform3dv");
+ glad_glUniform4dv = (PFNGLUNIFORM4DVPROC)load("glUniform4dv");
+ glad_glUniformMatrix2dv = (PFNGLUNIFORMMATRIX2DVPROC)load("glUniformMatrix2dv");
+ glad_glUniformMatrix3dv = (PFNGLUNIFORMMATRIX3DVPROC)load("glUniformMatrix3dv");
+ glad_glUniformMatrix4dv = (PFNGLUNIFORMMATRIX4DVPROC)load("glUniformMatrix4dv");
+ glad_glUniformMatrix2x3dv = (PFNGLUNIFORMMATRIX2X3DVPROC)load("glUniformMatrix2x3dv");
+ glad_glUniformMatrix2x4dv = (PFNGLUNIFORMMATRIX2X4DVPROC)load("glUniformMatrix2x4dv");
+ glad_glUniformMatrix3x2dv = (PFNGLUNIFORMMATRIX3X2DVPROC)load("glUniformMatrix3x2dv");
+ glad_glUniformMatrix3x4dv = (PFNGLUNIFORMMATRIX3X4DVPROC)load("glUniformMatrix3x4dv");
+ glad_glUniformMatrix4x2dv = (PFNGLUNIFORMMATRIX4X2DVPROC)load("glUniformMatrix4x2dv");
+ glad_glUniformMatrix4x3dv = (PFNGLUNIFORMMATRIX4X3DVPROC)load("glUniformMatrix4x3dv");
+ glad_glGetUniformdv = (PFNGLGETUNIFORMDVPROC)load("glGetUniformdv");
+ glad_glGetSubroutineUniformLocation = (PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC)load("glGetSubroutineUniformLocation");
+ glad_glGetSubroutineIndex = (PFNGLGETSUBROUTINEINDEXPROC)load("glGetSubroutineIndex");
+ glad_glGetActiveSubroutineUniformiv = (PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC)load("glGetActiveSubroutineUniformiv");
+ glad_glGetActiveSubroutineUniformName = (PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC)load("glGetActiveSubroutineUniformName");
+ glad_glGetActiveSubroutineName = (PFNGLGETACTIVESUBROUTINENAMEPROC)load("glGetActiveSubroutineName");
+ glad_glUniformSubroutinesuiv = (PFNGLUNIFORMSUBROUTINESUIVPROC)load("glUniformSubroutinesuiv");
+ glad_glGetUniformSubroutineuiv = (PFNGLGETUNIFORMSUBROUTINEUIVPROC)load("glGetUniformSubroutineuiv");
+ glad_glGetProgramStageiv = (PFNGLGETPROGRAMSTAGEIVPROC)load("glGetProgramStageiv");
+ glad_glPatchParameteri = (PFNGLPATCHPARAMETERIPROC)load("glPatchParameteri");
+ glad_glPatchParameterfv = (PFNGLPATCHPARAMETERFVPROC)load("glPatchParameterfv");
+ glad_glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC)load("glBindTransformFeedback");
+ glad_glDeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC)load("glDeleteTransformFeedbacks");
+ glad_glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)load("glGenTransformFeedbacks");
+ glad_glIsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC)load("glIsTransformFeedback");
+ glad_glPauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC)load("glPauseTransformFeedback");
+ glad_glResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC)load("glResumeTransformFeedback");
+ glad_glDrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC)load("glDrawTransformFeedback");
+ glad_glDrawTransformFeedbackStream = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC)load("glDrawTransformFeedbackStream");
+ glad_glBeginQueryIndexed = (PFNGLBEGINQUERYINDEXEDPROC)load("glBeginQueryIndexed");
+ glad_glEndQueryIndexed = (PFNGLENDQUERYINDEXEDPROC)load("glEndQueryIndexed");
+ glad_glGetQueryIndexediv = (PFNGLGETQUERYINDEXEDIVPROC)load("glGetQueryIndexediv");
+}
+static void load_GL_VERSION_4_1(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_4_1) return;
+ glad_glReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC)load("glReleaseShaderCompiler");
+ glad_glShaderBinary = (PFNGLSHADERBINARYPROC)load("glShaderBinary");
+ glad_glGetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC)load("glGetShaderPrecisionFormat");
+ glad_glDepthRangef = (PFNGLDEPTHRANGEFPROC)load("glDepthRangef");
+ glad_glClearDepthf = (PFNGLCLEARDEPTHFPROC)load("glClearDepthf");
+ glad_glGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC)load("glGetProgramBinary");
+ glad_glProgramBinary = (PFNGLPROGRAMBINARYPROC)load("glProgramBinary");
+ glad_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)load("glProgramParameteri");
+ glad_glUseProgramStages = (PFNGLUSEPROGRAMSTAGESPROC)load("glUseProgramStages");
+ glad_glActiveShaderProgram = (PFNGLACTIVESHADERPROGRAMPROC)load("glActiveShaderProgram");
+ glad_glCreateShaderProgramv = (PFNGLCREATESHADERPROGRAMVPROC)load("glCreateShaderProgramv");
+ glad_glBindProgramPipeline = (PFNGLBINDPROGRAMPIPELINEPROC)load("glBindProgramPipeline");
+ glad_glDeleteProgramPipelines = (PFNGLDELETEPROGRAMPIPELINESPROC)load("glDeleteProgramPipelines");
+ glad_glGenProgramPipelines = (PFNGLGENPROGRAMPIPELINESPROC)load("glGenProgramPipelines");
+ glad_glIsProgramPipeline = (PFNGLISPROGRAMPIPELINEPROC)load("glIsProgramPipeline");
+ glad_glGetProgramPipelineiv = (PFNGLGETPROGRAMPIPELINEIVPROC)load("glGetProgramPipelineiv");
+ glad_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)load("glProgramParameteri");
+ glad_glProgramUniform1i = (PFNGLPROGRAMUNIFORM1IPROC)load("glProgramUniform1i");
+ glad_glProgramUniform1iv = (PFNGLPROGRAMUNIFORM1IVPROC)load("glProgramUniform1iv");
+ glad_glProgramUniform1f = (PFNGLPROGRAMUNIFORM1FPROC)load("glProgramUniform1f");
+ glad_glProgramUniform1fv = (PFNGLPROGRAMUNIFORM1FVPROC)load("glProgramUniform1fv");
+ glad_glProgramUniform1d = (PFNGLPROGRAMUNIFORM1DPROC)load("glProgramUniform1d");
+ glad_glProgramUniform1dv = (PFNGLPROGRAMUNIFORM1DVPROC)load("glProgramUniform1dv");
+ glad_glProgramUniform1ui = (PFNGLPROGRAMUNIFORM1UIPROC)load("glProgramUniform1ui");
+ glad_glProgramUniform1uiv = (PFNGLPROGRAMUNIFORM1UIVPROC)load("glProgramUniform1uiv");
+ glad_glProgramUniform2i = (PFNGLPROGRAMUNIFORM2IPROC)load("glProgramUniform2i");
+ glad_glProgramUniform2iv = (PFNGLPROGRAMUNIFORM2IVPROC)load("glProgramUniform2iv");
+ glad_glProgramUniform2f = (PFNGLPROGRAMUNIFORM2FPROC)load("glProgramUniform2f");
+ glad_glProgramUniform2fv = (PFNGLPROGRAMUNIFORM2FVPROC)load("glProgramUniform2fv");
+ glad_glProgramUniform2d = (PFNGLPROGRAMUNIFORM2DPROC)load("glProgramUniform2d");
+ glad_glProgramUniform2dv = (PFNGLPROGRAMUNIFORM2DVPROC)load("glProgramUniform2dv");
+ glad_glProgramUniform2ui = (PFNGLPROGRAMUNIFORM2UIPROC)load("glProgramUniform2ui");
+ glad_glProgramUniform2uiv = (PFNGLPROGRAMUNIFORM2UIVPROC)load("glProgramUniform2uiv");
+ glad_glProgramUniform3i = (PFNGLPROGRAMUNIFORM3IPROC)load("glProgramUniform3i");
+ glad_glProgramUniform3iv = (PFNGLPROGRAMUNIFORM3IVPROC)load("glProgramUniform3iv");
+ glad_glProgramUniform3f = (PFNGLPROGRAMUNIFORM3FPROC)load("glProgramUniform3f");
+ glad_glProgramUniform3fv = (PFNGLPROGRAMUNIFORM3FVPROC)load("glProgramUniform3fv");
+ glad_glProgramUniform3d = (PFNGLPROGRAMUNIFORM3DPROC)load("glProgramUniform3d");
+ glad_glProgramUniform3dv = (PFNGLPROGRAMUNIFORM3DVPROC)load("glProgramUniform3dv");
+ glad_glProgramUniform3ui = (PFNGLPROGRAMUNIFORM3UIPROC)load("glProgramUniform3ui");
+ glad_glProgramUniform3uiv = (PFNGLPROGRAMUNIFORM3UIVPROC)load("glProgramUniform3uiv");
+ glad_glProgramUniform4i = (PFNGLPROGRAMUNIFORM4IPROC)load("glProgramUniform4i");
+ glad_glProgramUniform4iv = (PFNGLPROGRAMUNIFORM4IVPROC)load("glProgramUniform4iv");
+ glad_glProgramUniform4f = (PFNGLPROGRAMUNIFORM4FPROC)load("glProgramUniform4f");
+ glad_glProgramUniform4fv = (PFNGLPROGRAMUNIFORM4FVPROC)load("glProgramUniform4fv");
+ glad_glProgramUniform4d = (PFNGLPROGRAMUNIFORM4DPROC)load("glProgramUniform4d");
+ glad_glProgramUniform4dv = (PFNGLPROGRAMUNIFORM4DVPROC)load("glProgramUniform4dv");
+ glad_glProgramUniform4ui = (PFNGLPROGRAMUNIFORM4UIPROC)load("glProgramUniform4ui");
+ glad_glProgramUniform4uiv = (PFNGLPROGRAMUNIFORM4UIVPROC)load("glProgramUniform4uiv");
+ glad_glProgramUniformMatrix2fv = (PFNGLPROGRAMUNIFORMMATRIX2FVPROC)load("glProgramUniformMatrix2fv");
+ glad_glProgramUniformMatrix3fv = (PFNGLPROGRAMUNIFORMMATRIX3FVPROC)load("glProgramUniformMatrix3fv");
+ glad_glProgramUniformMatrix4fv = (PFNGLPROGRAMUNIFORMMATRIX4FVPROC)load("glProgramUniformMatrix4fv");
+ glad_glProgramUniformMatrix2dv = (PFNGLPROGRAMUNIFORMMATRIX2DVPROC)load("glProgramUniformMatrix2dv");
+ glad_glProgramUniformMatrix3dv = (PFNGLPROGRAMUNIFORMMATRIX3DVPROC)load("glProgramUniformMatrix3dv");
+ glad_glProgramUniformMatrix4dv = (PFNGLPROGRAMUNIFORMMATRIX4DVPROC)load("glProgramUniformMatrix4dv");
+ glad_glProgramUniformMatrix2x3fv = (PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC)load("glProgramUniformMatrix2x3fv");
+ glad_glProgramUniformMatrix3x2fv = (PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC)load("glProgramUniformMatrix3x2fv");
+ glad_glProgramUniformMatrix2x4fv = (PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC)load("glProgramUniformMatrix2x4fv");
+ glad_glProgramUniformMatrix4x2fv = (PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC)load("glProgramUniformMatrix4x2fv");
+ glad_glProgramUniformMatrix3x4fv = (PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC)load("glProgramUniformMatrix3x4fv");
+ glad_glProgramUniformMatrix4x3fv = (PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC)load("glProgramUniformMatrix4x3fv");
+ glad_glProgramUniformMatrix2x3dv = (PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC)load("glProgramUniformMatrix2x3dv");
+ glad_glProgramUniformMatrix3x2dv = (PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC)load("glProgramUniformMatrix3x2dv");
+ glad_glProgramUniformMatrix2x4dv = (PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC)load("glProgramUniformMatrix2x4dv");
+ glad_glProgramUniformMatrix4x2dv = (PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC)load("glProgramUniformMatrix4x2dv");
+ glad_glProgramUniformMatrix3x4dv = (PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC)load("glProgramUniformMatrix3x4dv");
+ glad_glProgramUniformMatrix4x3dv = (PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC)load("glProgramUniformMatrix4x3dv");
+ glad_glValidateProgramPipeline = (PFNGLVALIDATEPROGRAMPIPELINEPROC)load("glValidateProgramPipeline");
+ glad_glGetProgramPipelineInfoLog = (PFNGLGETPROGRAMPIPELINEINFOLOGPROC)load("glGetProgramPipelineInfoLog");
+ glad_glVertexAttribL1d = (PFNGLVERTEXATTRIBL1DPROC)load("glVertexAttribL1d");
+ glad_glVertexAttribL2d = (PFNGLVERTEXATTRIBL2DPROC)load("glVertexAttribL2d");
+ glad_glVertexAttribL3d = (PFNGLVERTEXATTRIBL3DPROC)load("glVertexAttribL3d");
+ glad_glVertexAttribL4d = (PFNGLVERTEXATTRIBL4DPROC)load("glVertexAttribL4d");
+ glad_glVertexAttribL1dv = (PFNGLVERTEXATTRIBL1DVPROC)load("glVertexAttribL1dv");
+ glad_glVertexAttribL2dv = (PFNGLVERTEXATTRIBL2DVPROC)load("glVertexAttribL2dv");
+ glad_glVertexAttribL3dv = (PFNGLVERTEXATTRIBL3DVPROC)load("glVertexAttribL3dv");
+ glad_glVertexAttribL4dv = (PFNGLVERTEXATTRIBL4DVPROC)load("glVertexAttribL4dv");
+ glad_glVertexAttribLPointer = (PFNGLVERTEXATTRIBLPOINTERPROC)load("glVertexAttribLPointer");
+ glad_glGetVertexAttribLdv = (PFNGLGETVERTEXATTRIBLDVPROC)load("glGetVertexAttribLdv");
+ glad_glViewportArrayv = (PFNGLVIEWPORTARRAYVPROC)load("glViewportArrayv");
+ glad_glViewportIndexedf = (PFNGLVIEWPORTINDEXEDFPROC)load("glViewportIndexedf");
+ glad_glViewportIndexedfv = (PFNGLVIEWPORTINDEXEDFVPROC)load("glViewportIndexedfv");
+ glad_glScissorArrayv = (PFNGLSCISSORARRAYVPROC)load("glScissorArrayv");
+ glad_glScissorIndexed = (PFNGLSCISSORINDEXEDPROC)load("glScissorIndexed");
+ glad_glScissorIndexedv = (PFNGLSCISSORINDEXEDVPROC)load("glScissorIndexedv");
+ glad_glDepthRangeArrayv = (PFNGLDEPTHRANGEARRAYVPROC)load("glDepthRangeArrayv");
+ glad_glDepthRangeIndexed = (PFNGLDEPTHRANGEINDEXEDPROC)load("glDepthRangeIndexed");
+ glad_glGetFloati_v = (PFNGLGETFLOATI_VPROC)load("glGetFloati_v");
+ glad_glGetDoublei_v = (PFNGLGETDOUBLEI_VPROC)load("glGetDoublei_v");
+}
+static void load_GL_VERSION_4_2(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_4_2) return;
+ glad_glDrawArraysInstancedBaseInstance = (PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC)load("glDrawArraysInstancedBaseInstance");
+ glad_glDrawElementsInstancedBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC)load("glDrawElementsInstancedBaseInstance");
+ glad_glDrawElementsInstancedBaseVertexBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC)load("glDrawElementsInstancedBaseVertexBaseInstance");
+ glad_glGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC)load("glGetInternalformativ");
+ glad_glGetActiveAtomicCounterBufferiv = (PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC)load("glGetActiveAtomicCounterBufferiv");
+ glad_glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC)load("glBindImageTexture");
+ glad_glMemoryBarrier = (PFNGLMEMORYBARRIERPROC)load("glMemoryBarrier");
+ glad_glTexStorage1D = (PFNGLTEXSTORAGE1DPROC)load("glTexStorage1D");
+ glad_glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)load("glTexStorage2D");
+ glad_glTexStorage3D = (PFNGLTEXSTORAGE3DPROC)load("glTexStorage3D");
+ glad_glDrawTransformFeedbackInstanced = (PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC)load("glDrawTransformFeedbackInstanced");
+ glad_glDrawTransformFeedbackStreamInstanced = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC)load("glDrawTransformFeedbackStreamInstanced");
+}
+static void load_GL_VERSION_4_3(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_4_3) return;
+ glad_glClearBufferData = (PFNGLCLEARBUFFERDATAPROC)load("glClearBufferData");
+ glad_glClearBufferSubData = (PFNGLCLEARBUFFERSUBDATAPROC)load("glClearBufferSubData");
+ glad_glDispatchCompute = (PFNGLDISPATCHCOMPUTEPROC)load("glDispatchCompute");
+ glad_glDispatchComputeIndirect = (PFNGLDISPATCHCOMPUTEINDIRECTPROC)load("glDispatchComputeIndirect");
+ glad_glCopyImageSubData = (PFNGLCOPYIMAGESUBDATAPROC)load("glCopyImageSubData");
+ glad_glFramebufferParameteri = (PFNGLFRAMEBUFFERPARAMETERIPROC)load("glFramebufferParameteri");
+ glad_glGetFramebufferParameteriv = (PFNGLGETFRAMEBUFFERPARAMETERIVPROC)load("glGetFramebufferParameteriv");
+ glad_glGetInternalformati64v = (PFNGLGETINTERNALFORMATI64VPROC)load("glGetInternalformati64v");
+ glad_glInvalidateTexSubImage = (PFNGLINVALIDATETEXSUBIMAGEPROC)load("glInvalidateTexSubImage");
+ glad_glInvalidateTexImage = (PFNGLINVALIDATETEXIMAGEPROC)load("glInvalidateTexImage");
+ glad_glInvalidateBufferSubData = (PFNGLINVALIDATEBUFFERSUBDATAPROC)load("glInvalidateBufferSubData");
+ glad_glInvalidateBufferData = (PFNGLINVALIDATEBUFFERDATAPROC)load("glInvalidateBufferData");
+ glad_glInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC)load("glInvalidateFramebuffer");
+ glad_glInvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC)load("glInvalidateSubFramebuffer");
+ glad_glMultiDrawArraysIndirect = (PFNGLMULTIDRAWARRAYSINDIRECTPROC)load("glMultiDrawArraysIndirect");
+ glad_glMultiDrawElementsIndirect = (PFNGLMULTIDRAWELEMENTSINDIRECTPROC)load("glMultiDrawElementsIndirect");
+ glad_glGetProgramInterfaceiv = (PFNGLGETPROGRAMINTERFACEIVPROC)load("glGetProgramInterfaceiv");
+ glad_glGetProgramResourceIndex = (PFNGLGETPROGRAMRESOURCEINDEXPROC)load("glGetProgramResourceIndex");
+ glad_glGetProgramResourceName = (PFNGLGETPROGRAMRESOURCENAMEPROC)load("glGetProgramResourceName");
+ glad_glGetProgramResourceiv = (PFNGLGETPROGRAMRESOURCEIVPROC)load("glGetProgramResourceiv");
+ glad_glGetProgramResourceLocation = (PFNGLGETPROGRAMRESOURCELOCATIONPROC)load("glGetProgramResourceLocation");
+ glad_glGetProgramResourceLocationIndex = (PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC)load("glGetProgramResourceLocationIndex");
+ glad_glShaderStorageBlockBinding = (PFNGLSHADERSTORAGEBLOCKBINDINGPROC)load("glShaderStorageBlockBinding");
+ glad_glTexBufferRange = (PFNGLTEXBUFFERRANGEPROC)load("glTexBufferRange");
+ glad_glTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC)load("glTexStorage2DMultisample");
+ glad_glTexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC)load("glTexStorage3DMultisample");
+ glad_glTextureView = (PFNGLTEXTUREVIEWPROC)load("glTextureView");
+ glad_glBindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC)load("glBindVertexBuffer");
+ glad_glVertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC)load("glVertexAttribFormat");
+ glad_glVertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC)load("glVertexAttribIFormat");
+ glad_glVertexAttribLFormat = (PFNGLVERTEXATTRIBLFORMATPROC)load("glVertexAttribLFormat");
+ glad_glVertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC)load("glVertexAttribBinding");
+ glad_glVertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC)load("glVertexBindingDivisor");
+ glad_glDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC)load("glDebugMessageControl");
+ glad_glDebugMessageInsert = (PFNGLDEBUGMESSAGEINSERTPROC)load("glDebugMessageInsert");
+ glad_glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC)load("glDebugMessageCallback");
+ glad_glGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGPROC)load("glGetDebugMessageLog");
+ glad_glPushDebugGroup = (PFNGLPUSHDEBUGGROUPPROC)load("glPushDebugGroup");
+ glad_glPopDebugGroup = (PFNGLPOPDEBUGGROUPPROC)load("glPopDebugGroup");
+ glad_glObjectLabel = (PFNGLOBJECTLABELPROC)load("glObjectLabel");
+ glad_glGetObjectLabel = (PFNGLGETOBJECTLABELPROC)load("glGetObjectLabel");
+ glad_glObjectPtrLabel = (PFNGLOBJECTPTRLABELPROC)load("glObjectPtrLabel");
+ glad_glGetObjectPtrLabel = (PFNGLGETOBJECTPTRLABELPROC)load("glGetObjectPtrLabel");
+ glad_glGetPointerv = (PFNGLGETPOINTERVPROC)load("glGetPointerv");
+}
+static void load_GL_VERSION_4_4(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_4_4) return;
+ glad_glBufferStorage = (PFNGLBUFFERSTORAGEPROC)load("glBufferStorage");
+ glad_glClearTexImage = (PFNGLCLEARTEXIMAGEPROC)load("glClearTexImage");
+ glad_glClearTexSubImage = (PFNGLCLEARTEXSUBIMAGEPROC)load("glClearTexSubImage");
+ glad_glBindBuffersBase = (PFNGLBINDBUFFERSBASEPROC)load("glBindBuffersBase");
+ glad_glBindBuffersRange = (PFNGLBINDBUFFERSRANGEPROC)load("glBindBuffersRange");
+ glad_glBindTextures = (PFNGLBINDTEXTURESPROC)load("glBindTextures");
+ glad_glBindSamplers = (PFNGLBINDSAMPLERSPROC)load("glBindSamplers");
+ glad_glBindImageTextures = (PFNGLBINDIMAGETEXTURESPROC)load("glBindImageTextures");
+ glad_glBindVertexBuffers = (PFNGLBINDVERTEXBUFFERSPROC)load("glBindVertexBuffers");
+}
+static void load_GL_VERSION_4_5(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_4_5) return;
+ glad_glClipControl = (PFNGLCLIPCONTROLPROC)load("glClipControl");
+ glad_glCreateTransformFeedbacks = (PFNGLCREATETRANSFORMFEEDBACKSPROC)load("glCreateTransformFeedbacks");
+ glad_glTransformFeedbackBufferBase = (PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC)load("glTransformFeedbackBufferBase");
+ glad_glTransformFeedbackBufferRange = (PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC)load("glTransformFeedbackBufferRange");
+ glad_glGetTransformFeedbackiv = (PFNGLGETTRANSFORMFEEDBACKIVPROC)load("glGetTransformFeedbackiv");
+ glad_glGetTransformFeedbacki_v = (PFNGLGETTRANSFORMFEEDBACKI_VPROC)load("glGetTransformFeedbacki_v");
+ glad_glGetTransformFeedbacki64_v = (PFNGLGETTRANSFORMFEEDBACKI64_VPROC)load("glGetTransformFeedbacki64_v");
+ glad_glCreateBuffers = (PFNGLCREATEBUFFERSPROC)load("glCreateBuffers");
+ glad_glNamedBufferStorage = (PFNGLNAMEDBUFFERSTORAGEPROC)load("glNamedBufferStorage");
+ glad_glNamedBufferData = (PFNGLNAMEDBUFFERDATAPROC)load("glNamedBufferData");
+ glad_glNamedBufferSubData = (PFNGLNAMEDBUFFERSUBDATAPROC)load("glNamedBufferSubData");
+ glad_glCopyNamedBufferSubData = (PFNGLCOPYNAMEDBUFFERSUBDATAPROC)load("glCopyNamedBufferSubData");
+ glad_glClearNamedBufferData = (PFNGLCLEARNAMEDBUFFERDATAPROC)load("glClearNamedBufferData");
+ glad_glClearNamedBufferSubData = (PFNGLCLEARNAMEDBUFFERSUBDATAPROC)load("glClearNamedBufferSubData");
+ glad_glMapNamedBuffer = (PFNGLMAPNAMEDBUFFERPROC)load("glMapNamedBuffer");
+ glad_glMapNamedBufferRange = (PFNGLMAPNAMEDBUFFERRANGEPROC)load("glMapNamedBufferRange");
+ glad_glUnmapNamedBuffer = (PFNGLUNMAPNAMEDBUFFERPROC)load("glUnmapNamedBuffer");
+ glad_glFlushMappedNamedBufferRange = (PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC)load("glFlushMappedNamedBufferRange");
+ glad_glGetNamedBufferParameteriv = (PFNGLGETNAMEDBUFFERPARAMETERIVPROC)load("glGetNamedBufferParameteriv");
+ glad_glGetNamedBufferParameteri64v = (PFNGLGETNAMEDBUFFERPARAMETERI64VPROC)load("glGetNamedBufferParameteri64v");
+ glad_glGetNamedBufferPointerv = (PFNGLGETNAMEDBUFFERPOINTERVPROC)load("glGetNamedBufferPointerv");
+ glad_glGetNamedBufferSubData = (PFNGLGETNAMEDBUFFERSUBDATAPROC)load("glGetNamedBufferSubData");
+ glad_glCreateFramebuffers = (PFNGLCREATEFRAMEBUFFERSPROC)load("glCreateFramebuffers");
+ glad_glNamedFramebufferRenderbuffer = (PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC)load("glNamedFramebufferRenderbuffer");
+ glad_glNamedFramebufferParameteri = (PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC)load("glNamedFramebufferParameteri");
+ glad_glNamedFramebufferTexture = (PFNGLNAMEDFRAMEBUFFERTEXTUREPROC)load("glNamedFramebufferTexture");
+ glad_glNamedFramebufferTextureLayer = (PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC)load("glNamedFramebufferTextureLayer");
+ glad_glNamedFramebufferDrawBuffer = (PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC)load("glNamedFramebufferDrawBuffer");
+ glad_glNamedFramebufferDrawBuffers = (PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC)load("glNamedFramebufferDrawBuffers");
+ glad_glNamedFramebufferReadBuffer = (PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC)load("glNamedFramebufferReadBuffer");
+ glad_glInvalidateNamedFramebufferData = (PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC)load("glInvalidateNamedFramebufferData");
+ glad_glInvalidateNamedFramebufferSubData = (PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC)load("glInvalidateNamedFramebufferSubData");
+ glad_glClearNamedFramebufferiv = (PFNGLCLEARNAMEDFRAMEBUFFERIVPROC)load("glClearNamedFramebufferiv");
+ glad_glClearNamedFramebufferuiv = (PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC)load("glClearNamedFramebufferuiv");
+ glad_glClearNamedFramebufferfv = (PFNGLCLEARNAMEDFRAMEBUFFERFVPROC)load("glClearNamedFramebufferfv");
+ glad_glClearNamedFramebufferfi = (PFNGLCLEARNAMEDFRAMEBUFFERFIPROC)load("glClearNamedFramebufferfi");
+ glad_glBlitNamedFramebuffer = (PFNGLBLITNAMEDFRAMEBUFFERPROC)load("glBlitNamedFramebuffer");
+ glad_glCheckNamedFramebufferStatus = (PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC)load("glCheckNamedFramebufferStatus");
+ glad_glGetNamedFramebufferParameteriv = (PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC)load("glGetNamedFramebufferParameteriv");
+ glad_glGetNamedFramebufferAttachmentParameteriv = (PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetNamedFramebufferAttachmentParameteriv");
+ glad_glCreateRenderbuffers = (PFNGLCREATERENDERBUFFERSPROC)load("glCreateRenderbuffers");
+ glad_glNamedRenderbufferStorage = (PFNGLNAMEDRENDERBUFFERSTORAGEPROC)load("glNamedRenderbufferStorage");
+ glad_glNamedRenderbufferStorageMultisample = (PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glNamedRenderbufferStorageMultisample");
+ glad_glGetNamedRenderbufferParameteriv = (PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC)load("glGetNamedRenderbufferParameteriv");
+ glad_glCreateTextures = (PFNGLCREATETEXTURESPROC)load("glCreateTextures");
+ glad_glTextureBuffer = (PFNGLTEXTUREBUFFERPROC)load("glTextureBuffer");
+ glad_glTextureBufferRange = (PFNGLTEXTUREBUFFERRANGEPROC)load("glTextureBufferRange");
+ glad_glTextureStorage1D = (PFNGLTEXTURESTORAGE1DPROC)load("glTextureStorage1D");
+ glad_glTextureStorage2D = (PFNGLTEXTURESTORAGE2DPROC)load("glTextureStorage2D");
+ glad_glTextureStorage3D = (PFNGLTEXTURESTORAGE3DPROC)load("glTextureStorage3D");
+ glad_glTextureStorage2DMultisample = (PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC)load("glTextureStorage2DMultisample");
+ glad_glTextureStorage3DMultisample = (PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC)load("glTextureStorage3DMultisample");
+ glad_glTextureSubImage1D = (PFNGLTEXTURESUBIMAGE1DPROC)load("glTextureSubImage1D");
+ glad_glTextureSubImage2D = (PFNGLTEXTURESUBIMAGE2DPROC)load("glTextureSubImage2D");
+ glad_glTextureSubImage3D = (PFNGLTEXTURESUBIMAGE3DPROC)load("glTextureSubImage3D");
+ glad_glCompressedTextureSubImage1D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC)load("glCompressedTextureSubImage1D");
+ glad_glCompressedTextureSubImage2D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC)load("glCompressedTextureSubImage2D");
+ glad_glCompressedTextureSubImage3D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC)load("glCompressedTextureSubImage3D");
+ glad_glCopyTextureSubImage1D = (PFNGLCOPYTEXTURESUBIMAGE1DPROC)load("glCopyTextureSubImage1D");
+ glad_glCopyTextureSubImage2D = (PFNGLCOPYTEXTURESUBIMAGE2DPROC)load("glCopyTextureSubImage2D");
+ glad_glCopyTextureSubImage3D = (PFNGLCOPYTEXTURESUBIMAGE3DPROC)load("glCopyTextureSubImage3D");
+ glad_glTextureParameterf = (PFNGLTEXTUREPARAMETERFPROC)load("glTextureParameterf");
+ glad_glTextureParameterfv = (PFNGLTEXTUREPARAMETERFVPROC)load("glTextureParameterfv");
+ glad_glTextureParameteri = (PFNGLTEXTUREPARAMETERIPROC)load("glTextureParameteri");
+ glad_glTextureParameterIiv = (PFNGLTEXTUREPARAMETERIIVPROC)load("glTextureParameterIiv");
+ glad_glTextureParameterIuiv = (PFNGLTEXTUREPARAMETERIUIVPROC)load("glTextureParameterIuiv");
+ glad_glTextureParameteriv = (PFNGLTEXTUREPARAMETERIVPROC)load("glTextureParameteriv");
+ glad_glGenerateTextureMipmap = (PFNGLGENERATETEXTUREMIPMAPPROC)load("glGenerateTextureMipmap");
+ glad_glBindTextureUnit = (PFNGLBINDTEXTUREUNITPROC)load("glBindTextureUnit");
+ glad_glGetTextureImage = (PFNGLGETTEXTUREIMAGEPROC)load("glGetTextureImage");
+ glad_glGetCompressedTextureImage = (PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC)load("glGetCompressedTextureImage");
+ glad_glGetTextureLevelParameterfv = (PFNGLGETTEXTURELEVELPARAMETERFVPROC)load("glGetTextureLevelParameterfv");
+ glad_glGetTextureLevelParameteriv = (PFNGLGETTEXTURELEVELPARAMETERIVPROC)load("glGetTextureLevelParameteriv");
+ glad_glGetTextureParameterfv = (PFNGLGETTEXTUREPARAMETERFVPROC)load("glGetTextureParameterfv");
+ glad_glGetTextureParameterIiv = (PFNGLGETTEXTUREPARAMETERIIVPROC)load("glGetTextureParameterIiv");
+ glad_glGetTextureParameterIuiv = (PFNGLGETTEXTUREPARAMETERIUIVPROC)load("glGetTextureParameterIuiv");
+ glad_glGetTextureParameteriv = (PFNGLGETTEXTUREPARAMETERIVPROC)load("glGetTextureParameteriv");
+ glad_glCreateVertexArrays = (PFNGLCREATEVERTEXARRAYSPROC)load("glCreateVertexArrays");
+ glad_glDisableVertexArrayAttrib = (PFNGLDISABLEVERTEXARRAYATTRIBPROC)load("glDisableVertexArrayAttrib");
+ glad_glEnableVertexArrayAttrib = (PFNGLENABLEVERTEXARRAYATTRIBPROC)load("glEnableVertexArrayAttrib");
+ glad_glVertexArrayElementBuffer = (PFNGLVERTEXARRAYELEMENTBUFFERPROC)load("glVertexArrayElementBuffer");
+ glad_glVertexArrayVertexBuffer = (PFNGLVERTEXARRAYVERTEXBUFFERPROC)load("glVertexArrayVertexBuffer");
+ glad_glVertexArrayVertexBuffers = (PFNGLVERTEXARRAYVERTEXBUFFERSPROC)load("glVertexArrayVertexBuffers");
+ glad_glVertexArrayAttribBinding = (PFNGLVERTEXARRAYATTRIBBINDINGPROC)load("glVertexArrayAttribBinding");
+ glad_glVertexArrayAttribFormat = (PFNGLVERTEXARRAYATTRIBFORMATPROC)load("glVertexArrayAttribFormat");
+ glad_glVertexArrayAttribIFormat = (PFNGLVERTEXARRAYATTRIBIFORMATPROC)load("glVertexArrayAttribIFormat");
+ glad_glVertexArrayAttribLFormat = (PFNGLVERTEXARRAYATTRIBLFORMATPROC)load("glVertexArrayAttribLFormat");
+ glad_glVertexArrayBindingDivisor = (PFNGLVERTEXARRAYBINDINGDIVISORPROC)load("glVertexArrayBindingDivisor");
+ glad_glGetVertexArrayiv = (PFNGLGETVERTEXARRAYIVPROC)load("glGetVertexArrayiv");
+ glad_glGetVertexArrayIndexediv = (PFNGLGETVERTEXARRAYINDEXEDIVPROC)load("glGetVertexArrayIndexediv");
+ glad_glGetVertexArrayIndexed64iv = (PFNGLGETVERTEXARRAYINDEXED64IVPROC)load("glGetVertexArrayIndexed64iv");
+ glad_glCreateSamplers = (PFNGLCREATESAMPLERSPROC)load("glCreateSamplers");
+ glad_glCreateProgramPipelines = (PFNGLCREATEPROGRAMPIPELINESPROC)load("glCreateProgramPipelines");
+ glad_glCreateQueries = (PFNGLCREATEQUERIESPROC)load("glCreateQueries");
+ glad_glGetQueryBufferObjecti64v = (PFNGLGETQUERYBUFFEROBJECTI64VPROC)load("glGetQueryBufferObjecti64v");
+ glad_glGetQueryBufferObjectiv = (PFNGLGETQUERYBUFFEROBJECTIVPROC)load("glGetQueryBufferObjectiv");
+ glad_glGetQueryBufferObjectui64v = (PFNGLGETQUERYBUFFEROBJECTUI64VPROC)load("glGetQueryBufferObjectui64v");
+ glad_glGetQueryBufferObjectuiv = (PFNGLGETQUERYBUFFEROBJECTUIVPROC)load("glGetQueryBufferObjectuiv");
+ glad_glMemoryBarrierByRegion = (PFNGLMEMORYBARRIERBYREGIONPROC)load("glMemoryBarrierByRegion");
+ glad_glGetTextureSubImage = (PFNGLGETTEXTURESUBIMAGEPROC)load("glGetTextureSubImage");
+ glad_glGetCompressedTextureSubImage = (PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC)load("glGetCompressedTextureSubImage");
+ glad_glGetGraphicsResetStatus = (PFNGLGETGRAPHICSRESETSTATUSPROC)load("glGetGraphicsResetStatus");
+ glad_glGetnCompressedTexImage = (PFNGLGETNCOMPRESSEDTEXIMAGEPROC)load("glGetnCompressedTexImage");
+ glad_glGetnTexImage = (PFNGLGETNTEXIMAGEPROC)load("glGetnTexImage");
+ glad_glGetnUniformdv = (PFNGLGETNUNIFORMDVPROC)load("glGetnUniformdv");
+ glad_glGetnUniformfv = (PFNGLGETNUNIFORMFVPROC)load("glGetnUniformfv");
+ glad_glGetnUniformiv = (PFNGLGETNUNIFORMIVPROC)load("glGetnUniformiv");
+ glad_glGetnUniformuiv = (PFNGLGETNUNIFORMUIVPROC)load("glGetnUniformuiv");
+ glad_glReadnPixels = (PFNGLREADNPIXELSPROC)load("glReadnPixels");
+ glad_glGetnMapdv = (PFNGLGETNMAPDVPROC)load("glGetnMapdv");
+ glad_glGetnMapfv = (PFNGLGETNMAPFVPROC)load("glGetnMapfv");
+ glad_glGetnMapiv = (PFNGLGETNMAPIVPROC)load("glGetnMapiv");
+ glad_glGetnPixelMapfv = (PFNGLGETNPIXELMAPFVPROC)load("glGetnPixelMapfv");
+ glad_glGetnPixelMapuiv = (PFNGLGETNPIXELMAPUIVPROC)load("glGetnPixelMapuiv");
+ glad_glGetnPixelMapusv = (PFNGLGETNPIXELMAPUSVPROC)load("glGetnPixelMapusv");
+ glad_glGetnPolygonStipple = (PFNGLGETNPOLYGONSTIPPLEPROC)load("glGetnPolygonStipple");
+ glad_glGetnColorTable = (PFNGLGETNCOLORTABLEPROC)load("glGetnColorTable");
+ glad_glGetnConvolutionFilter = (PFNGLGETNCONVOLUTIONFILTERPROC)load("glGetnConvolutionFilter");
+ glad_glGetnSeparableFilter = (PFNGLGETNSEPARABLEFILTERPROC)load("glGetnSeparableFilter");
+ glad_glGetnHistogram = (PFNGLGETNHISTOGRAMPROC)load("glGetnHistogram");
+ glad_glGetnMinmax = (PFNGLGETNMINMAXPROC)load("glGetnMinmax");
+ glad_glTextureBarrier = (PFNGLTEXTUREBARRIERPROC)load("glTextureBarrier");
+}
+static void load_GL_VERSION_4_6(GLADloadproc load) {
+ if(!GLAD_GL_VERSION_4_6) return;
+ glad_glSpecializeShader = (PFNGLSPECIALIZESHADERPROC)load("glSpecializeShader");
+ glad_glMultiDrawArraysIndirectCount = (PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC)load("glMultiDrawArraysIndirectCount");
+ glad_glMultiDrawElementsIndirectCount = (PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC)load("glMultiDrawElementsIndirectCount");
+ glad_glPolygonOffsetClamp = (PFNGLPOLYGONOFFSETCLAMPPROC)load("glPolygonOffsetClamp");
+}
+static void load_GL_ARB_clip_control(GLADloadproc load) {
+ if(!GLAD_GL_ARB_clip_control) return;
+ glad_glClipControl = (PFNGLCLIPCONTROLPROC)load("glClipControl");
+}
+static int find_extensionsGL(void) {
+ if (!get_exts()) return 0;
+ GLAD_GL_ARB_clip_control = has_ext("GL_ARB_clip_control");
+ free_exts();
+ return 1;
+}
+
+static void find_coreGL(void) {
+
+ /* Thank you @elmindreda
+ * https://github.com/elmindreda/greg/blob/master/templates/greg.c.in#L176
+ * https://github.com/glfw/glfw/blob/master/src/context.c#L36
+ */
+ int i, major, minor;
+
+ const char* version;
+ const char* prefixes[] = {
+ "OpenGL ES-CM ",
+ "OpenGL ES-CL ",
+ "OpenGL ES ",
+ NULL
+ };
+
+ version = (const char*) glGetString(GL_VERSION);
+ if (!version) return;
+
+ for (i = 0; prefixes[i]; i++) {
+ const size_t length = strlen(prefixes[i]);
+ if (strncmp(version, prefixes[i], length) == 0) {
+ version += length;
+ break;
+ }
+ }
+
+/* PR #18 */
+#ifdef _MSC_VER
+ sscanf_s(version, "%d.%d", &major, &minor);
+#else
+ sscanf(version, "%d.%d", &major, &minor);
+#endif
+
+ GLVersion.major = major; GLVersion.minor = minor;
+ max_loaded_major = major; max_loaded_minor = minor;
+ GLAD_GL_VERSION_1_0 = (major == 1 && minor >= 0) || major > 1;
+ GLAD_GL_VERSION_1_1 = (major == 1 && minor >= 1) || major > 1;
+ GLAD_GL_VERSION_1_2 = (major == 1 && minor >= 2) || major > 1;
+ GLAD_GL_VERSION_1_3 = (major == 1 && minor >= 3) || major > 1;
+ GLAD_GL_VERSION_1_4 = (major == 1 && minor >= 4) || major > 1;
+ GLAD_GL_VERSION_1_5 = (major == 1 && minor >= 5) || major > 1;
+ GLAD_GL_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2;
+ GLAD_GL_VERSION_2_1 = (major == 2 && minor >= 1) || major > 2;
+ GLAD_GL_VERSION_3_0 = (major == 3 && minor >= 0) || major > 3;
+ GLAD_GL_VERSION_3_1 = (major == 3 && minor >= 1) || major > 3;
+ GLAD_GL_VERSION_3_2 = (major == 3 && minor >= 2) || major > 3;
+ GLAD_GL_VERSION_3_3 = (major == 3 && minor >= 3) || major > 3;
+ GLAD_GL_VERSION_4_0 = (major == 4 && minor >= 0) || major > 4;
+ GLAD_GL_VERSION_4_1 = (major == 4 && minor >= 1) || major > 4;
+ GLAD_GL_VERSION_4_2 = (major == 4 && minor >= 2) || major > 4;
+ GLAD_GL_VERSION_4_3 = (major == 4 && minor >= 3) || major > 4;
+ GLAD_GL_VERSION_4_4 = (major == 4 && minor >= 4) || major > 4;
+ GLAD_GL_VERSION_4_5 = (major == 4 && minor >= 5) || major > 4;
+ GLAD_GL_VERSION_4_6 = (major == 4 && minor >= 6) || major > 4;
+ if (GLVersion.major > 4 || (GLVersion.major >= 4 && GLVersion.minor >= 6)) {
+ max_loaded_major = 4;
+ max_loaded_minor = 6;
+ }
+}
+
+int gladLoadGLLoader(GLADloadproc load) {
+ GLVersion.major = 0; GLVersion.minor = 0;
+ glGetString = (PFNGLGETSTRINGPROC)load("glGetString");
+ if(glGetString == NULL) return 0;
+ if(glGetString(GL_VERSION) == NULL) return 0;
+ find_coreGL();
+ load_GL_VERSION_1_0(load);
+ load_GL_VERSION_1_1(load);
+ load_GL_VERSION_1_2(load);
+ load_GL_VERSION_1_3(load);
+ load_GL_VERSION_1_4(load);
+ load_GL_VERSION_1_5(load);
+ load_GL_VERSION_2_0(load);
+ load_GL_VERSION_2_1(load);
+ load_GL_VERSION_3_0(load);
+ load_GL_VERSION_3_1(load);
+ load_GL_VERSION_3_2(load);
+ load_GL_VERSION_3_3(load);
+ load_GL_VERSION_4_0(load);
+ load_GL_VERSION_4_1(load);
+ load_GL_VERSION_4_2(load);
+ load_GL_VERSION_4_3(load);
+ load_GL_VERSION_4_4(load);
+ load_GL_VERSION_4_5(load);
+ load_GL_VERSION_4_6(load);
+
+ if (!find_extensionsGL()) return 0;
+ load_GL_ARB_clip_control(load);
+ return GLVersion.major != 0 || GLVersion.minor != 0;
+}
+
+static void load_GL_ES_VERSION_2_0(GLADloadproc load) {
+ if(!GLAD_GL_ES_VERSION_2_0) return;
+ glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC)load("glActiveTexture");
+ glad_glAttachShader = (PFNGLATTACHSHADERPROC)load("glAttachShader");
+ glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)load("glBindAttribLocation");
+ glad_glBindBuffer = (PFNGLBINDBUFFERPROC)load("glBindBuffer");
+ glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebuffer");
+ glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbuffer");
+ glad_glBindTexture = (PFNGLBINDTEXTUREPROC)load("glBindTexture");
+ glad_glBlendColor = (PFNGLBLENDCOLORPROC)load("glBlendColor");
+ glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)load("glBlendEquation");
+ glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)load("glBlendEquationSeparate");
+ glad_glBlendFunc = (PFNGLBLENDFUNCPROC)load("glBlendFunc");
+ glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)load("glBlendFuncSeparate");
+ glad_glBufferData = (PFNGLBUFFERDATAPROC)load("glBufferData");
+ glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)load("glBufferSubData");
+ glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatus");
+ glad_glClear = (PFNGLCLEARPROC)load("glClear");
+ glad_glClearColor = (PFNGLCLEARCOLORPROC)load("glClearColor");
+ glad_glClearDepthf = (PFNGLCLEARDEPTHFPROC)load("glClearDepthf");
+ glad_glClearStencil = (PFNGLCLEARSTENCILPROC)load("glClearStencil");
+ glad_glColorMask = (PFNGLCOLORMASKPROC)load("glColorMask");
+ glad_glCompileShader = (PFNGLCOMPILESHADERPROC)load("glCompileShader");
+ glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)load("glCompressedTexImage2D");
+ glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)load("glCompressedTexSubImage2D");
+ glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)load("glCopyTexImage2D");
+ glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)load("glCopyTexSubImage2D");
+ glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC)load("glCreateProgram");
+ glad_glCreateShader = (PFNGLCREATESHADERPROC)load("glCreateShader");
+ glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace");
+ glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)load("glDeleteBuffers");
+ glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffers");
+ glad_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)load("glDeleteProgram");
+ glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)load("glDeleteRenderbuffers");
+ glad_glDeleteShader = (PFNGLDELETESHADERPROC)load("glDeleteShader");
+ glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC)load("glDeleteTextures");
+ glad_glDepthFunc = (PFNGLDEPTHFUNCPROC)load("glDepthFunc");
+ glad_glDepthMask = (PFNGLDEPTHMASKPROC)load("glDepthMask");
+ glad_glDepthRangef = (PFNGLDEPTHRANGEFPROC)load("glDepthRangef");
+ glad_glDetachShader = (PFNGLDETACHSHADERPROC)load("glDetachShader");
+ glad_glDisable = (PFNGLDISABLEPROC)load("glDisable");
+ glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)load("glDisableVertexAttribArray");
+ glad_glDrawArrays = (PFNGLDRAWARRAYSPROC)load("glDrawArrays");
+ glad_glDrawElements = (PFNGLDRAWELEMENTSPROC)load("glDrawElements");
+ glad_glEnable = (PFNGLENABLEPROC)load("glEnable");
+ glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)load("glEnableVertexAttribArray");
+ glad_glFinish = (PFNGLFINISHPROC)load("glFinish");
+ glad_glFlush = (PFNGLFLUSHPROC)load("glFlush");
+ glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbuffer");
+ glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2D");
+ glad_glFrontFace = (PFNGLFRONTFACEPROC)load("glFrontFace");
+ glad_glGenBuffers = (PFNGLGENBUFFERSPROC)load("glGenBuffers");
+ glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmap");
+ glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffers");
+ glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)load("glGenRenderbuffers");
+ glad_glGenTextures = (PFNGLGENTEXTURESPROC)load("glGenTextures");
+ glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)load("glGetActiveAttrib");
+ glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)load("glGetActiveUniform");
+ glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)load("glGetAttachedShaders");
+ glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)load("glGetAttribLocation");
+ glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC)load("glGetBooleanv");
+ glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)load("glGetBufferParameteriv");
+ glad_glGetError = (PFNGLGETERRORPROC)load("glGetError");
+ glad_glGetFloatv = (PFNGLGETFLOATVPROC)load("glGetFloatv");
+ glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameteriv");
+ glad_glGetIntegerv = (PFNGLGETINTEGERVPROC)load("glGetIntegerv");
+ glad_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)load("glGetProgramiv");
+ glad_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)load("glGetProgramInfoLog");
+ glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)load("glGetRenderbufferParameteriv");
+ glad_glGetShaderiv = (PFNGLGETSHADERIVPROC)load("glGetShaderiv");
+ glad_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)load("glGetShaderInfoLog");
+ glad_glGetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC)load("glGetShaderPrecisionFormat");
+ glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)load("glGetShaderSource");
+ glad_glGetString = (PFNGLGETSTRINGPROC)load("glGetString");
+ glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC)load("glGetTexParameterfv");
+ glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC)load("glGetTexParameteriv");
+ glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)load("glGetUniformfv");
+ glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)load("glGetUniformiv");
+ glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)load("glGetUniformLocation");
+ glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)load("glGetVertexAttribfv");
+ glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)load("glGetVertexAttribiv");
+ glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)load("glGetVertexAttribPointerv");
+ glad_glHint = (PFNGLHINTPROC)load("glHint");
+ glad_glIsBuffer = (PFNGLISBUFFERPROC)load("glIsBuffer");
+ glad_glIsEnabled = (PFNGLISENABLEDPROC)load("glIsEnabled");
+ glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)load("glIsFramebuffer");
+ glad_glIsProgram = (PFNGLISPROGRAMPROC)load("glIsProgram");
+ glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)load("glIsRenderbuffer");
+ glad_glIsShader = (PFNGLISSHADERPROC)load("glIsShader");
+ glad_glIsTexture = (PFNGLISTEXTUREPROC)load("glIsTexture");
+ glad_glLineWidth = (PFNGLLINEWIDTHPROC)load("glLineWidth");
+ glad_glLinkProgram = (PFNGLLINKPROGRAMPROC)load("glLinkProgram");
+ glad_glPixelStorei = (PFNGLPIXELSTOREIPROC)load("glPixelStorei");
+ glad_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)load("glPolygonOffset");
+ glad_glReadPixels = (PFNGLREADPIXELSPROC)load("glReadPixels");
+ glad_glReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC)load("glReleaseShaderCompiler");
+ glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)load("glRenderbufferStorage");
+ glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)load("glSampleCoverage");
+ glad_glScissor = (PFNGLSCISSORPROC)load("glScissor");
+ glad_glShaderBinary = (PFNGLSHADERBINARYPROC)load("glShaderBinary");
+ glad_glShaderSource = (PFNGLSHADERSOURCEPROC)load("glShaderSource");
+ glad_glStencilFunc = (PFNGLSTENCILFUNCPROC)load("glStencilFunc");
+ glad_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)load("glStencilFuncSeparate");
+ glad_glStencilMask = (PFNGLSTENCILMASKPROC)load("glStencilMask");
+ glad_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)load("glStencilMaskSeparate");
+ glad_glStencilOp = (PFNGLSTENCILOPPROC)load("glStencilOp");
+ glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)load("glStencilOpSeparate");
+ glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC)load("glTexImage2D");
+ glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC)load("glTexParameterf");
+ glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC)load("glTexParameterfv");
+ glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC)load("glTexParameteri");
+ glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC)load("glTexParameteriv");
+ glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)load("glTexSubImage2D");
+ glad_glUniform1f = (PFNGLUNIFORM1FPROC)load("glUniform1f");
+ glad_glUniform1fv = (PFNGLUNIFORM1FVPROC)load("glUniform1fv");
+ glad_glUniform1i = (PFNGLUNIFORM1IPROC)load("glUniform1i");
+ glad_glUniform1iv = (PFNGLUNIFORM1IVPROC)load("glUniform1iv");
+ glad_glUniform2f = (PFNGLUNIFORM2FPROC)load("glUniform2f");
+ glad_glUniform2fv = (PFNGLUNIFORM2FVPROC)load("glUniform2fv");
+ glad_glUniform2i = (PFNGLUNIFORM2IPROC)load("glUniform2i");
+ glad_glUniform2iv = (PFNGLUNIFORM2IVPROC)load("glUniform2iv");
+ glad_glUniform3f = (PFNGLUNIFORM3FPROC)load("glUniform3f");
+ glad_glUniform3fv = (PFNGLUNIFORM3FVPROC)load("glUniform3fv");
+ glad_glUniform3i = (PFNGLUNIFORM3IPROC)load("glUniform3i");
+ glad_glUniform3iv = (PFNGLUNIFORM3IVPROC)load("glUniform3iv");
+ glad_glUniform4f = (PFNGLUNIFORM4FPROC)load("glUniform4f");
+ glad_glUniform4fv = (PFNGLUNIFORM4FVPROC)load("glUniform4fv");
+ glad_glUniform4i = (PFNGLUNIFORM4IPROC)load("glUniform4i");
+ glad_glUniform4iv = (PFNGLUNIFORM4IVPROC)load("glUniform4iv");
+ glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)load("glUniformMatrix2fv");
+ glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)load("glUniformMatrix3fv");
+ glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)load("glUniformMatrix4fv");
+ glad_glUseProgram = (PFNGLUSEPROGRAMPROC)load("glUseProgram");
+ glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)load("glValidateProgram");
+ glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)load("glVertexAttrib1f");
+ glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)load("glVertexAttrib1fv");
+ glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)load("glVertexAttrib2f");
+ glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)load("glVertexAttrib2fv");
+ glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)load("glVertexAttrib3f");
+ glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)load("glVertexAttrib3fv");
+ glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)load("glVertexAttrib4f");
+ glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)load("glVertexAttrib4fv");
+ glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)load("glVertexAttribPointer");
+ glad_glViewport = (PFNGLVIEWPORTPROC)load("glViewport");
+}
+static void load_GL_ES_VERSION_3_0(GLADloadproc load) {
+ if(!GLAD_GL_ES_VERSION_3_0) return;
+ glad_glReadBuffer = (PFNGLREADBUFFERPROC)load("glReadBuffer");
+ glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)load("glDrawRangeElements");
+ glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC)load("glTexImage3D");
+ glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)load("glTexSubImage3D");
+ glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)load("glCopyTexSubImage3D");
+ glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)load("glCompressedTexImage3D");
+ glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)load("glCompressedTexSubImage3D");
+ glad_glGenQueries = (PFNGLGENQUERIESPROC)load("glGenQueries");
+ glad_glDeleteQueries = (PFNGLDELETEQUERIESPROC)load("glDeleteQueries");
+ glad_glIsQuery = (PFNGLISQUERYPROC)load("glIsQuery");
+ glad_glBeginQuery = (PFNGLBEGINQUERYPROC)load("glBeginQuery");
+ glad_glEndQuery = (PFNGLENDQUERYPROC)load("glEndQuery");
+ glad_glGetQueryiv = (PFNGLGETQUERYIVPROC)load("glGetQueryiv");
+ glad_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)load("glGetQueryObjectuiv");
+ glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)load("glUnmapBuffer");
+ glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)load("glGetBufferPointerv");
+ glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)load("glDrawBuffers");
+ glad_glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)load("glUniformMatrix2x3fv");
+ glad_glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)load("glUniformMatrix3x2fv");
+ glad_glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)load("glUniformMatrix2x4fv");
+ glad_glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)load("glUniformMatrix4x2fv");
+ glad_glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)load("glUniformMatrix3x4fv");
+ glad_glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)load("glUniformMatrix4x3fv");
+ glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)load("glBlitFramebuffer");
+ glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glRenderbufferStorageMultisample");
+ glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)load("glFramebufferTextureLayer");
+ glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)load("glMapBufferRange");
+ glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)load("glFlushMappedBufferRange");
+ glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)load("glBindVertexArray");
+ glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)load("glDeleteVertexArrays");
+ glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)load("glGenVertexArrays");
+ glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)load("glIsVertexArray");
+ glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v");
+ glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)load("glBeginTransformFeedback");
+ glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)load("glEndTransformFeedback");
+ glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange");
+ glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase");
+ glad_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)load("glTransformFeedbackVaryings");
+ glad_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)load("glGetTransformFeedbackVarying");
+ glad_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)load("glVertexAttribIPointer");
+ glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)load("glGetVertexAttribIiv");
+ glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)load("glGetVertexAttribIuiv");
+ glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)load("glVertexAttribI4i");
+ glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)load("glVertexAttribI4ui");
+ glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)load("glVertexAttribI4iv");
+ glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)load("glVertexAttribI4uiv");
+ glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)load("glGetUniformuiv");
+ glad_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)load("glGetFragDataLocation");
+ glad_glUniform1ui = (PFNGLUNIFORM1UIPROC)load("glUniform1ui");
+ glad_glUniform2ui = (PFNGLUNIFORM2UIPROC)load("glUniform2ui");
+ glad_glUniform3ui = (PFNGLUNIFORM3UIPROC)load("glUniform3ui");
+ glad_glUniform4ui = (PFNGLUNIFORM4UIPROC)load("glUniform4ui");
+ glad_glUniform1uiv = (PFNGLUNIFORM1UIVPROC)load("glUniform1uiv");
+ glad_glUniform2uiv = (PFNGLUNIFORM2UIVPROC)load("glUniform2uiv");
+ glad_glUniform3uiv = (PFNGLUNIFORM3UIVPROC)load("glUniform3uiv");
+ glad_glUniform4uiv = (PFNGLUNIFORM4UIVPROC)load("glUniform4uiv");
+ glad_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)load("glClearBufferiv");
+ glad_glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)load("glClearBufferuiv");
+ glad_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)load("glClearBufferfv");
+ glad_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)load("glClearBufferfi");
+ glad_glGetStringi = (PFNGLGETSTRINGIPROC)load("glGetStringi");
+ glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)load("glCopyBufferSubData");
+ glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)load("glGetUniformIndices");
+ glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)load("glGetActiveUniformsiv");
+ glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)load("glGetUniformBlockIndex");
+ glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)load("glGetActiveUniformBlockiv");
+ glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)load("glGetActiveUniformBlockName");
+ glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)load("glUniformBlockBinding");
+ glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)load("glDrawArraysInstanced");
+ glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)load("glDrawElementsInstanced");
+ glad_glFenceSync = (PFNGLFENCESYNCPROC)load("glFenceSync");
+ glad_glIsSync = (PFNGLISSYNCPROC)load("glIsSync");
+ glad_glDeleteSync = (PFNGLDELETESYNCPROC)load("glDeleteSync");
+ glad_glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)load("glClientWaitSync");
+ glad_glWaitSync = (PFNGLWAITSYNCPROC)load("glWaitSync");
+ glad_glGetInteger64v = (PFNGLGETINTEGER64VPROC)load("glGetInteger64v");
+ glad_glGetSynciv = (PFNGLGETSYNCIVPROC)load("glGetSynciv");
+ glad_glGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC)load("glGetInteger64i_v");
+ glad_glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)load("glGetBufferParameteri64v");
+ glad_glGenSamplers = (PFNGLGENSAMPLERSPROC)load("glGenSamplers");
+ glad_glDeleteSamplers = (PFNGLDELETESAMPLERSPROC)load("glDeleteSamplers");
+ glad_glIsSampler = (PFNGLISSAMPLERPROC)load("glIsSampler");
+ glad_glBindSampler = (PFNGLBINDSAMPLERPROC)load("glBindSampler");
+ glad_glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC)load("glSamplerParameteri");
+ glad_glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC)load("glSamplerParameteriv");
+ glad_glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC)load("glSamplerParameterf");
+ glad_glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC)load("glSamplerParameterfv");
+ glad_glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC)load("glGetSamplerParameteriv");
+ glad_glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC)load("glGetSamplerParameterfv");
+ glad_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)load("glVertexAttribDivisor");
+ glad_glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC)load("glBindTransformFeedback");
+ glad_glDeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC)load("glDeleteTransformFeedbacks");
+ glad_glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)load("glGenTransformFeedbacks");
+ glad_glIsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC)load("glIsTransformFeedback");
+ glad_glPauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC)load("glPauseTransformFeedback");
+ glad_glResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC)load("glResumeTransformFeedback");
+ glad_glGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC)load("glGetProgramBinary");
+ glad_glProgramBinary = (PFNGLPROGRAMBINARYPROC)load("glProgramBinary");
+ glad_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)load("glProgramParameteri");
+ glad_glInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC)load("glInvalidateFramebuffer");
+ glad_glInvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC)load("glInvalidateSubFramebuffer");
+ glad_glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)load("glTexStorage2D");
+ glad_glTexStorage3D = (PFNGLTEXSTORAGE3DPROC)load("glTexStorage3D");
+ glad_glGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC)load("glGetInternalformativ");
+}
+static void load_GL_ES_VERSION_3_1(GLADloadproc load) {
+ if(!GLAD_GL_ES_VERSION_3_1) return;
+ glad_glDispatchCompute = (PFNGLDISPATCHCOMPUTEPROC)load("glDispatchCompute");
+ glad_glDispatchComputeIndirect = (PFNGLDISPATCHCOMPUTEINDIRECTPROC)load("glDispatchComputeIndirect");
+ glad_glDrawArraysIndirect = (PFNGLDRAWARRAYSINDIRECTPROC)load("glDrawArraysIndirect");
+ glad_glDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC)load("glDrawElementsIndirect");
+ glad_glFramebufferParameteri = (PFNGLFRAMEBUFFERPARAMETERIPROC)load("glFramebufferParameteri");
+ glad_glGetFramebufferParameteriv = (PFNGLGETFRAMEBUFFERPARAMETERIVPROC)load("glGetFramebufferParameteriv");
+ glad_glGetProgramInterfaceiv = (PFNGLGETPROGRAMINTERFACEIVPROC)load("glGetProgramInterfaceiv");
+ glad_glGetProgramResourceIndex = (PFNGLGETPROGRAMRESOURCEINDEXPROC)load("glGetProgramResourceIndex");
+ glad_glGetProgramResourceName = (PFNGLGETPROGRAMRESOURCENAMEPROC)load("glGetProgramResourceName");
+ glad_glGetProgramResourceiv = (PFNGLGETPROGRAMRESOURCEIVPROC)load("glGetProgramResourceiv");
+ glad_glGetProgramResourceLocation = (PFNGLGETPROGRAMRESOURCELOCATIONPROC)load("glGetProgramResourceLocation");
+ glad_glUseProgramStages = (PFNGLUSEPROGRAMSTAGESPROC)load("glUseProgramStages");
+ glad_glActiveShaderProgram = (PFNGLACTIVESHADERPROGRAMPROC)load("glActiveShaderProgram");
+ glad_glCreateShaderProgramv = (PFNGLCREATESHADERPROGRAMVPROC)load("glCreateShaderProgramv");
+ glad_glBindProgramPipeline = (PFNGLBINDPROGRAMPIPELINEPROC)load("glBindProgramPipeline");
+ glad_glDeleteProgramPipelines = (PFNGLDELETEPROGRAMPIPELINESPROC)load("glDeleteProgramPipelines");
+ glad_glGenProgramPipelines = (PFNGLGENPROGRAMPIPELINESPROC)load("glGenProgramPipelines");
+ glad_glIsProgramPipeline = (PFNGLISPROGRAMPIPELINEPROC)load("glIsProgramPipeline");
+ glad_glGetProgramPipelineiv = (PFNGLGETPROGRAMPIPELINEIVPROC)load("glGetProgramPipelineiv");
+ glad_glProgramUniform1i = (PFNGLPROGRAMUNIFORM1IPROC)load("glProgramUniform1i");
+ glad_glProgramUniform2i = (PFNGLPROGRAMUNIFORM2IPROC)load("glProgramUniform2i");
+ glad_glProgramUniform3i = (PFNGLPROGRAMUNIFORM3IPROC)load("glProgramUniform3i");
+ glad_glProgramUniform4i = (PFNGLPROGRAMUNIFORM4IPROC)load("glProgramUniform4i");
+ glad_glProgramUniform1ui = (PFNGLPROGRAMUNIFORM1UIPROC)load("glProgramUniform1ui");
+ glad_glProgramUniform2ui = (PFNGLPROGRAMUNIFORM2UIPROC)load("glProgramUniform2ui");
+ glad_glProgramUniform3ui = (PFNGLPROGRAMUNIFORM3UIPROC)load("glProgramUniform3ui");
+ glad_glProgramUniform4ui = (PFNGLPROGRAMUNIFORM4UIPROC)load("glProgramUniform4ui");
+ glad_glProgramUniform1f = (PFNGLPROGRAMUNIFORM1FPROC)load("glProgramUniform1f");
+ glad_glProgramUniform2f = (PFNGLPROGRAMUNIFORM2FPROC)load("glProgramUniform2f");
+ glad_glProgramUniform3f = (PFNGLPROGRAMUNIFORM3FPROC)load("glProgramUniform3f");
+ glad_glProgramUniform4f = (PFNGLPROGRAMUNIFORM4FPROC)load("glProgramUniform4f");
+ glad_glProgramUniform1iv = (PFNGLPROGRAMUNIFORM1IVPROC)load("glProgramUniform1iv");
+ glad_glProgramUniform2iv = (PFNGLPROGRAMUNIFORM2IVPROC)load("glProgramUniform2iv");
+ glad_glProgramUniform3iv = (PFNGLPROGRAMUNIFORM3IVPROC)load("glProgramUniform3iv");
+ glad_glProgramUniform4iv = (PFNGLPROGRAMUNIFORM4IVPROC)load("glProgramUniform4iv");
+ glad_glProgramUniform1uiv = (PFNGLPROGRAMUNIFORM1UIVPROC)load("glProgramUniform1uiv");
+ glad_glProgramUniform2uiv = (PFNGLPROGRAMUNIFORM2UIVPROC)load("glProgramUniform2uiv");
+ glad_glProgramUniform3uiv = (PFNGLPROGRAMUNIFORM3UIVPROC)load("glProgramUniform3uiv");
+ glad_glProgramUniform4uiv = (PFNGLPROGRAMUNIFORM4UIVPROC)load("glProgramUniform4uiv");
+ glad_glProgramUniform1fv = (PFNGLPROGRAMUNIFORM1FVPROC)load("glProgramUniform1fv");
+ glad_glProgramUniform2fv = (PFNGLPROGRAMUNIFORM2FVPROC)load("glProgramUniform2fv");
+ glad_glProgramUniform3fv = (PFNGLPROGRAMUNIFORM3FVPROC)load("glProgramUniform3fv");
+ glad_glProgramUniform4fv = (PFNGLPROGRAMUNIFORM4FVPROC)load("glProgramUniform4fv");
+ glad_glProgramUniformMatrix2fv = (PFNGLPROGRAMUNIFORMMATRIX2FVPROC)load("glProgramUniformMatrix2fv");
+ glad_glProgramUniformMatrix3fv = (PFNGLPROGRAMUNIFORMMATRIX3FVPROC)load("glProgramUniformMatrix3fv");
+ glad_glProgramUniformMatrix4fv = (PFNGLPROGRAMUNIFORMMATRIX4FVPROC)load("glProgramUniformMatrix4fv");
+ glad_glProgramUniformMatrix2x3fv = (PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC)load("glProgramUniformMatrix2x3fv");
+ glad_glProgramUniformMatrix3x2fv = (PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC)load("glProgramUniformMatrix3x2fv");
+ glad_glProgramUniformMatrix2x4fv = (PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC)load("glProgramUniformMatrix2x4fv");
+ glad_glProgramUniformMatrix4x2fv = (PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC)load("glProgramUniformMatrix4x2fv");
+ glad_glProgramUniformMatrix3x4fv = (PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC)load("glProgramUniformMatrix3x4fv");
+ glad_glProgramUniformMatrix4x3fv = (PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC)load("glProgramUniformMatrix4x3fv");
+ glad_glValidateProgramPipeline = (PFNGLVALIDATEPROGRAMPIPELINEPROC)load("glValidateProgramPipeline");
+ glad_glGetProgramPipelineInfoLog = (PFNGLGETPROGRAMPIPELINEINFOLOGPROC)load("glGetProgramPipelineInfoLog");
+ glad_glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC)load("glBindImageTexture");
+ glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)load("glGetBooleani_v");
+ glad_glMemoryBarrier = (PFNGLMEMORYBARRIERPROC)load("glMemoryBarrier");
+ glad_glMemoryBarrierByRegion = (PFNGLMEMORYBARRIERBYREGIONPROC)load("glMemoryBarrierByRegion");
+ glad_glTexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC)load("glTexStorage2DMultisample");
+ glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)load("glGetMultisamplefv");
+ glad_glSampleMaski = (PFNGLSAMPLEMASKIPROC)load("glSampleMaski");
+ glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC)load("glGetTexLevelParameteriv");
+ glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC)load("glGetTexLevelParameterfv");
+ glad_glBindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC)load("glBindVertexBuffer");
+ glad_glVertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC)load("glVertexAttribFormat");
+ glad_glVertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC)load("glVertexAttribIFormat");
+ glad_glVertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC)load("glVertexAttribBinding");
+ glad_glVertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC)load("glVertexBindingDivisor");
+}
+static void load_GL_ES_VERSION_3_2(GLADloadproc load) {
+ if(!GLAD_GL_ES_VERSION_3_2) return;
+ glad_glBlendBarrier = (PFNGLBLENDBARRIERPROC)load("glBlendBarrier");
+ glad_glCopyImageSubData = (PFNGLCOPYIMAGESUBDATAPROC)load("glCopyImageSubData");
+ glad_glDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC)load("glDebugMessageControl");
+ glad_glDebugMessageInsert = (PFNGLDEBUGMESSAGEINSERTPROC)load("glDebugMessageInsert");
+ glad_glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC)load("glDebugMessageCallback");
+ glad_glGetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGPROC)load("glGetDebugMessageLog");
+ glad_glPushDebugGroup = (PFNGLPUSHDEBUGGROUPPROC)load("glPushDebugGroup");
+ glad_glPopDebugGroup = (PFNGLPOPDEBUGGROUPPROC)load("glPopDebugGroup");
+ glad_glObjectLabel = (PFNGLOBJECTLABELPROC)load("glObjectLabel");
+ glad_glGetObjectLabel = (PFNGLGETOBJECTLABELPROC)load("glGetObjectLabel");
+ glad_glObjectPtrLabel = (PFNGLOBJECTPTRLABELPROC)load("glObjectPtrLabel");
+ glad_glGetObjectPtrLabel = (PFNGLGETOBJECTPTRLABELPROC)load("glGetObjectPtrLabel");
+ glad_glGetPointerv = (PFNGLGETPOINTERVPROC)load("glGetPointerv");
+ glad_glEnablei = (PFNGLENABLEIPROC)load("glEnablei");
+ glad_glDisablei = (PFNGLDISABLEIPROC)load("glDisablei");
+ glad_glBlendEquationi = (PFNGLBLENDEQUATIONIPROC)load("glBlendEquationi");
+ glad_glBlendEquationSeparatei = (PFNGLBLENDEQUATIONSEPARATEIPROC)load("glBlendEquationSeparatei");
+ glad_glBlendFunci = (PFNGLBLENDFUNCIPROC)load("glBlendFunci");
+ glad_glBlendFuncSeparatei = (PFNGLBLENDFUNCSEPARATEIPROC)load("glBlendFuncSeparatei");
+ glad_glColorMaski = (PFNGLCOLORMASKIPROC)load("glColorMaski");
+ glad_glIsEnabledi = (PFNGLISENABLEDIPROC)load("glIsEnabledi");
+ glad_glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)load("glDrawElementsBaseVertex");
+ glad_glDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)load("glDrawRangeElementsBaseVertex");
+ glad_glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)load("glDrawElementsInstancedBaseVertex");
+ glad_glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)load("glFramebufferTexture");
+ glad_glPrimitiveBoundingBox = (PFNGLPRIMITIVEBOUNDINGBOXPROC)load("glPrimitiveBoundingBox");
+ glad_glGetGraphicsResetStatus = (PFNGLGETGRAPHICSRESETSTATUSPROC)load("glGetGraphicsResetStatus");
+ glad_glReadnPixels = (PFNGLREADNPIXELSPROC)load("glReadnPixels");
+ glad_glGetnUniformfv = (PFNGLGETNUNIFORMFVPROC)load("glGetnUniformfv");
+ glad_glGetnUniformiv = (PFNGLGETNUNIFORMIVPROC)load("glGetnUniformiv");
+ glad_glGetnUniformuiv = (PFNGLGETNUNIFORMUIVPROC)load("glGetnUniformuiv");
+ glad_glMinSampleShading = (PFNGLMINSAMPLESHADINGPROC)load("glMinSampleShading");
+ glad_glPatchParameteri = (PFNGLPATCHPARAMETERIPROC)load("glPatchParameteri");
+ glad_glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC)load("glTexParameterIiv");
+ glad_glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC)load("glTexParameterIuiv");
+ glad_glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC)load("glGetTexParameterIiv");
+ glad_glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC)load("glGetTexParameterIuiv");
+ glad_glSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC)load("glSamplerParameterIiv");
+ glad_glSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC)load("glSamplerParameterIuiv");
+ glad_glGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC)load("glGetSamplerParameterIiv");
+ glad_glGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC)load("glGetSamplerParameterIuiv");
+ glad_glTexBuffer = (PFNGLTEXBUFFERPROC)load("glTexBuffer");
+ glad_glTexBufferRange = (PFNGLTEXBUFFERRANGEPROC)load("glTexBufferRange");
+ glad_glTexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC)load("glTexStorage3DMultisample");
+}
+static void load_GL_EXT_clip_control(GLADloadproc load) {
+ if(!GLAD_GL_EXT_clip_control) return;
+ glad_glClipControlEXT = (PFNGLCLIPCONTROLEXTPROC)load("glClipControlEXT");
+}
+static int find_extensionsGLES2(void) {
+ if (!get_exts()) return 0;
+ GLAD_GL_EXT_clip_control = has_ext("GL_EXT_clip_control");
+ free_exts();
+ return 1;
+}
+
+static void find_coreGLES2(void) {
+
+ /* Thank you @elmindreda
+ * https://github.com/elmindreda/greg/blob/master/templates/greg.c.in#L176
+ * https://github.com/glfw/glfw/blob/master/src/context.c#L36
+ */
+ int i, major, minor;
+
+ const char* version;
+ const char* prefixes[] = {
+ "OpenGL ES-CM ",
+ "OpenGL ES-CL ",
+ "OpenGL ES ",
+ NULL
+ };
+
+ version = (const char*) glGetString(GL_VERSION);
+ if (!version) return;
+
+ for (i = 0; prefixes[i]; i++) {
+ const size_t length = strlen(prefixes[i]);
+ if (strncmp(version, prefixes[i], length) == 0) {
+ version += length;
+ break;
+ }
+ }
+
+/* PR #18 */
+#ifdef _MSC_VER
+ sscanf_s(version, "%d.%d", &major, &minor);
+#else
+ sscanf(version, "%d.%d", &major, &minor);
+#endif
+
+ GLVersion.major = major; GLVersion.minor = minor;
+ max_loaded_major = major; max_loaded_minor = minor;
+ GLAD_GL_ES_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2;
+ GLAD_GL_ES_VERSION_3_0 = (major == 3 && minor >= 0) || major > 3;
+ GLAD_GL_ES_VERSION_3_1 = (major == 3 && minor >= 1) || major > 3;
+ GLAD_GL_ES_VERSION_3_2 = (major == 3 && minor >= 2) || major > 3;
+ if (GLVersion.major > 3 || (GLVersion.major >= 3 && GLVersion.minor >= 2)) {
+ max_loaded_major = 3;
+ max_loaded_minor = 2;
+ }
+}
+
+int gladLoadGLES2Loader(GLADloadproc load) {
+ GLVersion.major = 0; GLVersion.minor = 0;
+ glGetString = (PFNGLGETSTRINGPROC)load("glGetString");
+ if(glGetString == NULL) return 0;
+ if(glGetString(GL_VERSION) == NULL) return 0;
+ find_coreGLES2();
+ load_GL_ES_VERSION_2_0(load);
+ load_GL_ES_VERSION_3_0(load);
+ load_GL_ES_VERSION_3_1(load);
+ load_GL_ES_VERSION_3_2(load);
+
+ if (!find_extensionsGLES2()) return 0;
+ load_GL_EXT_clip_control(load);
+ return GLVersion.major != 0 || GLVersion.minor != 0;
+}
+
diff --git a/src/gl/imgui_hud.cpp b/src/gl/imgui_hud.cpp
new file mode 100644
index 0000000..257ad62
--- /dev/null
+++ b/src/gl/imgui_hud.cpp
@@ -0,0 +1,193 @@
+#include <cstdlib>
+#include <functional>
+#include <thread>
+#include <string>
+#include <iostream>
+#include <memory>
+#include <imgui.h>
+#include "font_default.h"
+#include "cpu.h"
+#include "file_utils.h"
+#include "imgui_hud.h"
+#include "notify.h"
+#include "blacklist.h"
+
+#ifdef HAVE_DBUS
+#include "dbus_info.h"
+#endif
+
+#include <glad/glad.h>
+
+namespace MangoHud { namespace GL {
+
+struct GLVec
+{
+ GLint v[4];
+
+ GLint operator[] (size_t i)
+ {
+ return v[i];
+ }
+
+ bool operator== (const GLVec& r)
+ {
+ return v[0] == r.v[0]
+ && v[1] == r.v[1]
+ && v[2] == r.v[2]
+ && v[3] == r.v[3];
+ }
+
+ bool operator!= (const GLVec& r)
+ {
+ return !(*this == r);
+ }
+};
+
+struct state {
+ ImGuiContext *imgui_ctx = nullptr;
+};
+
+static GLVec last_vp {}, last_sb {};
+static swapchain_stats sw_stats {};
+static state state;
+static uint32_t vendorID;
+static std::string deviceName;
+
+static notify_thread notifier;
+static bool cfg_inited = false;
+static ImVec2 window_size;
+static bool inited = false;
+overlay_params params {};
+
+// seems to quit by itself though
+static std::unique_ptr<notify_thread, std::function<void(notify_thread *)>>
+ stop_it(&notifier, [](notify_thread *n){ stop_notifier(*n); });
+
+void imgui_init()
+{
+ if (cfg_inited)
+ return;
+ is_blacklisted(true);
+ parse_overlay_config(&params, getenv("MANGOHUD_CONFIG"));
+ notifier.params = &params;
+ start_notifier(notifier);
+ window_size = ImVec2(params.width, params.height);
+ init_system_info();
+ cfg_inited = true;
+ init_cpu_stats(params);
+}
+
+//static
+void imgui_create(void *ctx)
+{
+ if (inited)
+ return;
+
+ if (!ctx)
+ return;
+
+ imgui_shutdown();
+ imgui_init();
+ inited = true;
+
+ gladLoadGL();
+
+ GetOpenGLVersion(sw_stats.version_gl.major,
+ sw_stats.version_gl.minor,
+ sw_stats.version_gl.is_gles);
+
+ deviceName = (char*)glGetString(GL_RENDERER);
+ sw_stats.deviceName = deviceName;
+ if (deviceName.find("Radeon") != std::string::npos
+ || deviceName.find("AMD") != std::string::npos){
+ vendorID = 0x1002;
+ } else {
+ vendorID = 0x10de;
+ }
+ init_gpu_stats(vendorID, params);
+ get_device_name(vendorID, deviceID, sw_stats);
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGuiContext *saved_ctx = ImGui::GetCurrentContext();
+ state.imgui_ctx = ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+ convert_colors(false, sw_stats, params);
+
+ glGetIntegerv (GL_VIEWPORT, last_vp.v);
+ glGetIntegerv (GL_SCISSOR_BOX, last_sb.v);
+
+ ImGui::GetIO().IniFilename = NULL;
+ ImGui::GetIO().DisplaySize = ImVec2(last_vp[2], last_vp[3]);
+
+ ImGui_ImplOpenGL3_Init();
+ // Make a dummy GL call (we don't actually need the result)
+ // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
+ // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
+ GLint current_texture;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
+
+ create_fonts(params, sw_stats.font1, sw_stats.font_text);
+
+ // Restore global context or ours might clash with apps that use Dear ImGui
+ ImGui::SetCurrentContext(saved_ctx);
+}
+
+void imgui_shutdown()
+{
+#ifndef NDEBUG
+ std::cerr << __func__ << std::endl;
+#endif
+
+ if (state.imgui_ctx) {
+ ImGui::SetCurrentContext(state.imgui_ctx);
+ ImGui_ImplOpenGL3_Shutdown();
+ ImGui::DestroyContext(state.imgui_ctx);
+ state.imgui_ctx = nullptr;
+ }
+ inited = false;
+}
+
+void imgui_set_context(void *ctx)
+{
+ if (!ctx)
+ return;
+
+#ifndef NDEBUG
+ std::cerr << __func__ << ": " << ctx << std::endl;
+#endif
+ imgui_create(ctx);
+}
+
+void imgui_render(unsigned int width, unsigned int height)
+{
+ if (!state.imgui_ctx)
+ return;
+
+ check_keybinds(sw_stats, params, vendorID);
+ update_hud_info(sw_stats, params, vendorID);
+
+ ImGuiContext *saved_ctx = ImGui::GetCurrentContext();
+ ImGui::SetCurrentContext(state.imgui_ctx);
+ ImGui::GetIO().DisplaySize = ImVec2(width, height);
+
+ ImGui_ImplOpenGL3_NewFrame();
+ ImGui::NewFrame();
+ {
+ std::lock_guard<std::mutex> lk(notifier.mutex);
+ position_layer(sw_stats, params, window_size);
+ render_imgui(sw_stats, params, window_size, false);
+ }
+ ImGui::PopStyleVar(3);
+
+ ImGui::Render();
+ ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+ ImGui::SetCurrentContext(saved_ctx);
+}
+
+}} // namespaces
diff --git a/src/gl/imgui_hud.h b/src/gl/imgui_hud.h
new file mode 100644
index 0000000..b993a74
--- /dev/null
+++ b/src/gl/imgui_hud.h
@@ -0,0 +1,19 @@
+#pragma once
+#ifndef MANGOHUD_GL_IMGUI_HUD_H
+#define MANGOHUD_GL_IMGUI_HUD_H
+
+#include "overlay.h"
+#include "imgui_impl_opengl3.h"
+
+namespace MangoHud { namespace GL {
+
+extern overlay_params params;
+void imgui_init();
+void imgui_create(void *ctx);
+void imgui_shutdown();
+void imgui_set_context(void *ctx);
+void imgui_render(unsigned int width, unsigned int height);
+
+}} // namespace
+
+#endif //MANGOHUD_GL_IMGUI_HUD_H \ No newline at end of file
diff --git a/src/gl/imgui_impl_opengl3.cpp b/src/gl/imgui_impl_opengl3.cpp
new file mode 100644
index 0000000..2103773
--- /dev/null
+++ b/src/gl/imgui_impl_opengl3.cpp
@@ -0,0 +1,704 @@
+// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
+// - Desktop GL: 2.x 3.x 4.x
+// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
+// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
+// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
+// 2020-01-07: OpenGL: Added support for glbindings OpenGL loader.
+// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
+// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
+// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
+// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
+// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
+// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
+// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
+// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
+// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
+// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
+// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
+// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
+// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
+// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
+// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
+// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
+// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
+// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
+// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150.
+// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
+// 2017-05-01: OpenGL: Fixed save and restore of current blend func state.
+// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
+// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
+// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
+
+//----------------------------------------
+// OpenGL GLSL GLSL
+// version version string
+//----------------------------------------
+// 2.0 110 "#version 110"
+// 2.1 120 "#version 120"
+// 3.0 130 "#version 130"
+// 3.1 140 "#version 140"
+// 3.2 150 "#version 150"
+// 3.3 330 "#version 330 core"
+// 4.0 400 "#version 400 core"
+// 4.1 410 "#version 410 core"
+// 4.2 420 "#version 410 core"
+// 4.3 430 "#version 430 core"
+// ES 2.0 100 "#version 100" = WebGL 1.0
+// ES 3.0 300 "#version 300 es" = WebGL 2.0
+//----------------------------------------
+
+#include <imgui.h>
+#include "imgui_impl_opengl3.h"
+#include <stdio.h>
+#include <stdint.h> // intptr_t
+#include <sstream>
+
+#include <glad/glad.h>
+
+#include "overlay.h"
+
+namespace MangoHud {
+
+// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
+#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2)
+#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0
+#else
+#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1
+#endif
+
+// OpenGL Data
+static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries.
+static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
+static GLuint g_FontTexture = 0;
+static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
+static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
+static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
+static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
+static bool g_IsGLES = false;
+
+// Functions
+static void ImGui_ImplOpenGL3_DestroyFontsTexture()
+{
+ if (g_FontTexture)
+ {
+ ImGuiIO& io = ImGui::GetIO();
+ glDeleteTextures(1, &g_FontTexture);
+ io.Fonts->TexID = 0;
+ g_FontTexture = 0;
+ }
+}
+
+static bool ImGui_ImplOpenGL3_CreateFontsTexture()
+{
+ ImGui_ImplOpenGL3_DestroyFontsTexture();
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
+
+ // Upload texture to graphics system
+ GLint last_texture;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+ glGenTextures(1, &g_FontTexture);
+ glBindTexture(GL_TEXTURE_2D, g_FontTexture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ //#ifdef GL_UNPACK_ROW_LENGTH
+ if (g_IsGLES || g_GlVersion >= 200)
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, pixels);
+
+ // Store our identifier
+ io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
+
+ // Restore state
+ glBindTexture(GL_TEXTURE_2D, last_texture);
+
+ return true;
+}
+
+// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
+static bool CheckShader(GLuint handle, const char* desc)
+{
+ GLint status = 0, log_length = 0;
+ glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
+ glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
+ if ((GLboolean)status == GL_FALSE)
+ fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
+ if (log_length > 1)
+ {
+ ImVector<char> buf;
+ buf.resize((int)(log_length + 1));
+ glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
+ fprintf(stderr, "%s\n", buf.begin());
+ }
+ return (GLboolean)status == GL_TRUE;
+}
+
+// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
+static bool CheckProgram(GLuint handle, const char* desc)
+{
+ GLint status = 0, log_length = 0;
+ glGetProgramiv(handle, GL_LINK_STATUS, &status);
+ glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
+ if ((GLboolean)status == GL_FALSE)
+ fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
+ if (log_length > 1)
+ {
+ ImVector<char> buf;
+ buf.resize((int)(log_length + 1));
+ glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
+ fprintf(stderr, "%s\n", buf.begin());
+ }
+ return (GLboolean)status == GL_TRUE;
+}
+
+static bool ImGui_ImplOpenGL3_CreateDeviceObjects()
+{
+ // Backup GL state
+ GLint last_texture, last_array_buffer;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+ glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
+ //#ifndef IMGUI_IMPL_OPENGL_ES2
+ GLint last_vertex_array;
+ if (g_GlVersion >= 300)
+ glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
+
+ // Parse GLSL version string
+ int glsl_version = 130;
+ sscanf(g_GlslVersionString, "#version %d", &glsl_version);
+
+ const GLchar* vertex_shader_glsl_120 =
+ "uniform mat4 ProjMtx;\n"
+ "attribute vec2 Position;\n"
+ "attribute vec2 UV;\n"
+ "attribute vec4 Color;\n"
+ "varying vec2 Frag_UV;\n"
+ "varying vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Color = Color;\n"
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* vertex_shader_glsl_130 =
+ "uniform mat4 ProjMtx;\n"
+ "in vec2 Position;\n"
+ "in vec2 UV;\n"
+ "in vec4 Color;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Color = Color;\n"
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* vertex_shader_glsl_300_es =
+ "precision mediump float;\n"
+ "layout (location = 0) in vec2 Position;\n"
+ "layout (location = 1) in vec2 UV;\n"
+ "layout (location = 2) in vec4 Color;\n"
+ "uniform mat4 ProjMtx;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Color = Color;\n"
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+ "}\n";
+
+ const GLchar* vertex_shader_glsl_410_core =
+ "layout (location = 0) in vec2 Position;\n"
+ "layout (location = 1) in vec2 UV;\n"
+ "layout (location = 2) in vec4 Color;\n"
+ "uniform mat4 ProjMtx;\n"
+ "out vec2 Frag_UV;\n"
+ "out vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Frag_UV = UV;\n"
+ " Frag_Color = Color;\n"
+ " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
+ //" gl_Position = ProjMtx * vec4(Position.xy,0,1) * vec4(1.0, -1.0, 1, 1);\n"
+ "}\n";
+
+ const GLchar* fragment_shader_glsl_120 =
+ "#ifdef GL_ES\n"
+ " precision mediump float;\n"
+ "#endif\n"
+ "uniform sampler2D Texture;\n"
+ "varying vec2 Frag_UV;\n"
+ "varying vec4 Frag_Color;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = Frag_Color * vec4(1, 1, 1, texture2D(Texture, Frag_UV.st).r);\n"
+ "}\n";
+
+ const GLchar* fragment_shader_glsl_130 =
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Color;\n"
+ "out vec4 Out_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Out_Color = Frag_Color * vec4(1, 1, 1, texture(Texture, Frag_UV.st).r);\n"
+ "}\n";
+
+ const GLchar* fragment_shader_glsl_300_es =
+ "precision mediump float;\n"
+ "uniform sampler2D Texture;\n"
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Color;\n"
+ "layout (location = 0) out vec4 Out_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Out_Color = Frag_Color * vec4(1, 1, 1, texture(Texture, Frag_UV.st).r);\n"
+ "}\n";
+
+ const GLchar* fragment_shader_glsl_410_core =
+ "in vec2 Frag_UV;\n"
+ "in vec4 Frag_Color;\n"
+ "uniform sampler2D Texture;\n"
+ "layout (location = 0) out vec4 Out_Color;\n"
+ "void main()\n"
+ "{\n"
+ " Out_Color = Frag_Color * vec4(1, 1, 1, texture(Texture, Frag_UV.st).r);\n"
+ "}\n";
+
+#ifndef NDEBUG
+ printf("glsl_version: %d\n", glsl_version);
+#endif
+ // Select shaders matching our GLSL versions
+ const GLchar* vertex_shader = NULL;
+ const GLchar* fragment_shader = NULL;
+ if (glsl_version < 130)
+ {
+ vertex_shader = vertex_shader_glsl_120;
+ fragment_shader = fragment_shader_glsl_120;
+ }
+ else if (glsl_version >= 410)
+ {
+ vertex_shader = vertex_shader_glsl_410_core;
+ fragment_shader = fragment_shader_glsl_410_core;
+ }
+ else if (glsl_version == 300)
+ {
+ vertex_shader = vertex_shader_glsl_300_es;
+ fragment_shader = fragment_shader_glsl_300_es;
+ }
+ else
+ {
+ vertex_shader = vertex_shader_glsl_130;
+ fragment_shader = fragment_shader_glsl_130;
+ }
+
+ std::stringstream ss;
+ ss << g_GlslVersionString << vertex_shader;
+ std::string shader = ss.str();
+
+ // Create shaders
+ //const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
+ const GLchar* vertex_shader_with_version[1] = { shader.c_str() };
+ g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(g_VertHandle, 1, vertex_shader_with_version, NULL);
+ glCompileShader(g_VertHandle);
+ CheckShader(g_VertHandle, "vertex shader");
+
+ ss.str(""); ss.clear();
+ ss << g_GlslVersionString << fragment_shader;
+ shader = ss.str();
+
+ const GLchar* fragment_shader_with_version[1] = { shader.c_str() };
+ g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(g_FragHandle, 1, fragment_shader_with_version, NULL);
+ glCompileShader(g_FragHandle);
+ CheckShader(g_FragHandle, "fragment shader");
+
+ g_ShaderHandle = glCreateProgram();
+ glAttachShader(g_ShaderHandle, g_VertHandle);
+ glAttachShader(g_ShaderHandle, g_FragHandle);
+ glLinkProgram(g_ShaderHandle);
+ CheckProgram(g_ShaderHandle, "shader program");
+
+ g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
+ g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
+ g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
+ g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
+ g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
+
+ // Create buffers
+ glGenBuffers(1, &g_VboHandle);
+ glGenBuffers(1, &g_ElementsHandle);
+
+ ImGui_ImplOpenGL3_CreateFontsTexture();
+
+ // Restore modified GL state
+ glBindTexture(GL_TEXTURE_2D, last_texture);
+ glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+ //#ifndef IMGUI_IMPL_OPENGL_ES2
+ if (g_GlVersion >= 300)
+ glBindVertexArray(last_vertex_array);
+
+ return true;
+}
+
+static void ImGui_ImplOpenGL3_DestroyDeviceObjects()
+{
+#ifndef NDEBUG
+ printf("%s\n", __func__);
+#endif
+ if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
+ if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
+ if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
+ if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
+ if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
+ if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
+ if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
+
+ ImGui_ImplOpenGL3_DestroyFontsTexture();
+}
+
+void GetOpenGLVersion(int& major, int& minor, bool& isGLES)
+{
+ //glGetIntegerv(GL_MAJOR_VERSION, &major);
+ //glGetIntegerv(GL_MINOR_VERSION, &minor);
+
+ const char* version;
+ const char* prefixes[] = {
+ "OpenGL ES-CM ",
+ "OpenGL ES-CL ",
+ "OpenGL ES ",
+ nullptr
+ };
+
+ version = (const char*) glGetString(GL_VERSION);
+ if (!version)
+ return;
+
+ //if (glGetError() == 0x500) {
+
+ for (int i = 0; prefixes[i]; i++) {
+ const size_t length = strlen(prefixes[i]);
+ if (strncmp(version, prefixes[i], length) == 0) {
+ version += length;
+ isGLES = true;
+ break;
+ }
+ }
+
+ sscanf(version, "%d.%d", &major, &minor);
+ //}
+}
+
+bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
+{
+ GLint major = 0, minor = 0;
+ GetOpenGLVersion(major, minor, g_IsGLES);
+
+ printf("Version: %d.%d %s\n", major, minor, g_IsGLES ? "ES" : "");
+
+ if (!g_IsGLES) {
+ // Not GL ES
+ glsl_version = "#version 130";
+ g_GlVersion = major * 100 + minor * 10;
+ if (major >= 4 && minor >= 1)
+ glsl_version = "#version 410";
+ else if (major > 3 || (major == 3 && minor >= 2))
+ glsl_version = "#version 150";
+ else if (major < 2)
+ glsl_version = "#version 100";
+ } else {
+ if (major >= 3)
+ g_GlVersion = major * 100 + minor * 10; // GLES >= 3
+ else
+ g_GlVersion = 200; // GLES 2
+
+ // Store GLSL version string so we can refer to it later in case we recreate shaders.
+ // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
+ if (g_GlVersion == 200)
+ glsl_version = "#version 100";
+ else if (g_GlVersion >= 300)
+ glsl_version = "#version 300 es";
+ else
+ glsl_version = "#version 130";
+ }
+
+ // Setup back-end capabilities flags
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendRendererName = "imgui_impl_opengl3";
+ //#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
+ if ((!g_IsGLES && g_GlVersion >= 320) || (g_IsGLES && g_GlVersion >= 320))
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+ // Store GLSL version string so we can refer to it later in case we recreate shaders.
+ // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
+ if (glsl_version == NULL)
+ glsl_version = "#version 130";
+
+ IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
+ strcpy(g_GlslVersionString, glsl_version);
+ strcat(g_GlslVersionString, "\n");
+
+ // Make a dummy GL call (we don't actually need the result)
+ // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
+ // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
+ GLint current_texture;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
+
+ return true;
+}
+
+void ImGui_ImplOpenGL3_Shutdown()
+{
+ ImGui_ImplOpenGL3_DestroyDeviceObjects();
+}
+
+void ImGui_ImplOpenGL3_NewFrame()
+{
+ if (!g_ShaderHandle)
+ ImGui_ImplOpenGL3_CreateDeviceObjects();
+ if (!glIsTexture(g_FontTexture)) {
+#ifndef NDEBUG
+ fprintf(stderr, "MANGOHUD: GL Texture lost? Regenerating.\n");
+#endif
+ g_FontTexture = 0;
+ ImGui_ImplOpenGL3_CreateFontsTexture();
+ }
+}
+
+static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
+{
+ // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_SCISSOR_TEST);
+ glDisable(GL_FRAMEBUFFER_SRGB);
+
+ //#ifdef GL_POLYGON_MODE
+ if (!g_IsGLES && g_GlVersion >= 200)
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+
+ // Setup viewport, orthographic projection matrix
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+ glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, -1.0f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
+ };
+ glUseProgram(g_ShaderHandle);
+ glUniform1i(g_AttribLocationTex, 0);
+ glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
+
+ if (g_GlVersion >= 330)
+ glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
+
+ (void)vertex_array_object;
+ //#ifndef IMGUI_IMPL_OPENGL_ES2
+ if (g_GlVersion >= 300)
+ glBindVertexArray(vertex_array_object);
+
+ // Bind vertex/index buffers and setup attributes for ImDrawVert
+ glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
+ glEnableVertexAttribArray(g_AttribLocationVtxPos);
+ glEnableVertexAttribArray(g_AttribLocationVtxUV);
+ glEnableVertexAttribArray(g_AttribLocationVtxColor);
+ glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
+ glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
+ glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
+}
+
+// OpenGL3 Render function.
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
+void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
+{
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+ int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
+ if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount == 0)
+ return;
+
+ // Backup GL state
+ GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
+ glActiveTexture(GL_TEXTURE0);
+ GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
+ GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
+
+ // GL_SAMPLER_BINDING
+ GLint last_sampler;
+ if (!g_IsGLES && g_GlVersion >= 330)
+ glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
+
+ GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
+
+//#ifndef IMGUI_IMPL_OPENGL_ES2
+ GLint last_vertex_array_object;
+ if (g_GlVersion >= 300)
+ glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
+
+ GLint last_polygon_mode[2];
+ if (!g_IsGLES && g_GlVersion >= 200)
+ glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
+
+ GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
+ GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
+ GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
+ GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
+ GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
+ GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
+ GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
+ GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
+ GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
+ GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
+ GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
+ GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
+ // Disable and store SRGB state.
+ GLboolean last_srgb_enabled = glIsEnabled(GL_FRAMEBUFFER_SRGB);
+ bool clip_origin_lower_left = true;
+
+ GLenum last_clip_origin = 0;
+ GLenum last_clip_depth_mode = 0;
+ if (!g_IsGLES && /*g_GlVersion >= 450*/ (glad_glClipControl || glad_glClipControlEXT)) {
+ glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
+ glGetIntegerv(GL_CLIP_DEPTH_MODE, (GLint*)&last_clip_depth_mode);
+ if (last_clip_origin == GL_UPPER_LEFT) {
+ clip_origin_lower_left = false;
+ glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
+ }
+ }
+ // Setup desired GL state
+ // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
+ // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
+ GLuint vertex_array_object = 0;
+ if (g_GlVersion >= 300)
+ glGenVertexArrays(1, &vertex_array_object);
+
+ ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
+
+ // Will project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
+ ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
+
+ // Render command lists
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+
+ // Upload vertex/index buffers
+ glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
+
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback != NULL)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec4 clip_rect;
+ clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
+ clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
+ clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
+ clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
+
+ if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
+ {
+ // Apply scissor/clipping rectangle
+ //if (clip_origin_lower_left)
+ glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
+ //else
+ // glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
+
+ // Bind texture, Draw
+ glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
+ //#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
+ if (g_GlVersion >= 320) // OGL and OGL ES
+ glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
+ else
+ glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
+ }
+ }
+ }
+ }
+
+ // Destroy the temporary VAO
+ if (g_GlVersion >= 300)
+ glDeleteVertexArrays(1, &vertex_array_object);
+
+ // Restore modified GL state
+ glUseProgram(last_program);
+ glBindTexture(GL_TEXTURE_2D, last_texture);
+
+ if (!g_IsGLES && g_GlVersion >= 330)
+ glBindSampler(0, last_sampler);
+
+ glActiveTexture(last_active_texture);
+
+ if (g_GlVersion >= 300)
+ glBindVertexArray(last_vertex_array_object);
+
+ glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+ glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
+ glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
+ if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
+ if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
+ if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
+ if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
+
+ if (!g_IsGLES && g_GlVersion >= 200)
+ glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
+
+ glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
+ glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
+
+ if (last_srgb_enabled)
+ glEnable(GL_FRAMEBUFFER_SRGB);
+
+ if (!g_IsGLES && /*g_GlVersion >= 450*/ glad_glClipControl)
+ if (!clip_origin_lower_left)
+ glClipControl(last_clip_origin, last_clip_depth_mode);
+}
+
+}
diff --git a/src/gl/imgui_impl_opengl3.h b/src/gl/imgui_impl_opengl3.h
new file mode 100644
index 0000000..4d9d373
--- /dev/null
+++ b/src/gl/imgui_impl_opengl3.h
@@ -0,0 +1,46 @@
+// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
+// - Desktop GL: 2.x 3.x 4.x
+// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
+// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
+// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// About Desktop OpenGL function loaders:
+// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
+// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
+// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
+
+// About GLSL version:
+// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
+// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
+// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
+
+#pragma once
+#ifndef MANGOHUD_IMGUI_IMPL_OPENGL3_H
+#define MANGOHUD_IMGUI_IMPL_OPENGL3_H
+
+namespace MangoHud {
+
+void GetOpenGLVersion(int& major, int& minor, bool& isGLES);
+
+// Backend API
+IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
+
+// (Optional) Called by Init/NewFrame/Shutdown
+//IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
+//IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
+//IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
+//IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
+
+}
+
+#endif //MANGOHUD_IMGUI_IMPL_OPENGL3_H
diff --git a/src/gl/inject_egl.cpp b/src/gl/inject_egl.cpp
new file mode 100644
index 0000000..cbdd8ea
--- /dev/null
+++ b/src/gl/inject_egl.cpp
@@ -0,0 +1,108 @@
+#include <iostream>
+#include <array>
+#include <cstring>
+#include "real_dlsym.h"
+#include "mesa/util/macros.h"
+#include "mesa/util/os_time.h"
+#include "blacklist.h"
+
+#include <chrono>
+#include <iomanip>
+
+#include "imgui_hud.h"
+
+using namespace MangoHud::GL;
+
+#define EXPORT_C_(type) extern "C" __attribute__((__visibility__("default"))) type
+EXPORT_C_(void *) eglGetProcAddress(const char* procName);
+
+void* get_egl_proc_address(const char* name) {
+
+ void *func = nullptr;
+ static void *(*pfn_eglGetProcAddress)(const char*) = nullptr;
+ if (!pfn_eglGetProcAddress)
+ pfn_eglGetProcAddress = reinterpret_cast<decltype(pfn_eglGetProcAddress)>(get_proc_address("eglGetProcAddress"));
+
+ if (pfn_eglGetProcAddress)
+ func = pfn_eglGetProcAddress(name);
+
+ if (!func)
+ func = get_proc_address( name );
+
+ if (!func) {
+ std::cerr << "MANGOHUD: Failed to get function '" << name << "'" << std::endl;
+ }
+
+ return func;
+}
+
+//EGLBoolean eglMakeCurrent(EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx);
+EXPORT_C_(int) eglMakeCurrent_OFF(void *dpy, void *draw, void *read,void *ctx) {
+
+#ifndef NDEBUG
+ std::cerr << __func__ << ": " << draw << ", " << ctx << std::endl;
+#endif
+ int ret = 0;
+ return ret;
+}
+
+EXPORT_C_(unsigned int) eglSwapBuffers( void* dpy, void* surf)
+{
+ static int (*pfn_eglSwapBuffers)(void*, void*) = nullptr;
+ if (!pfn_eglSwapBuffers)
+ pfn_eglSwapBuffers = reinterpret_cast<decltype(pfn_eglSwapBuffers)>(get_proc_address("eglSwapBuffers"));
+
+ if (!is_blacklisted()) {
+ static int (*pfn_eglQuerySurface)(void* dpy, void* surface, int attribute, int *value) = nullptr;
+ if (!pfn_eglQuerySurface)
+ pfn_eglQuerySurface = reinterpret_cast<decltype(pfn_eglQuerySurface)>(get_proc_address("eglQuerySurface"));
+
+
+ //std::cerr << __func__ << "\n";
+
+ imgui_create(surf);
+
+ int width=0, height=0;
+ if (pfn_eglQuerySurface(dpy, surf, 0x3056, &height) &&
+ pfn_eglQuerySurface(dpy, surf, 0x3057, &width))
+ imgui_render(width, height);
+
+ //std::cerr << "\t" << width << " x " << height << "\n";
+ }
+
+ return pfn_eglSwapBuffers(dpy, surf);
+}
+
+struct func_ptr {
+ const char *name;
+ void *ptr;
+};
+
+static std::array<const func_ptr, 1> name_to_funcptr_map = {{
+#define ADD_HOOK(fn) { #fn, (void *) fn }
+ ADD_HOOK(eglGetProcAddress),
+#undef ADD_HOOK
+}};
+
+EXPORT_C_(void *) mangohud_find_egl_ptr(const char *name)
+{
+ if (is_blacklisted())
+ return nullptr;
+
+ for (auto& func : name_to_funcptr_map) {
+ if (strcmp(name, func.name) == 0)
+ return func.ptr;
+ }
+
+ return nullptr;
+}
+
+EXPORT_C_(void *) eglGetProcAddress(const char* procName) {
+ //std::cerr << __func__ << ": " << procName << std::endl;
+
+ void* func = mangohud_find_egl_ptr(procName);
+ if (func)
+ return func;
+
+ return get_egl_proc_address(procName);
+}
diff --git a/src/gl/inject_glx.cpp b/src/gl/inject_glx.cpp
new file mode 100644
index 0000000..624bc37
--- /dev/null
+++ b/src/gl/inject_glx.cpp
@@ -0,0 +1,264 @@
+#include <X11/Xlib.h>
+#include <iostream>
+#include <array>
+#include <thread>
+#include <vector>
+#include <algorithm>
+#include <cstring>
+#include "real_dlsym.h"
+#include "loaders/loader_glx.h"
+#include "loaders/loader_x11.h"
+#include "mesa/util/macros.h"
+#include "mesa/util/os_time.h"
+#include "blacklist.h"
+
+#include <chrono>
+#include <iomanip>
+
+#include "imgui_hud.h"
+
+using namespace MangoHud::GL;
+
+#define EXPORT_C_(type) extern "C" __attribute__((__visibility__("default"))) type
+
+EXPORT_C_(void *) glXGetProcAddress(const unsigned char* procName);
+EXPORT_C_(void *) glXGetProcAddressARB(const unsigned char* procName);
+
+#ifndef GLX_WIDTH
+#define GLX_WIDTH 0x801D
+#define GLX_HEIGTH 0x801E
+#endif
+
+static glx_loader glx;
+
+static std::vector<std::thread::id> gl_threads;
+
+void* get_glx_proc_address(const char* name) {
+ glx.Load();
+
+ void *func = nullptr;
+ if (glx.GetProcAddress)
+ func = glx.GetProcAddress( (const unsigned char*) name );
+
+ if (!func && glx.GetProcAddressARB)
+ func = glx.GetProcAddressARB( (const unsigned char*) name );
+
+ if (!func)
+ func = get_proc_address( name );
+
+ if (!func) {
+ std::cerr << "MANGOHUD: Failed to get function '" << name << "'" << std::endl;
+ }
+
+ return func;
+}
+
+EXPORT_C_(void *) glXCreateContext(void *dpy, void *vis, void *shareList, int direct)
+{
+ glx.Load();
+ void *ctx = glx.CreateContext(dpy, vis, shareList, direct);
+#ifndef NDEBUG
+ std::cerr << __func__ << ":" << ctx << std::endl;
+#endif
+ return ctx;
+}
+
+EXPORT_C_(int) glXMakeCurrent(void* dpy, void* drawable, void* ctx) {
+ glx.Load();
+#ifndef NDEBUG
+ std::cerr << __func__ << ": " << drawable << ", " << ctx << std::endl;
+#endif
+
+ int ret = glx.MakeCurrent(dpy, drawable, ctx);
+
+ if (!is_blacklisted()) {
+ if (ret) {
+ //TODO might as well just ignore everything here as long as VBOs get recreated anyway
+ auto it = std::find(gl_threads.begin(), gl_threads.end(), std::this_thread::get_id());
+ if (!ctx) {
+ if (it != gl_threads.end())
+ gl_threads.erase(it);
+ if (!gl_threads.size())
+ imgui_set_context(nullptr);
+ } else {
+ if (it == gl_threads.end())
+ gl_threads.push_back(std::this_thread::get_id());
+ imgui_set_context(ctx);
+#ifndef NDEBUG
+ std::cerr << "MANGOHUD: GL thread count: " << gl_threads.size() << "\n";
+#endif
+ }
+ }
+
+ if (params.gl_vsync >= -1) {
+ if (glx.SwapIntervalEXT)
+ glx.SwapIntervalEXT(dpy, drawable, params.gl_vsync);
+ if (glx.SwapIntervalSGI)
+ glx.SwapIntervalSGI(params.gl_vsync);
+ if (glx.SwapIntervalMESA)
+ glx.SwapIntervalMESA(params.gl_vsync);
+ }
+ }
+
+ return ret;
+}
+
+static void do_imgui_swap(void *dpy, void *drawable)
+{
+ if (!is_blacklisted()) {
+ imgui_create(glx.GetCurrentContext());
+
+ unsigned int width = -1, height = -1;
+
+ glx.QueryDrawable(dpy, drawable, GLX_WIDTH, &width);
+ glx.QueryDrawable(dpy, drawable, GLX_HEIGTH, &height);
+
+ /*GLint vp[4]; glGetIntegerv (GL_VIEWPORT, vp);
+ width = vp[2];
+ height = vp[3];*/
+
+ imgui_render(width, height);
+ }
+}
+
+EXPORT_C_(void) glXSwapBuffers(void* dpy, void* drawable) {
+ glx.Load();
+
+ do_imgui_swap(dpy, drawable);
+ glx.SwapBuffers(dpy, drawable);
+
+ using namespace std::chrono_literals;
+ if (!is_blacklisted() && fps_limit_stats.targetFrameTime > 0s){
+ fps_limit_stats.frameStart = Clock::now();
+ FpsLimiter(fps_limit_stats);
+ fps_limit_stats.frameEnd = Clock::now();
+ }
+}
+
+EXPORT_C_(int64_t) glXSwapBuffersMscOML(void* dpy, void* drawable, int64_t target_msc, int64_t divisor, int64_t remainder)
+{
+ glx.Load();
+
+ do_imgui_swap(dpy, drawable);
+ int64_t ret = glx.SwapBuffersMscOML(dpy, drawable, target_msc, divisor, remainder);
+
+ using namespace std::chrono_literals;
+ if (!is_blacklisted() && fps_limit_stats.targetFrameTime > 0s){
+ fps_limit_stats.frameStart = Clock::now();
+ FpsLimiter(fps_limit_stats);
+ fps_limit_stats.frameEnd = Clock::now();
+ }
+ return ret;
+}
+
+EXPORT_C_(void) glXSwapIntervalEXT(void *dpy, void *draw, int interval) {
+#ifndef NDEBUG
+ std::cerr << __func__ << ": " << interval << std::endl;
+#endif
+ glx.Load();
+
+ if (!is_blacklisted() && params.gl_vsync >= 0)
+ interval = params.gl_vsync;
+
+ glx.SwapIntervalEXT(dpy, draw, interval);
+}
+
+EXPORT_C_(int) glXSwapIntervalSGI(int interval) {
+#ifndef NDEBUG
+ std::cerr << __func__ << ": " << interval << std::endl;
+#endif
+ glx.Load();
+
+ if (!is_blacklisted() && params.gl_vsync >= 0)
+ interval = params.gl_vsync;
+
+ return glx.SwapIntervalSGI(interval);
+}
+
+EXPORT_C_(int) glXSwapIntervalMESA(unsigned int interval) {
+#ifndef NDEBUG
+ std::cerr << __func__ << ": " << interval << std::endl;
+#endif
+ glx.Load();
+
+ if (!is_blacklisted() && params.gl_vsync >= 0)
+ interval = (unsigned int)params.gl_vsync;
+
+ return glx.SwapIntervalMESA(interval);
+}
+
+EXPORT_C_(int) glXGetSwapIntervalMESA() {
+ glx.Load();
+ int interval = glx.GetSwapIntervalMESA();
+
+ if (!is_blacklisted()) {
+ static bool first_call = true;
+
+ if (first_call) {
+ first_call = false;
+ if (params.gl_vsync >= 0) {
+ interval = params.gl_vsync;
+ glx.SwapIntervalMESA(interval);
+ }
+ }
+ }
+
+#ifndef NDEBUG
+ std::cerr << __func__ << ": " << interval << std::endl;
+#endif
+ return interval;
+}
+
+struct func_ptr {
+ const char *name;
+ void *ptr;
+};
+
+static std::array<const func_ptr, 10> name_to_funcptr_map = {{
+#define ADD_HOOK(fn) { #fn, (void *) fn }
+ ADD_HOOK(glXGetProcAddress),
+ ADD_HOOK(glXGetProcAddressARB),
+ ADD_HOOK(glXCreateContext),
+ ADD_HOOK(glXMakeCurrent),
+ ADD_HOOK(glXSwapBuffers),
+ ADD_HOOK(glXSwapBuffersMscOML),
+
+ ADD_HOOK(glXSwapIntervalEXT),
+ ADD_HOOK(glXSwapIntervalSGI),
+ ADD_HOOK(glXSwapIntervalMESA),
+ ADD_HOOK(glXGetSwapIntervalMESA),
+#undef ADD_HOOK
+}};
+
+EXPORT_C_(void *) mangohud_find_glx_ptr(const char *name)
+{
+ if (is_blacklisted())
+ return nullptr;
+
+ for (auto& func : name_to_funcptr_map) {
+ if (strcmp(name, func.name) == 0)
+ return func.ptr;
+ }
+
+ return nullptr;
+}
+
+EXPORT_C_(void *) glXGetProcAddress(const unsigned char* procName) {
+ //std::cerr << __func__ << ":" << procName << std::endl;
+
+ void* func = mangohud_find_glx_ptr( (const char*)procName );
+ if (func)
+ return func;
+
+ return get_glx_proc_address((const char*)procName);
+}
+
+EXPORT_C_(void *) glXGetProcAddressARB(const unsigned char* procName) {
+ //std::cerr << __func__ << ":" << procName << std::endl;
+
+ void* func = mangohud_find_glx_ptr( (const char*)procName );
+ if (func)
+ return func;
+
+ return get_glx_proc_address((const char*)procName);
+}
diff --git a/src/gpu.cpp b/src/gpu.cpp
new file mode 100644
index 0000000..1b04df3
--- /dev/null
+++ b/src/gpu.cpp
@@ -0,0 +1,95 @@
+#include "memory.h"
+#include "gpu.h"
+
+struct gpuInfo gpu_info;
+amdgpu_files amdgpu {};
+
+void getNvidiaGpuInfo(){
+#ifdef HAVE_NVML
+ if (nvmlSuccess){
+ getNVMLInfo();
+ gpu_info.load = nvidiaUtilization.gpu;
+ gpu_info.temp = nvidiaTemp;
+ gpu_info.memoryUsed = nvidiaMemory.used / (1024.f * 1024.f * 1024.f);
+ gpu_info.CoreClock = nvidiaCoreClock;
+ gpu_info.MemClock = nvidiaMemClock;
+ gpu_info.powerUsage = nvidiaPowerUsage / 1000;
+ return;
+ }
+#endif
+#ifdef HAVE_XNVCTRL
+ if (nvctrlSuccess) {
+ getNvctrlInfo();
+ gpu_info.load = nvctrl_info.load;
+ gpu_info.temp = nvctrl_info.temp;
+ gpu_info.memoryUsed = nvctrl_info.memoryUsed / (1024.f);
+ gpu_info.CoreClock = nvctrl_info.CoreClock;
+ gpu_info.MemClock = nvctrl_info.MemClock;
+ gpu_info.powerUsage = 0;
+ return;
+ }
+#endif
+}
+
+void getAmdGpuInfo(){
+ int64_t value = 0;
+
+ if (amdgpu.busy) {
+ rewind(amdgpu.busy);
+ fflush(amdgpu.busy);
+ if (fscanf(amdgpu.busy, "%d", &gpu_info.load) != 1)
+ gpu_info.load = 0;
+ gpu_info.load = gpu_info.load;
+ }
+
+ if (amdgpu.temp) {
+ rewind(amdgpu.temp);
+ fflush(amdgpu.temp);
+ if (fscanf(amdgpu.temp, "%d", &gpu_info.temp) != 1)
+ gpu_info.temp = 0;
+ gpu_info.temp /= 1000;
+ }
+
+ if (amdgpu.vram_total) {
+ rewind(amdgpu.vram_total);
+ fflush(amdgpu.vram_total);
+ if (fscanf(amdgpu.vram_total, "%" PRId64, &value) != 1)
+ value = 0;
+ gpu_info.memoryTotal = float(value) / (1024 * 1024 * 1024);
+ }
+
+ if (amdgpu.vram_used) {
+ rewind(amdgpu.vram_used);
+ fflush(amdgpu.vram_used);
+ if (fscanf(amdgpu.vram_used, "%" PRId64, &value) != 1)
+ value = 0;
+ gpu_info.memoryUsed = float(value) / (1024 * 1024 * 1024);
+ }
+
+ if (amdgpu.core_clock) {
+ rewind(amdgpu.core_clock);
+ fflush(amdgpu.core_clock);
+ if (fscanf(amdgpu.core_clock, "%" PRId64, &value) != 1)
+ value = 0;
+
+ gpu_info.CoreClock = value / 1000000;
+ }
+
+ if (amdgpu.memory_clock) {
+ rewind(amdgpu.memory_clock);
+ fflush(amdgpu.memory_clock);
+ if (fscanf(amdgpu.memory_clock, "%" PRId64, &value) != 1)
+ value = 0;
+
+ gpu_info.MemClock = value / 1000000;
+ }
+
+ if (amdgpu.power_usage) {
+ rewind(amdgpu.power_usage);
+ fflush(amdgpu.power_usage);
+ if (fscanf(amdgpu.power_usage, "%" PRId64, &value) != 1)
+ value = 0;
+
+ gpu_info.powerUsage = value / 1000000;
+ }
+}
diff --git a/src/gpu.h b/src/gpu.h
new file mode 100644
index 0000000..2c54421
--- /dev/null
+++ b/src/gpu.h
@@ -0,0 +1,42 @@
+#pragma once
+#ifndef MANGOHUD_GPU_H
+#define MANGOHUD_GPU_H
+
+#include <thread>
+#include <inttypes.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include "nvctrl.h"
+#ifdef HAVE_NVML
+#include "nvidia_info.h"
+#endif
+
+struct amdgpu_files
+{
+ FILE *busy;
+ FILE *temp;
+ FILE *vram_total;
+ FILE *vram_used;
+ FILE *core_clock;
+ FILE *memory_clock;
+ FILE *power_usage;
+};
+
+extern amdgpu_files amdgpu;
+
+struct gpuInfo{
+ int load;
+ int temp;
+ float memoryUsed;
+ float memoryTotal;
+ int MemClock;
+ int CoreClock;
+ int powerUsage;
+};
+
+extern struct gpuInfo gpu_info;
+
+void getNvidiaGpuInfo(void);
+void getAmdGpuInfo(void);
+
+#endif //MANGOHUD_GPU_H
diff --git a/src/hook_dlsym.cpp b/src/hook_dlsym.cpp
new file mode 100644
index 0000000..45eaab4
--- /dev/null
+++ b/src/hook_dlsym.cpp
@@ -0,0 +1,37 @@
+#include <stdio.h>
+#include <stdlib.h>
+#include <dlfcn.h>
+#include "real_dlsym.h"
+
+EXPORT_C_(void*) dlsym(void * handle, const char * name)
+{
+ static void *(*find_glx_ptr)(const char *name) = nullptr;
+ static void *(*find_egl_ptr)(const char *name) = nullptr;
+
+ if (!find_glx_ptr)
+ find_glx_ptr = reinterpret_cast<decltype(find_glx_ptr)> (real_dlsym(RTLD_NEXT, "mangohud_find_glx_ptr"));
+
+ if (!find_egl_ptr)
+ find_egl_ptr = reinterpret_cast<decltype(find_egl_ptr)> (real_dlsym(RTLD_NEXT, "mangohud_find_egl_ptr"));
+
+ void* func = nullptr;
+
+ if (find_glx_ptr) {
+ func = find_glx_ptr(name);
+ if (func) {
+ //fprintf(stderr,"%s: local: %s\n", __func__ , name);
+ return func;
+ }
+ }
+
+ if (find_egl_ptr) {
+ func = find_egl_ptr(name);
+ if (func) {
+ //fprintf(stderr,"%s: local: %s\n", __func__ , name);
+ return func;
+ }
+ }
+
+ //fprintf(stderr,"%s: foreign: %s\n", __func__ , name);
+ return real_dlsym(handle, name);
+}
diff --git a/src/iostats.cpp b/src/iostats.cpp
new file mode 100644
index 0000000..9c740b9
--- /dev/null
+++ b/src/iostats.cpp
@@ -0,0 +1,24 @@
+#include "iostats.h"
+#include "string_utils.h"
+#include <fstream>
+
+void getIoStats(void *args) {
+ iostats *io = reinterpret_cast<iostats *>(args);
+ if (io) {
+ io->prev.read_bytes = io->curr.read_bytes;
+ io->prev.write_bytes = io->curr.write_bytes;
+
+ std::string line;
+ std::ifstream f("/proc/self/io");
+ while (std::getline(f, line)) {
+ if (starts_with(line, "read_bytes:")) {
+ try_stoull(io->curr.read_bytes, line.substr(12));
+ }
+ else if (starts_with(line, "write_bytes:")) {
+ try_stoull(io->curr.write_bytes, line.substr(13));
+ }
+ }
+ io->diff.read = (io->curr.read_bytes - io->prev.read_bytes) / (1024.f * 1024.f);
+ io->diff.write = (io->curr.write_bytes - io->prev.write_bytes) / (1024.f * 1024.f);
+ }
+}
diff --git a/src/iostats.h b/src/iostats.h
new file mode 100644
index 0000000..30b59d2
--- /dev/null
+++ b/src/iostats.h
@@ -0,0 +1,25 @@
+#pragma once
+#ifndef MANGOHUD_IOSTATS_H
+#define MANGOHUD_IOSTATS_H
+
+#include <pthread.h>
+#include <inttypes.h>
+
+struct iostats {
+ struct {
+ unsigned long long read_bytes;
+ unsigned long long write_bytes;
+ } curr;
+ struct {
+ unsigned long long read_bytes;
+ unsigned long long write_bytes;
+ } prev;
+ struct {
+ float read;
+ float write;
+ } diff;
+};
+
+void getIoStats(void *args);
+
+#endif //MANGOHUD_IOSTATS_H
diff --git a/src/keybinds.h b/src/keybinds.h
new file mode 100644
index 0000000..3943f83
--- /dev/null
+++ b/src/keybinds.h
@@ -0,0 +1,42 @@
+#pragma once
+#ifndef MANGOHUD_KEYBINDS_H
+#define MANGOHUD_KEYBINDS_H
+
+#include "shared_x11.h"
+#include "loaders/loader_x11.h"
+
+#ifndef KeySym
+typedef unsigned long KeySym;
+#endif
+
+Clock::time_point last_f2_press, last_f12_press, reload_cfg_press, last_upload_press;
+
+#ifdef HAVE_X11
+bool keys_are_pressed(const std::vector<KeySym>& keys) {
+
+ if (!init_x11())
+ return false;
+
+ char keys_return[32];
+ size_t pressed = 0;
+
+ g_x11->XQueryKeymap(get_xdisplay(), keys_return);
+
+ for (KeySym ks : keys) {
+ KeyCode kc2 = g_x11->XKeysymToKeycode(get_xdisplay(), ks);
+
+ bool isPressed = !!(keys_return[kc2 >> 3] & (1 << (kc2 & 7)));
+
+ if (isPressed)
+ pressed++;
+ }
+
+ if (pressed > 0 && pressed == keys.size()) {
+ return true;
+ }
+
+ return false;
+}
+#endif //HAVE_X11
+
+#endif //MANGOHUD_KEYBINDS_H \ No newline at end of file
diff --git a/src/loaders/loader_dbus.cpp b/src/loaders/loader_dbus.cpp
new file mode 100644
index 0000000..0c981a3
--- /dev/null
+++ b/src/loaders/loader_dbus.cpp
@@ -0,0 +1,321 @@
+
+#include "loaders/loader_dbus.h"
+#include <iostream>
+
+// Put these sanity checks here so that they fire at most once
+// (to avoid cluttering the build output).
+#if !defined(LIBRARY_LOADER_DBUS_H_DLOPEN) && !defined(LIBRARY_LOADER_DBUS_H_DT_NEEDED)
+#error neither LIBRARY_LOADER_DBUS_H_DLOPEN nor LIBRARY_LOADER_DBUS_H_DT_NEEDED defined
+#endif
+#if defined(LIBRARY_LOADER_DBUS_H_DLOPEN) && defined(LIBRARY_LOADER_DBUS_H_DT_NEEDED)
+#error both LIBRARY_LOADER_DBUS_H_DLOPEN and LIBRARY_LOADER_DBUS_H_DT_NEEDED defined
+#endif
+
+libdbus_loader::libdbus_loader() : loaded_(false) {
+}
+
+libdbus_loader::~libdbus_loader() {
+ CleanUp(loaded_);
+}
+
+bool libdbus_loader::Load(const std::string& library_name) {
+ if (loaded_) {
+ return false;
+ }
+
+#if defined(LIBRARY_LOADER_DBUS_H_DLOPEN)
+ library_ = dlopen(library_name.c_str(), RTLD_LAZY);
+ if (!library_) {
+ std::cerr << "MANGOHUD: Failed to open " << "" MANGOHUD_ARCH << " " << library_name << ": " << dlerror() << std::endl;
+ return false;
+ }
+
+
+ bus_add_match =
+ reinterpret_cast<decltype(this->bus_add_match)>(
+ dlsym(library_, "dbus_bus_add_match"));
+ if (!bus_add_match) {
+ CleanUp(true);
+ return false;
+ }
+
+ bus_get =
+ reinterpret_cast<decltype(this->bus_get)>(
+ dlsym(library_, "dbus_bus_get"));
+ if (!bus_get) {
+ CleanUp(true);
+ return false;
+ }
+
+ bus_get_unique_name =
+ reinterpret_cast<decltype(this->bus_get_unique_name)>(
+ dlsym(library_, "dbus_bus_get_unique_name"));
+ if (!bus_get_unique_name) {
+ CleanUp(true);
+ return false;
+ }
+
+ bus_remove_match =
+ reinterpret_cast<decltype(this->bus_remove_match)>(
+ dlsym(library_, "dbus_bus_remove_match"));
+ if (!bus_remove_match) {
+ CleanUp(true);
+ return false;
+ }
+
+ connection_add_filter =
+ reinterpret_cast<decltype(this->connection_add_filter)>(
+ dlsym(library_, "dbus_connection_add_filter"));
+ if (!connection_add_filter) {
+ CleanUp(true);
+ return false;
+ }
+
+ connection_pop_message =
+ reinterpret_cast<decltype(this->connection_pop_message)>(
+ dlsym(library_, "dbus_connection_pop_message"));
+ if (!connection_pop_message) {
+ CleanUp(true);
+ return false;
+ }
+
+ connection_read_write =
+ reinterpret_cast<decltype(this->connection_read_write)>(
+ dlsym(library_, "dbus_connection_read_write"));
+ if (!connection_read_write) {
+ CleanUp(true);
+ return false;
+ }
+
+ connection_read_write_dispatch =
+ reinterpret_cast<decltype(this->connection_read_write)>(
+ dlsym(library_, "dbus_connection_read_write_dispatch"));
+ if (!connection_read_write_dispatch) {
+ CleanUp(true);
+ return false;
+ }
+
+ connection_remove_filter =
+ reinterpret_cast<decltype(this->connection_remove_filter)>(
+ dlsym(library_, "dbus_connection_remove_filter"));
+ if (!connection_remove_filter) {
+ CleanUp(true);
+ return false;
+ }
+
+ connection_send_with_reply_and_block =
+ reinterpret_cast<decltype(this->connection_send_with_reply_and_block)>(
+ dlsym(library_, "dbus_connection_send_with_reply_and_block"));
+ if (!connection_send_with_reply_and_block) {
+ CleanUp(true);
+ return false;
+ }
+
+ connection_unref =
+ reinterpret_cast<decltype(this->connection_unref)>(
+ dlsym(library_, "dbus_connection_unref"));
+ if (!connection_unref) {
+ CleanUp(true);
+ return false;
+ }
+
+ error_free =
+ reinterpret_cast<decltype(this->error_free)>(
+ dlsym(library_, "dbus_error_free"));
+ if (!error_free) {
+ CleanUp(true);
+ return false;
+ }
+
+ error_init =
+ reinterpret_cast<decltype(this->error_init)>(
+ dlsym(library_, "dbus_error_init"));
+ if (!error_init) {
+ CleanUp(true);
+ return false;
+ }
+
+ error_is_set =
+ reinterpret_cast<decltype(this->error_is_set)>(
+ dlsym(library_, "dbus_error_is_set"));
+ if (!error_is_set) {
+ CleanUp(true);
+ return false;
+ }
+
+ message_append_args =
+ reinterpret_cast<decltype(this->message_append_args)>(
+ dlsym(library_, "dbus_message_append_args"));
+ if (!message_append_args) {
+ CleanUp(true);
+ return false;
+ }
+
+ message_get_interface =
+ reinterpret_cast<decltype(this->message_get_interface)>(
+ dlsym(library_, "dbus_message_get_interface"));
+ if (!message_get_interface) {
+ CleanUp(true);
+ return false;
+ }
+
+ message_get_member =
+ reinterpret_cast<decltype(this->message_get_member)>(
+ dlsym(library_, "dbus_message_get_member"));
+ if (!message_get_member) {
+ CleanUp(true);
+ return false;
+ }
+
+ message_is_signal =
+ reinterpret_cast<decltype(this->message_is_signal)>(
+ dlsym(library_, "dbus_message_is_signal"));
+ if (!message_is_signal) {
+ CleanUp(true);
+ return false;
+ }
+
+ message_iter_get_arg_type =
+ reinterpret_cast<decltype(this->message_iter_get_arg_type)>(
+ dlsym(library_, "dbus_message_iter_get_arg_type"));
+ if (!message_iter_get_arg_type) {
+ CleanUp(true);
+ return false;
+ }
+
+ message_iter_get_basic =
+ reinterpret_cast<decltype(this->message_iter_get_basic)>(
+ dlsym(library_, "dbus_message_iter_get_basic"));
+ if (!message_iter_get_basic) {
+ CleanUp(true);
+ return false;
+ }
+
+ message_iter_init =
+ reinterpret_cast<decltype(this->message_iter_init)>(
+ dlsym(library_, "dbus_message_iter_init"));
+ if (!message_iter_init) {
+ CleanUp(true);
+ return false;
+ }
+
+ message_iter_next =
+ reinterpret_cast<decltype(this->message_iter_next)>(
+ dlsym(library_, "dbus_message_iter_next"));
+ if (!message_iter_next) {
+ CleanUp(true);
+ return false;
+ }
+
+ message_iter_recurse =
+ reinterpret_cast<decltype(this->message_iter_recurse)>(
+ dlsym(library_, "dbus_message_iter_recurse"));
+ if (!message_iter_recurse) {
+ CleanUp(true);
+ return false;
+ }
+
+ message_new_method_call =
+ reinterpret_cast<decltype(this->message_new_method_call)>(
+ dlsym(library_, "dbus_message_new_method_call"));
+ if (!message_new_method_call) {
+ CleanUp(true);
+ return false;
+ }
+
+ message_unref =
+ reinterpret_cast<decltype(this->message_unref)>(
+ dlsym(library_, "dbus_message_unref"));
+ if (!message_unref) {
+ CleanUp(true);
+ return false;
+ }
+
+ move_error =
+ reinterpret_cast<decltype(this->move_error)>(
+ dlsym(library_, "dbus_move_error"));
+ if (!move_error) {
+ CleanUp(true);
+ return false;
+ }
+
+ threads_init_default =
+ reinterpret_cast<decltype(this->threads_init_default)>(
+ dlsym(library_, "dbus_threads_init_default"));
+ if (!threads_init_default) {
+ CleanUp(true);
+ return false;
+ }
+
+ message_get_sender =
+ reinterpret_cast<decltype(this->message_get_sender)>(
+ dlsym(library_, "dbus_message_get_sender"));
+ if (!message_get_sender) {
+ CleanUp(true);
+ return false;
+ }
+
+#endif
+
+#if defined(LIBRARY_LOADER_DBUS_H_DT_NEEDED)
+ bus_add_match = &::dbus_bus_add_match;
+ bus_get = &::dbus_bus_get;
+ bus_get_unique_name = &::dbus_bus_get_unique_name;
+ bus_remove_match = &::dbus_bus_remove_match;
+ connection_pop_message = &::dbus_connection_pop_message;
+ connection_read_write = &::dbus_connection_read_write;
+ connection_send_with_reply_and_block = &::dbus_connection_send_with_reply_and_block;
+ connection_unref = &::dbus_connection_unref;
+ error_free = &::dbus_error_free;
+ error_init = &::dbus_error_init;
+ error_is_set = &::dbus_error_is_set;
+ message_append_args = &::dbus_message_append_args;
+ message_is_signal = &::dbus_message_is_signal;
+ message_iter_get_arg_type = &::dbus_message_iter_get_arg_type;
+ message_iter_get_basic = &::dbus_message_iter_get_basic;
+ message_iter_init = &::dbus_message_iter_init;
+ message_iter_next = &::dbus_message_iter_next;
+ message_iter_recurse = &::dbus_message_iter_recurse;
+ message_new_method_call = &::dbus_message_new_method_call;
+ message_unref = &::dbus_message_unref;
+ move_error = &::dbus_move_error;
+ threads_init_default = &::dbus_threads_init_default;
+
+#endif
+
+ loaded_ = true;
+ return true;
+}
+
+void libdbus_loader::CleanUp(bool unload) {
+#if defined(LIBRARY_LOADER_DBUS_H_DLOPEN)
+ if (unload) {
+ dlclose(library_);
+ library_ = NULL;
+ }
+#endif
+ loaded_ = false;
+ bus_add_match = NULL;
+ bus_get = NULL;
+ bus_get_unique_name = NULL;
+ bus_remove_match = NULL;
+ connection_pop_message = NULL;
+ connection_read_write = NULL;
+ connection_send_with_reply_and_block = NULL;
+ connection_unref = NULL;
+ error_free = NULL;
+ error_init = NULL;
+ error_is_set = NULL;
+ message_append_args = NULL;
+ message_is_signal = NULL;
+ message_iter_get_arg_type = NULL;
+ message_iter_get_basic = NULL;
+ message_iter_init = NULL;
+ message_iter_next = NULL;
+ message_iter_recurse = NULL;
+ message_new_method_call = NULL;
+ message_unref = NULL;
+ move_error = NULL;
+ threads_init_default = NULL;
+
+}
diff --git a/src/loaders/loader_dbus.h b/src/loaders/loader_dbus.h
new file mode 100644
index 0000000..a14418b
--- /dev/null
+++ b/src/loaders/loader_dbus.h
@@ -0,0 +1,67 @@
+
+#ifndef LIBRARY_LOADER_DBUS_H
+#define LIBRARY_LOADER_DBUS_H
+
+#include <dbus/dbus.h>
+#define LIBRARY_LOADER_DBUS_H_DLOPEN
+
+
+#include <string>
+#include <dlfcn.h>
+
+class libdbus_loader {
+ public:
+ libdbus_loader();
+ libdbus_loader(const std::string& library_name) : libdbus_loader() {
+ Load(library_name);
+ }
+ ~libdbus_loader();
+
+ bool Load(const std::string& library_name);
+ bool IsLoaded() { return loaded_; }
+
+ decltype(&::dbus_bus_add_match) bus_add_match;
+ decltype(&::dbus_bus_get) bus_get;
+ decltype(&::dbus_bus_get_unique_name) bus_get_unique_name;
+ decltype(&::dbus_bus_remove_match) bus_remove_match;
+ decltype(&::dbus_connection_add_filter) connection_add_filter;
+ decltype(&::dbus_connection_pop_message) connection_pop_message;
+ decltype(&::dbus_connection_read_write) connection_read_write;
+ decltype(&::dbus_connection_read_write_dispatch) connection_read_write_dispatch;
+ decltype(&::dbus_connection_remove_filter) connection_remove_filter;
+ decltype(&::dbus_connection_send_with_reply_and_block) connection_send_with_reply_and_block;
+ decltype(&::dbus_connection_unref) connection_unref;
+ decltype(&::dbus_error_free) error_free;
+ decltype(&::dbus_error_init) error_init;
+ decltype(&::dbus_error_is_set) error_is_set;
+ decltype(&::dbus_message_append_args) message_append_args;
+ decltype(&::dbus_message_get_sender) message_get_sender;
+ decltype(&::dbus_message_get_interface) message_get_interface;
+ decltype(&::dbus_message_get_member) message_get_member;
+ decltype(&::dbus_message_is_signal) message_is_signal;
+ decltype(&::dbus_message_iter_get_arg_type) message_iter_get_arg_type;
+ decltype(&::dbus_message_iter_get_basic) message_iter_get_basic;
+ decltype(&::dbus_message_iter_init) message_iter_init;
+ decltype(&::dbus_message_iter_next) message_iter_next;
+ decltype(&::dbus_message_iter_recurse) message_iter_recurse;
+ decltype(&::dbus_message_new_method_call) message_new_method_call;
+ decltype(&::dbus_message_unref) message_unref;
+ decltype(&::dbus_move_error) move_error;
+ decltype(&::dbus_threads_init_default) threads_init_default;
+
+
+ private:
+ void CleanUp(bool unload);
+
+#if defined(LIBRARY_LOADER_DBUS_H_DLOPEN)
+ void* library_;
+#endif
+
+ bool loaded_;
+
+ // Disallow copy constructor and assignment operator.
+ libdbus_loader(const libdbus_loader&);
+ void operator=(const libdbus_loader&);
+};
+
+#endif // LIBRARY_LOADER_DBUS_H
diff --git a/src/loaders/loader_glx.cpp b/src/loaders/loader_glx.cpp
new file mode 100644
index 0000000..ca22ccd
--- /dev/null
+++ b/src/loaders/loader_glx.cpp
@@ -0,0 +1,124 @@
+#include <iostream>
+#include "real_dlsym.h"
+#include "loaders/loader_glx.h"
+
+glx_loader::glx_loader() : loaded_(false) {
+}
+
+glx_loader::~glx_loader() {
+ CleanUp(loaded_);
+}
+
+bool glx_loader::Load() {
+ if (loaded_) {
+ return true;
+ }
+
+ // Force load libGL
+ void *handle = real_dlopen("libGL.so.1", RTLD_LAZY);
+ if (!handle) {
+ std::cerr << "MANGOHUD: Failed to open " << "" MANGOHUD_ARCH << " libGL.so.1: " << dlerror() << std::endl;
+ return false;
+ }
+
+ GetProcAddress =
+ reinterpret_cast<decltype(this->GetProcAddress)>(
+ real_dlsym(handle, "glXGetProcAddress"));
+
+ GetProcAddressARB =
+ reinterpret_cast<decltype(this->GetProcAddressARB)>(
+ real_dlsym(handle, "glXGetProcAddressARB"));
+
+ if (!GetProcAddress) {
+ CleanUp(true);
+ return false;
+ }
+
+ CreateContext =
+ reinterpret_cast<decltype(this->CreateContext)>(
+ GetProcAddress((const unsigned char *)"glXCreateContext"));
+ if (!CreateContext) {
+ CleanUp(true);
+ return false;
+ }
+
+ DestroyContext =
+ reinterpret_cast<decltype(this->DestroyContext)>(
+ GetProcAddress((const unsigned char *)"glXDestroyContext"));
+ if (!DestroyContext) {
+ CleanUp(true);
+ return false;
+ }
+
+ GetCurrentContext =
+ reinterpret_cast<decltype(this->GetCurrentContext)>(
+ GetProcAddress((const unsigned char *)"glXGetCurrentContext"));
+ if (!GetCurrentContext) {
+ CleanUp(true);
+ return false;
+ }
+
+ SwapBuffers =
+ reinterpret_cast<decltype(this->SwapBuffers)>(
+ GetProcAddress((const unsigned char *)"glXSwapBuffers"));
+ if (!SwapBuffers) {
+ CleanUp(true);
+ return false;
+ }
+
+ SwapBuffersMscOML =
+ reinterpret_cast<decltype(this->SwapBuffersMscOML)>(
+ GetProcAddress((const unsigned char *)"glXSwapBuffersMscOML"));
+ /*if (!SwapBuffersMscOML) {
+ CleanUp(true);
+ return false;
+ }*/
+
+ SwapIntervalEXT =
+ reinterpret_cast<decltype(this->SwapIntervalEXT)>(
+ GetProcAddress((const unsigned char *)"glXSwapIntervalEXT"));
+
+ SwapIntervalSGI =
+ reinterpret_cast<decltype(this->SwapIntervalSGI)>(
+ GetProcAddress((const unsigned char *)"glXSwapIntervalSGI"));
+
+ SwapIntervalMESA =
+ reinterpret_cast<decltype(this->SwapIntervalMESA)>(
+ GetProcAddress((const unsigned char *)"glXSwapIntervalMESA"));
+
+ GetSwapIntervalMESA =
+ reinterpret_cast<decltype(this->GetSwapIntervalMESA)>(
+ GetProcAddress((const unsigned char *)"glXGetSwapIntervalMESA"));
+
+ QueryDrawable =
+ reinterpret_cast<decltype(this->QueryDrawable)>(
+ GetProcAddress((const unsigned char *)"glXQueryDrawable"));
+
+ MakeCurrent =
+ reinterpret_cast<decltype(this->MakeCurrent)>(
+ GetProcAddress((const unsigned char *)"glXMakeCurrent"));
+ if (!MakeCurrent) {
+ CleanUp(true);
+ return false;
+ }
+
+ loaded_ = true;
+ return true;
+}
+
+void glx_loader::CleanUp(bool unload) {
+ loaded_ = false;
+ GetProcAddress = nullptr;
+ GetProcAddressARB = nullptr;
+ CreateContext = nullptr;
+ DestroyContext = nullptr;
+ SwapBuffers = nullptr;
+ SwapIntervalEXT = nullptr;
+ SwapIntervalSGI = nullptr;
+ SwapIntervalMESA = nullptr;
+ QueryDrawable = nullptr;
+ MakeCurrent = nullptr;
+
+}
+
+glx_loader glx;
diff --git a/src/loaders/loader_glx.h b/src/loaders/loader_glx.h
new file mode 100644
index 0000000..760894c
--- /dev/null
+++ b/src/loaders/loader_glx.h
@@ -0,0 +1,35 @@
+#pragma once
+#include "gl/gl.h"
+#include <dlfcn.h>
+
+class glx_loader {
+ public:
+ glx_loader();
+ ~glx_loader();
+
+ bool Load();
+ bool IsLoaded() { return loaded_; }
+
+ decltype(&::glXGetProcAddress) GetProcAddress;
+ decltype(&::glXGetProcAddressARB) GetProcAddressARB;
+ decltype(&::glXCreateContext) CreateContext;
+ decltype(&::glXDestroyContext) DestroyContext;
+ decltype(&::glXSwapBuffers) SwapBuffers;
+ decltype(&::glXSwapIntervalEXT) SwapIntervalEXT;
+ decltype(&::glXSwapIntervalSGI) SwapIntervalSGI;
+ decltype(&::glXSwapIntervalMESA) SwapIntervalMESA;
+ decltype(&::glXGetSwapIntervalMESA) GetSwapIntervalMESA;
+ decltype(&::glXMakeCurrent) MakeCurrent;
+ decltype(&::glXGetCurrentContext) GetCurrentContext;
+ decltype(&::glXQueryDrawable) QueryDrawable;
+ decltype(&::glXSwapBuffersMscOML) SwapBuffersMscOML;
+
+ private:
+ void CleanUp(bool unload);
+
+ bool loaded_;
+
+ // Disallow copy constructor and assignment operator.
+ glx_loader(const glx_loader&);
+ void operator=(const glx_loader&);
+};
diff --git a/src/loaders/loader_nvctrl.cpp b/src/loaders/loader_nvctrl.cpp
new file mode 100644
index 0000000..915b1e3
--- /dev/null
+++ b/src/loaders/loader_nvctrl.cpp
@@ -0,0 +1,105 @@
+#include "loader_nvctrl.h"
+#include <iostream>
+#include <memory>
+
+// Put these sanity checks here so that they fire at most once
+// (to avoid cluttering the build output).
+#if !defined(LIBRARY_LOADER_NVCTRL_H_DLOPEN) && !defined(LIBRARY_LOADER_NVCTRL_H_DT_NEEDED)
+#error neither LIBRARY_LOADER_NVCTRL_H_DLOPEN nor LIBRARY_LOADER_NVCTRL_H_DT_NEEDED defined
+#endif
+#if defined(LIBRARY_LOADER_NVCTRL_H_DLOPEN) && defined(LIBRARY_LOADER_NVCTRL_H_DT_NEEDED)
+#error both LIBRARY_LOADER_NVCTRL_H_DLOPEN and LIBRARY_LOADER_NVCTRL_H_DT_NEEDED defined
+#endif
+
+static std::unique_ptr<libnvctrl_loader> libnvctrl_;
+
+libnvctrl_loader& get_libnvctrl_loader()
+{
+ if (!libnvctrl_)
+ libnvctrl_ = std::make_unique<libnvctrl_loader>("libXNVCtrl.so.0");
+ return *libnvctrl_.get();
+}
+
+libnvctrl_loader::libnvctrl_loader() : loaded_(false) {
+}
+
+libnvctrl_loader::~libnvctrl_loader() {
+ CleanUp(loaded_);
+}
+
+bool libnvctrl_loader::Load(const std::string& library_name) {
+ if (loaded_) {
+ return false;
+ }
+
+#if defined(LIBRARY_LOADER_NVCTRL_H_DLOPEN)
+ library_ = dlopen(library_name.c_str(), RTLD_LAZY);
+ if (!library_) {
+ std::cerr << "MANGOHUD: Failed to open " << "" MANGOHUD_ARCH << " " << library_name << ": " << dlerror() << std::endl;
+ return false;
+ }
+
+ XNVCTRLIsNvScreen =
+ reinterpret_cast<decltype(this->XNVCTRLIsNvScreen)>(
+ dlsym(library_, "XNVCTRLIsNvScreen"));
+ if (!XNVCTRLIsNvScreen) {
+ CleanUp(true);
+ return false;
+ }
+
+ XNVCTRLQueryVersion =
+ reinterpret_cast<decltype(this->XNVCTRLQueryVersion)>(
+ dlsym(library_, "XNVCTRLQueryVersion"));
+ if (!XNVCTRLQueryVersion) {
+ CleanUp(true);
+ return false;
+ }
+
+ XNVCTRLQueryAttribute =
+ reinterpret_cast<decltype(this->XNVCTRLQueryAttribute)>(
+ dlsym(library_, "XNVCTRLQueryAttribute"));
+ if (!XNVCTRLQueryAttribute) {
+ CleanUp(true);
+ return false;
+ }
+
+ XNVCTRLQueryTargetStringAttribute =
+ reinterpret_cast<decltype(this->XNVCTRLQueryTargetStringAttribute)>(
+ dlsym(library_, "XNVCTRLQueryTargetStringAttribute"));
+ if (!XNVCTRLQueryTargetStringAttribute) {
+ CleanUp(true);
+ return false;
+ }
+
+ XNVCTRLQueryTargetAttribute64 =
+ reinterpret_cast<decltype(this->XNVCTRLQueryTargetAttribute64)>(
+ dlsym(library_, "XNVCTRLQueryTargetAttribute64"));
+ if (!XNVCTRLQueryTargetAttribute64) {
+ CleanUp(true);
+ return false;
+ }
+
+#endif
+
+#if defined(LIBRARY_LOADER_NVCTRL_H_DT_NEEDED)
+ XNVCTRLQueryVersion = &::XNVCTRLQueryVersion;
+ XNVCTRLQueryAttribute = &::XNVCTRLQueryAttribute;
+
+#endif
+
+ loaded_ = true;
+ return true;
+}
+
+void libnvctrl_loader::CleanUp(bool unload) {
+#if defined(LIBRARY_LOADER_NVCTRL_H_DLOPEN)
+ if (unload) {
+ dlclose(library_);
+ library_ = NULL;
+ }
+#endif
+ loaded_ = false;
+ XNVCTRLQueryVersion = NULL;
+ XNVCTRLQueryAttribute = NULL;
+
+}
diff --git a/src/loaders/loader_nvctrl.h b/src/loaders/loader_nvctrl.h
new file mode 100644
index 0000000..8ddb532
--- /dev/null
+++ b/src/loaders/loader_nvctrl.h
@@ -0,0 +1,43 @@
+#ifndef LIBRARY_LOADER_NVCTRL_H
+#define LIBRARY_LOADER_NVCTRL_H
+#define Bool bool
+#include <X11/Xlib.h>
+#include "NVCtrl/NVCtrlLib.h"
+#define LIBRARY_LOADER_NVCTRL_H_DLOPEN
+
+#include <string>
+#include <dlfcn.h>
+
+class libnvctrl_loader {
+ public:
+ libnvctrl_loader();
+ libnvctrl_loader(const std::string& library_name) : libnvctrl_loader() {
+ Load(library_name);
+ }
+ ~libnvctrl_loader();
+
+ bool Load(const std::string& library_name);
+ bool IsLoaded() { return loaded_; }
+
+ decltype(&::XNVCTRLIsNvScreen) XNVCTRLIsNvScreen;
+ decltype(&::XNVCTRLQueryVersion) XNVCTRLQueryVersion;
+ decltype(&::XNVCTRLQueryAttribute) XNVCTRLQueryAttribute;
+ decltype(&::XNVCTRLQueryTargetStringAttribute) XNVCTRLQueryTargetStringAttribute;
+ decltype(&::XNVCTRLQueryTargetAttribute64) XNVCTRLQueryTargetAttribute64;
+
+ private:
+ void CleanUp(bool unload);
+
+#if defined(LIBRARY_LOADER_NVCTRL_H_DLOPEN)
+ void* library_;
+#endif
+
+ bool loaded_;
+
+ // Disallow copy constructor and assignment operator.
+ libnvctrl_loader(const libnvctrl_loader&);
+ void operator=(const libnvctrl_loader&);
+};
+
+libnvctrl_loader& get_libnvctrl_loader();
+#endif // LIBRARY_LOADER_NVCTRL_H
diff --git a/src/loaders/loader_nvml.cpp b/src/loaders/loader_nvml.cpp
new file mode 100644
index 0000000..eef5875
--- /dev/null
+++ b/src/loaders/loader_nvml.cpp
@@ -0,0 +1,224 @@
+// This is generated file. Do not modify directly.
+// Path to the code generator: /home/crz/git/MangoHud/generate_library_loader.py .
+
+#include "loader_nvml.h"
+#include <iostream>
+#include <memory>
+
+// Put these sanity checks here so that they fire at most once
+// (to avoid cluttering the build output).
+#if !defined(LIBRARY_LOADER_NVML_H_DLOPEN) && !defined(LIBRARY_LOADER_NVML_H_DT_NEEDED)
+#error neither LIBRARY_LOADER_NVML_H_DLOPEN nor LIBRARY_LOADER_NVML_H_DT_NEEDED defined
+#endif
+#if defined(LIBRARY_LOADER_NVML_H_DLOPEN) && defined(LIBRARY_LOADER_NVML_H_DT_NEEDED)
+#error both LIBRARY_LOADER_NVML_H_DLOPEN and LIBRARY_LOADER_NVML_H_DT_NEEDED defined
+#endif
+
+static std::unique_ptr<libnvml_loader> libnvml_;
+
+libnvml_loader& get_libnvml_loader()
+{
+ if (!libnvml_)
+ libnvml_ = std::make_unique<libnvml_loader>("libnvidia-ml.so.1");
+ return *libnvml_.get();
+}
+
+libnvml_loader::libnvml_loader() : loaded_(false) {
+}
+
+libnvml_loader::~libnvml_loader() {
+ CleanUp(loaded_);
+}
+
+bool libnvml_loader::Load(const std::string& library_name) {
+ if (loaded_) {
+ return false;
+ }
+
+#if defined(LIBRARY_LOADER_NVML_H_DLOPEN)
+ library_ = dlopen(library_name.c_str(), RTLD_LAZY);
+ if (!library_) {
+ std::cerr << "MANGOHUD: Failed to open " << "" MANGOHUD_ARCH << " " << library_name << ": " << dlerror() << std::endl;
+ return false;
+ }
+#endif
+
+
+#if defined(LIBRARY_LOADER_NVML_H_DLOPEN)
+ nvmlInit_v2 =
+ reinterpret_cast<decltype(this->nvmlInit_v2)>(
+ dlsym(library_, "nvmlInit_v2"));
+#endif
+#if defined(LIBRARY_LOADER_NVML_H_DT_NEEDED)
+ nvmlInit_v2 = &::nvmlInit_v2;
+#endif
+ if (!nvmlInit_v2) {
+ CleanUp(true);
+ return false;
+ }
+
+#if defined(LIBRARY_LOADER_NVML_H_DLOPEN)
+ nvmlShutdown =
+ reinterpret_cast<decltype(this->nvmlShutdown)>(
+ dlsym(library_, "nvmlShutdown"));
+#endif
+#if defined(LIBRARY_LOADER_NVML_H_DT_NEEDED)
+ nvmlShutdown = &::nvmlShutdown;
+#endif
+ if (!nvmlShutdown) {
+ CleanUp(true);
+ return false;
+ }
+
+#if defined(LIBRARY_LOADER_NVML_H_DLOPEN)
+ nvmlDeviceGetUtilizationRates =
+ reinterpret_cast<decltype(this->nvmlDeviceGetUtilizationRates)>(
+ dlsym(library_, "nvmlDeviceGetUtilizationRates"));
+#endif
+#if defined(LIBRARY_LOADER_NVML_H_DT_NEEDED)
+ nvmlDeviceGetUtilizationRates = &::nvmlDeviceGetUtilizationRates;
+#endif
+ if (!nvmlDeviceGetUtilizationRates) {
+ CleanUp(true);
+ return false;
+ }
+
+#if defined(LIBRARY_LOADER_NVML_H_DLOPEN)
+ nvmlDeviceGetTemperature =
+ reinterpret_cast<decltype(this->nvmlDeviceGetTemperature)>(
+ dlsym(library_, "nvmlDeviceGetTemperature"));
+#endif
+#if defined(LIBRARY_LOADER_NVML_H_DT_NEEDED)
+ nvmlDeviceGetTemperature = &::nvmlDeviceGetTemperature;
+#endif
+ if (!nvmlDeviceGetTemperature) {
+ CleanUp(true);
+ return false;
+ }
+
+#if defined(LIBRARY_LOADER_NVML_H_DLOPEN)
+ nvmlDeviceGetPciInfo_v3 =
+ reinterpret_cast<decltype(this->nvmlDeviceGetPciInfo_v3)>(
+ dlsym(library_, "nvmlDeviceGetPciInfo_v3"));
+#endif
+#if defined(LIBRARY_LOADER_NVML_H_DT_NEEDED)
+ nvmlDeviceGetPciInfo_v3 = &::nvmlDeviceGetPciInfo_v3;
+#endif
+ if (!nvmlDeviceGetPciInfo_v3) {
+ CleanUp(true);
+ return false;
+ }
+
+#if defined(LIBRARY_LOADER_NVML_H_DLOPEN)
+ nvmlDeviceGetCount_v2 =
+ reinterpret_cast<decltype(this->nvmlDeviceGetCount_v2)>(
+ dlsym(library_, "nvmlDeviceGetCount_v2"));
+#endif
+#if defined(LIBRARY_LOADER_NVML_H_DT_NEEDED)
+ nvmlDeviceGetCount_v2 = &::nvmlDeviceGetCount_v2;
+#endif
+ if (!nvmlDeviceGetCount_v2) {
+ CleanUp(true);
+ return false;
+ }
+
+#if defined(LIBRARY_LOADER_NVML_H_DLOPEN)
+ nvmlDeviceGetHandleByIndex_v2 =
+ reinterpret_cast<decltype(this->nvmlDeviceGetHandleByIndex_v2)>(
+ dlsym(library_, "nvmlDeviceGetHandleByIndex_v2"));
+#endif
+#if defined(LIBRARY_LOADER_NVML_H_DT_NEEDED)
+ nvmlDeviceGetHandleByIndex_v2 = &::nvmlDeviceGetHandleByIndex_v2;
+#endif
+ if (!nvmlDeviceGetHandleByIndex_v2) {
+ CleanUp(true);
+ return false;
+ }
+
+#if defined(LIBRARY_LOADER_NVML_H_DLOPEN)
+ nvmlDeviceGetHandleByPciBusId_v2 =
+ reinterpret_cast<decltype(this->nvmlDeviceGetHandleByPciBusId_v2)>(
+ dlsym(library_, "nvmlDeviceGetHandleByPciBusId_v2"));
+#endif
+#if defined(LIBRARY_LOADER_NVML_H_DT_NEEDED)
+ nvmlDeviceGetHandleByPciBusId_v2 = &::nvmlDeviceGetHandleByPciBusId_v2;
+#endif
+ if (!nvmlDeviceGetHandleByPciBusId_v2) {
+ CleanUp(true);
+ return false;
+ }
+
+#if defined(LIBRARY_LOADER_NVML_H_DLOPEN)
+ nvmlDeviceGetMemoryInfo =
+ reinterpret_cast<decltype(this->nvmlDeviceGetMemoryInfo)>(
+ dlsym(library_, "nvmlDeviceGetMemoryInfo"));
+#endif
+#if defined(LIBRARY_LOADER_NVML_H_DT_NEEDED)
+ nvmlDeviceGetMemoryInfo = &::nvmlDeviceGetMemoryInfo;
+#endif
+ if (!nvmlDeviceGetMemoryInfo) {
+ CleanUp(true);
+ return false;
+ }
+
+#if defined(LIBRARY_LOADER_NVML_H_DLOPEN)
+ nvmlDeviceGetClockInfo =
+ reinterpret_cast<decltype(this->nvmlDeviceGetClockInfo)>(
+ dlsym(library_, "nvmlDeviceGetClockInfo"));
+#endif
+#if defined(LIBRARY_LOADER_NVML_H_DT_NEEDED)
+ nvmlDeviceGetClockInfo = &::nvmlDeviceGetClockInfo;
+#endif
+ if (!nvmlDeviceGetClockInfo) {
+ CleanUp(true);
+ return false;
+ }
+
+#if defined(LIBRARY_LOADER_NVML_H_DLOPEN)
+ nvmlErrorString =
+ reinterpret_cast<decltype(this->nvmlErrorString)>(
+ dlsym(library_, "nvmlErrorString"));
+#endif
+#if defined(LIBRARY_LOADER_NVML_H_DT_NEEDED)
+ nvmlErrorString = &::nvmlErrorString;
+#endif
+ if (!nvmlErrorString) {
+ CleanUp(true);
+ return false;
+ }
+
+#if defined(LIBRARY_LOADER_NVML_H_DLOPEN)
+ nvmlDeviceGetPowerUsage =
+ reinterpret_cast<decltype(this->nvmlDeviceGetPowerUsage)>(
+ dlsym(library_, "nvmlDeviceGetPowerUsage"));
+#endif
+#if defined(LIBRARY_LOADER_NVML_H_DT_NEEDED)
+ nvmlDeviceGetPowerUsage = &::nvmlDeviceGetPowerUsage;
+#endif
+ if (!nvmlDeviceGetPowerUsage) {
+ CleanUp(true);
+ return false;
+ }
+
+ loaded_ = true;
+ return true;
+}
+
+void libnvml_loader::CleanUp(bool unload) {
+#if defined(LIBRARY_LOADER_NVML_H_DLOPEN)
+ if (unload) {
+ dlclose(library_);
+ library_ = NULL;
+ }
+#endif
+ loaded_ = false;
+ nvmlInit_v2 = NULL;
+ nvmlShutdown = NULL;
+ nvmlDeviceGetUtilizationRates = NULL;
+ nvmlDeviceGetTemperature = NULL;
+ nvmlDeviceGetPciInfo_v3 = NULL;
+ nvmlDeviceGetCount_v2 = NULL;
+ nvmlDeviceGetHandleByIndex_v2 = NULL;
+ nvmlDeviceGetHandleByPciBusId_v2 = NULL;
+
+}
diff --git a/src/loaders/loader_nvml.h b/src/loaders/loader_nvml.h
new file mode 100644
index 0000000..b7ec30e
--- /dev/null
+++ b/src/loaders/loader_nvml.h
@@ -0,0 +1,56 @@
+// This is generated file. Do not modify directly.
+// Path to the code generator: /home/crz/git/MangoHud/generate_library_loader.py .
+
+#ifndef LIBRARY_LOADER_NVML_H
+#define LIBRARY_LOADER_NVML_H
+
+#if USE_SYSTEM_NVML
+#include <nvml.h>
+#else
+#include "nvml.h"
+#endif
+#define LIBRARY_LOADER_NVML_H_DLOPEN
+
+#include <string>
+#include <dlfcn.h>
+
+class libnvml_loader {
+ public:
+ libnvml_loader();
+ libnvml_loader(const std::string& library_name) : libnvml_loader() {
+ Load(library_name);
+ }
+ ~libnvml_loader();
+
+ bool Load(const std::string& library_name);
+ bool IsLoaded() { return loaded_; }
+
+ decltype(&::nvmlInit_v2) nvmlInit_v2;
+ decltype(&::nvmlShutdown) nvmlShutdown;
+ decltype(&::nvmlDeviceGetUtilizationRates) nvmlDeviceGetUtilizationRates;
+ decltype(&::nvmlDeviceGetTemperature) nvmlDeviceGetTemperature;
+ decltype(&::nvmlDeviceGetPciInfo_v3) nvmlDeviceGetPciInfo_v3;
+ decltype(&::nvmlDeviceGetCount_v2) nvmlDeviceGetCount_v2;
+ decltype(&::nvmlDeviceGetHandleByIndex_v2) nvmlDeviceGetHandleByIndex_v2;
+ decltype(&::nvmlDeviceGetHandleByPciBusId_v2) nvmlDeviceGetHandleByPciBusId_v2;
+ decltype(&::nvmlDeviceGetMemoryInfo) nvmlDeviceGetMemoryInfo;
+ decltype(&::nvmlDeviceGetClockInfo) nvmlDeviceGetClockInfo;
+ decltype(&::nvmlErrorString) nvmlErrorString;
+ decltype(&::nvmlDeviceGetPowerUsage) nvmlDeviceGetPowerUsage;
+
+ private:
+ void CleanUp(bool unload);
+
+#if defined(LIBRARY_LOADER_NVML_H_DLOPEN)
+ void* library_ = nullptr;
+#endif
+
+ bool loaded_;
+
+ // Disallow copy constructor and assignment operator.
+ libnvml_loader(const libnvml_loader&);
+ void operator=(const libnvml_loader&);
+};
+
+libnvml_loader& get_libnvml_loader();
+#endif // LIBRARY_LOADER_NVML_H
diff --git a/src/loaders/loader_x11.cpp b/src/loaders/loader_x11.cpp
new file mode 100644
index 0000000..25c65bf
--- /dev/null
+++ b/src/loaders/loader_x11.cpp
@@ -0,0 +1,91 @@
+#include "loader_x11.h"
+#include <iostream>
+
+libx11_loader::libx11_loader() : loaded_(false) {
+}
+
+libx11_loader::~libx11_loader() {
+ CleanUp(loaded_);
+}
+
+bool libx11_loader::Load(const std::string& library_name) {
+ if (loaded_) {
+ return false;
+ }
+
+ library_ = dlopen(library_name.c_str(), RTLD_LAZY);
+ if (!library_) {
+ std::cerr << "MANGOHUD: Failed to open " << "" MANGOHUD_ARCH << " " << library_name << ": " << dlerror() << std::endl;
+ return false;
+ }
+
+
+ XOpenDisplay =
+ reinterpret_cast<decltype(this->XOpenDisplay)>(
+ dlsym(library_, "XOpenDisplay"));
+ if (!XOpenDisplay) {
+ CleanUp(true);
+ return false;
+ }
+
+ XCloseDisplay =
+ reinterpret_cast<decltype(this->XCloseDisplay)>(
+ dlsym(library_, "XCloseDisplay"));
+ if (!XCloseDisplay) {
+ CleanUp(true);
+ return false;
+ }
+
+ XQueryKeymap =
+ reinterpret_cast<decltype(this->XQueryKeymap)>(
+ dlsym(library_, "XQueryKeymap"));
+ if (!XQueryKeymap) {
+ CleanUp(true);
+ return false;
+ }
+
+ XKeysymToKeycode =
+ reinterpret_cast<decltype(this->XKeysymToKeycode)>(
+ dlsym(library_, "XKeysymToKeycode"));
+ if (!XKeysymToKeycode) {
+ CleanUp(true);
+ return false;
+ }
+
+ XStringToKeysym =
+ reinterpret_cast<decltype(this->XStringToKeysym)>(
+ dlsym(library_, "XStringToKeysym"));
+ if (!XStringToKeysym) {
+ CleanUp(true);
+ return false;
+ }
+
+ XGetGeometry =
+ reinterpret_cast<decltype(this->XGetGeometry)>(
+ dlsym(library_, "XGetGeometry"));
+ if (!XGetGeometry) {
+ CleanUp(true);
+ return false;
+ }
+
+ loaded_ = true;
+ return true;
+}
+
+void libx11_loader::CleanUp(bool unload) {
+ if (unload) {
+ dlclose(library_);
+ library_ = NULL;
+ }
+
+ loaded_ = false;
+ XOpenDisplay = NULL;
+ XCloseDisplay = NULL;
+ XQueryKeymap = NULL;
+ XKeysymToKeycode = NULL;
+ XStringToKeysym = NULL;
+ XGetGeometry = NULL;
+
+}
+
+std::shared_ptr<libx11_loader> g_x11(new libx11_loader("libX11.so.6"));
diff --git a/src/loaders/loader_x11.h b/src/loaders/loader_x11.h
new file mode 100644
index 0000000..4b50242
--- /dev/null
+++ b/src/loaders/loader_x11.h
@@ -0,0 +1,36 @@
+#pragma once
+#include <X11/Xlib.h>
+#include <memory>
+
+#include <string>
+#include <dlfcn.h>
+
+class libx11_loader {
+ public:
+ libx11_loader();
+ libx11_loader(const std::string& library_name) { Load(library_name); }
+ ~libx11_loader();
+
+ bool Load(const std::string& library_name);
+ bool IsLoaded() { return loaded_; }
+
+ decltype(&::XOpenDisplay) XOpenDisplay;
+ decltype(&::XCloseDisplay) XCloseDisplay;
+ decltype(&::XQueryKeymap) XQueryKeymap;
+ decltype(&::XKeysymToKeycode) XKeysymToKeycode;
+ decltype(&::XStringToKeysym) XStringToKeysym;
+ decltype(&::XGetGeometry) XGetGeometry;
+
+
+ private:
+ void CleanUp(bool unload);
+
+ void* library_ = nullptr;
+ bool loaded_ = false;
+
+ // Disallow copy constructor and assignment operator.
+ libx11_loader(const libx11_loader&);
+ void operator=(const libx11_loader&);
+};
+
+extern std::shared_ptr<libx11_loader> g_x11;
diff --git a/src/logging.cpp b/src/logging.cpp
new file mode 100644
index 0000000..c01f2e4
--- /dev/null
+++ b/src/logging.cpp
@@ -0,0 +1,165 @@
+#include "logging.h"
+#include "overlay.h"
+#include "config.h"
+#include <sstream>
+#include <iomanip>
+
+string os, cpu, gpu, ram, kernel, driver;
+bool sysInfoFetched = false;
+double fps;
+logData currentLogData = {};
+
+std::unique_ptr<Logger> logger;
+
+string exec(string command) {
+ char buffer[128];
+ string result = "";
+
+ // Open pipe to file
+ FILE* pipe = popen(command.c_str(), "r");
+ if (!pipe) {
+ return "popen failed!";
+ }
+
+ // read till end of process:
+ while (!feof(pipe)) {
+
+ // use buffer to read and add to result
+ if (fgets(buffer, 128, pipe) != NULL)
+ result += buffer;
+ }
+
+ pclose(pipe);
+ return result;
+}
+
+void upload_file(std::string logFile){
+ std::string command = "curl --include --request POST https://flightlessmango.com/logs -F 'log[game_id]=26506' -F 'log[user_id]=176' -F 'attachment=true' -A 'mangohud' ";
+ command += " -F 'log[uploads][]=@" + logFile + "'";
+
+ command += " | grep Location | cut -c11-";
+ std::string url = exec(command);
+ exec("xdg-open " + url);
+}
+
+void upload_files(const std::vector<std::string>& logFiles){
+ std::string command = "curl --include --request POST https://flightlessmango.com/logs -F 'log[game_id]=26506' -F 'log[user_id]=176' -F 'attachment=true' -A 'mangohud' ";
+ for (auto& file : logFiles)
+ command += " -F 'log[uploads][]=@" + file + "'";
+
+ command += " | grep Location | cut -c11-";
+ std::string url = exec(command);
+ exec("xdg-open " + url);
+}
+
+void writeFile(string filename){
+ auto& logArray = logger->get_log_data();
+#ifndef NDEBUG
+ std::cerr << "Writing log file [" << filename << "], " << logArray.size() << " entries\n";
+#endif
+ std::ofstream out(filename, ios::out | ios::app);
+ out << "os," << "cpu," << "gpu," << "ram," << "kernel," << "driver" << endl;
+ out << os << "," << cpu << "," << gpu << "," << ram << "," << kernel << "," << driver << endl;
+ out << "fps," << "cpu_load," << "gpu_load," << "cpu_temp," << "gpu_temp," << "gpu_core_clock," << "gpu_mem_clock," << "gpu_vram_used," << "ram_used," << "elapsed" << endl;
+
+ for (size_t i = 0; i < logArray.size(); i++){
+ out << logArray[i].fps << ",";
+ out << logArray[i].cpu_load << ",";
+ out << logArray[i].gpu_load << ",";
+ out << logArray[i].cpu_temp << ",";
+ out << logArray[i].gpu_temp << ",";
+ out << logArray[i].gpu_core_clock << ",";
+ out << logArray[i].gpu_mem_clock << ",";
+ out << logArray[i].gpu_vram_used << ",";
+ out << logArray[i].ram_used << ",";
+ out << std::chrono::duration_cast<std::chrono::microseconds>(logArray[i].previous).count() << "\n";
+ }
+ logger->clear_log_data();
+}
+
+string get_log_suffix(){
+ time_t now_log = time(0);
+ tm *log_time = localtime(&now_log);
+ std::ostringstream buffer;
+ buffer << std::put_time(log_time, "%Y-%m-%d_%H-%M-%S") << ".csv";
+ string log_name = buffer.str();
+ return log_name;
+}
+
+void logging(void *params_void){
+ overlay_params *params = reinterpret_cast<overlay_params *>(params_void);
+ logger->wait_until_data_valid();
+ while (logger->is_active()){
+ logger->try_log();
+ this_thread::sleep_for(chrono::milliseconds(params->log_interval));
+ }
+}
+
+Logger::Logger(overlay_params* in_params)
+ : m_logging_on(false),
+ m_values_valid(false),
+ m_params(in_params)
+{
+#ifndef NDEBUG
+ std::cerr << "Logger constructed!\n";
+#endif
+}
+
+void Logger::start_logging() {
+ if(m_logging_on) return;
+ m_values_valid = false;
+ m_logging_on = true;
+ m_log_start = Clock::now();
+ if((not m_params->output_folder.empty()) and (m_params->log_interval != 0)){
+ std::thread(logging, m_params).detach();
+ }
+}
+
+void Logger::stop_logging() {
+ if(not m_logging_on) return;
+ m_logging_on = false;
+ m_log_end = Clock::now();
+
+ std::thread(calculate_benchmark_data, m_params).detach();
+
+ if(not m_params->output_folder.empty()) {
+ m_log_files.emplace_back(m_params->output_folder + "/" + program_name + "_" + get_log_suffix());
+ std::thread(writeFile, m_log_files.back()).detach();
+ }
+}
+
+void Logger::try_log() {
+ if(not is_active()) return;
+ if(not m_values_valid) return;
+ auto now = Clock::now();
+ auto elapsedLog = now - m_log_start;
+
+ currentLogData.previous = elapsedLog;
+ currentLogData.fps = fps;
+ m_log_array.push_back(currentLogData);
+
+ if(m_params->log_duration and (elapsedLog >= std::chrono::seconds(m_params->log_duration))){
+ stop_logging();
+ }
+}
+
+void Logger::wait_until_data_valid() {
+ std::unique_lock<std::mutex> lck(m_values_valid_mtx);
+ while(! m_values_valid) m_values_valid_cv.wait(lck);
+}
+
+void Logger::notify_data_valid() {
+ std::unique_lock<std::mutex> lck(m_values_valid_mtx);
+ m_values_valid = true;
+ m_values_valid_cv.notify_all();
+}
+
+void Logger::upload_last_log() {
+ if(m_log_files.empty()) return;
+ std::thread(upload_file, m_log_files.back()).detach();
+}
+
+void Logger::upload_last_logs() {
+ if(m_log_files.empty()) return;
+ std::thread(upload_files, m_log_files).detach();
+} \ No newline at end of file
diff --git a/src/logging.h b/src/logging.h
new file mode 100644
index 0000000..7bcfc0a
--- /dev/null
+++ b/src/logging.h
@@ -0,0 +1,76 @@
+#pragma once
+#ifndef MANGOHUD_LOGGING_H
+#define MANGOHUD_LOGGING_H
+
+#include <iostream>
+#include <vector>
+#include <fstream>
+#include <chrono>
+#include <thread>
+#include <condition_variable>
+
+#include "timing.hpp"
+
+#include "overlay_params.h"
+
+using namespace std;
+struct logData{
+ double fps;
+ int cpu_load;
+ int gpu_load;
+ int cpu_temp;
+ int gpu_temp;
+ int gpu_core_clock;
+ int gpu_mem_clock;
+ float gpu_vram_used;
+ float ram_used;
+
+ Clock::duration previous;
+};
+
+class Logger {
+public:
+ Logger(overlay_params* in_params);
+
+ void start_logging();
+ void stop_logging();
+
+ void try_log();
+
+ bool is_active() const { return m_logging_on; }
+
+ void wait_until_data_valid();
+ void notify_data_valid();
+
+ auto last_log_end() const noexcept { return m_log_end; }
+ auto last_log_begin() const noexcept { return m_log_start; }
+
+ const std::vector<logData>& get_log_data() const noexcept { return m_log_array; }
+ void clear_log_data() noexcept { m_log_array.clear(); }
+
+ void upload_last_log();
+ void upload_last_logs();
+private:
+ std::vector<logData> m_log_array;
+ std::vector<std::string> m_log_files;
+ Clock::time_point m_log_start;
+ Clock::time_point m_log_end;
+ bool m_logging_on;
+
+ std::mutex m_values_valid_mtx;
+ std::condition_variable m_values_valid_cv;
+ bool m_values_valid;
+
+ overlay_params* m_params;
+};
+
+extern std::unique_ptr<Logger> logger;
+
+extern string os, cpu, gpu, ram, kernel, driver;
+extern bool sysInfoFetched;
+extern double fps;
+extern logData currentLogData;
+
+string exec(string command);
+
+#endif //MANGOHUD_LOGGING_H
diff --git a/src/mangohud.json.in b/src/mangohud.json.in
new file mode 100644
index 0000000..bfa1318
--- /dev/null
+++ b/src/mangohud.json.in
@@ -0,0 +1,21 @@
+{
+ "file_format_version" : "1.0.0",
+ "layer" : {
+ "name": "VK_LAYER_@PROJECT_NAME@_overlay",
+ "type": "GLOBAL",
+ "api_version": "1.2.135",
+ "library_path": "@ld_libdir_mangohud@libMangoHud.so",
+ "implementation_version": "1",
+ "description": "Vulkan Hud Overlay",
+ "functions": {
+ "vkGetInstanceProcAddr": "overlay_GetInstanceProcAddr",
+ "vkGetDeviceProcAddr": "overlay_GetDeviceProcAddr"
+ },
+ "enable_environment": {
+ "MANGOHUD": "1"
+ },
+ "disable_environment": {
+ "DISABLE_MANGOHUD": "1"
+ }
+ }
+}
diff --git a/src/mangohud.version b/src/mangohud.version
new file mode 100644
index 0000000..7fd09a4
--- /dev/null
+++ b/src/mangohud.version
@@ -0,0 +1,12 @@
+# in base
+{
+ global:
+ overlay_GetInstanceProcAddr;
+ overlay_GetDeviceProcAddr;
+ glX*;
+ egl*;
+ dlsym;
+ mangohud_find_glx_ptr;
+ mangohud_find_egl_ptr;
+ local: *;
+};
diff --git a/src/memory.cpp b/src/memory.cpp
new file mode 100644
index 0000000..d4b73b4
--- /dev/null
+++ b/src/memory.cpp
@@ -0,0 +1,99 @@
+#include "memory.h"
+#include <iomanip>
+#include <cstring>
+#include <stdio.h>
+#include <iostream>
+#include <thread>
+
+struct memory_information mem_info;
+float memused, memmax;
+
+FILE *open_file(const char *file, int *reported) {
+ FILE *fp = nullptr;
+
+ fp = fopen(file, "re");
+
+ if (fp == nullptr) {
+ if ((reported == nullptr) || *reported == 0) {
+ // NORM_ERR("can't open %s: %s", file, strerror(errno));
+ if (reported != nullptr) { *reported = 1; }
+ }
+ return nullptr;
+ }
+
+ return fp;
+}
+
+void update_meminfo(void) {
+ FILE *meminfo_fp;
+ static int reported = 0;
+
+ /* unsigned int a; */
+ char buf[256];
+
+ /* With multi-threading, calculations that require
+ * multple steps to reach a final result can cause havok
+ * if the intermediary calculations are directly assigned to the
+ * information struct (they may be read by other functions in the meantime).
+ * These variables keep the calculations local to the function and finish off
+ * the function by assigning the results to the information struct */
+ unsigned long long shmem = 0, sreclaimable = 0, curmem = 0, curbufmem = 0,
+ cureasyfree = 0, memavail = 0;
+
+ mem_info.memmax = mem_info.memdirty = mem_info.swap = mem_info.swapfree = mem_info.swapmax =
+ mem_info.memwithbuffers = mem_info.buffers = mem_info.cached = mem_info.memfree =
+ mem_info.memeasyfree = 0;
+
+ if (!(meminfo_fp = open_file("/proc/meminfo", &reported))) { }
+
+ while (!feof(meminfo_fp)) {
+ if (fgets(buf, 255, meminfo_fp) == nullptr) { break; }
+
+ if (strncmp(buf, "MemTotal:", 9) == 0) {
+ sscanf(buf, "%*s %llu", &mem_info.memmax);
+ } else if (strncmp(buf, "MemFree:", 8) == 0) {
+ sscanf(buf, "%*s %llu", &mem_info.memfree);
+ } else if (strncmp(buf, "SwapTotal:", 10) == 0) {
+ sscanf(buf, "%*s %llu", &mem_info.swapmax);
+ } else if (strncmp(buf, "SwapFree:", 9) == 0) {
+ sscanf(buf, "%*s %llu", &mem_info.swapfree);
+ } else if (strncmp(buf, "Buffers:", 8) == 0) {
+ sscanf(buf, "%*s %llu", &mem_info.buffers);
+ } else if (strncmp(buf, "Cached:", 7) == 0) {
+ sscanf(buf, "%*s %llu", &mem_info.cached);
+ } else if (strncmp(buf, "Dirty:", 6) == 0) {
+ sscanf(buf, "%*s %llu", &mem_info.memdirty);
+ } else if (strncmp(buf, "MemAvailable:", 13) == 0) {
+ sscanf(buf, "%*s %llu", &memavail);
+ } else if (strncmp(buf, "Shmem:", 6) == 0) {
+ sscanf(buf, "%*s %llu", &shmem);
+ } else if (strncmp(buf, "SReclaimable:", 13) == 0) {
+ sscanf(buf, "%*s %llu", &sreclaimable);
+ }
+ }
+
+ curmem = mem_info.memwithbuffers = mem_info.memmax - mem_info.memfree;
+ cureasyfree = mem_info.memfree;
+ mem_info.swap = mem_info.swapmax - mem_info.swapfree;
+
+ /* Reclaimable memory: does not include shared memory, which is part of cached
+ but unreclaimable. Includes the reclaimable part of the Slab cache though.
+ Note: when shared memory is swapped out, shmem decreases and swapfree
+ decreases - we want this.
+ */
+ curbufmem = (mem_info.cached - shmem) + mem_info.buffers + sreclaimable;
+
+ curmem = mem_info.memmax - memavail;
+ cureasyfree += curbufmem;
+
+ /* Now that we know that every calculation is finished we can wrap up
+ * by assigning the values to the information structure */
+ mem_info.mem = curmem;
+ mem_info.bufmem = curbufmem;
+ mem_info.memeasyfree = cureasyfree;
+
+ memused = (float(mem_info.memmax) - float(mem_info.memeasyfree)) / (1024 * 1024);
+ memmax = float(mem_info.memmax) / (1024 * 1024);
+
+ fclose(meminfo_fp);
+}
diff --git a/src/memory.h b/src/memory.h
new file mode 100644
index 0000000..8afee51
--- /dev/null
+++ b/src/memory.h
@@ -0,0 +1,21 @@
+#pragma once
+#ifndef MANGOHUD_MEMORY_H
+#define MANGOHUD_MEMORY_H
+
+#include <stdio.h>
+#include <thread>
+
+extern float memused, memmax;
+
+struct memory_information {
+ /* memory information in kilobytes */
+ unsigned long long mem, memwithbuffers, memeasyfree, memfree, memmax,
+ memdirty;
+ unsigned long long swap, swapfree, swapmax;
+ unsigned long long bufmem, buffers, cached;
+};
+
+void update_meminfo(void);
+FILE *open_file(const char *file, int *reported);
+
+#endif //MANGOHUD_MEMORY_H
diff --git a/src/mesa/c11_compat.h b/src/mesa/c11_compat.h
new file mode 100644
index 0000000..d35740f
--- /dev/null
+++ b/src/mesa/c11_compat.h
@@ -0,0 +1,27 @@
+/* Copyright 2019 Intel Corporation */
+/* SPDX-License-Identifier: MIT */
+
+#include "no_extern_c.h"
+
+#ifndef _C11_COMPAT_H_
+#define _C11_COMPAT_H_
+
+#if defined(__cplusplus)
+ /* This is C++ code, not C */
+#elif (__STDC_VERSION__ >= 201112L)
+ /* Already C11 */
+#else
+
+
+/*
+ * C11 static_assert() macro
+ * assert.h only defines that name for C11 and above
+ */
+#ifndef static_assert
+#define static_assert _Static_assert
+#endif
+
+
+#endif /* !C++ && !C11 */
+
+#endif /* _C11_COMPAT_H_ */
diff --git a/src/mesa/c99_compat.h b/src/mesa/c99_compat.h
new file mode 100644
index 0000000..729b5b7
--- /dev/null
+++ b/src/mesa/c99_compat.h
@@ -0,0 +1,183 @@
+/**************************************************************************
+ *
+ * Copyright 2007-2013 VMware, Inc.
+ * All Rights Reserved.
+ *
+ * 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, sub license, 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 (including the
+ * next paragraph) 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 NON-INFRINGEMENT.
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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.
+ *
+ **************************************************************************/
+
+#include "no_extern_c.h"
+
+#ifndef _C99_COMPAT_H_
+#define _C99_COMPAT_H_
+
+
+/*
+ * MSVC hacks.
+ */
+#if defined(_MSC_VER)
+
+# if _MSC_VER < 1900
+# error "Microsoft Visual Studio 2015 or higher required"
+# endif
+
+ /*
+ * Visual Studio will complain if we define the `inline` keyword, but
+ * actually it only supports the keyword on C++.
+ *
+ * To avoid this the _ALLOW_KEYWORD_MACROS must be set.
+ */
+# if !defined(_ALLOW_KEYWORD_MACROS)
+# define _ALLOW_KEYWORD_MACROS
+# endif
+
+ /*
+ * XXX: MSVC has a `__restrict` keyword, but it also has a
+ * `__declspec(restrict)` modifier, so it is impossible to define a
+ * `restrict` macro without interfering with the latter. Furthermore the
+ * MSVC standard library uses __declspec(restrict) under the _CRTRESTRICT
+ * macro. For now resolve this issue by redefining _CRTRESTRICT, but going
+ * forward we should probably should stop using restrict, especially
+ * considering that our code does not obbey strict aliasing rules any way.
+ */
+# include <crtdefs.h>
+# undef _CRTRESTRICT
+# define _CRTRESTRICT
+#endif
+
+
+/*
+ * C99 inline keyword
+ */
+#ifndef inline
+# ifdef __cplusplus
+ /* C++ supports inline keyword */
+# elif defined(__GNUC__)
+# define inline __inline__
+# elif defined(_MSC_VER)
+# define inline __inline
+# elif defined(__ICL)
+# define inline __inline
+# elif defined(__INTEL_COMPILER)
+ /* Intel compiler supports inline keyword */
+# elif defined(__WATCOMC__) && (__WATCOMC__ >= 1100)
+# define inline __inline
+# elif (__STDC_VERSION__ >= 199901L)
+ /* C99 supports inline keyword */
+# else
+# define inline
+# endif
+#endif
+
+
+/*
+ * C99 restrict keyword
+ *
+ * See also:
+ * - http://cellperformance.beyond3d.com/articles/2006/05/demystifying-the-restrict-keyword.html
+ */
+#ifndef restrict
+# if (__STDC_VERSION__ >= 199901L) && !defined(__cplusplus)
+ /* C99 */
+# elif defined(__GNUC__)
+# define restrict __restrict__
+# elif defined(_MSC_VER)
+# define restrict __restrict
+# else
+# define restrict /* */
+# endif
+#endif
+
+
+/*
+ * C99 __func__ macro
+ */
+#ifndef __func__
+# if (__STDC_VERSION__ >= 199901L)
+ /* C99 */
+# elif defined(__GNUC__)
+# define __func__ __FUNCTION__
+# elif defined(_MSC_VER)
+# define __func__ __FUNCTION__
+# else
+# define __func__ "<unknown>"
+# endif
+#endif
+
+
+/* Simple test case for debugging */
+#if 0
+static inline const char *
+test_c99_compat_h(const void * restrict a,
+ const void * restrict b)
+{
+ return __func__;
+}
+#endif
+
+
+/* Fallback definitions, for scons which doesn't auto-detect these things. */
+#ifdef HAVE_SCONS
+
+# ifndef _WIN32
+# define HAVE_PTHREAD
+# define HAVE_POSIX_MEMALIGN
+# endif
+
+# ifdef __GNUC__
+# if __GNUC__ < 4 || (__GNUC__ == 4 && __GNUC_MINOR__ < 2)
+# error "GCC version 4.2 or higher required"
+# endif
+
+ /* https://gcc.gnu.org/onlinedocs/gcc-4.2.4/gcc/Other-Builtins.html */
+# define HAVE___BUILTIN_CLZ 1
+# define HAVE___BUILTIN_CLZLL 1
+# define HAVE___BUILTIN_CTZ 1
+# define HAVE___BUILTIN_EXPECT 1
+# define HAVE___BUILTIN_FFS 1
+# define HAVE___BUILTIN_FFSLL 1
+# define HAVE___BUILTIN_POPCOUNT 1
+# define HAVE___BUILTIN_POPCOUNTLL 1
+ /* https://gcc.gnu.org/onlinedocs/gcc-4.2.4/gcc/Function-Attributes.html */
+# define HAVE_FUNC_ATTRIBUTE_FLATTEN 1
+# define HAVE_FUNC_ATTRIBUTE_UNUSED 1
+# define HAVE_FUNC_ATTRIBUTE_FORMAT 1
+# define HAVE_FUNC_ATTRIBUTE_PACKED 1
+# define HAVE_FUNC_ATTRIBUTE_ALIAS 1
+# define HAVE_FUNC_ATTRIBUTE_NORETURN 1
+
+# if __GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)
+ /* https://gcc.gnu.org/onlinedocs/gcc-4.3.6/gcc/Other-Builtins.html */
+# define HAVE___BUILTIN_BSWAP32 1
+# define HAVE___BUILTIN_BSWAP64 1
+# endif
+
+# if __GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 5)
+# define HAVE___BUILTIN_UNREACHABLE 1
+# endif
+
+# endif /* __GNUC__ */
+
+#endif /* HAVE_SCONS */
+
+
+#endif /* _C99_COMPAT_H_ */
diff --git a/src/mesa/no_extern_c.h b/src/mesa/no_extern_c.h
new file mode 100644
index 0000000..f79602c
--- /dev/null
+++ b/src/mesa/no_extern_c.h
@@ -0,0 +1,48 @@
+/**************************************************************************
+ *
+ * Copyright 2014 VMware, Inc.
+ * All Rights Reserved.
+ *
+ * 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.
+ *
+ **************************************************************************/
+
+
+/*
+ * Including system's headers inside `extern "C" { ... }` is not safe, as system
+ * headers may have C++ code in them, and C++ code inside extern "C"
+ * leads to syntatically incorrect code.
+ *
+ * This is because putting code inside extern "C" won't make __cplusplus define
+ * go away, that is, the system header being included thinks is free to use C++
+ * as it sees fits.
+ *
+ * Including non-system headers inside extern "C" is not safe either, because
+ * non-system headers end up including system headers, hence fall in the above
+ * case too.
+ *
+ * Conclusion, includes inside extern "C" is simply not portable.
+ *
+ *
+ * This header helps surface these issues.
+ */
+
+#ifdef __cplusplus
+template<class T> class _IncludeInsideExternCNotPortable;
+#endif
diff --git a/src/mesa/util/detect_os.h b/src/mesa/util/detect_os.h
new file mode 100644
index 0000000..6506948
--- /dev/null
+++ b/src/mesa/util/detect_os.h
@@ -0,0 +1,131 @@
+/* SPDX-License-Identifier: MIT */
+/* Copyright 2008 VMware, Inc. */
+
+/**
+ * Auto-detect the operating system family.
+ *
+ * See also:
+ * - http://gcc.gnu.org/onlinedocs/cpp/Common-Predefined-Macros.html
+ * - echo | gcc -dM -E - | sort
+ * - http://msdn.microsoft.com/en-us/library/b0084kay.aspx
+ *
+ * @author José Fonseca <jfonseca@vmware.com>
+ */
+
+#ifndef DETECT_OS_H
+#define DETECT_OS_H
+
+#if defined(__linux__)
+#define DETECT_OS_LINUX 1
+#define DETECT_OS_UNIX 1
+#endif
+
+/*
+ * Android defines __linux__, so DETECT_OS_LINUX and DETECT_OS_UNIX will
+ * also be defined.
+ */
+#if defined(ANDROID)
+#define DETECT_OS_ANDROID 1
+#endif
+
+#if defined(__FreeBSD__) || defined(__FreeBSD_kernel__)
+#define DETECT_OS_FREEBSD 1
+#define DETECT_OS_BSD 1
+#define DETECT_OS_UNIX 1
+#endif
+
+#if defined(__OpenBSD__)
+#define DETECT_OS_OPENBSD 1
+#define DETECT_OS_BSD 1
+#define DETECT_OS_UNIX 1
+#endif
+
+#if defined(__NetBSD__)
+#define DETECT_OS_NETBSD 1
+#define DETECT_OS_BSD 1
+#define DETECT_OS_UNIX 1
+#endif
+
+#if defined(__DragonFly__)
+#define DETECT_OS_DRAGONFLY 1
+#define DETECT_OS_BSD 1
+#define DETECT_OS_UNIX 1
+#endif
+
+#if defined(__GNU__)
+#define DETECT_OS_HURD 1
+#define DETECT_OS_UNIX 1
+#endif
+
+#if defined(__sun)
+#define DETECT_OS_SOLARIS 1
+#define DETECT_OS_UNIX 1
+#endif
+
+#if defined(__APPLE__)
+#define DETECT_OS_APPLE 1
+#define DETECT_OS_UNIX 1
+#endif
+
+#if defined(_WIN32) || defined(WIN32)
+#define DETECT_OS_WINDOWS 1
+#endif
+
+#if defined(__HAIKU__)
+#define DETECT_OS_HAIKU 1
+#define DETECT_OS_UNIX 1
+#endif
+
+#if defined(__CYGWIN__)
+#define DETECT_OS_CYGWIN 1
+#define DETECT_OS_UNIX 1
+#endif
+
+
+/*
+ * Make sure DETECT_OS_* are always defined, so that they can be used with #if
+ */
+#ifndef DETECT_OS_ANDROID
+#define DETECT_OS_ANDROID 0
+#endif
+#ifndef DETECT_OS_APPLE
+#define DETECT_OS_APPLE 0
+#endif
+#ifndef DETECT_OS_BSD
+#define DETECT_OS_BSD 0
+#endif
+#ifndef DETECT_OS_CYGWIN
+#define DETECT_OS_CYGWIN 0
+#endif
+#ifndef DETECT_OS_DRAGONFLY
+#define DETECT_OS_DRAGONFLY 0
+#endif
+#ifndef DETECT_OS_FREEBSD
+#define DETECT_OS_FREEBSD 0
+#endif
+#ifndef DETECT_OS_HAIKU
+#define DETECT_OS_HAIKU 0
+#endif
+#ifndef DETECT_OS_HURD
+#define DETECT_OS_HURD 0
+#endif
+#ifndef DETECT_OS_LINUX
+#define DETECT_OS_LINUX 0
+#endif
+#ifndef DETECT_OS_NETBSD
+#define DETECT_OS_NETBSD 0
+#endif
+#ifndef DETECT_OS_OPENBSD
+#define DETECT_OS_OPENBSD 0
+#endif
+#ifndef DETECT_OS_SOLARIS
+#define DETECT_OS_SOLARIS 0
+#endif
+#ifndef DETECT_OS_UNIX
+#define DETECT_OS_UNIX 0
+#endif
+#ifndef DETECT_OS_WINDOWS
+#define DETECT_OS_WINDOWS 0
+#endif
+
+#endif /* DETECT_OS_H */
diff --git a/src/mesa/util/macros.h b/src/mesa/util/macros.h
new file mode 100644
index 0000000..16c88db
--- /dev/null
+++ b/src/mesa/util/macros.h
@@ -0,0 +1,335 @@
+/*
+ * Copyright © 2014 Intel Corporation
+ *
+ * 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 (including the next
+ * paragraph) 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.
+ */
+
+#ifndef UTIL_MACROS_H
+#define UTIL_MACROS_H
+
+#include <assert.h>
+
+#include "../c99_compat.h"
+#include "../c11_compat.h"
+
+/* Compute the size of an array */
+#ifndef ARRAY_SIZE
+# define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
+#endif
+
+/* For compatibility with Clang's __has_builtin() */
+#ifndef __has_builtin
+# define __has_builtin(x) 0
+#endif
+
+/**
+ * __builtin_expect macros
+ */
+#if !defined(HAVE___BUILTIN_EXPECT)
+# define __builtin_expect(x, y) (x)
+#endif
+
+#ifndef likely
+# ifdef HAVE___BUILTIN_EXPECT
+# define likely(x) __builtin_expect(!!(x), 1)
+# define unlikely(x) __builtin_expect(!!(x), 0)
+# else
+# define likely(x) (x)
+# define unlikely(x) (x)
+# endif
+#endif
+
+
+/**
+ * Static (compile-time) assertion.
+ * Basically, use COND to dimension an array. If COND is false/zero the
+ * array size will be -1 and we'll get a compilation error.
+ */
+#define STATIC_ASSERT(COND) \
+ do { \
+ (void) sizeof(char [1 - 2*!(COND)]); \
+ } while (0)
+
+
+/**
+ * Unreachable macro. Useful for suppressing "control reaches end of non-void
+ * function" warnings.
+ */
+#if defined(HAVE___BUILTIN_UNREACHABLE) || __has_builtin(__builtin_unreachable)
+#define unreachable(str) \
+do { \
+ assert(!str); \
+ __builtin_unreachable(); \
+} while (0)
+#elif defined (_MSC_VER)
+#define unreachable(str) \
+do { \
+ assert(!str); \
+ __assume(0); \
+} while (0)
+#else
+#define unreachable(str) assert(!str)
+#endif
+
+/**
+ * Assume macro. Useful for expressing our assumptions to the compiler,
+ * typically for purposes of silencing warnings.
+ */
+#if __has_builtin(__builtin_assume)
+#define assume(expr) \
+do { \
+ assert(expr); \
+ __builtin_assume(expr); \
+} while (0)
+#elif defined HAVE___BUILTIN_UNREACHABLE
+#define assume(expr) ((expr) ? ((void) 0) \
+ : (assert(!"assumption failed"), \
+ __builtin_unreachable()))
+#elif defined (_MSC_VER)
+#define assume(expr) __assume(expr)
+#else
+#define assume(expr) assert(expr)
+#endif
+
+/* Attribute const is used for functions that have no effects other than their
+ * return value, and only rely on the argument values to compute the return
+ * value. As a result, calls to it can be CSEed. Note that using memory
+ * pointed to by the arguments is not allowed for const functions.
+ */
+#ifdef HAVE_FUNC_ATTRIBUTE_CONST
+#define ATTRIBUTE_CONST __attribute__((__const__))
+#else
+#define ATTRIBUTE_CONST
+#endif
+
+#ifdef HAVE_FUNC_ATTRIBUTE_FLATTEN
+#define FLATTEN __attribute__((__flatten__))
+#else
+#define FLATTEN
+#endif
+
+#ifdef HAVE_FUNC_ATTRIBUTE_FORMAT
+#define PRINTFLIKE(f, a) __attribute__ ((format(__printf__, f, a)))
+#else
+#define PRINTFLIKE(f, a)
+#endif
+
+#ifdef HAVE_FUNC_ATTRIBUTE_MALLOC
+#define MALLOCLIKE __attribute__((__malloc__))
+#else
+#define MALLOCLIKE
+#endif
+
+/* Forced function inlining */
+/* Note: Clang also sets __GNUC__ (see other cases below) */
+#ifndef ALWAYS_INLINE
+# if defined(__GNUC__)
+# define ALWAYS_INLINE inline __attribute__((always_inline))
+# elif defined(_MSC_VER)
+# define ALWAYS_INLINE __forceinline
+# else
+# define ALWAYS_INLINE inline
+# endif
+#endif
+
+/* Used to optionally mark structures with misaligned elements or size as
+ * packed, to trade off performance for space.
+ */
+#ifdef HAVE_FUNC_ATTRIBUTE_PACKED
+#define PACKED __attribute__((__packed__))
+#else
+#define PACKED
+#endif
+
+/* Attribute pure is used for functions that have no effects other than their
+ * return value. As a result, calls to it can be dead code eliminated.
+ */
+#ifdef HAVE_FUNC_ATTRIBUTE_PURE
+#define ATTRIBUTE_PURE __attribute__((__pure__))
+#else
+#define ATTRIBUTE_PURE
+#endif
+
+#ifdef HAVE_FUNC_ATTRIBUTE_RETURNS_NONNULL
+#define ATTRIBUTE_RETURNS_NONNULL __attribute__((__returns_nonnull__))
+#else
+#define ATTRIBUTE_RETURNS_NONNULL
+#endif
+
+#ifndef NORETURN
+# ifdef _MSC_VER
+# define NORETURN __declspec(noreturn)
+# elif defined HAVE_FUNC_ATTRIBUTE_NORETURN
+# define NORETURN __attribute__((__noreturn__))
+# else
+# define NORETURN
+# endif
+#endif
+
+#ifdef __cplusplus
+/**
+ * Macro function that evaluates to true if T is a trivially
+ * destructible type -- that is, if its (non-virtual) destructor
+ * performs no action and all member variables and base classes are
+ * trivially destructible themselves.
+ */
+# if (defined(__clang__) && defined(__has_feature))
+# if __has_feature(has_trivial_destructor)
+# define HAS_TRIVIAL_DESTRUCTOR(T) __has_trivial_destructor(T)
+# endif
+# elif defined(__GNUC__)
+# if ((__GNUC__ > 4) || ((__GNUC__ == 4) && (__GNUC_MINOR__ >= 3)))
+# define HAS_TRIVIAL_DESTRUCTOR(T) __has_trivial_destructor(T)
+# endif
+# elif defined(_MSC_VER) && !defined(__INTEL_COMPILER)
+# define HAS_TRIVIAL_DESTRUCTOR(T) __has_trivial_destructor(T)
+# endif
+# ifndef HAS_TRIVIAL_DESTRUCTOR
+ /* It's always safe (if inefficient) to assume that a
+ * destructor is non-trivial.
+ */
+# define HAS_TRIVIAL_DESTRUCTOR(T) (false)
+# endif
+#endif
+
+/**
+ * PUBLIC/USED macros
+ *
+ * If we build the library with gcc's -fvisibility=hidden flag, we'll
+ * use the PUBLIC macro to mark functions that are to be exported.
+ *
+ * We also need to define a USED attribute, so the optimizer doesn't
+ * inline a static function that we later use in an alias. - ajax
+ */
+#ifndef PUBLIC
+# if defined(__GNUC__)
+# define PUBLIC __attribute__((visibility("default")))
+# define USED __attribute__((used))
+# elif defined(_MSC_VER)
+# define PUBLIC __declspec(dllexport)
+# define USED
+# else
+# define PUBLIC
+# define USED
+# endif
+#endif
+
+/**
+ * UNUSED marks variables (or sometimes functions) that have to be defined,
+ * but are sometimes (or always) unused beyond that. A common case is for
+ * a function parameter to be used in some build configurations but not others.
+ * Another case is fallback vfuncs that don't do anything with their params.
+ *
+ * Note that this should not be used for identifiers used in `assert()`;
+ * see ASSERTED below.
+ */
+#ifdef HAVE_FUNC_ATTRIBUTE_UNUSED
+#define UNUSED __attribute__((unused))
+#else
+#define UNUSED
+#endif
+
+/**
+ * Use ASSERTED to indicate that an identifier is unused outside of an `assert()`,
+ * so that assert-free builds don't get "unused variable" warnings.
+ */
+#ifdef NDEBUG
+#define ASSERTED UNUSED
+#else
+#define ASSERTED
+#endif
+
+#ifdef HAVE_FUNC_ATTRIBUTE_WARN_UNUSED_RESULT
+#define MUST_CHECK __attribute__((warn_unused_result))
+#else
+#define MUST_CHECK
+#endif
+
+#if defined(__GNUC__)
+#define ATTRIBUTE_NOINLINE __attribute__((noinline))
+#else
+#define ATTRIBUTE_NOINLINE
+#endif
+
+
+/**
+ * Check that STRUCT::FIELD can hold MAXVAL. We use a lot of bitfields
+ * in Mesa/gallium. We have to be sure they're of sufficient size to
+ * hold the largest expected value.
+ * Note that with MSVC, enums are signed and enum bitfields need one extra
+ * high bit (always zero) to ensure the max value is handled correctly.
+ * This macro will detect that with MSVC, but not GCC.
+ */
+#define ASSERT_BITFIELD_SIZE(STRUCT, FIELD, MAXVAL) \
+ do { \
+ ASSERTED STRUCT s; \
+ s.FIELD = (MAXVAL); \
+ assert((int) s.FIELD == (MAXVAL) && "Insufficient bitfield size!"); \
+ } while (0)
+
+
+/** Compute ceiling of integer quotient of A divided by B. */
+#define DIV_ROUND_UP( A, B ) ( ((A) + (B) - 1) / (B) )
+
+/** Clamp X to [MIN,MAX]. Turn NaN into MIN, arbitrarily. */
+#define CLAMP( X, MIN, MAX ) ( (X)>(MIN) ? ((X)>(MAX) ? (MAX) : (X)) : (MIN) )
+
+/** Minimum of two values: */
+#define MIN2( A, B ) ( (A)<(B) ? (A) : (B) )
+
+/** Maximum of two values: */
+#define MAX2( A, B ) ( (A)>(B) ? (A) : (B) )
+
+/** Minimum and maximum of three values: */
+#define MIN3( A, B, C ) ((A) < (B) ? MIN2(A, C) : MIN2(B, C))
+#define MAX3( A, B, C ) ((A) > (B) ? MAX2(A, C) : MAX2(B, C))
+
+/** Align a value to a power of two */
+#define ALIGN_POT(x, pot_align) (((x) + (pot_align) - 1) & ~((pot_align) - 1))
+
+/**
+ * Macro for declaring an explicit conversion operator. Defaults to an
+ * implicit conversion if C++11 is not supported.
+ */
+#if __cplusplus >= 201103L
+#define EXPLICIT_CONVERSION explicit
+#elif defined(__cplusplus)
+#define EXPLICIT_CONVERSION
+#endif
+
+/** Set a single bit */
+#define BITFIELD_BIT(b) (1u << (b))
+/** Set all bits up to excluding bit b */
+#define BITFIELD_MASK(b) \
+ ((b) == 32 ? (~0u) : BITFIELD_BIT((b) % 32) - 1)
+/** Set count bits starting from bit b */
+#define BITFIELD_RANGE(b, count) \
+ (BITFIELD_MASK((b) + (count)) & ~BITFIELD_MASK(b))
+
+/** Set a single bit */
+#define BITFIELD64_BIT(b) (1ull << (b))
+/** Set all bits up to excluding bit b */
+#define BITFIELD64_MASK(b) \
+ ((b) == 64 ? (~0ull) : BITFIELD64_BIT(b) - 1)
+/** Set count bits starting from bit b */
+#define BITFIELD64_RANGE(b, count) \
+ (BITFIELD64_MASK((b) + (count)) & ~BITFIELD64_MASK(b))
+
+#endif /* UTIL_MACROS_H */
diff --git a/src/mesa/util/os_socket.c b/src/mesa/util/os_socket.c
new file mode 100644
index 0000000..98ef013
--- /dev/null
+++ b/src/mesa/util/os_socket.c
@@ -0,0 +1,122 @@
+/*
+ * Copyright 2019 Intel Corporation
+ * SPDX-License-Identifier: MIT
+ */
+
+#include <errno.h>
+
+#include "os_socket.h"
+
+#if defined(__linux__)
+
+#include <fcntl.h>
+#include <poll.h>
+#include <stddef.h>
+#include <string.h>
+#include <sys/socket.h>
+#include <sys/un.h>
+#include <unistd.h>
+
+int
+os_socket_listen_abstract(const char *path, int count)
+{
+ int s = socket(AF_UNIX, SOCK_STREAM, 0);
+ if (s < 0)
+ return -1;
+
+ struct sockaddr_un addr;
+ memset(&addr, 0, sizeof(addr));
+ addr.sun_family = AF_UNIX;
+ strncpy(addr.sun_path + 1, path, sizeof(addr.sun_path) - 2);
+
+ /* Create an abstract socket */
+ int ret = bind(s, (struct sockaddr*)&addr,
+ offsetof(struct sockaddr_un, sun_path) +
+ strlen(path) + 1);
+ if (ret < 0)
+ return -1;
+
+ listen(s, count);
+
+ return s;
+}
+
+int
+os_socket_accept(int s)
+{
+ return accept(s, NULL, NULL);
+}
+
+ssize_t
+os_socket_recv(int socket, void *buffer, size_t length, int flags)
+{
+ return recv(socket, buffer, length, flags);
+}
+
+ssize_t
+os_socket_send(int socket, const void *buffer, size_t length, int flags)
+{
+ return send(socket, buffer, length, flags);
+}
+
+void
+os_socket_block(int s, bool block)
+{
+ int old = fcntl(s, F_GETFL, 0);
+ if (old == -1)
+ return;
+
+ /* TODO obey block */
+ if (block)
+ fcntl(s, F_SETFL, old & ~O_NONBLOCK);
+ else
+ fcntl(s, F_SETFL, old | O_NONBLOCK);
+}
+
+void
+os_socket_close(int s)
+{
+ close(s);
+}
+
+#else
+
+int
+os_socket_listen_abstract(const char *path, int count)
+{
+ errno = -ENOSYS;
+ return -1;
+}
+
+int
+os_socket_accept(int s)
+{
+ errno = -ENOSYS;
+ return -1;
+}
+
+ssize_t
+os_socket_recv(int socket, void *buffer, size_t length, int flags)
+{
+ errno = -ENOSYS;
+ return -1;
+}
+
+ssize_t
+os_socket_send(int socket, const void *buffer, size_t length, int flags)
+{
+ errno = -ENOSYS;
+ return -1;
+}
+
+void
+os_socket_block(int s, bool block)
+{
+}
+
+void
+os_socket_close(int s)
+{
+}
+
+#endif
diff --git a/src/mesa/util/os_socket.h b/src/mesa/util/os_socket.h
new file mode 100644
index 0000000..0d6f874
--- /dev/null
+++ b/src/mesa/util/os_socket.h
@@ -0,0 +1,36 @@
+/*
+ * Copyright 2019 Intel Corporation
+ * SPDX-License-Identifier: MIT
+ *
+ * Socket operations helpers
+ */
+
+#ifndef _OS_SOCKET_H_
+#define _OS_SOCKET_H_
+
+#include <stdio.h>
+#include <stdbool.h>
+#ifdef _MSC_VER
+#include <BaseTsd.h>
+typedef SSIZE_T ssize_t;
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+int os_socket_accept(int s);
+
+int os_socket_listen_abstract(const char *path, int count);
+
+ssize_t os_socket_recv(int socket, void *buffer, size_t length, int flags);
+ssize_t os_socket_send(int socket, const void *buffer, size_t length, int flags);
+
+void os_socket_block(int s, bool block);
+void os_socket_close(int s);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* _OS_SOCKET_H_ */
diff --git a/src/mesa/util/os_time.c b/src/mesa/util/os_time.c
new file mode 100644
index 0000000..969ce5c
--- /dev/null
+++ b/src/mesa/util/os_time.c
@@ -0,0 +1,195 @@
+/**************************************************************************
+ *
+ * Copyright 2008-2010 VMware, Inc.
+ * All Rights Reserved.
+ *
+ * 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, sub license, 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 (including the
+ * next paragraph) 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 NON-INFRINGEMENT.
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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.
+ *
+ **************************************************************************/
+
+/**
+ * @file
+ * OS independent time-manipulation functions.
+ *
+ * @author Jose Fonseca <jfonseca@vmware.com>
+ */
+
+#include "os_time.h"
+#include "detect_os.h"
+
+#if defined(USE_GCC_ATOMIC_BUILTINS)
+/* The builtins with explicit memory model are available since GCC 4.7. */
+#define p_atomic_read(_v) __atomic_load_n((_v), __ATOMIC_ACQUIRE)
+#else
+#define p_atomic_read(_v) (*(_v))
+#endif
+
+#if DETECT_OS_UNIX
+# include <unistd.h> /* usleep */
+# include <time.h> /* timeval */
+# include <sys/time.h> /* timeval */
+# include <sched.h> /* sched_yield */
+# include <errno.h>
+#elif DETECT_OS_WINDOWS
+# include <windows.h>
+#else
+# error Unsupported OS
+#endif
+
+
+int64_t
+os_time_get_nano(void)
+{
+#if DETECT_OS_LINUX || DETECT_OS_BSD
+
+ struct timespec tv;
+ clock_gettime(CLOCK_MONOTONIC, &tv);
+ return tv.tv_nsec + tv.tv_sec*INT64_C(1000000000);
+
+#elif DETECT_OS_UNIX
+
+ struct timeval tv;
+ gettimeofday(&tv, NULL);
+ return tv.tv_usec*INT64_C(1000) + tv.tv_sec*INT64_C(1000000000);
+
+#elif DETECT_OS_WINDOWS
+
+ static LARGE_INTEGER frequency;
+ LARGE_INTEGER counter;
+ int64_t secs, nanosecs;
+ if(!frequency.QuadPart)
+ QueryPerformanceFrequency(&frequency);
+ QueryPerformanceCounter(&counter);
+ /* Compute seconds and nanoseconds parts separately to
+ * reduce severity of precision loss.
+ */
+ secs = counter.QuadPart / frequency.QuadPart;
+ nanosecs = (counter.QuadPart % frequency.QuadPart) * INT64_C(1000000000)
+ / frequency.QuadPart;
+ return secs*INT64_C(1000000000) + nanosecs;
+
+#else
+
+#error Unsupported OS
+
+#endif
+}
+
+
+
+void
+os_time_sleep(int64_t usecs)
+{
+#if DETECT_OS_LINUX
+ struct timespec time;
+ time.tv_sec = usecs / 1000000;
+ time.tv_nsec = (usecs % 1000000) * 1000;
+ while (clock_nanosleep(CLOCK_MONOTONIC, 0, &time, &time) == EINTR);
+
+#elif DETECT_OS_UNIX
+ usleep(usecs);
+
+#elif DETECT_OS_WINDOWS
+ DWORD dwMilliseconds = (DWORD) ((usecs + 999) / 1000);
+ /* Avoid Sleep(O) as that would cause to sleep for an undetermined duration */
+ if (dwMilliseconds) {
+ Sleep(dwMilliseconds);
+ }
+#else
+# error Unsupported OS
+#endif
+}
+
+
+
+int64_t
+os_time_get_absolute_timeout(uint64_t timeout)
+{
+ int64_t time, abs_timeout;
+
+ /* Also check for the type upper bound. */
+ if (timeout == OS_TIMEOUT_INFINITE || timeout > INT64_MAX)
+ return OS_TIMEOUT_INFINITE;
+
+ time = os_time_get_nano();
+ abs_timeout = time + (int64_t)timeout;
+
+ /* Check for overflow. */
+ if (abs_timeout < time)
+ return OS_TIMEOUT_INFINITE;
+
+ return abs_timeout;
+}
+
+
+bool
+os_wait_until_zero(volatile int *var, uint64_t timeout)
+{
+ if (!p_atomic_read(var))
+ return true;
+
+ if (!timeout)
+ return false;
+
+ if (timeout == OS_TIMEOUT_INFINITE) {
+ while (p_atomic_read(var)) {
+#if DETECT_OS_UNIX
+ sched_yield();
+#endif
+ }
+ return true;
+ }
+ else {
+ int64_t start_time = os_time_get_nano();
+ int64_t end_time = start_time + timeout;
+
+ while (p_atomic_read(var)) {
+ if (os_time_timeout(start_time, end_time, os_time_get_nano()))
+ return false;
+
+#if DETECT_OS_UNIX
+ sched_yield();
+#endif
+ }
+ return true;
+ }
+}
+
+
+bool
+os_wait_until_zero_abs_timeout(volatile int *var, int64_t timeout)
+{
+ if (!p_atomic_read(var))
+ return true;
+
+ if (timeout == OS_TIMEOUT_INFINITE)
+ return os_wait_until_zero(var, OS_TIMEOUT_INFINITE);
+
+ while (p_atomic_read(var)) {
+ if (os_time_get_nano() >= timeout)
+ return false;
+
+#if DETECT_OS_UNIX
+ sched_yield();
+#endif
+ }
+ return true;
+}
diff --git a/src/mesa/util/os_time.h b/src/mesa/util/os_time.h
new file mode 100644
index 0000000..049ab11
--- /dev/null
+++ b/src/mesa/util/os_time.h
@@ -0,0 +1,130 @@
+/**************************************************************************
+ *
+ * Copyright 2008-2010 VMware, Inc.
+ * All Rights Reserved.
+ *
+ * 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, sub license, 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 (including the
+ * next paragraph) 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 NON-INFRINGEMENT.
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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.
+ *
+ **************************************************************************/
+
+/**
+ * @file
+ * OS independent time-manipulation functions.
+ *
+ * @author Jose Fonseca <jfonseca@vmware.com>
+ */
+
+#ifndef _OS_TIME_H_
+#define _OS_TIME_H_
+
+#include <stdbool.h>
+#include <stdint.h>
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* must be equal to PIPE_TIMEOUT_INFINITE */
+#define OS_TIMEOUT_INFINITE 0xffffffffffffffffull
+
+/*
+ * Get the current time in nanoseconds from an unknown base.
+ */
+int64_t
+os_time_get_nano(void);
+
+
+/*
+ * Get the current time in microseconds from an unknown base.
+ */
+static inline int64_t
+os_time_get(void)
+{
+ return os_time_get_nano() / 1000;
+}
+
+
+/*
+ * Sleep.
+ */
+void
+os_time_sleep(int64_t usecs);
+
+
+/*
+ * Helper function for detecting time outs, taking in account overflow.
+ *
+ * Returns true if the current time has elapsed beyond the specified interval.
+ */
+static inline bool
+os_time_timeout(int64_t start,
+ int64_t end,
+ int64_t curr)
+{
+ if (start <= end)
+ return !(start <= curr && curr < end);
+ else
+ return !((start <= curr) || (curr < end));
+}
+
+
+/**
+ * Convert a relative timeout in nanoseconds into an absolute timeout,
+ * in other words, it returns current time + timeout.
+ * os_time_get_nano() must be monotonic.
+ * OS_TIMEOUT_INFINITE is passed through unchanged. If the calculation
+ * overflows, OS_TIMEOUT_INFINITE is returned.
+ */
+int64_t
+os_time_get_absolute_timeout(uint64_t timeout);
+
+
+/**
+ * Wait until the variable at the given memory location is zero.
+ *
+ * \param var variable
+ * \param timeout timeout in ns, can be anything from 0 (no wait) to
+ * OS_TIMEOUT_INFINITE (wait forever)
+ * \return true if the variable is zero
+ */
+bool
+os_wait_until_zero(volatile int *var, uint64_t timeout);
+
+
+/**
+ * Wait until the variable at the given memory location is zero.
+ * The timeout is the absolute time when the waiting should stop. If it is
+ * less than or equal to the current time, it only returns the status and
+ * doesn't wait. OS_TIMEOUT_INFINITE waits forever. This requires that
+ * os_time_get_nano is monotonic.
+ *
+ * \param var variable
+ * \param timeout the time in ns when the waiting should stop
+ * \return true if the variable is zero
+ */
+bool
+os_wait_until_zero_abs_timeout(volatile int *var, int64_t timeout);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* _OS_TIME_H_ */
diff --git a/src/meson.build b/src/meson.build
new file mode 100644
index 0000000..205f13c
--- /dev/null
+++ b/src/meson.build
@@ -0,0 +1,193 @@
+glslang = find_program('glslangValidator')
+
+# Needs prefix for configure_file()
+if get_option('append_libdir_mangohud')
+ libdir_mangohud = join_paths(get_option('libdir'), 'mangohud')
+ ld_libdir_mangohud = get_option('prefix') + '/\$LIB/mangohud/'
+else
+ libdir_mangohud = get_option('libdir')
+ ld_libdir_mangohud = get_option('prefix') + '/\$LIB/'
+endif
+
+# For build.sh
+if get_option('ld_libdir_prefix')
+ # FIXME derive from libdir
+ ld_libdir_mangohud = get_option('prefix') + '/lib/mangohud/\$LIB/'
+endif
+
+overlay_shaders = [
+ 'overlay.frag',
+ 'overlay.vert',
+]
+overlay_spv = []
+foreach s : ['overlay.frag', 'overlay.vert']
+ overlay_spv += custom_target(
+ s + '.spv.h', input : s, output : s + '.spv.h',
+ command : [glslang, '-V', '-x', '-o', '@OUTPUT@', '@INPUT@'])
+endforeach
+
+vklayer_files = files(
+ 'overlay.cpp',
+ 'overlay_params.cpp',
+ 'font_unispace.c',
+ 'blacklist.cpp',
+ 'cpu.cpp',
+ 'file_utils.cpp',
+ 'memory.cpp',
+ 'config.cpp',
+ 'iostats.cpp',
+ 'gpu.cpp',
+ 'notify.cpp',
+ 'elfhacks.cpp',
+ 'real_dlsym.cpp',
+ 'pci_ids.cpp',
+ 'logging.cpp',
+)
+
+opengl_files = files(
+ 'gl/glad.c',
+ 'gl/imgui_impl_opengl3.cpp',
+ 'gl/imgui_hud.cpp',
+ 'gl/inject_egl.cpp',
+)
+
+if get_option('with_dlsym').enabled()
+ pre_args += '-DHOOK_DLSYM'
+endif
+
+nvml_h_found = get_option('with_nvml') == 'enabled'
+if get_option('with_nvml') == 'system'
+ nvml_h_found = cc.has_header('nvml.h')
+ if not nvml_h_found
+ error('nvml.h was not found. Disable with \'-Dwith_nvml=disabled\' if gpu stats by NVML is not needed.')
+ endif
+ pre_args += '-DUSE_SYSTEM_NVML'
+endif
+
+if nvml_h_found
+ pre_args += '-DHAVE_NVML'
+ vklayer_files += files(
+ 'nvml.cpp',
+ 'loaders/loader_nvml.cpp',
+ )
+endif
+
+if get_option('with_xnvctrl').enabled()
+
+ if not get_option('with_x11').enabled()
+ error('XNVCtrl also needs \'with_x11\'')
+ endif
+
+ xnvctrl_h_found = cc.has_header('NVCtrl/NVCtrl.h')
+ if not xnvctrl_h_found
+ error('NVCtrl.h was not found. Disable with \'-Dwith_xnvctrl=disabled\' if gpu stats by XNVCtrl is not needed.')
+ endif
+
+ pre_args += '-DHAVE_XNVCTRL'
+ vklayer_files += files(
+ 'loaders/loader_nvctrl.cpp',
+ 'nvctrl.cpp',
+ )
+endif
+
+if get_option('with_x11').enabled()
+ pre_args += '-DHAVE_X11'
+
+ vklayer_files += files(
+ 'loaders/loader_x11.cpp',
+ 'shared_x11.cpp',
+ )
+
+ opengl_files += files(
+ 'loaders/loader_glx.cpp',
+ 'gl/inject_glx.cpp',
+ )
+endif
+
+if dbus_dep.found() and get_option('with_dbus').enabled()
+ pre_args += '-DHAVE_DBUS'
+ vklayer_files += files(
+ 'dbus.cpp',
+ 'loaders/loader_dbus.cpp',
+ )
+endif
+
+link_args = cc.get_supported_link_arguments(['-Wl,-Bsymbolic-functions', '-Wl,-z,relro', '-Wl,--exclude-libs,ALL'])
+# meson fails to check version-script so just force add
+link_args += '-Wl,--version-script,@0@'.format(join_paths(meson.current_source_dir(), 'mangohud.version'))
+
+vklayer_mesa_overlay = shared_library(
+ 'MangoHud',
+ mangohud_version,
+ util_files,
+ vk_enum_to_str,
+ vklayer_files,
+ opengl_files,
+ overlay_spv,
+ c_args : [
+ pre_args,
+ no_override_init_args,
+ vulkan_wsi_args
+ ],
+ cpp_args : [
+ pre_args,
+ vulkan_wsi_args
+ ],
+ gnu_symbol_visibility : 'hidden',
+ dependencies : [
+ vulkan_wsi_deps,
+ dearimgui_dep,
+ dbus_dep,
+ dep_dl,
+ dep_rt,
+ dep_pthread,
+ dep_vulkan],
+ include_directories : [inc_common],
+ link_args : link_args,
+ install_dir : libdir_mangohud,
+ install : true
+)
+
+mangohud_dlsym = shared_library(
+ 'MangoHud_dlsym',
+ files(
+ 'elfhacks.cpp',
+ 'real_dlsym.cpp',
+ 'hook_dlsym.cpp',
+ ),
+ c_args : [
+ pre_args,
+ no_override_init_args,
+ ],
+ cpp_args : [
+ pre_args,
+ ],
+ gnu_symbol_visibility : 'hidden',
+ dependencies : [dep_dl],
+ include_directories : [inc_common],
+ link_args : link_args,
+ install_dir : libdir_mangohud,
+ install : true
+)
+
+configure_file(input : 'mangohud.json.in',
+ output : '@0@.json'.format(meson.project_name()),
+ configuration : {'ld_libdir_mangohud' : ld_libdir_mangohud,
+ 'PROJECT_NAME' : meson.project_name().to_upper()},
+ install : true,
+ install_dir : join_paths(get_option('datadir'), 'vulkan', 'implicit_layer.d'),
+)
+
+configure_file(input : '../bin/mangohud.in',
+ output : 'mangohud',
+ configuration : {'ld_libdir_mangohud' : ld_libdir_mangohud},
+ install_dir : get_option('bindir'),
+)
+
+if get_option('include_doc')
+ install_data(
+ files('../bin/MangoHud.conf'),
+ install_dir : join_paths(get_option('datadir'), 'doc', 'mangohud'),
+ rename : ['MangoHud.conf.example']
+ )
+endif
diff --git a/src/notify.cpp b/src/notify.cpp
new file mode 100644
index 0000000..47f0be8
--- /dev/null
+++ b/src/notify.cpp
@@ -0,0 +1,77 @@
+#include <chrono>
+#include <unistd.h>
+#include <fcntl.h>
+#include <sys/types.h>
+#include <sys/inotify.h>
+#include "config.h"
+#include "notify.h"
+
+#define EVENT_SIZE ( sizeof (struct inotify_event) )
+#define EVENT_BUF_LEN ( 1024 * ( EVENT_SIZE + 16 ) )
+
+static void fileChanged(void *params_void) {
+ notify_thread *nt = reinterpret_cast<notify_thread *>(params_void);
+ int length, i = 0;
+ char buffer[EVENT_BUF_LEN];
+ overlay_params local_params = *nt->params;
+
+ while (!nt->quit) {
+ length = read( nt->fd, buffer, EVENT_BUF_LEN );
+ while (i < length) {
+ struct inotify_event *event =
+ (struct inotify_event *) &buffer[i];
+ i += EVENT_SIZE + event->len;
+ if (event->mask & IN_MODIFY || event->mask & IN_DELETE_SELF) {
+ // In the case of IN_DELETE_SELF, some editors may to a save-to-temp-file/delete-original/move-temp-file
+ // so sleep a little to let file to be replaced
+ std::this_thread::sleep_for(std::chrono::milliseconds(100));
+ parse_overlay_config(&local_params, getenv("MANGOHUD_CONFIG"));
+ if ((event->mask & IN_DELETE_SELF) || (nt->params->config_file_path != local_params.config_file_path)) {
+#ifndef NDEBUG
+ fprintf(stderr, "MANGOHUD: watching config file: %s\n", local_params.config_file_path.c_str());
+#endif
+ inotify_rm_watch(nt->fd, nt->wd);
+ nt->wd = inotify_add_watch(nt->fd, local_params.config_file_path.c_str(), IN_MODIFY | IN_DELETE_SELF);
+ }
+ std::lock_guard<std::mutex> lk(nt->mutex);
+ *nt->params = local_params;
+ }
+ }
+ i = 0;
+ std::this_thread::sleep_for(std::chrono::milliseconds(100));
+ }
+}
+
+bool start_notifier(notify_thread& nt)
+{
+ nt.fd = inotify_init1(IN_NONBLOCK);
+ if (nt.fd < 0) {
+ perror("MANGOHUD: inotify_init1");
+ return false;
+ }
+
+ nt.wd = inotify_add_watch(nt.fd, nt.params->config_file_path.c_str(), IN_MODIFY | IN_DELETE_SELF);
+ if (nt.wd < 0) {
+ close(nt.fd);
+ nt.fd = -1;
+ return false;
+ }
+
+ if (nt.thread.joinable())
+ nt.thread.join();
+ nt.thread = std::thread(fileChanged, &nt);
+ return true;
+}
+
+void stop_notifier(notify_thread& nt)
+{
+ if (nt.fd < 0)
+ return;
+
+ nt.quit = true;
+ if (nt.thread.joinable())
+ nt.thread.join();
+ inotify_rm_watch(nt.fd, nt.wd);
+ close(nt.fd);
+ nt.fd = -1;
+}
diff --git a/src/notify.h b/src/notify.h
new file mode 100644
index 0000000..559bda4
--- /dev/null
+++ b/src/notify.h
@@ -0,0 +1,21 @@
+#pragma once
+#ifndef MANGOHUD_NOTIFY_H
+#define MANGOHUD_NOTIFY_H
+
+#include <thread>
+#include <mutex>
+#include "overlay_params.h"
+
+struct notify_thread
+{
+ int fd = -1, wd = -1;
+ overlay_params *params = nullptr;
+ bool quit = false;
+ std::mutex mutex;
+ std::thread thread;
+};
+
+bool start_notifier(notify_thread& nt);
+void stop_notifier(notify_thread& nt);
+
+#endif //MANGOHUD_NOTIFY_H
diff --git a/src/nvctrl.cpp b/src/nvctrl.cpp
new file mode 100644
index 0000000..792c99e
--- /dev/null
+++ b/src/nvctrl.cpp
@@ -0,0 +1,161 @@
+#include <iostream>
+#include <cstring>
+#include <sstream>
+#include <unordered_map>
+#include <memory>
+#include <functional>
+#include "nvctrl.h"
+#include "loaders/loader_nvctrl.h"
+#include "loaders/loader_x11.h"
+#include "string_utils.h"
+#include "overlay.h"
+
+typedef std::unordered_map<std::string, std::string> string_map;
+static std::unique_ptr<Display, std::function<void(Display*)>> display;
+
+struct nvctrlInfo nvctrl_info;
+bool nvctrlSuccess = false;
+
+static bool find_nv_x11(libnvctrl_loader& nvctrl, Display*& dpy)
+{
+ char buf[8] {};
+ for (int i = 0; i < 16; i++) {
+ snprintf(buf, sizeof(buf), ":%d", i);
+ Display *d = g_x11->XOpenDisplay(buf);
+ if (d) {
+ if (nvctrl.XNVCTRLIsNvScreen(d, 0)) {
+ dpy = d;
+ std::cerr << "MANGOHUD: XNVCtrl is using display " << buf << std::endl;
+ return true;
+ }
+ g_x11->XCloseDisplay(d);
+ }
+ }
+ return false;
+}
+
+bool checkXNVCtrl()
+{
+ if (!g_x11->IsLoaded()) {
+ std::cerr << "MANGOHUD: XNVCtrl: X11 loader failed to load\n";
+ return false;
+ }
+
+ auto& nvctrl = get_libnvctrl_loader();
+ if (!nvctrl.IsLoaded()) {
+ std::cerr << "MANGOHUD: XNVCtrl loader failed to load\n";
+ return false;
+ }
+
+ Display *dpy;
+ nvctrlSuccess = find_nv_x11(nvctrl, dpy);
+
+ if (!nvctrlSuccess) {
+ std::cerr << "MANGOHUD: XNVCtrl didn't find the correct display" << std::endl;
+ return false;
+ }
+
+ auto local_x11 = g_x11;
+ display = { dpy,
+ [local_x11](Display *dpy) {
+ local_x11->XCloseDisplay(dpy);
+ }
+ };
+ // get device id at init
+ int64_t pci_id;
+ nvctrl.XNVCTRLQueryTargetAttribute64(display.get(),
+ NV_CTRL_TARGET_TYPE_GPU,
+ 0,
+ 0,
+ NV_CTRL_PCI_ID,
+ &pci_id);
+ deviceID = (pci_id & 0xFFFF);
+
+ return true;
+}
+
+static void parse_token(std::string token, string_map& options) {
+ std::string param, value;
+
+ size_t equal = token.find("=");
+ if (equal == std::string::npos)
+ return;
+
+ value = token.substr(equal+1);
+
+ param = token.substr(0, equal);
+ trim(param);
+ trim(value);
+ //std::cerr << __func__ << ": " << param << "=" << value << std::endl;
+ if (!param.empty())
+ options[param] = value;
+}
+
+char* get_attr_target_string(libnvctrl_loader& nvctrl, int attr, int target_type, int target_id) {
+ char* c = nullptr;
+ if (!nvctrl.XNVCTRLQueryTargetStringAttribute(display.get(), target_type, target_id, 0, attr, &c)) {
+ std::cerr << "Failed to query attribute '" << attr << "'.\n";
+ }
+ return c;
+}
+
+void getNvctrlInfo(){
+ string_map params;
+ std::string token;
+ auto& nvctrl = get_libnvctrl_loader();
+
+ if (!display)
+ return;
+
+ int enums[] = {
+ NV_CTRL_STRING_GPU_UTILIZATION,
+ NV_CTRL_STRING_GPU_CURRENT_CLOCK_FREQS,
+ 0 // keep null
+ };
+
+ for (size_t i=0; enums[i]; i++) {
+ char* str = get_attr_target_string(nvctrl, enums[i], NV_CTRL_TARGET_TYPE_GPU, 0);
+ if (!str)
+ continue;
+
+ std::stringstream ss (str);
+ while (std::getline(ss, token, ',')) {
+ parse_token(token, params);
+ }
+ free(str);
+ }
+
+ if (!try_stoi(nvctrl_info.load, params["graphics"]))
+ nvctrl_info.load = 0;
+ if (!try_stoi(nvctrl_info.CoreClock, params["nvclock"]))
+ nvctrl_info.CoreClock = 0;
+ if (!try_stoi(nvctrl_info.MemClock, params["memclock"]))
+ nvctrl_info.MemClock = 0;
+
+ int64_t temp = 0;
+ nvctrl.XNVCTRLQueryTargetAttribute64(display.get(),
+ NV_CTRL_TARGET_TYPE_GPU,
+ 0,
+ 0,
+ NV_CTRL_GPU_CORE_TEMPERATURE,
+ &temp);
+ nvctrl_info.temp = temp;
+
+ int64_t memtotal = 0;
+ nvctrl.XNVCTRLQueryTargetAttribute64(display.get(),
+ NV_CTRL_TARGET_TYPE_GPU,
+ 0,
+ 0,
+ NV_CTRL_TOTAL_DEDICATED_GPU_MEMORY,
+ &memtotal);
+ nvctrl_info.memoryTotal = memtotal;
+
+ int64_t memused = 0;
+ nvctrl.XNVCTRLQueryTargetAttribute64(display.get(),
+ NV_CTRL_TARGET_TYPE_GPU,
+ 0,
+ 0,
+ NV_CTRL_USED_DEDICATED_GPU_MEMORY,
+ &memused);
+ nvctrl_info.memoryUsed = memused;
+}
diff --git a/src/nvctrl.h b/src/nvctrl.h
new file mode 100644
index 0000000..10be0ff
--- /dev/null
+++ b/src/nvctrl.h
@@ -0,0 +1,20 @@
+#pragma once
+#ifndef MANGOHUD_NVCTRL_H
+#define MANGOHUD_NVCTRL_H
+
+struct nvctrlInfo{
+ int load;
+ int temp;
+ float memoryUsed;
+ float memoryTotal;
+ int MemClock;
+ int CoreClock;
+};
+
+extern struct nvctrlInfo nvctrl_info;
+extern bool nvctrlSuccess;
+bool checkXNVCtrl(void);
+void getNvctrlInfo(void);
+char *get_attr_target_string(int attr, int target_type, int target_id);
+
+#endif //MANGOHUD_NVCTRL_H
diff --git a/src/nvidia_info.h b/src/nvidia_info.h
new file mode 100644
index 0000000..a21aa8d
--- /dev/null
+++ b/src/nvidia_info.h
@@ -0,0 +1,17 @@
+#pragma once
+#ifndef MANGOHUD_NVIDIA_INFO_H
+#define MANGOHUD_NVIDIA_INFO_H
+
+#include <nvml.h>
+
+extern nvmlReturn_t result;
+extern unsigned int nvidiaTemp, processSamplesCount, *vgpuInstanceSamplesCount, nvidiaCoreClock, nvidiaMemClock, nvidiaPowerUsage;
+extern nvmlDevice_t nvidiaDevice;
+extern struct nvmlUtilization_st nvidiaUtilization;
+extern struct nvmlMemory_st nvidiaMemory;
+extern bool nvmlSuccess;
+
+bool checkNVML(const char* pciBusId);
+bool getNVMLInfo(void);
+
+#endif //MANGOHUD_NVIDIA_INFO_H
diff --git a/src/nvml.cpp b/src/nvml.cpp
new file mode 100644
index 0000000..0461dea
--- /dev/null
+++ b/src/nvml.cpp
@@ -0,0 +1,60 @@
+#include "loaders/loader_nvml.h"
+#include "nvidia_info.h"
+#include <iostream>
+#include "overlay.h"
+
+nvmlReturn_t result;
+nvmlDevice_t nvidiaDevice;
+nvmlPciInfo_t nvidiaPciInfo;
+bool nvmlSuccess = false;
+unsigned int nvidiaTemp = 0, nvidiaCoreClock = 0, nvidiaMemClock = 0, nvidiaPowerUsage = 0;
+struct nvmlUtilization_st nvidiaUtilization;
+struct nvmlMemory_st nvidiaMemory {};
+
+bool checkNVML(const char* pciBusId){
+ auto& nvml = get_libnvml_loader();
+ if (nvml.IsLoaded()){
+ result = nvml.nvmlInit();
+ if (NVML_SUCCESS != result) {
+ std::cerr << "MANGOHUD: Nvidia module not loaded\n";
+ } else {
+ nvmlReturn_t ret = NVML_ERROR_UNKNOWN;
+ if (pciBusId && ((ret = nvml.nvmlDeviceGetHandleByPciBusId(pciBusId, &nvidiaDevice)) != NVML_SUCCESS)) {
+ std::cerr << "MANGOHUD: Getting device handle by PCI bus ID failed: " << nvml.nvmlErrorString(ret) << "\n";
+ std::cerr << " Using index 0.\n";
+ }
+
+ if (ret != NVML_SUCCESS)
+ ret = nvml.nvmlDeviceGetHandleByIndex(0, &nvidiaDevice);
+
+ if (ret != NVML_SUCCESS)
+ std::cerr << "MANGOHUD: Getting device handle failed: " << nvml.nvmlErrorString(ret) << "\n";
+
+ nvmlSuccess = (ret == NVML_SUCCESS);
+ if (ret == NVML_SUCCESS)
+ nvml.nvmlDeviceGetPciInfo_v3(nvidiaDevice, &nvidiaPciInfo);
+
+ return nvmlSuccess;
+ }
+ } else {
+ std::cerr << "MANGOHUD: Failed to load NVML\n";
+ }
+
+ return false;
+}
+
+bool getNVMLInfo(){
+ nvmlReturn_t response;
+ auto& nvml = get_libnvml_loader();
+ response = nvml.nvmlDeviceGetUtilizationRates(nvidiaDevice, &nvidiaUtilization);
+ nvml.nvmlDeviceGetTemperature(nvidiaDevice, NVML_TEMPERATURE_GPU, &nvidiaTemp);
+ nvml.nvmlDeviceGetMemoryInfo(nvidiaDevice, &nvidiaMemory);
+ nvml.nvmlDeviceGetClockInfo(nvidiaDevice, NVML_CLOCK_GRAPHICS, &nvidiaCoreClock);
+ nvml.nvmlDeviceGetClockInfo(nvidiaDevice, NVML_CLOCK_MEM, &nvidiaMemClock);
+ nvml.nvmlDeviceGetPowerUsage(nvidiaDevice, &nvidiaPowerUsage);
+ deviceID = nvidiaPciInfo.pciDeviceId >> 16;
+
+ if (response == NVML_ERROR_NOT_SUPPORTED)
+ nvmlSuccess = false;
+ return nvmlSuccess;
+}
diff --git a/src/overlay.cpp b/src/overlay.cpp
new file mode 100644
index 0000000..b36ad68
--- /dev/null
+++ b/src/overlay.cpp
@@ -0,0 +1,3132 @@
+/*
+ * Copyright © 2019 Intel Corporation
+ *
+ * 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 (including the next
+ * paragraph) 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.
+ */
+
+#include <string.h>
+#include <stdlib.h>
+#include <assert.h>
+#include <thread>
+#include <chrono>
+#include <unordered_map>
+#include <mutex>
+#include <vector>
+#include <list>
+#include <cmath>
+#include <libgen.h>
+
+#include <vulkan/vulkan.h>
+#include <vulkan/vk_layer.h>
+
+#include "imgui.h"
+
+#include "overlay.h"
+#include "font_default.h"
+
+// #include "util/debug.h"
+#include <inttypes.h>
+#include "mesa/util/macros.h"
+#include "mesa/util/os_time.h"
+#include "mesa/util/os_socket.h"
+
+#include "vk_enum_to_str.h"
+#include <vulkan/vk_util.h>
+
+#include "string_utils.h"
+#include "file_utils.h"
+#include "gpu.h"
+#include "logging.h"
+#include "keybinds.h"
+#include "cpu.h"
+#include "memory.h"
+#include "notify.h"
+#include "blacklist.h"
+#include "version.h"
+#include "pci_ids.h"
+#include "timing.hpp"
+
+#ifdef HAVE_DBUS
+#include "dbus_info.h"
+float g_overflow = 50.f /* 3333ms * 0.5 / 16.6667 / 2 (to edge and back) */;
+#endif
+
+bool open = false;
+string gpuString,wineVersion,wineProcess;
+float offset_x, offset_y, hudSpacing;
+int hudFirstRow, hudSecondRow;
+struct fps_limit fps_limit_stats {};
+VkPhysicalDeviceDriverProperties driverProps = {};
+int32_t deviceID;
+struct benchmark_stats benchmark;
+
+/* Mapped from VkInstace/VkPhysicalDevice */
+struct instance_data {
+ struct vk_instance_dispatch_table vtable;
+ VkInstance instance;
+ struct overlay_params params;
+ uint32_t api_version;
+ string engineName, engineVersion;
+ notify_thread notifier;
+};
+
+/* Mapped from VkDevice */
+struct queue_data;
+struct device_data {
+ struct instance_data *instance;
+
+ PFN_vkSetDeviceLoaderData set_device_loader_data;
+
+ struct vk_device_dispatch_table vtable;
+ VkPhysicalDevice physical_device;
+ VkDevice device;
+
+ VkPhysicalDeviceProperties properties;
+
+ struct queue_data *graphic_queue;
+
+ std::vector<struct queue_data *> queues;
+};
+
+/* Mapped from VkCommandBuffer */
+struct queue_data;
+struct command_buffer_data {
+ struct device_data *device;
+
+ VkCommandBufferLevel level;
+
+ VkCommandBuffer cmd_buffer;
+
+ struct queue_data *queue_data;
+};
+
+/* Mapped from VkQueue */
+struct queue_data {
+ struct device_data *device;
+
+ VkQueue queue;
+ VkQueueFlags flags;
+ uint32_t family_index;
+};
+
+struct overlay_draw {
+ VkCommandBuffer command_buffer;
+
+ VkSemaphore cross_engine_semaphore;
+
+ VkSemaphore semaphore;
+ VkFence fence;
+
+ VkBuffer vertex_buffer;
+ VkDeviceMemory vertex_buffer_mem;
+ VkDeviceSize vertex_buffer_size;
+
+ VkBuffer index_buffer;
+ VkDeviceMemory index_buffer_mem;
+ VkDeviceSize index_buffer_size;
+};
+
+/* Mapped from VkSwapchainKHR */
+struct swapchain_data {
+ struct device_data *device;
+
+ VkSwapchainKHR swapchain;
+ unsigned width, height;
+ VkFormat format;
+
+ std::vector<VkImage> images;
+ std::vector<VkImageView> image_views;
+ std::vector<VkFramebuffer> framebuffers;
+
+ VkRenderPass render_pass;
+
+ VkDescriptorPool descriptor_pool;
+ VkDescriptorSetLayout descriptor_layout;
+ VkDescriptorSet descriptor_set;
+
+ VkSampler font_sampler;
+
+ VkPipelineLayout pipeline_layout;
+ VkPipeline pipeline;
+
+ VkCommandPool command_pool;
+
+ std::list<overlay_draw *> draws; /* List of struct overlay_draw */
+
+ bool font_uploaded;
+ VkImage font_image;
+ VkImageView font_image_view;
+ VkDeviceMemory font_mem;
+ VkBuffer upload_font_buffer;
+ VkDeviceMemory upload_font_buffer_mem;
+
+ /**/
+ ImGuiContext* imgui_context;
+ ImVec2 window_size;
+
+ struct swapchain_stats sw_stats;
+};
+
+// single global lock, for simplicity
+std::mutex global_lock;
+typedef std::lock_guard<std::mutex> scoped_lock;
+std::unordered_map<uint64_t, void *> vk_object_to_data;
+
+thread_local ImGuiContext* __MesaImGui;
+
+#define HKEY(obj) ((uint64_t)(obj))
+#define FIND(type, obj) (reinterpret_cast<type *>(find_object_data(HKEY(obj))))
+
+static void *find_object_data(uint64_t obj)
+{
+ scoped_lock lk(global_lock);
+ return vk_object_to_data[obj];
+}
+
+static void map_object(uint64_t obj, void *data)
+{
+ scoped_lock lk(global_lock);
+ vk_object_to_data[obj] = data;
+}
+
+static void unmap_object(uint64_t obj)
+{
+ scoped_lock lk(global_lock);
+ vk_object_to_data.erase(obj);
+}
+
+/**/
+
+#define VK_CHECK(expr) \
+ do { \
+ VkResult __result = (expr); \
+ if (__result != VK_SUCCESS) { \
+ fprintf(stderr, "'%s' line %i failed with %s\n", \
+ #expr, __LINE__, vk_Result_to_str(__result)); \
+ } \
+ } while (0)
+
+/**/
+
+#define CHAR_CELSIUS "\xe2\x84\x83"
+#define CHAR_FAHRENHEIT "\xe2\x84\x89"
+
+void create_fonts(const overlay_params& params, ImFont*& small_font, ImFont*& text_font)
+{
+ auto& io = ImGui::GetIO();
+ ImGui::GetIO().FontGlobalScale = params.font_scale; // set here too so ImGui::CalcTextSize is correct
+ float font_size = params.font_size;
+ if (font_size < FLT_EPSILON)
+ font_size = 24;
+
+ float font_size_text = params.font_size_text;
+ if (font_size_text < FLT_EPSILON)
+ font_size_text = font_size;
+ if(params.render_mango)
+ font_size = 42;
+ static const ImWchar default_range[] =
+ {
+ 0x0020, 0x00FF, // Basic Latin + Latin Supplement
+ //0x0100, 0x017F, // Latin Extended-A
+ //0x2103, 0x2103, // Degree Celsius
+ //0x2109, 0x2109, // Degree Fahrenheit
+ 0,
+ };
+
+ ImVector<ImWchar> glyph_ranges;
+ ImFontGlyphRangesBuilder builder;
+ builder.AddRanges(io.Fonts->GetGlyphRangesDefault());
+ if (params.font_glyph_ranges & FG_KOREAN)
+ builder.AddRanges(io.Fonts->GetGlyphRangesKorean());
+ if (params.font_glyph_ranges & FG_CHINESE_FULL)
+ builder.AddRanges(io.Fonts->GetGlyphRangesChineseFull());
+ if (params.font_glyph_ranges & FG_CHINESE_SIMPLIFIED)
+ builder.AddRanges(io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
+ if (params.font_glyph_ranges & FG_JAPANESE)
+ builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Not exactly Shift JIS compatible?
+ if (params.font_glyph_ranges & FG_CYRILLIC)
+ builder.AddRanges(io.Fonts->GetGlyphRangesCyrillic());
+ if (params.font_glyph_ranges & FG_THAI)
+ builder.AddRanges(io.Fonts->GetGlyphRangesThai());
+ if (params.font_glyph_ranges & FG_VIETNAMESE)
+ builder.AddRanges(io.Fonts->GetGlyphRangesVietnamese());
+ if (params.font_glyph_ranges & FG_LATIN_EXT_A) {
+ static const ImWchar latin_ext_a[] { 0x0100, 0x017F, 0 };
+ builder.AddRanges(latin_ext_a);
+ }
+ if (params.font_glyph_ranges & FG_LATIN_EXT_B) {
+ static const ImWchar latin_ext_b[] { 0x0180, 0x024F, 0 };
+ builder.AddRanges(latin_ext_b);
+ }
+ builder.BuildRanges(&glyph_ranges);
+
+ // If both font_file and text_font_file are the same then just use "default" font
+ bool same_font = (params.font_file == params.font_file_text || params.font_file_text.empty());
+ bool same_size = (font_size == font_size_text);
+
+ // ImGui takes ownership of the data, no need to free it
+ if (!params.font_file.empty() && file_exists(params.font_file)) {
+ io.Fonts->AddFontFromFileTTF(params.font_file.c_str(), font_size, nullptr, same_font && same_size ? glyph_ranges.Data : default_range);
+ small_font = io.Fonts->AddFontFromFileTTF(params.font_file.c_str(), font_size * 0.55f, nullptr, default_range);
+ } else {
+ const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
+ io.Fonts->AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_size, nullptr, default_range);
+ small_font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_size * 0.55f, nullptr, default_range);
+ }
+
+ auto font_file_text = params.font_file_text;
+ if (font_file_text.empty())
+ font_file_text = params.font_file;
+
+ if ((!same_font || !same_size) && file_exists(font_file_text))
+ text_font = io.Fonts->AddFontFromFileTTF(font_file_text.c_str(), font_size_text, nullptr, glyph_ranges.Data);
+ else
+ text_font = io.Fonts->Fonts[0];
+
+ io.Fonts->Build();
+}
+
+static VkLayerInstanceCreateInfo *get_instance_chain_info(const VkInstanceCreateInfo *pCreateInfo,
+ VkLayerFunction func)
+{
+ vk_foreach_struct(item, pCreateInfo->pNext) {
+ if (item->sType == VK_STRUCTURE_TYPE_LOADER_INSTANCE_CREATE_INFO &&
+ ((VkLayerInstanceCreateInfo *) item)->function == func)
+ return (VkLayerInstanceCreateInfo *) item;
+ }
+ unreachable("instance chain info not found");
+ return NULL;
+}
+
+static VkLayerDeviceCreateInfo *get_device_chain_info(const VkDeviceCreateInfo *pCreateInfo,
+ VkLayerFunction func)
+{
+ vk_foreach_struct(item, pCreateInfo->pNext) {
+ if (item->sType == VK_STRUCTURE_TYPE_LOADER_DEVICE_CREATE_INFO &&
+ ((VkLayerDeviceCreateInfo *) item)->function == func)
+ return (VkLayerDeviceCreateInfo *)item;
+ }
+ unreachable("device chain info not found");
+ return NULL;
+}
+
+/**/
+
+static struct instance_data *new_instance_data(VkInstance instance)
+{
+ struct instance_data *data = new instance_data();
+ data->instance = instance;
+ data->params = {};
+ data->params.control = -1;
+ map_object(HKEY(data->instance), data);
+ return data;
+}
+
+static void destroy_instance_data(struct instance_data *data)
+{
+ if (data->params.control >= 0)
+ os_socket_close(data->params.control);
+ unmap_object(HKEY(data->instance));
+ delete data;
+}
+
+static void instance_data_map_physical_devices(struct instance_data *instance_data,
+ bool map)
+{
+ uint32_t physicalDeviceCount = 0;
+ instance_data->vtable.EnumeratePhysicalDevices(instance_data->instance,
+ &physicalDeviceCount,
+ NULL);
+
+ std::vector<VkPhysicalDevice> physicalDevices(physicalDeviceCount);
+ instance_data->vtable.EnumeratePhysicalDevices(instance_data->instance,
+ &physicalDeviceCount,
+ physicalDevices.data());
+
+ for (uint32_t i = 0; i < physicalDeviceCount; i++) {
+ if (map)
+ map_object(HKEY(physicalDevices[i]), instance_data);
+ else
+ unmap_object(HKEY(physicalDevices[i]));
+ }
+}
+
+/**/
+static struct device_data *new_device_data(VkDevice device, struct instance_data *instance)
+{
+ struct device_data *data = new device_data();
+ data->instance = instance;
+ data->device = device;
+ map_object(HKEY(data->device), data);
+ return data;
+}
+
+static struct queue_data *new_queue_data(VkQueue queue,
+ const VkQueueFamilyProperties *family_props,
+ uint32_t family_index,
+ struct device_data *device_data)
+{
+ struct queue_data *data = new queue_data();
+ data->device = device_data;
+ data->queue = queue;
+ data->flags = family_props->queueFlags;
+ data->family_index = family_index;
+ map_object(HKEY(data->queue), data);
+
+ if (data->flags & VK_QUEUE_GRAPHICS_BIT)
+ device_data->graphic_queue = data;
+
+ return data;
+}
+
+static void destroy_queue(struct queue_data *data)
+{
+ unmap_object(HKEY(data->queue));
+ delete data;
+}
+
+static void device_map_queues(struct device_data *data,
+ const VkDeviceCreateInfo *pCreateInfo)
+{
+ uint32_t n_queues = 0;
+ for (uint32_t i = 0; i < pCreateInfo->queueCreateInfoCount; i++)
+ n_queues += pCreateInfo->pQueueCreateInfos[i].queueCount;
+ data->queues.resize(n_queues);
+
+ struct instance_data *instance_data = data->instance;
+ uint32_t n_family_props;
+ instance_data->vtable.GetPhysicalDeviceQueueFamilyProperties(data->physical_device,
+ &n_family_props,
+ NULL);
+ std::vector<VkQueueFamilyProperties> family_props(n_family_props);
+ instance_data->vtable.GetPhysicalDeviceQueueFamilyProperties(data->physical_device,
+ &n_family_props,
+ family_props.data());
+
+ uint32_t queue_index = 0;
+ for (uint32_t i = 0; i < pCreateInfo->queueCreateInfoCount; i++) {
+ for (uint32_t j = 0; j < pCreateInfo->pQueueCreateInfos[i].queueCount; j++) {
+ VkQueue queue;
+ data->vtable.GetDeviceQueue(data->device,
+ pCreateInfo->pQueueCreateInfos[i].queueFamilyIndex,
+ j, &queue);
+
+ VK_CHECK(data->set_device_loader_data(data->device, queue));
+
+ data->queues[queue_index++] =
+ new_queue_data(queue, &family_props[pCreateInfo->pQueueCreateInfos[i].queueFamilyIndex],
+ pCreateInfo->pQueueCreateInfos[i].queueFamilyIndex, data);
+ }
+ }
+}
+
+static void device_unmap_queues(struct device_data *data)
+{
+ for (auto q : data->queues)
+ destroy_queue(q);
+}
+
+static void destroy_device_data(struct device_data *data)
+{
+ unmap_object(HKEY(data->device));
+ delete data;
+}
+
+/**/
+static struct command_buffer_data *new_command_buffer_data(VkCommandBuffer cmd_buffer,
+ VkCommandBufferLevel level,
+ struct device_data *device_data)
+{
+ struct command_buffer_data *data = new command_buffer_data();
+ data->device = device_data;
+ data->cmd_buffer = cmd_buffer;
+ data->level = level;
+ map_object(HKEY(data->cmd_buffer), data);
+ return data;
+}
+
+static void destroy_command_buffer_data(struct command_buffer_data *data)
+{
+ unmap_object(HKEY(data->cmd_buffer));
+ delete data;
+}
+
+/**/
+static struct swapchain_data *new_swapchain_data(VkSwapchainKHR swapchain,
+ struct device_data *device_data)
+{
+ struct instance_data *instance_data = device_data->instance;
+ struct swapchain_data *data = new swapchain_data();
+ data->device = device_data;
+ data->swapchain = swapchain;
+ data->window_size = ImVec2(instance_data->params.width, instance_data->params.height);
+ map_object(HKEY(data->swapchain), data);
+ return data;
+}
+
+static void destroy_swapchain_data(struct swapchain_data *data)
+{
+ unmap_object(HKEY(data->swapchain));
+ delete data;
+}
+
+struct overlay_draw *get_overlay_draw(struct swapchain_data *data)
+{
+ struct device_data *device_data = data->device;
+ struct overlay_draw *draw = data->draws.empty() ?
+ nullptr : data->draws.front();
+
+ VkSemaphoreCreateInfo sem_info = {};
+ sem_info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
+
+ if (draw && device_data->vtable.GetFenceStatus(device_data->device, draw->fence) == VK_SUCCESS) {
+ VK_CHECK(device_data->vtable.ResetFences(device_data->device,
+ 1, &draw->fence));
+ data->draws.pop_front();
+ data->draws.push_back(draw);
+ return draw;
+ }
+
+ draw = new overlay_draw();
+
+ VkCommandBufferAllocateInfo cmd_buffer_info = {};
+ cmd_buffer_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
+ cmd_buffer_info.commandPool = data->command_pool;
+ cmd_buffer_info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
+ cmd_buffer_info.commandBufferCount = 1;
+ VK_CHECK(device_data->vtable.AllocateCommandBuffers(device_data->device,
+ &cmd_buffer_info,
+ &draw->command_buffer));
+ VK_CHECK(device_data->set_device_loader_data(device_data->device,
+ draw->command_buffer));
+
+
+ VkFenceCreateInfo fence_info = {};
+ fence_info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
+ VK_CHECK(device_data->vtable.CreateFence(device_data->device,
+ &fence_info,
+ NULL,
+ &draw->fence));
+
+ VK_CHECK(device_data->vtable.CreateSemaphore(device_data->device, &sem_info,
+ NULL, &draw->semaphore));
+ VK_CHECK(device_data->vtable.CreateSemaphore(device_data->device, &sem_info,
+ NULL, &draw->cross_engine_semaphore));
+
+ data->draws.push_back(draw);
+
+ return draw;
+}
+
+void init_cpu_stats(overlay_params& params)
+{
+ auto& enabled = params.enabled;
+ enabled[OVERLAY_PARAM_ENABLED_cpu_stats] = cpuStats.Init()
+ && enabled[OVERLAY_PARAM_ENABLED_cpu_stats];
+ enabled[OVERLAY_PARAM_ENABLED_cpu_temp] = cpuStats.GetCpuFile()
+ && enabled[OVERLAY_PARAM_ENABLED_cpu_temp];
+}
+
+struct PCI_BUS {
+ int domain;
+ int bus;
+ int slot;
+ int func;
+};
+
+void init_gpu_stats(uint32_t& vendorID, overlay_params& params)
+{
+ //if (!params.enabled[OVERLAY_PARAM_ENABLED_gpu_stats])
+ // return;
+
+ PCI_BUS pci;
+ bool pci_bus_parsed = false;
+ const char *pci_dev = nullptr;
+ if (!params.pci_dev.empty())
+ pci_dev = params.pci_dev.c_str();
+
+ // for now just checks if pci bus parses correctly, if at all necessary
+ if (pci_dev) {
+ if (sscanf(pci_dev, "%04x:%02x:%02x.%x",
+ &pci.domain, &pci.bus,
+ &pci.slot, &pci.func) == 4) {
+ pci_bus_parsed = true;
+ // reformat back to sysfs file name's and nvml's expected format
+ // so config file param's value format doesn't have to be as strict
+ std::stringstream ss;
+ ss << std::hex
+ << std::setw(4) << std::setfill('0') << pci.domain << ":"
+ << std::setw(2) << pci.bus << ":"
+ << std::setw(2) << pci.slot << "."
+ << std::setw(1) << pci.func;
+ params.pci_dev = ss.str();
+ pci_dev = params.pci_dev.c_str();
+#ifndef NDEBUG
+ std::cerr << "MANGOHUD: PCI device ID: '" << pci_dev << "'\n";
+#endif
+ } else {
+ std::cerr << "MANGOHUD: Failed to parse PCI device ID: '" << pci_dev << "'\n";
+ std::cerr << "MANGOHUD: Specify it as 'domain:bus:slot.func'\n";
+ }
+ }
+
+ // NVIDIA or Intel but maybe has Optimus
+ if (vendorID == 0x8086
+ || vendorID == 0x10de) {
+
+ bool nvSuccess = false;
+#ifdef HAVE_NVML
+ nvSuccess = checkNVML(pci_dev) && getNVMLInfo();
+#endif
+#ifdef HAVE_XNVCTRL
+ if (!nvSuccess)
+ nvSuccess = checkXNVCtrl();
+#endif
+
+ if(not nvSuccess) {
+ params.enabled[OVERLAY_PARAM_ENABLED_gpu_stats] = false;
+ }
+ else {
+ vendorID = 0x10de;
+ }
+ }
+
+ if (vendorID == 0x8086 || vendorID == 0x1002
+ || gpu.find("Radeon") != std::string::npos
+ || gpu.find("AMD") != std::string::npos) {
+ string path;
+ string drm = "/sys/class/drm/";
+
+ auto dirs = ls(drm.c_str(), "card");
+ for (auto& dir : dirs) {
+ path = drm + dir;
+
+#ifndef NDEBUG
+ std::cerr << "amdgpu path check: " << path << "/device/vendor" << std::endl;
+#endif
+ string device = read_line(path + "/device/device");
+ deviceID = strtol(device.c_str(), NULL, 16);
+ string line = read_line(path + "/device/vendor");
+ trim(line);
+ if (line != "0x1002" || !file_exists(path + "/device/gpu_busy_percent"))
+ continue;
+
+ path += "/device";
+ if (pci_bus_parsed && pci_dev) {
+ string pci_device = read_symlink(path.c_str());
+#ifndef NDEBUG
+ std::cerr << "PCI device symlink: " << pci_device << "\n";
+#endif
+ if (!ends_with(pci_device, pci_dev)) {
+ std::cerr << "MANGOHUD: skipping GPU, no PCI ID match\n";
+ continue;
+ }
+ }
+
+#ifndef NDEBUG
+ std::cerr << "using amdgpu path: " << path << std::endl;
+#endif
+
+ if (!amdgpu.busy)
+ amdgpu.busy = fopen((path + "/gpu_busy_percent").c_str(), "r");
+ if (!amdgpu.vram_total)
+ amdgpu.vram_total = fopen((path + "/mem_info_vram_total").c_str(), "r");
+ if (!amdgpu.vram_used)
+ amdgpu.vram_used = fopen((path + "/mem_info_vram_used").c_str(), "r");
+
+ path += "/hwmon/";
+ string tempFolder;
+ if (find_folder(path, "hwmon", tempFolder)) {
+ if (!amdgpu.core_clock)
+ amdgpu.core_clock = fopen((path + tempFolder + "/freq1_input").c_str(), "r");
+ if (!amdgpu.memory_clock)
+ amdgpu.memory_clock = fopen((path + tempFolder + "/freq2_input").c_str(), "r");
+ if (!amdgpu.temp)
+ amdgpu.temp = fopen((path + tempFolder + "/temp1_input").c_str(), "r");
+ if (!amdgpu.power_usage)
+ amdgpu.power_usage = fopen((path + tempFolder + "/power1_average").c_str(), "r");
+
+ vendorID = 0x1002;
+ break;
+ }
+ }
+
+ // don't bother then
+ if (!amdgpu.busy && !amdgpu.temp && !amdgpu.vram_total && !amdgpu.vram_used) {
+ params.enabled[OVERLAY_PARAM_ENABLED_gpu_stats] = false;
+ }
+ }
+ if (!params.permit_upload)
+ printf("MANGOHUD: Uploading is disabled (permit_upload = 0)\n");
+}
+
+void init_system_info(){
+ const char* ld_preload = getenv("LD_PRELOAD");
+ if (ld_preload)
+ unsetenv("LD_PRELOAD");
+
+ ram = exec("cat /proc/meminfo | grep 'MemTotal' | awk '{print $2}'");
+ trim(ram);
+ cpu = exec("cat /proc/cpuinfo | grep 'model name' | tail -n1 | sed 's/^.*: //' | sed 's/([^)]*)/()/g' | tr -d '(/)'");
+ trim(cpu);
+ kernel = exec("uname -r");
+ trim(kernel);
+ os = exec("cat /etc/*-release | grep 'PRETTY_NAME' | cut -d '=' -f 2-");
+ os.erase(remove(os.begin(), os.end(), '\"' ), os.end());
+ trim(os);
+ gpu = exec("lspci | grep VGA | head -n1 | awk -vRS=']' -vFS='[' '{print $2}' | sed '/^$/d' | tail -n1");
+ trim(gpu);
+ driver = exec("glxinfo | grep 'OpenGL version' | sed 's/^.*: //' | cut -d' ' --output-delimiter=$'\n' -f1- | grep -v '(' | grep -v ')' | tr '\n' ' ' | cut -c 1-");
+ trim(driver);
+
+// Get WINE version
+
+ wineProcess = get_exe_path();
+ auto n = wineProcess.find_last_of('/');
+ string preloader = wineProcess.substr(n + 1);
+ if (preloader == "wine-preloader" || preloader == "wine64-preloader") {
+ // Check if using Proton
+ if (wineProcess.find("/dist/bin/wine") != std::string::npos) {
+ stringstream ss;
+ ss << dirname((char*)wineProcess.c_str()) << "/../../version";
+ string protonVersion = ss.str();
+ ss.str(""); ss.clear();
+ ss << read_line(protonVersion);
+ std::getline(ss, wineVersion, ' '); // skip first number string
+ std::getline(ss, wineVersion, ' ');
+ trim(wineVersion);
+ string toReplace = "proton-";
+ size_t pos = wineVersion.find(toReplace);
+ if (pos != std::string::npos) {
+ // If found replace
+ wineVersion.replace(pos, toReplace.length(), "Proton ");
+ }
+ else {
+ // If not found insert for non official proton builds
+ wineVersion.insert(0, "Proton ");
+ }
+ }
+ else {
+ char *dir = dirname((char*)wineProcess.c_str());
+ stringstream findVersion;
+ findVersion << "\"" << dir << "/wine\" --version";
+ const char *wine_env = getenv("WINELOADERNOEXEC");
+ if (wine_env)
+ unsetenv("WINELOADERNOEXEC");
+ wineVersion = exec(findVersion.str());
+ std::cout << "WINE VERSION = " << wineVersion << "\n";
+ if (wine_env)
+ setenv("WINELOADERNOEXEC", wine_env, 1);
+ }
+ }
+ else {
+ wineVersion = "";
+ }
+
+ //driver = itox(device_data->properties.driverVersion);
+
+ if (ld_preload)
+ setenv("LD_PRELOAD", ld_preload, 1);
+#ifndef NDEBUG
+ std::cout << "Ram:" << ram << "\n"
+ << "Cpu:" << cpu << "\n"
+ << "Kernel:" << kernel << "\n"
+ << "Os:" << os << "\n"
+ << "Gpu:" << gpu << "\n"
+ << "Driver:" << driver << std::endl;
+#endif
+ parse_pciids();
+}
+
+void update_hw_info(struct swapchain_stats& sw_stats, struct overlay_params& params, uint32_t vendorID)
+{
+ if (params.enabled[OVERLAY_PARAM_ENABLED_cpu_stats] || logger->is_active()) {
+ cpuStats.UpdateCPUData();
+
+ if (params.enabled[OVERLAY_PARAM_ENABLED_core_load])
+ cpuStats.UpdateCoreMhz();
+ if (params.enabled[OVERLAY_PARAM_ENABLED_cpu_temp] || logger->is_active())
+ cpuStats.UpdateCpuTemp();
+ }
+
+ if (params.enabled[OVERLAY_PARAM_ENABLED_gpu_stats] || logger->is_active()) {
+ if (vendorID == 0x1002)
+ getAmdGpuInfo();
+
+ if (vendorID == 0x10de)
+ getNvidiaGpuInfo();
+ }
+
+ // get ram usage/max
+ if (params.enabled[OVERLAY_PARAM_ENABLED_ram] || logger->is_active())
+ update_meminfo();
+ if (params.enabled[OVERLAY_PARAM_ENABLED_io_read] || params.enabled[OVERLAY_PARAM_ENABLED_io_write])
+ getIoStats(&sw_stats.io);
+
+ currentLogData.gpu_load = gpu_info.load;
+ currentLogData.gpu_temp = gpu_info.temp;
+ currentLogData.gpu_core_clock = gpu_info.CoreClock;
+ currentLogData.gpu_mem_clock = gpu_info.MemClock;
+ currentLogData.gpu_vram_used = gpu_info.memoryUsed;
+ currentLogData.ram_used = memused;
+
+ currentLogData.cpu_load = cpuStats.GetCPUDataTotal().percent;
+ currentLogData.cpu_temp = cpuStats.GetCPUDataTotal().temp;
+
+ logger->notify_data_valid();
+}
+
+void check_keybinds(struct swapchain_stats& sw_stats, struct overlay_params& params, uint32_t vendorID){
+ using namespace std::chrono_literals;
+ bool pressed = false; // FIXME just a placeholder until wayland support
+ auto now = Clock::now(); /* us */
+ auto elapsedF2 = now - last_f2_press;
+ auto elapsedF12 = now - last_f12_press;
+ auto elapsedReloadCfg = now - reload_cfg_press;
+ auto elapsedUpload = now - last_upload_press;
+
+ auto keyPressDelay = 500ms;
+
+ if (elapsedF2 >= keyPressDelay){
+#ifdef HAVE_X11
+ pressed = keys_are_pressed(params.toggle_logging);
+#else
+ pressed = false;
+#endif
+ if (pressed && (now - logger->last_log_end() > 11s)) {
+ last_f2_press = now;
+
+ if (logger->is_active()) {
+ logger->stop_logging();
+ } else {
+ logger->start_logging();
+ std::thread(update_hw_info, std::ref(sw_stats), std::ref(params),
+ vendorID)
+ .detach();
+ benchmark.fps_data.clear();
+ }
+ }
+ }
+
+ if (elapsedF12 >= keyPressDelay){
+#ifdef HAVE_X11
+ pressed = keys_are_pressed(params.toggle_hud);
+#else
+ pressed = false;
+#endif
+ if (pressed){
+ last_f12_press = now;
+ params.no_display = !params.no_display;
+ }
+ }
+
+ if (elapsedReloadCfg >= keyPressDelay){
+#ifdef HAVE_X11
+ pressed = keys_are_pressed(params.reload_cfg);
+#else
+ pressed = false;
+#endif
+ if (pressed){
+ parse_overlay_config(&params, getenv("MANGOHUD_CONFIG"));
+ reload_cfg_press = now;
+ }
+ }
+
+ if (params.permit_upload && elapsedUpload >= keyPressDelay){
+#ifdef HAVE_X11
+ pressed = keys_are_pressed(params.upload_log);
+#else
+ pressed = false;
+#endif
+ if (pressed){
+ last_upload_press = now;
+ logger->upload_last_log();
+ }
+ }
+ if (params.permit_upload && elapsedUpload >= keyPressDelay){
+#ifdef HAVE_X11
+ pressed = keys_are_pressed(params.upload_logs);
+#else
+ pressed = false;
+#endif
+ if (pressed){
+ last_upload_press = now;
+ logger->upload_last_logs();
+ }
+ }
+}
+
+void calculate_benchmark_data(void *params_void){
+ overlay_params *params = reinterpret_cast<overlay_params *>(params_void);
+
+ vector<float> sorted = benchmark.fps_data;
+ sort(sorted.begin(), sorted.end());
+ benchmark.percentile_data.clear();
+
+ benchmark.total = 0.f;
+ for (auto fps_ : sorted){
+ benchmark.total = benchmark.total + fps_;
+ }
+
+ size_t max_label_size = 0;
+
+ for (std::string percentile : params->benchmark_percentiles) {
+ float result;
+
+ // special case handling for a mean-based average
+ if (percentile == "AVG") {
+ result = benchmark.total / sorted.size();
+ } else {
+ // the percentiles are already validated when they're parsed from the config.
+ float fraction = parse_float(percentile) / 100;
+
+ result = sorted[(fraction * sorted.size()) - 1];
+ percentile += "%";
+ }
+
+ if (percentile.length() > max_label_size)
+ max_label_size = percentile.length();
+
+ benchmark.percentile_data.push_back({percentile, result});
+ }
+
+ for (auto& entry : benchmark.percentile_data) {
+ entry.first.append(max_label_size - entry.first.length(), ' ');
+ }
+}
+
+void update_hud_info(struct swapchain_stats& sw_stats, struct overlay_params& params, uint32_t vendorID){
+ if(not logger) logger = std::make_unique<Logger>(&params);
+ uint32_t f_idx = sw_stats.n_frames % ARRAY_SIZE(sw_stats.frames_stats);
+ uint64_t now = os_time_get(); /* us */
+
+ double elapsed = (double)(now - sw_stats.last_fps_update); /* us */
+ fps = 1000000.0f * sw_stats.n_frames_since_update / elapsed;
+ if (logger->is_active())
+ benchmark.fps_data.push_back(fps);
+
+ if (sw_stats.last_present_time) {
+ sw_stats.frames_stats[f_idx].stats[OVERLAY_PLOTS_frame_timing] =
+ now - sw_stats.last_present_time;
+ }
+
+ if (elapsed >= params.fps_sampling_period) {
+
+ std::thread(update_hw_info, std::ref(sw_stats), std::ref(params), vendorID).detach();
+ sw_stats.fps = fps;
+
+ if (params.enabled[OVERLAY_PARAM_ENABLED_time]) {
+ std::time_t t = std::time(nullptr);
+ std::stringstream time;
+ time << std::put_time(std::localtime(&t), params.time_format.c_str());
+ sw_stats.time = time.str();
+ }
+
+ sw_stats.n_frames_since_update = 0;
+ sw_stats.last_fps_update = now;
+
+ }
+
+ sw_stats.last_present_time = now;
+ sw_stats.n_frames++;
+ sw_stats.n_frames_since_update++;
+}
+
+static void snapshot_swapchain_frame(struct swapchain_data *data)
+{
+ struct device_data *device_data = data->device;
+ struct instance_data *instance_data = device_data->instance;
+ update_hud_info(data->sw_stats, instance_data->params, device_data->properties.vendorID);
+ check_keybinds(data->sw_stats, instance_data->params, device_data->properties.vendorID);
+
+ // not currently used
+ // if (instance_data->params.control >= 0) {
+ // control_client_check(device_data);
+ // process_control_socket(instance_data);
+ // }
+}
+
+static float get_time_stat(void *_data, int _idx)
+{
+ struct swapchain_stats *data = (struct swapchain_stats *) _data;
+ if ((ARRAY_SIZE(data->frames_stats) - _idx) > data->n_frames)
+ return 0.0f;
+ int idx = ARRAY_SIZE(data->frames_stats) +
+ data->n_frames < ARRAY_SIZE(data->frames_stats) ?
+ _idx - data->n_frames :
+ _idx + data->n_frames;
+ idx %= ARRAY_SIZE(data->frames_stats);
+ /* Time stats are in us. */
+ return data->frames_stats[idx].stats[data->stat_selector] / data->time_dividor;
+}
+
+void position_layer(struct swapchain_stats& data, struct overlay_params& params, ImVec2 window_size)
+{
+ unsigned width = ImGui::GetIO().DisplaySize.x;
+ unsigned height = ImGui::GetIO().DisplaySize.y;
+ float margin = 10.0f;
+ if (params.offset_x > 0 || params.offset_y > 0)
+ margin = 0.0f;
+
+ ImGui::SetNextWindowBgAlpha(params.background_alpha);
+ ImGui::SetNextWindowSize(window_size, ImGuiCond_Always);
+ ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
+ ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(8,-3));
+ ImGui::PushStyleVar(ImGuiStyleVar_Alpha, params.alpha);
+ switch (params.position) {
+ case LAYER_POSITION_TOP_LEFT:
+ data.main_window_pos = ImVec2(margin + params.offset_x, margin + params.offset_y);
+ ImGui::SetNextWindowPos(data.main_window_pos, ImGuiCond_Always);
+ break;
+ case LAYER_POSITION_TOP_RIGHT:
+ data.main_window_pos = ImVec2(width - window_size.x - margin + params.offset_x, margin + params.offset_y);
+ ImGui::SetNextWindowPos(data.main_window_pos, ImGuiCond_Always);
+ break;
+ case LAYER_POSITION_BOTTOM_LEFT:
+ data.main_window_pos = ImVec2(margin + params.offset_x, height - window_size.y - margin + params.offset_y);
+ ImGui::SetNextWindowPos(data.main_window_pos, ImGuiCond_Always);
+ break;
+ case LAYER_POSITION_BOTTOM_RIGHT:
+ data.main_window_pos = ImVec2(width - window_size.x - margin + params.offset_x, height - window_size.y - margin + params.offset_y);
+ ImGui::SetNextWindowPos(data.main_window_pos, ImGuiCond_Always);
+ break;
+ case LAYER_POSITION_TOP_CENTER:
+ data.main_window_pos = ImVec2((width / 2) - (window_size.x / 2), margin + params.offset_y);
+ ImGui::SetNextWindowPos(data.main_window_pos, ImGuiCond_Always);
+ break;
+ }
+}
+
+static void right_aligned_text(float off_x, const char *fmt, ...)
+{
+ ImVec2 pos = ImGui::GetCursorPos();
+ char buffer[32] {};
+
+ va_list args;
+ va_start(args, fmt);
+ vsnprintf(buffer, sizeof(buffer), fmt, args);
+ va_end(args);
+
+ ImVec2 sz = ImGui::CalcTextSize(buffer);
+ ImGui::SetCursorPosX(pos.x + off_x - sz.x);
+ ImGui::Text("%s", buffer);
+}
+
+float get_ticker_limited_pos(float pos, float tw, float& left_limit, float& right_limit)
+{
+ float cw = ImGui::GetContentRegionAvailWidth();
+ float new_pos_x = ImGui::GetCursorPosX();
+ left_limit = cw - tw + new_pos_x;
+ right_limit = new_pos_x;
+
+ if (cw < tw) {
+ new_pos_x += pos;
+ // acts as a delay before it starts scrolling again
+ if (new_pos_x < left_limit)
+ return left_limit;
+ else if (new_pos_x > right_limit)
+ return right_limit;
+ else
+ return new_pos_x;
+ }
+ return new_pos_x;
+}
+
+#ifdef HAVE_DBUS
+static void render_mpris_metadata(struct overlay_params& params, mutexed_metadata& meta, uint64_t frame_timing, bool is_main)
+{
+ if (meta.meta.valid) {
+ auto color = ImGui::ColorConvertU32ToFloat4(params.media_player_color);
+ ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(8,0));
+ ImGui::Dummy(ImVec2(0.0f, 20.0f));
+ //ImGui::PushFont(data.font1);
+
+ if (meta.ticker.needs_recalc) {
+ meta.ticker.tw0 = ImGui::CalcTextSize(meta.meta.title.c_str()).x;
+ meta.ticker.tw1 = ImGui::CalcTextSize(meta.meta.artists.c_str()).x;
+ meta.ticker.tw2 = ImGui::CalcTextSize(meta.meta.album.c_str()).x;
+ meta.ticker.longest = std::max(std::max(
+ meta.ticker.tw0,
+ meta.ticker.tw1),
+ meta.ticker.tw2);
+ meta.ticker.needs_recalc = false;
+ }
+
+ float new_pos, left_limit = 0, right_limit = 0;
+ get_ticker_limited_pos(meta.ticker.pos, meta.ticker.longest, left_limit, right_limit);
+
+ if (meta.ticker.pos < left_limit - g_overflow * .5f) {
+ meta.ticker.dir = -1;
+ meta.ticker.pos = (left_limit - g_overflow * .5f) + 1.f /* random */;
+ } else if (meta.ticker.pos > right_limit + g_overflow) {
+ meta.ticker.dir = 1;
+ meta.ticker.pos = (right_limit + g_overflow) - 1.f /* random */;
+ }
+
+ meta.ticker.pos -= .5f * (frame_timing / 16666.7f) * meta.ticker.dir;
+
+ for (auto order : params.media_player_order) {
+ switch (order) {
+ case MP_ORDER_TITLE:
+ {
+ new_pos = get_ticker_limited_pos(meta.ticker.pos, meta.ticker.tw0, left_limit, right_limit);
+ ImGui::SetCursorPosX(new_pos);
+ ImGui::TextColored(color, "%s", meta.meta.title.c_str());
+ }
+ break;
+ case MP_ORDER_ARTIST:
+ {
+ new_pos = get_ticker_limited_pos(meta.ticker.pos, meta.ticker.tw1, left_limit, right_limit);
+ ImGui::SetCursorPosX(new_pos);
+ ImGui::TextColored(color, "%s", meta.meta.artists.c_str());
+ }
+ break;
+ case MP_ORDER_ALBUM:
+ {
+ //ImGui::NewLine();
+ if (!meta.meta.album.empty()) {
+ new_pos = get_ticker_limited_pos(meta.ticker.pos, meta.ticker.tw2, left_limit, right_limit);
+ ImGui::SetCursorPosX(new_pos);
+ ImGui::TextColored(color, "%s", meta.meta.album.c_str());
+ }
+ }
+ break;
+ default: break;
+ }
+ }
+
+ if (!meta.meta.playing) {
+ ImGui::TextColored(color, "(paused)");
+ }
+
+ //ImGui::PopFont();
+ ImGui::PopStyleVar();
+ }
+}
+#endif
+
+void render_benchmark(swapchain_stats& data, struct overlay_params& params, ImVec2& window_size, unsigned height, Clock::time_point now){
+ // TODO, FIX LOG_DURATION FOR BENCHMARK
+ int benchHeight = (2 + benchmark.percentile_data.size()) * params.font_size + 10.0f + 58;
+ ImGui::SetNextWindowSize(ImVec2(window_size.x, benchHeight), ImGuiCond_Always);
+ if (height - (window_size.y + data.main_window_pos.y + 5) < benchHeight)
+ ImGui::SetNextWindowPos(ImVec2(data.main_window_pos.x, data.main_window_pos.y - benchHeight - 5), ImGuiCond_Always);
+ else
+ ImGui::SetNextWindowPos(ImVec2(data.main_window_pos.x, data.main_window_pos.y + window_size.y + 5), ImGuiCond_Always);
+
+ float display_time = std::chrono::duration<float>(now - logger->last_log_end()).count();
+ static float display_for = 10.0f;
+ float alpha;
+ if(params.background_alpha != 0){
+ if (display_for >= display_time){
+ alpha = display_time * params.background_alpha;
+ if (alpha >= params.background_alpha){
+ ImGui::SetNextWindowBgAlpha(params.background_alpha);
+ }else{
+ ImGui::SetNextWindowBgAlpha(alpha);
+ }
+ } else {
+ alpha = 6.0 - display_time * params.background_alpha;
+ if (alpha >= params.background_alpha){
+ ImGui::SetNextWindowBgAlpha(params.background_alpha);
+ }else{
+ ImGui::SetNextWindowBgAlpha(alpha);
+ }
+ }
+ } else {
+ if (display_for >= display_time){
+ alpha = display_time * 0.0001;
+ ImGui::SetNextWindowBgAlpha(params.background_alpha);
+ } else {
+ alpha = 6.0 - display_time * 0.0001;
+ ImGui::SetNextWindowBgAlpha(params.background_alpha);
+ }
+ }
+ ImGui::Begin("Benchmark", &open, ImGuiWindowFlags_NoDecoration);
+ static const char* finished = "Logging Finished";
+ ImGui::SetCursorPosX((ImGui::GetWindowSize().x / 2 )- (ImGui::CalcTextSize(finished).x / 2));
+ ImGui::TextColored(ImVec4(1.0, 1.0, 1.0, alpha / params.background_alpha), "%s", finished);
+ ImGui::Dummy(ImVec2(0.0f, 8.0f));
+ char duration[20];
+ snprintf(duration, sizeof(duration), "Duration: %.1fs", std::chrono::duration<float>(logger->last_log_end() - logger->last_log_begin()).count());
+ ImGui::SetCursorPosX((ImGui::GetWindowSize().x / 2 )- (ImGui::CalcTextSize(duration).x / 2));
+ ImGui::TextColored(ImVec4(1.0, 1.0, 1.0, alpha / params.background_alpha), "%s", duration);
+ for (auto& data_ : benchmark.percentile_data){
+ char buffer[20];
+ snprintf(buffer, sizeof(buffer), "%s %.1f", data_.first.c_str(), data_.second);
+ ImGui::SetCursorPosX((ImGui::GetWindowSize().x / 2 )- (ImGui::CalcTextSize(buffer).x / 2));
+ ImGui::TextColored(ImVec4(1.0, 1.0, 1.0, alpha / params.background_alpha), "%s %.1f", data_.first.c_str(), data_.second);
+ }
+ float max = *max_element(benchmark.fps_data.begin(), benchmark.fps_data.end());
+ ImVec4 plotColor = data.colors.frametime;
+ plotColor.w = alpha / params.background_alpha;
+ ImGui::PushStyleColor(ImGuiCol_PlotLines, plotColor);
+ ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.0, 0.0, 0.0, alpha / params.background_alpha));
+ ImGui::Dummy(ImVec2(0.0f, 8.0f));
+ if (params.enabled[OVERLAY_PARAM_ENABLED_histogram])
+ ImGui::PlotHistogram("", benchmark.fps_data.data(), benchmark.fps_data.size(), 0, "", 0.0f, max + 10, ImVec2(ImGui::GetContentRegionAvailWidth(), 50));
+ else
+ ImGui::PlotLines("", benchmark.fps_data.data(), benchmark.fps_data.size(), 0, "", 0.0f, max + 10, ImVec2(ImGui::GetContentRegionAvailWidth(), 50));
+ ImGui::PopStyleColor(2);
+ ImGui::End();
+}
+
+void render_mango(swapchain_stats& data, struct overlay_params& params, ImVec2& window_size, bool is_vulkan){
+ static int tableCols = 2;
+ static float ralign_width = 0, old_scale = 0;
+ window_size = ImVec2(300, params.height);
+
+ if (old_scale != params.font_scale) {
+ ralign_width = ImGui::CalcTextSize("A").x * 4 /* characters */;
+ old_scale = params.font_scale;
+ }
+ ImGui::Begin("Main", &open, ImGuiWindowFlags_NoDecoration);
+ ImGui::BeginTable("hud", tableCols);
+ if (params.enabled[OVERLAY_PARAM_ENABLED_gpu_stats]){
+ ImGui::TableNextRow();
+ const char* gpu_text;
+ if (params.gpu_text.empty())
+ gpu_text = "GPU";
+ else
+ gpu_text = params.gpu_text.c_str();
+ ImGui::TextColored(data.colors.gpu, "%s", gpu_text);
+ ImGui::TableNextCell();
+ right_aligned_text(ralign_width, "%i", gpu_info.load);
+ ImGui::SameLine(0, 1.0f);
+ ImGui::Text("%%");
+ }
+ if(params.enabled[OVERLAY_PARAM_ENABLED_cpu_stats]){
+ ImGui::TableNextRow();
+ const char* cpu_text;
+ if (params.cpu_text.empty())
+ cpu_text = "CPU";
+ else
+ cpu_text = params.cpu_text.c_str();
+ ImGui::TextColored(data.colors.cpu, "%s", cpu_text);
+ ImGui::TableNextCell();
+ right_aligned_text(ralign_width, "%d", int(cpuStats.GetCPUDataTotal().percent));
+ ImGui::SameLine(0, 1.0f);
+ ImGui::Text("%%");
+ }
+ if (params.enabled[OVERLAY_PARAM_ENABLED_fps]){
+ ImGui::TableNextRow();
+ ImGui::TextColored(data.colors.engine, "%s", is_vulkan ? data.engineName.c_str() : "OpenGL");
+ ImGui::TableNextCell();
+ right_aligned_text(ralign_width, "%.0f", data.fps);
+ ImGui::SameLine(0, 1.0f);
+ ImGui::PushFont(data.font1);
+ ImGui::Text("FPS");
+ ImGui::PopFont();
+ }
+ ImGui::EndTable();
+ if (params.enabled[OVERLAY_PARAM_ENABLED_frame_timing]){
+ ImGui::Dummy(ImVec2(0.0f, params.font_size * params.font_scale / 2));
+ ImGui::PushFont(data.font1);
+ ImGui::TextColored(data.colors.engine, "%s", "Frametime");
+ ImGui::PopFont();
+
+ char hash[40];
+ snprintf(hash, sizeof(hash), "##%s", overlay_param_names[OVERLAY_PARAM_ENABLED_frame_timing]);
+ data.stat_selector = OVERLAY_PLOTS_frame_timing;
+ data.time_dividor = 1000.0f;
+
+ ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.0f, 0.0f, 0.0f, 0.0f));
+ double min_time = 0.0f;
+ double max_time = 50.0f;
+ ImGui::PlotLines(hash, get_time_stat, &data,
+ ARRAY_SIZE(data.frames_stats), 0,
+ NULL, min_time, max_time,
+ ImVec2(ImGui::GetContentRegionAvailWidth(), 50));
+
+ ImGui::PopStyleColor();
+ }
+ ImGui::End();
+ window_size = ImVec2(window_size.x, ImGui::GetCursorPosY() + 150.0f);
+}
+
+void render_imgui(swapchain_stats& data, struct overlay_params& params, ImVec2& window_size, bool is_vulkan)
+{
+ ImGui::GetIO().FontGlobalScale = params.font_scale;
+ if(not logger) logger = std::make_unique<Logger>(&params);
+ uint32_t f_idx = (data.n_frames - 1) % ARRAY_SIZE(data.frames_stats);
+ uint64_t frame_timing = data.frames_stats[f_idx].stats[OVERLAY_PLOTS_frame_timing];
+ static float ralign_width = 0, old_scale = 0;
+ window_size = ImVec2(params.width, params.height);
+ unsigned height = ImGui::GetIO().DisplaySize.y;
+ auto now = Clock::now();
+
+ if (old_scale != params.font_scale) {
+ ralign_width = ImGui::CalcTextSize("A").x * 4 /* characters */;
+ old_scale = params.font_scale;
+ }
+
+ if (!params.no_display){
+ ImGui::Begin("Main", &open, ImGuiWindowFlags_NoDecoration);
+ if (params.enabled[OVERLAY_PARAM_ENABLED_version]){
+ ImGui::Text("%s", MANGOHUD_VERSION);
+ ImGui::Dummy(ImVec2(0, 8.0f));
+ }
+ if (params.enabled[OVERLAY_PARAM_ENABLED_time]){
+ ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, 1.00f), "%s", data.time.c_str());
+ }
+ ImGui::BeginTable("hud", params.tableCols);
+ if (params.enabled[OVERLAY_PARAM_ENABLED_gpu_stats]){
+ ImGui::TableNextRow();
+ const char* gpu_text;
+ if (params.gpu_text.empty())
+ gpu_text = "GPU";
+ else
+ gpu_text = params.gpu_text.c_str();
+ ImGui::TextColored(data.colors.gpu, "%s", gpu_text);
+ ImGui::TableNextCell();
+ right_aligned_text(ralign_width, "%i", gpu_info.load);
+ ImGui::SameLine(0, 1.0f);
+ ImGui::Text("%%");
+ // ImGui::SameLine(150);
+ // ImGui::Text("%s", "%");
+ if (params.enabled[OVERLAY_PARAM_ENABLED_gpu_temp]){
+ ImGui::TableNextCell();
+ right_aligned_text(ralign_width, "%i", gpu_info.temp);
+ ImGui::SameLine(0, 1.0f);
+ ImGui::Text("°C");
+ }
+ if (params.enabled[OVERLAY_PARAM_ENABLED_gpu_core_clock] || params.enabled[OVERLAY_PARAM_ENABLED_gpu_power])
+ ImGui::TableNextRow();
+ if (params.enabled[OVERLAY_PARAM_ENABLED_gpu_core_clock]){
+ ImGui::TableNextCell();
+ right_aligned_text(ralign_width, "%i", gpu_info.CoreClock);
+ ImGui::SameLine(0, 1.0f);
+ ImGui::PushFont(data.font1);
+ ImGui::Text("MHz");
+ ImGui::PopFont();
+ }
+ if (params.enabled[OVERLAY_PARAM_ENABLED_gpu_power]) {
+ ImGui::TableNextCell();
+ right_aligned_text(ralign_width, "%i", gpu_info.powerUsage);
+ ImGui::SameLine(0, 1.0f);
+ ImGui::PushFont(data.font1);
+ ImGui::Text("W");
+ ImGui::PopFont();
+ }
+ }
+ if(params.enabled[OVERLAY_PARAM_ENABLED_cpu_stats]){
+ ImGui::TableNextRow();
+ const char* cpu_text;
+ if (params.cpu_text.empty())
+ cpu_text = "CPU";
+ else
+ cpu_text = params.cpu_text.c_str();
+ ImGui::TextColored(data.colors.cpu, "%s", cpu_text);
+ ImGui::TableNextCell();
+ right_aligned_text(ralign_width, "%d", int(cpuStats.GetCPUDataTotal().percent));
+ ImGui::SameLine(0, 1.0f);
+ ImGui::Text("%%");
+ // ImGui::SameLine(150);
+ // ImGui::Text("%s", "%");
+
+ if (params.enabled[OVERLAY_PARAM_ENABLED_cpu_temp]){
+ ImGui::TableNextCell();
+ right_aligned_text(ralign_width, "%i", cpuStats.GetCPUDataTotal().temp);
+ ImGui::SameLine(0, 1.0f);
+ ImGui::Text("°C");
+ }
+ }
+
+ if (params.enabled[OVERLAY_PARAM_ENABLED_core_load]){
+ int i = 0;
+ for (const CPUData &cpuData : cpuStats.GetCPUData())
+ {
+ ImGui::TableNextRow();
+ ImGui::TextColored(data.colors.cpu, "CPU");
+ ImGui::SameLine(0, 1.0f);
+ ImGui::PushFont(data.font1);
+ ImGui::TextColored(data.colors.cpu,"%i", i);
+ ImGui::PopFont();
+ ImGui::TableNextCell();
+ right_aligned_text(ralign_width, "%i", int(cpuData.percent));
+ ImGui::SameLine(0, 1.0f);
+ ImGui::Text("%%");
+ ImGui::TableNextCell();
+ right_aligned_text(ralign_width, "%i", cpuData.mhz);
+ ImGui::SameLine(0, 1.0f);
+ ImGui::PushFont(data.font1);
+ ImGui::Text("MHz");
+ ImGui::PopFont();
+ i++;
+ }
+ }
+ if (params.enabled[OVERLAY_PARAM_ENABLED_io_read] || params.enabled[OVERLAY_PARAM_ENABLED_io_write]){
+ auto sampling = params.fps_sampling_period;
+ ImGui::TableNextRow();
+ if (params.enabled[OVERLAY_PARAM_ENABLED_io_read] && !params.enabled[OVERLAY_PARAM_ENABLED_io_write])
+ ImGui::TextColored(data.colors.io, "IO RD");
+ else if (params.enabled[OVERLAY_PARAM_ENABLED_io_read] && params.enabled[OVERLAY_PARAM_ENABLED_io_write])
+ ImGui::TextColored(data.colors.io, "IO RW");
+ else if (params.enabled[OVERLAY_PARAM_ENABLED_io_write] && !params.enabled[OVERLAY_PARAM_ENABLED_io_read])
+ ImGui::TextColored(data.colors.io, "IO WR");
+
+ if (params.enabled[OVERLAY_PARAM_ENABLED_io_read]){
+ ImGui::TableNextCell();
+ float val = data.io.diff.read * 1000000 / sampling;
+ right_aligned_text(ralign_width, val < 100 ? "%.1f" : "%.f", val);
+ ImGui::SameLine(0,1.0f);
+ ImGui::PushFont(data.font1);
+ ImGui::Text("MiB/s");
+ ImGui::PopFont();
+ }
+ if (params.enabled[OVERLAY_PARAM_ENABLED_io_write]){
+ ImGui::TableNextCell();
+ float val = data.io.diff.write * 1000000 / sampling;
+ right_aligned_text(ralign_width, val < 100 ? "%.1f" : "%.f", val);
+ ImGui::SameLine(0,1.0f);
+ ImGui::PushFont(data.font1);
+ ImGui::Text("MiB/s");
+ ImGui::PopFont();
+ }
+ }
+ if (params.enabled[OVERLAY_PARAM_ENABLED_vram]){
+ ImGui::TableNextRow();
+ ImGui::TextColored(data.colors.vram, "VRAM");
+ ImGui::TableNextCell();
+ right_aligned_text(ralign_width, "%.1f", gpu_info.memoryUsed);
+ ImGui::SameLine(0,1.0f);
+ ImGui::PushFont(data.font1);
+ ImGui::Text("GiB");
+ ImGui::PopFont();
+ if (params.enabled[OVERLAY_PARAM_ENABLED_gpu_mem_clock]){
+ ImGui::TableNextCell();
+ right_aligned_text(ralign_width, "%i", gpu_info.MemClock);
+ ImGui::SameLine(0, 1.0f);
+ ImGui::PushFont(data.font1);
+ ImGui::Text("MHz");
+ ImGui::PopFont();
+ }
+ }
+ if (params.enabled[OVERLAY_PARAM_ENABLED_ram]){
+ ImGui::TableNextRow();
+ ImGui::TextColored(data.colors.ram, "RAM");
+ ImGui::TableNextCell();
+ right_aligned_text(ralign_width, "%.1f", memused);
+ ImGui::SameLine(0,1.0f);
+ ImGui::PushFont(data.font1);
+ ImGui::Text("GiB");
+ ImGui::PopFont();
+ }
+ if (params.enabled[OVERLAY_PARAM_ENABLED_fps]){
+ ImGui::TableNextRow();
+ ImGui::TextColored(data.colors.engine, "%s", is_vulkan ? data.engineName.c_str() : "OpenGL");
+ ImGui::TableNextCell();
+ right_aligned_text(ralign_width, "%.0f", data.fps);
+ ImGui::SameLine(0, 1.0f);
+ ImGui::PushFont(data.font1);
+ ImGui::Text("FPS");
+ ImGui::PopFont();
+ ImGui::TableNextCell();
+ right_aligned_text(ralign_width, "%.1f", 1000 / data.fps);
+ ImGui::SameLine(0, 1.0f);
+ ImGui::PushFont(data.font1);
+ ImGui::Text("ms");
+ ImGui::PopFont();
+ }
+ if (!params.enabled[OVERLAY_PARAM_ENABLED_fps] && params.enabled[OVERLAY_PARAM_ENABLED_engine_version]){
+ ImGui::TableNextRow();
+ ImGui::TextColored(data.colors.engine, "%s", is_vulkan ? data.engineName.c_str() : "OpenGL");
+ }
+ ImGui::EndTable();
+ if (params.enabled[OVERLAY_PARAM_ENABLED_engine_version]){
+ ImGui::PushFont(data.font1);
+ ImGui::Dummy(ImVec2(0, 8.0f));
+ if (is_vulkan) {
+ if ((data.engineName == "DXVK" || data.engineName == "VKD3D")){
+ ImGui::TextColored(data.colors.engine,
+ "%s/%d.%d.%d", data.engineVersion.c_str(),
+ data.version_vk.major,
+ data.version_vk.minor,
+ data.version_vk.patch);
+ } else {
+ ImGui::TextColored(data.colors.engine,
+ "%d.%d.%d",
+ data.version_vk.major,
+ data.version_vk.minor,
+ data.version_vk.patch);
+ }
+ } else {
+ ImGui::TextColored(data.colors.engine,
+ "%d.%d%s", data.version_gl.major, data.version_gl.minor,
+ data.version_gl.is_gles ? " ES" : "");
+ }
+ // ImGui::SameLine();
+ ImGui::PopFont();
+ }
+ if (params.enabled[OVERLAY_PARAM_ENABLED_gpu_name] && !data.gpuName.empty()){
+ ImGui::PushFont(data.font1);
+ ImGui::Dummy(ImVec2(0.0,5.0f));
+ ImGui::TextColored(data.colors.engine,
+ "%s", data.gpuName.c_str());
+ ImGui::PopFont();
+ }
+ if (params.enabled[OVERLAY_PARAM_ENABLED_vulkan_driver] && !data.driverName.empty()){
+ ImGui::PushFont(data.font1);
+ ImGui::Dummy(ImVec2(0.0,5.0f));
+ ImGui::TextColored(data.colors.engine,
+ "%s", data.driverName.c_str());
+ ImGui::PopFont();
+ }
+ if (params.enabled[OVERLAY_PARAM_ENABLED_arch]){
+ ImGui::PushFont(data.font1);
+ ImGui::Dummy(ImVec2(0.0,5.0f));
+ ImGui::TextColored(data.colors.engine, "%s", "" MANGOHUD_ARCH);
+ ImGui::PopFont();
+ }
+ if (params.enabled[OVERLAY_PARAM_ENABLED_wine]){
+ if (!wineVersion.empty()){
+ //ImGui::TextColored(data.colors.wine, "%s", "WINE");
+ ImGui::PushFont(data.font1);
+ ImGui::Dummy(ImVec2(0.0,5.0f));
+ ImGui::TextColored(data.colors.wine, "%s", wineVersion.c_str());
+ ImGui::PopFont();
+ }
+ }
+ if (params.enabled[OVERLAY_PARAM_ENABLED_frame_timing]){
+ ImGui::Dummy(ImVec2(0.0f, params.font_size * params.font_scale / 2));
+ ImGui::PushFont(data.font1);
+ ImGui::TextColored(data.colors.engine, "%s", "Frametime");
+ ImGui::PopFont();
+
+ char hash[40];
+ snprintf(hash, sizeof(hash), "##%s", overlay_param_names[OVERLAY_PARAM_ENABLED_frame_timing]);
+ data.stat_selector = OVERLAY_PLOTS_frame_timing;
+ data.time_dividor = 1000.0f;
+
+ ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.0f, 0.0f, 0.0f, 0.0f));
+ double min_time = 0.0f;
+ double max_time = 50.0f;
+ if (params.enabled[OVERLAY_PARAM_ENABLED_histogram]){
+ ImGui::PlotHistogram(hash, get_time_stat, &data,
+ ARRAY_SIZE(data.frames_stats), 0,
+ NULL, min_time, max_time,
+ ImVec2(ImGui::GetContentRegionAvailWidth() - params.font_size * params.font_scale * 2.2, 50));
+ } else {
+ ImGui::PlotLines(hash, get_time_stat, &data,
+ ARRAY_SIZE(data.frames_stats), 0,
+ NULL, min_time, max_time,
+ ImVec2(ImGui::GetContentRegionAvailWidth() - params.font_size * params.font_scale * 2.2, 50));
+ }
+ ImGui::PopStyleColor();
+ }
+ if (params.enabled[OVERLAY_PARAM_ENABLED_frame_timing]){
+ ImGui::SameLine(0,1.0f);
+ ImGui::PushFont(data.font1);
+ ImGui::Text("%.1f ms", 1000 / data.fps); //frame_timing / 1000.f);
+ ImGui::PopFont();
+ }
+
+#ifdef HAVE_DBUS
+ ImFont scaled_font = *data.font_text;
+ scaled_font.Scale = params.font_scale_media_player;
+ ImGui::PushFont(&scaled_font);
+ {
+ std::lock_guard<std::mutex> lck(main_metadata.mtx);
+ render_mpris_metadata(params, main_metadata, frame_timing, true);
+ }
+ //render_mpris_metadata(params, generic_mpris, frame_timing, false);
+ ImGui::PopFont();
+#endif
+
+ if (params.log_interval == 0){
+ logger->try_log();
+ }
+ if(logger->is_active())
+ ImGui::GetWindowDrawList()->AddCircleFilled(ImVec2(data.main_window_pos.x + window_size.x - 15, data.main_window_pos.y + 15), 10, params.engine_color, 20);
+ window_size = ImVec2(window_size.x, ImGui::GetCursorPosY() + 10.0f);
+ ImGui::End();
+ if((now - logger->last_log_end()) < 12s)
+ render_benchmark(data, params, window_size, height, now);
+ }
+}
+
+static void compute_swapchain_display(struct swapchain_data *data)
+{
+ struct device_data *device_data = data->device;
+ struct instance_data *instance_data = device_data->instance;
+
+ ImGui::SetCurrentContext(data->imgui_context);
+ ImGui::NewFrame();
+ {
+ scoped_lock lk(instance_data->notifier.mutex);
+ position_layer(data->sw_stats, instance_data->params, data->window_size);
+ if(instance_data->params.render_mango)
+ render_mango(data->sw_stats, instance_data->params, data->window_size, true);
+ else
+ render_imgui(data->sw_stats, instance_data->params, data->window_size, true);
+ }
+ ImGui::PopStyleVar(3);
+
+ ImGui::EndFrame();
+ ImGui::Render();
+}
+
+static uint32_t vk_memory_type(struct device_data *data,
+ VkMemoryPropertyFlags properties,
+ uint32_t type_bits)
+{
+ VkPhysicalDeviceMemoryProperties prop;
+ data->instance->vtable.GetPhysicalDeviceMemoryProperties(data->physical_device, &prop);
+ for (uint32_t i = 0; i < prop.memoryTypeCount; i++)
+ if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1<<i))
+ return i;
+ return 0xFFFFFFFF; // Unable to find memoryType
+}
+
+static void update_image_descriptor(struct swapchain_data *data, VkImageView image_view, VkDescriptorSet set)
+{
+ struct device_data *device_data = data->device;
+ /* Descriptor set */
+ VkDescriptorImageInfo desc_image[1] = {};
+ desc_image[0].sampler = data->font_sampler;
+ desc_image[0].imageView = image_view;
+ desc_image[0].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
+ VkWriteDescriptorSet write_desc[1] = {};
+ write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
+ write_desc[0].dstSet = set;
+ write_desc[0].descriptorCount = 1;
+ write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
+ write_desc[0].pImageInfo = desc_image;
+ device_data->vtable.UpdateDescriptorSets(device_data->device, 1, write_desc, 0, NULL);
+}
+
+static void upload_image_data(struct device_data *device_data,
+ VkCommandBuffer command_buffer,
+ void *pixels,
+ VkDeviceSize upload_size,
+ uint32_t width,
+ uint32_t height,
+ VkBuffer& upload_buffer,
+ VkDeviceMemory& upload_buffer_mem,
+ VkImage image)
+{
+ /* Upload buffer */
+ VkBufferCreateInfo buffer_info = {};
+ buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
+ buffer_info.size = upload_size;
+ buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
+ buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+ VK_CHECK(device_data->vtable.CreateBuffer(device_data->device, &buffer_info,
+ NULL, &upload_buffer));
+ VkMemoryRequirements upload_buffer_req;
+ device_data->vtable.GetBufferMemoryRequirements(device_data->device,
+ upload_buffer,
+ &upload_buffer_req);
+ VkMemoryAllocateInfo upload_alloc_info = {};
+ upload_alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+ upload_alloc_info.allocationSize = upload_buffer_req.size;
+ upload_alloc_info.memoryTypeIndex = vk_memory_type(device_data,
+ VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
+ upload_buffer_req.memoryTypeBits);
+ VK_CHECK(device_data->vtable.AllocateMemory(device_data->device,
+ &upload_alloc_info,
+ NULL,
+ &upload_buffer_mem));
+ VK_CHECK(device_data->vtable.BindBufferMemory(device_data->device,
+ upload_buffer,
+ upload_buffer_mem, 0));
+
+ /* Upload to Buffer */
+ char* map = NULL;
+ VK_CHECK(device_data->vtable.MapMemory(device_data->device,
+ upload_buffer_mem,
+ 0, upload_size, 0, (void**)(&map)));
+ memcpy(map, pixels, upload_size);
+ VkMappedMemoryRange range[1] = {};
+ range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+ range[0].memory = upload_buffer_mem;
+ range[0].size = upload_size;
+ VK_CHECK(device_data->vtable.FlushMappedMemoryRanges(device_data->device, 1, range));
+ device_data->vtable.UnmapMemory(device_data->device,
+ upload_buffer_mem);
+
+ /* Copy buffer to image */
+ VkImageMemoryBarrier copy_barrier[1] = {};
+ copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+ copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
+ copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+ copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
+ copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ copy_barrier[0].image = image;
+ copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ copy_barrier[0].subresourceRange.levelCount = 1;
+ copy_barrier[0].subresourceRange.layerCount = 1;
+ device_data->vtable.CmdPipelineBarrier(command_buffer,
+ VK_PIPELINE_STAGE_HOST_BIT,
+ VK_PIPELINE_STAGE_TRANSFER_BIT,
+ 0, 0, NULL, 0, NULL,
+ 1, copy_barrier);
+
+ VkBufferImageCopy region = {};
+ region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ region.imageSubresource.layerCount = 1;
+ region.imageExtent.width = width;
+ region.imageExtent.height = height;
+ region.imageExtent.depth = 1;
+ device_data->vtable.CmdCopyBufferToImage(command_buffer,
+ upload_buffer,
+ image,
+ VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
+ 1, &region);
+
+ VkImageMemoryBarrier use_barrier[1] = {};
+ use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+ use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
+ use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
+ use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
+ use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
+ use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ use_barrier[0].image = image;
+ use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ use_barrier[0].subresourceRange.levelCount = 1;
+ use_barrier[0].subresourceRange.layerCount = 1;
+ device_data->vtable.CmdPipelineBarrier(command_buffer,
+ VK_PIPELINE_STAGE_TRANSFER_BIT,
+ VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
+ 0,
+ 0, NULL,
+ 0, NULL,
+ 1, use_barrier);
+}
+
+static VkDescriptorSet create_image_with_desc(struct swapchain_data *data,
+ uint32_t width,
+ uint32_t height,
+ VkFormat format,
+ VkImage& image,
+ VkDeviceMemory& image_mem,
+ VkImageView& image_view)
+{
+ struct device_data *device_data = data->device;
+
+ VkImageCreateInfo image_info = {};
+ image_info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
+ image_info.imageType = VK_IMAGE_TYPE_2D;
+ image_info.format = format;
+ image_info.extent.width = width;
+ image_info.extent.height = height;
+ image_info.extent.depth = 1;
+ image_info.mipLevels = 1;
+ image_info.arrayLayers = 1;
+ image_info.samples = VK_SAMPLE_COUNT_1_BIT;
+ image_info.tiling = VK_IMAGE_TILING_OPTIMAL;
+ image_info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
+ image_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+ image_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+ VK_CHECK(device_data->vtable.CreateImage(device_data->device, &image_info,
+ NULL, &image));
+ VkMemoryRequirements font_image_req;
+ device_data->vtable.GetImageMemoryRequirements(device_data->device,
+ image, &font_image_req);
+ VkMemoryAllocateInfo image_alloc_info = {};
+ image_alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+ image_alloc_info.allocationSize = font_image_req.size;
+ image_alloc_info.memoryTypeIndex = vk_memory_type(device_data,
+ VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
+ font_image_req.memoryTypeBits);
+ VK_CHECK(device_data->vtable.AllocateMemory(device_data->device, &image_alloc_info,
+ NULL, &image_mem));
+ VK_CHECK(device_data->vtable.BindImageMemory(device_data->device,
+ image,
+ image_mem, 0));
+
+ /* Font image view */
+ VkImageViewCreateInfo view_info = {};
+ view_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
+ view_info.image = image;
+ view_info.viewType = VK_IMAGE_VIEW_TYPE_2D;
+ view_info.format = format;
+ view_info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ view_info.subresourceRange.levelCount = 1;
+ view_info.subresourceRange.layerCount = 1;
+ VK_CHECK(device_data->vtable.CreateImageView(device_data->device, &view_info,
+ NULL, &image_view));
+
+ VkDescriptorSet descriptor_set;
+
+ VkDescriptorSetAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
+ alloc_info.descriptorPool = data->descriptor_pool;
+ alloc_info.descriptorSetCount = 1;
+ alloc_info.pSetLayouts = &data->descriptor_layout;
+ VK_CHECK(device_data->vtable.AllocateDescriptorSets(device_data->device,
+ &alloc_info,
+ &descriptor_set));
+
+ update_image_descriptor(data, image_view, descriptor_set);
+ return descriptor_set;
+}
+
+static void ensure_swapchain_fonts(struct swapchain_data *data,
+ VkCommandBuffer command_buffer)
+{
+ struct device_data *device_data = data->device;
+ if (data->font_uploaded)
+ return;
+
+ data->font_uploaded = true;
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
+ size_t upload_size = width * height * 1 * sizeof(char);
+ upload_image_data(device_data, command_buffer, pixels, upload_size, width, height, data->upload_font_buffer, data->upload_font_buffer_mem, data->font_image);
+}
+
+static void CreateOrResizeBuffer(struct device_data *data,
+ VkBuffer *buffer,
+ VkDeviceMemory *buffer_memory,
+ VkDeviceSize *buffer_size,
+ size_t new_size, VkBufferUsageFlagBits usage)
+{
+ if (*buffer != VK_NULL_HANDLE)
+ data->vtable.DestroyBuffer(data->device, *buffer, NULL);
+ if (*buffer_memory)
+ data->vtable.FreeMemory(data->device, *buffer_memory, NULL);
+
+ VkBufferCreateInfo buffer_info = {};
+ buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
+ buffer_info.size = new_size;
+ buffer_info.usage = usage;
+ buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+ VK_CHECK(data->vtable.CreateBuffer(data->device, &buffer_info, NULL, buffer));
+
+ VkMemoryRequirements req;
+ data->vtable.GetBufferMemoryRequirements(data->device, *buffer, &req);
+ VkMemoryAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+ alloc_info.allocationSize = req.size;
+ alloc_info.memoryTypeIndex =
+ vk_memory_type(data, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
+ VK_CHECK(data->vtable.AllocateMemory(data->device, &alloc_info, NULL, buffer_memory));
+
+ VK_CHECK(data->vtable.BindBufferMemory(data->device, *buffer, *buffer_memory, 0));
+ *buffer_size = new_size;
+}
+
+static struct overlay_draw *render_swapchain_display(struct swapchain_data *data,
+ struct queue_data *present_queue,
+ const VkSemaphore *wait_semaphores,
+ unsigned n_wait_semaphores,
+ unsigned image_index)
+{
+ ImDrawData* draw_data = ImGui::GetDrawData();
+ if (draw_data->TotalVtxCount == 0)
+ return NULL;
+
+ struct device_data *device_data = data->device;
+ struct overlay_draw *draw = get_overlay_draw(data);
+
+ device_data->vtable.ResetCommandBuffer(draw->command_buffer, 0);
+
+ VkRenderPassBeginInfo render_pass_info = {};
+ render_pass_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
+ render_pass_info.renderPass = data->render_pass;
+ render_pass_info.framebuffer = data->framebuffers[image_index];
+ render_pass_info.renderArea.extent.width = data->width;
+ render_pass_info.renderArea.extent.height = data->height;
+
+ VkCommandBufferBeginInfo buffer_begin_info = {};
+ buffer_begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+
+ device_data->vtable.BeginCommandBuffer(draw->command_buffer, &buffer_begin_info);
+
+ ensure_swapchain_fonts(data, draw->command_buffer);
+
+ /* Bounce the image to display back to color attachment layout for
+ * rendering on top of it.
+ */
+ VkImageMemoryBarrier imb;
+ imb.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+ imb.pNext = nullptr;
+ imb.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
+ imb.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
+ imb.oldLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
+ imb.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
+ imb.image = data->images[image_index];
+ imb.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ imb.subresourceRange.baseMipLevel = 0;
+ imb.subresourceRange.levelCount = 1;
+ imb.subresourceRange.baseArrayLayer = 0;
+ imb.subresourceRange.layerCount = 1;
+ imb.srcQueueFamilyIndex = present_queue->family_index;
+ imb.dstQueueFamilyIndex = device_data->graphic_queue->family_index;
+ device_data->vtable.CmdPipelineBarrier(draw->command_buffer,
+ VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT,
+ VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT,
+ 0, /* dependency flags */
+ 0, nullptr, /* memory barriers */
+ 0, nullptr, /* buffer memory barriers */
+ 1, &imb); /* image memory barriers */
+
+ device_data->vtable.CmdBeginRenderPass(draw->command_buffer, &render_pass_info,
+ VK_SUBPASS_CONTENTS_INLINE);
+
+ /* Create/Resize vertex & index buffers */
+ size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
+ size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
+ if (draw->vertex_buffer_size < vertex_size) {
+ CreateOrResizeBuffer(device_data,
+ &draw->vertex_buffer,
+ &draw->vertex_buffer_mem,
+ &draw->vertex_buffer_size,
+ vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
+ }
+ if (draw->index_buffer_size < index_size) {
+ CreateOrResizeBuffer(device_data,
+ &draw->index_buffer,
+ &draw->index_buffer_mem,
+ &draw->index_buffer_size,
+ index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
+ }
+
+ /* Upload vertex & index data */
+ ImDrawVert* vtx_dst = NULL;
+ ImDrawIdx* idx_dst = NULL;
+ VK_CHECK(device_data->vtable.MapMemory(device_data->device, draw->vertex_buffer_mem,
+ 0, vertex_size, 0, (void**)(&vtx_dst)));
+ VK_CHECK(device_data->vtable.MapMemory(device_data->device, draw->index_buffer_mem,
+ 0, index_size, 0, (void**)(&idx_dst)));
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ vtx_dst += cmd_list->VtxBuffer.Size;
+ idx_dst += cmd_list->IdxBuffer.Size;
+ }
+ VkMappedMemoryRange range[2] = {};
+ range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+ range[0].memory = draw->vertex_buffer_mem;
+ range[0].size = VK_WHOLE_SIZE;
+ range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+ range[1].memory = draw->index_buffer_mem;
+ range[1].size = VK_WHOLE_SIZE;
+ VK_CHECK(device_data->vtable.FlushMappedMemoryRanges(device_data->device, 2, range));
+ device_data->vtable.UnmapMemory(device_data->device, draw->vertex_buffer_mem);
+ device_data->vtable.UnmapMemory(device_data->device, draw->index_buffer_mem);
+
+ /* Bind pipeline and descriptor sets */
+ device_data->vtable.CmdBindPipeline(draw->command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, data->pipeline);
+
+#if 1 // disable if using >1 font textures
+ VkDescriptorSet desc_set[1] = {
+ //data->descriptor_set
+ reinterpret_cast<VkDescriptorSet>(ImGui::GetIO().Fonts->Fonts[0]->ContainerAtlas->TexID)
+ };
+ device_data->vtable.CmdBindDescriptorSets(draw->command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
+ data->pipeline_layout, 0, 1, desc_set, 0, NULL);
+#endif
+
+ /* Bind vertex & index buffers */
+ VkBuffer vertex_buffers[1] = { draw->vertex_buffer };
+ VkDeviceSize vertex_offset[1] = { 0 };
+ device_data->vtable.CmdBindVertexBuffers(draw->command_buffer, 0, 1, vertex_buffers, vertex_offset);
+ device_data->vtable.CmdBindIndexBuffer(draw->command_buffer, draw->index_buffer, 0, VK_INDEX_TYPE_UINT16);
+
+ /* Setup viewport */
+ VkViewport viewport;
+ viewport.x = 0;
+ viewport.y = 0;
+ viewport.width = draw_data->DisplaySize.x;
+ viewport.height = draw_data->DisplaySize.y;
+ viewport.minDepth = 0.0f;
+ viewport.maxDepth = 1.0f;
+ device_data->vtable.CmdSetViewport(draw->command_buffer, 0, 1, &viewport);
+
+
+ /* Setup scale and translation through push constants :
+ *
+ * Our visible imgui space lies from draw_data->DisplayPos (top left) to
+ * draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin
+ * is typically (0,0) for single viewport apps.
+ */
+ float scale[2];
+ scale[0] = 2.0f / draw_data->DisplaySize.x;
+ scale[1] = 2.0f / draw_data->DisplaySize.y;
+ float translate[2];
+ translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0];
+ translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1];
+ device_data->vtable.CmdPushConstants(draw->command_buffer, data->pipeline_layout,
+ VK_SHADER_STAGE_VERTEX_BIT,
+ sizeof(float) * 0, sizeof(float) * 2, scale);
+ device_data->vtable.CmdPushConstants(draw->command_buffer, data->pipeline_layout,
+ VK_SHADER_STAGE_VERTEX_BIT,
+ sizeof(float) * 2, sizeof(float) * 2, translate);
+
+ // Render the command lists:
+ int vtx_offset = 0;
+ int idx_offset = 0;
+ ImVec2 display_pos = draw_data->DisplayPos;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ // Apply scissor/clipping rectangle
+ // FIXME: We could clamp width/height based on clamped min/max values.
+ VkRect2D scissor;
+ scissor.offset.x = (int32_t)(pcmd->ClipRect.x - display_pos.x) > 0 ? (int32_t)(pcmd->ClipRect.x - display_pos.x) : 0;
+ scissor.offset.y = (int32_t)(pcmd->ClipRect.y - display_pos.y) > 0 ? (int32_t)(pcmd->ClipRect.y - display_pos.y) : 0;
+ scissor.extent.width = (uint32_t)(pcmd->ClipRect.z - pcmd->ClipRect.x);
+ scissor.extent.height = (uint32_t)(pcmd->ClipRect.w - pcmd->ClipRect.y + 1); // FIXME: Why +1 here?
+ device_data->vtable.CmdSetScissor(draw->command_buffer, 0, 1, &scissor);
+#if 0 //enable if using >1 font textures or use texture array
+ VkDescriptorSet desc_set[1] = { (VkDescriptorSet)pcmd->TextureId };
+ device_data->vtable.CmdBindDescriptorSets(draw->command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
+ data->pipeline_layout, 0, 1, desc_set, 0, NULL);
+#endif
+ // Draw
+ device_data->vtable.CmdDrawIndexed(draw->command_buffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
+
+ idx_offset += pcmd->ElemCount;
+ }
+ vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+
+ device_data->vtable.CmdEndRenderPass(draw->command_buffer);
+
+ if (device_data->graphic_queue->family_index != present_queue->family_index)
+ {
+ /* Transfer the image back to the present queue family
+ * image layout was already changed to present by the render pass
+ */
+ imb.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+ imb.pNext = nullptr;
+ imb.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
+ imb.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
+ imb.oldLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
+ imb.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
+ imb.image = data->images[image_index];
+ imb.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ imb.subresourceRange.baseMipLevel = 0;
+ imb.subresourceRange.levelCount = 1;
+ imb.subresourceRange.baseArrayLayer = 0;
+ imb.subresourceRange.layerCount = 1;
+ imb.srcQueueFamilyIndex = device_data->graphic_queue->family_index;
+ imb.dstQueueFamilyIndex = present_queue->family_index;
+ device_data->vtable.CmdPipelineBarrier(draw->command_buffer,
+ VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT,
+ VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT,
+ 0, /* dependency flags */
+ 0, nullptr, /* memory barriers */
+ 0, nullptr, /* buffer memory barriers */
+ 1, &imb); /* image memory barriers */
+ }
+
+ device_data->vtable.EndCommandBuffer(draw->command_buffer);
+
+ /* When presenting on a different queue than where we're drawing the
+ * overlay *AND* when the application does not provide a semaphore to
+ * vkQueuePresent, insert our own cross engine synchronization
+ * semaphore.
+ */
+ if (n_wait_semaphores == 0 && device_data->graphic_queue->queue != present_queue->queue) {
+ VkPipelineStageFlags stages_wait = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT;
+ VkSubmitInfo submit_info = {};
+ submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+ submit_info.commandBufferCount = 0;
+ submit_info.pWaitDstStageMask = &stages_wait;
+ submit_info.waitSemaphoreCount = 0;
+ submit_info.signalSemaphoreCount = 1;
+ submit_info.pSignalSemaphores = &draw->cross_engine_semaphore;
+
+ device_data->vtable.QueueSubmit(present_queue->queue, 1, &submit_info, VK_NULL_HANDLE);
+
+ submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+ submit_info.commandBufferCount = 1;
+ submit_info.pWaitDstStageMask = &stages_wait;
+ submit_info.pCommandBuffers = &draw->command_buffer;
+ submit_info.waitSemaphoreCount = 1;
+ submit_info.pWaitSemaphores = &draw->cross_engine_semaphore;
+ submit_info.signalSemaphoreCount = 1;
+ submit_info.pSignalSemaphores = &draw->semaphore;
+
+ device_data->vtable.QueueSubmit(device_data->graphic_queue->queue, 1, &submit_info, draw->fence);
+ } else {
+ // wait in the fragment stage until the swapchain image is ready
+ std::vector<VkPipelineStageFlags> stages_wait(n_wait_semaphores, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
+
+ VkSubmitInfo submit_info = {};
+ submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+ submit_info.commandBufferCount = 1;
+ submit_info.pCommandBuffers = &draw->command_buffer;
+ submit_info.pWaitDstStageMask = stages_wait.data();
+ submit_info.waitSemaphoreCount = n_wait_semaphores;
+ submit_info.pWaitSemaphores = wait_semaphores;
+ submit_info.signalSemaphoreCount = 1;
+ submit_info.pSignalSemaphores = &draw->semaphore;
+
+ device_data->vtable.QueueSubmit(device_data->graphic_queue->queue, 1, &submit_info, draw->fence);
+ }
+
+ return draw;
+}
+
+static const uint32_t overlay_vert_spv[] = {
+#include "overlay.vert.spv.h"
+};
+static const uint32_t overlay_frag_spv[] = {
+#include "overlay.frag.spv.h"
+};
+
+static void setup_swapchain_data_pipeline(struct swapchain_data *data)
+{
+ struct device_data *device_data = data->device;
+ VkShaderModule vert_module, frag_module;
+
+ /* Create shader modules */
+ VkShaderModuleCreateInfo vert_info = {};
+ vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
+ vert_info.codeSize = sizeof(overlay_vert_spv);
+ vert_info.pCode = overlay_vert_spv;
+ VK_CHECK(device_data->vtable.CreateShaderModule(device_data->device,
+ &vert_info, NULL, &vert_module));
+ VkShaderModuleCreateInfo frag_info = {};
+ frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
+ frag_info.codeSize = sizeof(overlay_frag_spv);
+ frag_info.pCode = (uint32_t*)overlay_frag_spv;
+ VK_CHECK(device_data->vtable.CreateShaderModule(device_data->device,
+ &frag_info, NULL, &frag_module));
+
+ /* Font sampler */
+ VkSamplerCreateInfo sampler_info = {};
+ sampler_info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
+ sampler_info.magFilter = VK_FILTER_LINEAR;
+ sampler_info.minFilter = VK_FILTER_LINEAR;
+ sampler_info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
+ sampler_info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ sampler_info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ sampler_info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
+ sampler_info.minLod = -1000;
+ sampler_info.maxLod = 1000;
+ sampler_info.maxAnisotropy = 1.0f;
+ VK_CHECK(device_data->vtable.CreateSampler(device_data->device, &sampler_info,
+ NULL, &data->font_sampler));
+
+ /* Descriptor pool */
+ VkDescriptorPoolSize sampler_pool_size = {};
+ sampler_pool_size.type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
+ sampler_pool_size.descriptorCount = 1;
+ VkDescriptorPoolCreateInfo desc_pool_info = {};
+ desc_pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+ desc_pool_info.maxSets = 1;
+ desc_pool_info.poolSizeCount = 1;
+ desc_pool_info.pPoolSizes = &sampler_pool_size;
+ VK_CHECK(device_data->vtable.CreateDescriptorPool(device_data->device,
+ &desc_pool_info,
+ NULL, &data->descriptor_pool));
+
+ /* Descriptor layout */
+ VkSampler sampler[1] = { data->font_sampler };
+ VkDescriptorSetLayoutBinding binding[1] = {};
+ binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
+ binding[0].descriptorCount = 1;
+ binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
+ binding[0].pImmutableSamplers = sampler;
+ VkDescriptorSetLayoutCreateInfo set_layout_info = {};
+ set_layout_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
+ set_layout_info.bindingCount = 1;
+ set_layout_info.pBindings = binding;
+ VK_CHECK(device_data->vtable.CreateDescriptorSetLayout(device_data->device,
+ &set_layout_info,
+ NULL, &data->descriptor_layout));
+
+ /* Descriptor set */
+/*
+ VkDescriptorSetAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
+ alloc_info.descriptorPool = data->descriptor_pool;
+ alloc_info.descriptorSetCount = 1;
+ alloc_info.pSetLayouts = &data->descriptor_layout;
+ VK_CHECK(device_data->vtable.AllocateDescriptorSets(device_data->device,
+ &alloc_info,
+ &data->descriptor_set));
+*/
+
+ /* Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full
+ * 3d projection matrix
+ */
+ VkPushConstantRange push_constants[1] = {};
+ push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
+ push_constants[0].offset = sizeof(float) * 0;
+ push_constants[0].size = sizeof(float) * 4;
+ VkPipelineLayoutCreateInfo layout_info = {};
+ layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
+ layout_info.setLayoutCount = 1;
+ layout_info.pSetLayouts = &data->descriptor_layout;
+ layout_info.pushConstantRangeCount = 1;
+ layout_info.pPushConstantRanges = push_constants;
+ VK_CHECK(device_data->vtable.CreatePipelineLayout(device_data->device,
+ &layout_info,
+ NULL, &data->pipeline_layout));
+
+ VkPipelineShaderStageCreateInfo stage[2] = {};
+ stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+ stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
+ stage[0].module = vert_module;
+ stage[0].pName = "main";
+ stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
+ stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
+ stage[1].module = frag_module;
+ stage[1].pName = "main";
+
+ VkVertexInputBindingDescription binding_desc[1] = {};
+ binding_desc[0].stride = sizeof(ImDrawVert);
+ binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
+
+ VkVertexInputAttributeDescription attribute_desc[3] = {};
+ attribute_desc[0].location = 0;
+ attribute_desc[0].binding = binding_desc[0].binding;
+ attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT;
+ attribute_desc[0].offset = IM_OFFSETOF(ImDrawVert, pos);
+ attribute_desc[1].location = 1;
+ attribute_desc[1].binding = binding_desc[0].binding;
+ attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT;
+ attribute_desc[1].offset = IM_OFFSETOF(ImDrawVert, uv);
+ attribute_desc[2].location = 2;
+ attribute_desc[2].binding = binding_desc[0].binding;
+ attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM;
+ attribute_desc[2].offset = IM_OFFSETOF(ImDrawVert, col);
+
+ VkPipelineVertexInputStateCreateInfo vertex_info = {};
+ vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
+ vertex_info.vertexBindingDescriptionCount = 1;
+ vertex_info.pVertexBindingDescriptions = binding_desc;
+ vertex_info.vertexAttributeDescriptionCount = 3;
+ vertex_info.pVertexAttributeDescriptions = attribute_desc;
+
+ VkPipelineInputAssemblyStateCreateInfo ia_info = {};
+ ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
+ ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
+
+ VkPipelineViewportStateCreateInfo viewport_info = {};
+ viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
+ viewport_info.viewportCount = 1;
+ viewport_info.scissorCount = 1;
+
+ VkPipelineRasterizationStateCreateInfo raster_info = {};
+ raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
+ raster_info.polygonMode = VK_POLYGON_MODE_FILL;
+ raster_info.cullMode = VK_CULL_MODE_NONE;
+ raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
+ raster_info.lineWidth = 1.0f;
+
+ VkPipelineMultisampleStateCreateInfo ms_info = {};
+ ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
+ ms_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
+
+ VkPipelineColorBlendAttachmentState color_attachment[1] = {};
+ color_attachment[0].blendEnable = VK_TRUE;
+ color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
+ color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+ color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD;
+ color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+ color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
+ color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD;
+ color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT |
+ VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
+
+ VkPipelineDepthStencilStateCreateInfo depth_info = {};
+ depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
+
+ VkPipelineColorBlendStateCreateInfo blend_info = {};
+ blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
+ blend_info.attachmentCount = 1;
+ blend_info.pAttachments = color_attachment;
+
+ VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
+ VkPipelineDynamicStateCreateInfo dynamic_state = {};
+ dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
+ dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states);
+ dynamic_state.pDynamicStates = dynamic_states;
+
+ VkGraphicsPipelineCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
+ info.flags = 0;
+ info.stageCount = 2;
+ info.pStages = stage;
+ info.pVertexInputState = &vertex_info;
+ info.pInputAssemblyState = &ia_info;
+ info.pViewportState = &viewport_info;
+ info.pRasterizationState = &raster_info;
+ info.pMultisampleState = &ms_info;
+ info.pDepthStencilState = &depth_info;
+ info.pColorBlendState = &blend_info;
+ info.pDynamicState = &dynamic_state;
+ info.layout = data->pipeline_layout;
+ info.renderPass = data->render_pass;
+ VK_CHECK(
+ device_data->vtable.CreateGraphicsPipelines(device_data->device, VK_NULL_HANDLE,
+ 1, &info,
+ NULL, &data->pipeline));
+
+ device_data->vtable.DestroyShaderModule(device_data->device, vert_module, NULL);
+ device_data->vtable.DestroyShaderModule(device_data->device, frag_module, NULL);
+
+ create_fonts(device_data->instance->params, data->sw_stats.font1, data->sw_stats.font_text);
+
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+
+ // upload default font to VkImage
+ io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
+ io.Fonts->TexID = (ImTextureID)create_image_with_desc(data, width, height, VK_FORMAT_R8_UNORM, data->font_image, data->font_mem, data->font_image_view);
+#ifndef NDEBUG
+ std::cerr << "MANGOHUD: Default font tex size: " << width << "x" << height << "px (" << (width*height*1) << " bytes)" << "\n";
+#endif
+
+// if (data->descriptor_set)
+// update_image_descriptor(data, data->font_image_view[0], data->descriptor_set);
+}
+
+// Cut from https://github.com/ocornut/imgui/pull/2943
+// Probably move to ImGui
+float SRGBToLinear(float in)
+{
+ if (in <= 0.04045f)
+ return in / 12.92f;
+ else
+ return powf((in + 0.055f) / 1.055f, 2.4f);
+}
+
+float LinearToSRGB(float in)
+{
+ if (in <= 0.0031308f)
+ return in * 12.92f;
+ else
+ return 1.055f * powf(in, 1.0f / 2.4f) - 0.055f;
+}
+
+ImVec4 SRGBToLinear(ImVec4 col)
+{
+ col.x = SRGBToLinear(col.x);
+ col.y = SRGBToLinear(col.y);
+ col.z = SRGBToLinear(col.z);
+ // Alpha component is already linear
+
+ return col;
+}
+
+ImVec4 LinearToSRGB(ImVec4 col)
+{
+ col.x = LinearToSRGB(col.x);
+ col.y = LinearToSRGB(col.y);
+ col.z = LinearToSRGB(col.z);
+ // Alpha component is already linear
+
+ return col;
+}
+
+void convert_colors(bool do_conv, struct swapchain_stats& sw_stats, struct overlay_params& params)
+{
+ auto convert = [&do_conv](unsigned color) -> ImVec4 {
+ ImVec4 fc = ImGui::ColorConvertU32ToFloat4(color);
+ if (do_conv)
+ return SRGBToLinear(fc);
+ return fc;
+ };
+
+ sw_stats.colors.cpu = convert(params.cpu_color);
+ sw_stats.colors.gpu = convert(params.gpu_color);
+ sw_stats.colors.vram = convert(params.vram_color);
+ sw_stats.colors.ram = convert(params.ram_color);
+ sw_stats.colors.engine = convert(params.engine_color);
+ sw_stats.colors.io = convert(params.io_color);
+ sw_stats.colors.frametime = convert(params.frametime_color);
+ sw_stats.colors.background = convert(params.background_color);
+ sw_stats.colors.text = convert(params.text_color);
+ sw_stats.colors.media_player = convert(params.media_player_color);
+ sw_stats.colors.wine = convert(params.wine_color);
+
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.Colors[ImGuiCol_PlotLines] = convert(params.frametime_color);
+ style.Colors[ImGuiCol_PlotHistogram] = convert(params.frametime_color);
+ style.Colors[ImGuiCol_WindowBg] = convert(params.background_color);
+ style.Colors[ImGuiCol_Text] = convert(params.text_color);
+ style.CellPadding.y = -2;
+}
+
+// TODO probably needs colorspace check too
+static void convert_colors_vk(VkFormat format, struct swapchain_stats& sw_stats, struct overlay_params& params)
+{
+ bool do_conv = false;
+ switch (format) {
+ case VK_FORMAT_R8_SRGB:
+ case VK_FORMAT_R8G8_SRGB:
+ case VK_FORMAT_R8G8B8_SRGB:
+ case VK_FORMAT_B8G8R8_SRGB:
+ case VK_FORMAT_R8G8B8A8_SRGB:
+ case VK_FORMAT_B8G8R8A8_SRGB:
+ case VK_FORMAT_A8B8G8R8_SRGB_PACK32:
+ case VK_FORMAT_BC1_RGB_SRGB_BLOCK:
+ case VK_FORMAT_BC1_RGBA_SRGB_BLOCK:
+ case VK_FORMAT_BC2_SRGB_BLOCK:
+ case VK_FORMAT_BC3_SRGB_BLOCK:
+ case VK_FORMAT_BC7_SRGB_BLOCK:
+ case VK_FORMAT_ETC2_R8G8B8_SRGB_BLOCK:
+ case VK_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK:
+ case VK_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK:
+ case VK_FORMAT_ASTC_4x4_SRGB_BLOCK:
+ case VK_FORMAT_ASTC_5x4_SRGB_BLOCK:
+ case VK_FORMAT_ASTC_5x5_SRGB_BLOCK:
+ case VK_FORMAT_ASTC_6x5_SRGB_BLOCK:
+ case VK_FORMAT_ASTC_6x6_SRGB_BLOCK:
+ case VK_FORMAT_ASTC_8x5_SRGB_BLOCK:
+ case VK_FORMAT_ASTC_8x6_SRGB_BLOCK:
+ case VK_FORMAT_ASTC_8x8_SRGB_BLOCK:
+ case VK_FORMAT_ASTC_10x5_SRGB_BLOCK:
+ case VK_FORMAT_ASTC_10x6_SRGB_BLOCK:
+ case VK_FORMAT_ASTC_10x8_SRGB_BLOCK:
+ case VK_FORMAT_ASTC_10x10_SRGB_BLOCK:
+ case VK_FORMAT_ASTC_12x10_SRGB_BLOCK:
+ case VK_FORMAT_ASTC_12x12_SRGB_BLOCK:
+ case VK_FORMAT_PVRTC1_2BPP_SRGB_BLOCK_IMG:
+ case VK_FORMAT_PVRTC1_4BPP_SRGB_BLOCK_IMG:
+ case VK_FORMAT_PVRTC2_2BPP_SRGB_BLOCK_IMG:
+ case VK_FORMAT_PVRTC2_4BPP_SRGB_BLOCK_IMG:
+ do_conv = true;
+ break;
+ default:
+ break;
+ }
+
+ convert_colors(do_conv, sw_stats, params);
+}
+
+static void setup_swapchain_data(struct swapchain_data *data,
+ const VkSwapchainCreateInfoKHR *pCreateInfo)
+{
+ struct device_data *device_data = data->device;
+ data->width = pCreateInfo->imageExtent.width;
+ data->height = pCreateInfo->imageExtent.height;
+ data->format = pCreateInfo->imageFormat;
+
+ data->imgui_context = ImGui::CreateContext();
+ ImGui::SetCurrentContext(data->imgui_context);
+
+ ImGui::GetIO().IniFilename = NULL;
+ ImGui::GetIO().DisplaySize = ImVec2((float)data->width, (float)data->height);
+ convert_colors_vk(pCreateInfo->imageFormat, data->sw_stats, device_data->instance->params);
+
+ /* Render pass */
+ VkAttachmentDescription attachment_desc = {};
+ attachment_desc.format = pCreateInfo->imageFormat;
+ attachment_desc.samples = VK_SAMPLE_COUNT_1_BIT;
+ attachment_desc.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
+ attachment_desc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
+ attachment_desc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
+ attachment_desc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
+ attachment_desc.initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
+ attachment_desc.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
+ VkAttachmentReference color_attachment = {};
+ color_attachment.attachment = 0;
+ color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
+ VkSubpassDescription subpass = {};
+ subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
+ subpass.colorAttachmentCount = 1;
+ subpass.pColorAttachments = &color_attachment;
+ VkSubpassDependency dependency = {};
+ dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
+ dependency.dstSubpass = 0;
+ dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+ dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
+ dependency.srcAccessMask = 0;
+ dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
+ VkRenderPassCreateInfo render_pass_info = {};
+ render_pass_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
+ render_pass_info.attachmentCount = 1;
+ render_pass_info.pAttachments = &attachment_desc;
+ render_pass_info.subpassCount = 1;
+ render_pass_info.pSubpasses = &subpass;
+ render_pass_info.dependencyCount = 1;
+ render_pass_info.pDependencies = &dependency;
+ VK_CHECK(device_data->vtable.CreateRenderPass(device_data->device,
+ &render_pass_info,
+ NULL, &data->render_pass));
+
+ setup_swapchain_data_pipeline(data);
+
+ uint32_t n_images = 0;
+ VK_CHECK(device_data->vtable.GetSwapchainImagesKHR(device_data->device,
+ data->swapchain,
+ &n_images,
+ NULL));
+
+ data->images.resize(n_images);
+ data->image_views.resize(n_images);
+ data->framebuffers.resize(n_images);
+
+ VK_CHECK(device_data->vtable.GetSwapchainImagesKHR(device_data->device,
+ data->swapchain,
+ &n_images,
+ data->images.data()));
+
+
+ if (n_images != data->images.size()) {
+ data->images.resize(n_images);
+ data->image_views.resize(n_images);
+ data->framebuffers.resize(n_images);
+ }
+
+ /* Image views */
+ VkImageViewCreateInfo view_info = {};
+ view_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
+ view_info.viewType = VK_IMAGE_VIEW_TYPE_2D;
+ view_info.format = pCreateInfo->imageFormat;
+ view_info.components.r = VK_COMPONENT_SWIZZLE_R;
+ view_info.components.g = VK_COMPONENT_SWIZZLE_G;
+ view_info.components.b = VK_COMPONENT_SWIZZLE_B;
+ view_info.components.a = VK_COMPONENT_SWIZZLE_A;
+ view_info.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
+ for (size_t i = 0; i < data->images.size(); i++) {
+ view_info.image = data->images[i];
+ VK_CHECK(device_data->vtable.CreateImageView(device_data->device,
+ &view_info, NULL,
+ &data->image_views[i]));
+ }
+
+ /* Framebuffers */
+ VkImageView attachment[1];
+ VkFramebufferCreateInfo fb_info = {};
+ fb_info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
+ fb_info.renderPass = data->render_pass;
+ fb_info.attachmentCount = 1;
+ fb_info.pAttachments = attachment;
+ fb_info.width = data->width;
+ fb_info.height = data->height;
+ fb_info.layers = 1;
+ for (size_t i = 0; i < data->image_views.size(); i++) {
+ attachment[0] = data->image_views[i];
+ VK_CHECK(device_data->vtable.CreateFramebuffer(device_data->device, &fb_info,
+ NULL, &data->framebuffers[i]));
+ }
+
+ /* Command buffer pool */
+ VkCommandPoolCreateInfo cmd_buffer_pool_info = {};
+ cmd_buffer_pool_info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
+ cmd_buffer_pool_info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
+ cmd_buffer_pool_info.queueFamilyIndex = device_data->graphic_queue->family_index;
+ VK_CHECK(device_data->vtable.CreateCommandPool(device_data->device,
+ &cmd_buffer_pool_info,
+ NULL, &data->command_pool));
+}
+
+static void shutdown_swapchain_data(struct swapchain_data *data)
+{
+ struct device_data *device_data = data->device;
+
+ for (auto draw : data->draws) {
+ device_data->vtable.DestroySemaphore(device_data->device, draw->cross_engine_semaphore, NULL);
+ device_data->vtable.DestroySemaphore(device_data->device, draw->semaphore, NULL);
+ device_data->vtable.DestroyFence(device_data->device, draw->fence, NULL);
+ device_data->vtable.DestroyBuffer(device_data->device, draw->vertex_buffer, NULL);
+ device_data->vtable.DestroyBuffer(device_data->device, draw->index_buffer, NULL);
+ device_data->vtable.FreeMemory(device_data->device, draw->vertex_buffer_mem, NULL);
+ device_data->vtable.FreeMemory(device_data->device, draw->index_buffer_mem, NULL);
+ delete draw;
+ }
+
+ for (size_t i = 0; i < data->images.size(); i++) {
+ device_data->vtable.DestroyImageView(device_data->device, data->image_views[i], NULL);
+ device_data->vtable.DestroyFramebuffer(device_data->device, data->framebuffers[i], NULL);
+ }
+
+ device_data->vtable.DestroyRenderPass(device_data->device, data->render_pass, NULL);
+
+ device_data->vtable.DestroyCommandPool(device_data->device, data->command_pool, NULL);
+
+ device_data->vtable.DestroyPipeline(device_data->device, data->pipeline, NULL);
+ device_data->vtable.DestroyPipelineLayout(device_data->device, data->pipeline_layout, NULL);
+
+ device_data->vtable.DestroyDescriptorPool(device_data->device,
+ data->descriptor_pool, NULL);
+ device_data->vtable.DestroyDescriptorSetLayout(device_data->device,
+ data->descriptor_layout, NULL);
+
+ device_data->vtable.DestroySampler(device_data->device, data->font_sampler, NULL);
+ device_data->vtable.DestroyImageView(device_data->device, data->font_image_view, NULL);
+ device_data->vtable.DestroyImage(device_data->device, data->font_image, NULL);
+ device_data->vtable.FreeMemory(device_data->device, data->font_mem, NULL);
+
+ device_data->vtable.DestroyBuffer(device_data->device, data->upload_font_buffer, NULL);
+ device_data->vtable.FreeMemory(device_data->device, data->upload_font_buffer_mem, NULL);
+
+ ImGui::DestroyContext(data->imgui_context);
+}
+
+static struct overlay_draw *before_present(struct swapchain_data *swapchain_data,
+ struct queue_data *present_queue,
+ const VkSemaphore *wait_semaphores,
+ unsigned n_wait_semaphores,
+ unsigned imageIndex)
+{
+ struct overlay_draw *draw = NULL;
+
+ snapshot_swapchain_frame(swapchain_data);
+
+ if (swapchain_data->sw_stats.n_frames > 0) {
+ compute_swapchain_display(swapchain_data);
+ draw = render_swapchain_display(swapchain_data, present_queue,
+ wait_semaphores, n_wait_semaphores,
+ imageIndex);
+ }
+
+ return draw;
+}
+
+void get_device_name(int32_t vendorID, int32_t deviceID, struct swapchain_stats& sw_stats)
+{
+ string desc = pci_ids[vendorID].second[deviceID].desc;
+ size_t position = desc.find("[");
+ if (position != std::string::npos) {
+ desc = desc.substr(position);
+ string chars = "[]";
+ for (char c: chars)
+ desc.erase(remove(desc.begin(), desc.end(), c), desc.end());
+ }
+ sw_stats.gpuName = desc;
+ trim(sw_stats.gpuName);
+}
+
+static VkResult overlay_CreateSwapchainKHR(
+ VkDevice device,
+ const VkSwapchainCreateInfoKHR* pCreateInfo,
+ const VkAllocationCallbacks* pAllocator,
+ VkSwapchainKHR* pSwapchain)
+{
+ struct device_data *device_data = FIND(struct device_data, device);
+ array<VkPresentModeKHR, 4> modes = {VK_PRESENT_MODE_FIFO_RELAXED_KHR,
+ VK_PRESENT_MODE_IMMEDIATE_KHR,
+ VK_PRESENT_MODE_MAILBOX_KHR,
+ VK_PRESENT_MODE_FIFO_KHR};
+
+ if (device_data->instance->params.vsync < 4)
+ const_cast<VkSwapchainCreateInfoKHR*> (pCreateInfo)->presentMode = modes[device_data->instance->params.vsync];
+
+ VkResult result = device_data->vtable.CreateSwapchainKHR(device, pCreateInfo, pAllocator, pSwapchain);
+ if (result != VK_SUCCESS) return result;
+ struct swapchain_data *swapchain_data = new_swapchain_data(*pSwapchain, device_data);
+ setup_swapchain_data(swapchain_data, pCreateInfo);
+
+ const VkPhysicalDeviceProperties& prop = device_data->properties;
+ swapchain_data->sw_stats.version_vk.major = VK_VERSION_MAJOR(prop.apiVersion);
+ swapchain_data->sw_stats.version_vk.minor = VK_VERSION_MINOR(prop.apiVersion);
+ swapchain_data->sw_stats.version_vk.patch = VK_VERSION_PATCH(prop.apiVersion);
+ swapchain_data->sw_stats.engineName = device_data->instance->engineName;
+ swapchain_data->sw_stats.engineVersion = device_data->instance->engineVersion;
+
+ std::stringstream ss;
+// ss << prop.deviceName;
+ if (prop.vendorID == 0x10de) {
+ ss << " " << ((prop.driverVersion >> 22) & 0x3ff);
+ ss << "." << ((prop.driverVersion >> 14) & 0x0ff);
+ ss << "." << std::setw(2) << std::setfill('0') << ((prop.driverVersion >> 6) & 0x0ff);
+#ifdef _WIN32
+ } else if (prop.vendorID == 0x8086) {
+ ss << " " << (prop.driverVersion >> 14);
+ ss << "." << (prop.driverVersion & 0x3fff);
+ }
+#endif
+ } else {
+ ss << " " << VK_VERSION_MAJOR(prop.driverVersion);
+ ss << "." << VK_VERSION_MINOR(prop.driverVersion);
+ ss << "." << VK_VERSION_PATCH(prop.driverVersion);
+ }
+ std::string driverVersion = ss.str();
+
+ std::string deviceName = prop.deviceName;
+ get_device_name(prop.vendorID, prop.deviceID, swapchain_data->sw_stats);
+ if(driverProps.driverID == VK_DRIVER_ID_NVIDIA_PROPRIETARY){
+ swapchain_data->sw_stats.driverName = "NVIDIA";
+ }
+ if(driverProps.driverID == VK_DRIVER_ID_AMD_PROPRIETARY)
+ swapchain_data->sw_stats.driverName = "AMDGPU-PRO";
+ if(driverProps.driverID == VK_DRIVER_ID_AMD_OPEN_SOURCE)
+ swapchain_data->sw_stats.driverName = "AMDVLK";
+ if(driverProps.driverID == VK_DRIVER_ID_MESA_RADV){
+ if(deviceName.find("ACO") != std::string::npos){
+ swapchain_data->sw_stats.driverName = "RADV/ACO";
+ } else {
+ swapchain_data->sw_stats.driverName = "RADV";
+ }
+ }
+
+ if (!swapchain_data->sw_stats.driverName.empty())
+ swapchain_data->sw_stats.driverName += driverVersion;
+ else
+ swapchain_data->sw_stats.driverName = prop.deviceName + driverVersion;
+
+ return result;
+}
+
+static void overlay_DestroySwapchainKHR(
+ VkDevice device,
+ VkSwapchainKHR swapchain,
+ const VkAllocationCallbacks* pAllocator)
+{
+ struct swapchain_data *swapchain_data =
+ FIND(struct swapchain_data, swapchain);
+
+ shutdown_swapchain_data(swapchain_data);
+ swapchain_data->device->vtable.DestroySwapchainKHR(device, swapchain, pAllocator);
+ destroy_swapchain_data(swapchain_data);
+}
+
+void FpsLimiter(struct fps_limit& stats){
+ stats.sleepTime = stats.targetFrameTime - (stats.frameStart - stats.frameEnd);
+ if (stats.sleepTime > stats.frameOverhead) {
+ auto adjustedSleep = stats.sleepTime - stats.frameOverhead;
+ this_thread::sleep_for(adjustedSleep);
+ stats.frameOverhead = ((Clock::now() - stats.frameStart) - adjustedSleep);
+ if (stats.frameOverhead > stats.targetFrameTime)
+ stats.frameOverhead = Clock::duration(0);
+ }
+}
+
+static VkResult overlay_QueuePresentKHR(
+ VkQueue queue,
+ const VkPresentInfoKHR* pPresentInfo)
+{
+ struct queue_data *queue_data = FIND(struct queue_data, queue);
+
+ /* Otherwise we need to add our overlay drawing semaphore to the list of
+ * semaphores to wait on. If we don't do that the presented picture might
+ * be have incomplete overlay drawings.
+ */
+ VkResult result = VK_SUCCESS;
+ for (uint32_t i = 0; i < pPresentInfo->swapchainCount; i++) {
+ VkSwapchainKHR swapchain = pPresentInfo->pSwapchains[i];
+ struct swapchain_data *swapchain_data =
+ FIND(struct swapchain_data, swapchain);
+
+ uint32_t image_index = pPresentInfo->pImageIndices[i];
+
+ VkPresentInfoKHR present_info = *pPresentInfo;
+ present_info.swapchainCount = 1;
+ present_info.pSwapchains = &swapchain;
+ present_info.pImageIndices = &image_index;
+
+ struct overlay_draw *draw = before_present(swapchain_data,
+ queue_data,
+ pPresentInfo->pWaitSemaphores,
+ pPresentInfo->waitSemaphoreCount,
+ image_index);
+
+ /* Because the submission of the overlay draw waits on the semaphores
+ * handed for present, we don't need to have this present operation
+ * wait on them as well, we can just wait on the overlay submission
+ * semaphore.
+ */
+ if (draw) {
+ present_info.pWaitSemaphores = &draw->semaphore;
+ present_info.waitSemaphoreCount = 1;
+ }
+
+ VkResult chain_result = queue_data->device->vtable.QueuePresentKHR(queue, &present_info);
+ if (pPresentInfo->pResults)
+ pPresentInfo->pResults[i] = chain_result;
+ if (chain_result != VK_SUCCESS && result == VK_SUCCESS)
+ result = chain_result;
+ }
+
+ using namespace std::chrono_literals;
+
+ if (fps_limit_stats.targetFrameTime > 0s){
+ fps_limit_stats.frameStart = Clock::now();
+ FpsLimiter(fps_limit_stats);
+ fps_limit_stats.frameEnd = Clock::now();
+ }
+
+ return result;
+}
+
+static VkResult overlay_BeginCommandBuffer(
+ VkCommandBuffer commandBuffer,
+ const VkCommandBufferBeginInfo* pBeginInfo)
+{
+ struct command_buffer_data *cmd_buffer_data =
+ FIND(struct command_buffer_data, commandBuffer);
+ struct device_data *device_data = cmd_buffer_data->device;
+
+ /* Otherwise record a begin query as first command. */
+ VkResult result = device_data->vtable.BeginCommandBuffer(commandBuffer, pBeginInfo);
+
+ return result;
+}
+
+static VkResult overlay_EndCommandBuffer(
+ VkCommandBuffer commandBuffer)
+{
+ struct command_buffer_data *cmd_buffer_data =
+ FIND(struct command_buffer_data, commandBuffer);
+ struct device_data *device_data = cmd_buffer_data->device;
+
+ return device_data->vtable.EndCommandBuffer(commandBuffer);
+}
+
+static VkResult overlay_ResetCommandBuffer(
+ VkCommandBuffer commandBuffer,
+ VkCommandBufferResetFlags flags)
+{
+ struct command_buffer_data *cmd_buffer_data =
+ FIND(struct command_buffer_data, commandBuffer);
+ struct device_data *device_data = cmd_buffer_data->device;
+
+ return device_data->vtable.ResetCommandBuffer(commandBuffer, flags);
+}
+
+static void overlay_CmdExecuteCommands(
+ VkCommandBuffer commandBuffer,
+ uint32_t commandBufferCount,
+ const VkCommandBuffer* pCommandBuffers)
+{
+ struct command_buffer_data *cmd_buffer_data =
+ FIND(struct command_buffer_data, commandBuffer);
+ struct device_data *device_data = cmd_buffer_data->device;
+
+ device_data->vtable.CmdExecuteCommands(commandBuffer, commandBufferCount, pCommandBuffers);
+}
+
+static VkResult overlay_AllocateCommandBuffers(
+ VkDevice device,
+ const VkCommandBufferAllocateInfo* pAllocateInfo,
+ VkCommandBuffer* pCommandBuffers)
+{
+ struct device_data *device_data = FIND(struct device_data, device);
+ VkResult result =
+ device_data->vtable.AllocateCommandBuffers(device, pAllocateInfo, pCommandBuffers);
+ if (result != VK_SUCCESS)
+ return result;
+
+ for (uint32_t i = 0; i < pAllocateInfo->commandBufferCount; i++) {
+ new_command_buffer_data(pCommandBuffers[i], pAllocateInfo->level,
+ device_data);
+ }
+
+ return result;
+}
+
+static void overlay_FreeCommandBuffers(
+ VkDevice device,
+ VkCommandPool commandPool,
+ uint32_t commandBufferCount,
+ const VkCommandBuffer* pCommandBuffers)
+{
+ struct device_data *device_data = FIND(struct device_data, device);
+ for (uint32_t i = 0; i < commandBufferCount; i++) {
+ struct command_buffer_data *cmd_buffer_data =
+ FIND(struct command_buffer_data, pCommandBuffers[i]);
+
+ /* It is legal to free a NULL command buffer*/
+ if (!cmd_buffer_data)
+ continue;
+
+ destroy_command_buffer_data(cmd_buffer_data);
+ }
+
+ device_data->vtable.FreeCommandBuffers(device, commandPool,
+ commandBufferCount, pCommandBuffers);
+}
+
+static VkResult overlay_QueueSubmit(
+ VkQueue queue,
+ uint32_t submitCount,
+ const VkSubmitInfo* pSubmits,
+ VkFence fence)
+{
+ struct queue_data *queue_data = FIND(struct queue_data, queue);
+ struct device_data *device_data = queue_data->device;
+
+ return device_data->vtable.QueueSubmit(queue, submitCount, pSubmits, fence);
+}
+
+static VkResult overlay_CreateDevice(
+ VkPhysicalDevice physicalDevice,
+ const VkDeviceCreateInfo* pCreateInfo,
+ const VkAllocationCallbacks* pAllocator,
+ VkDevice* pDevice)
+{
+ struct instance_data *instance_data =
+ FIND(struct instance_data, physicalDevice);
+ VkLayerDeviceCreateInfo *chain_info =
+ get_device_chain_info(pCreateInfo, VK_LAYER_LINK_INFO);
+
+ assert(chain_info->u.pLayerInfo);
+ PFN_vkGetInstanceProcAddr fpGetInstanceProcAddr = chain_info->u.pLayerInfo->pfnNextGetInstanceProcAddr;
+ PFN_vkGetDeviceProcAddr fpGetDeviceProcAddr = chain_info->u.pLayerInfo->pfnNextGetDeviceProcAddr;
+ PFN_vkCreateDevice fpCreateDevice = (PFN_vkCreateDevice)fpGetInstanceProcAddr(NULL, "vkCreateDevice");
+ if (fpCreateDevice == NULL) {
+ return VK_ERROR_INITIALIZATION_FAILED;
+ }
+
+ // Advance the link info for the next element on the chain
+ chain_info->u.pLayerInfo = chain_info->u.pLayerInfo->pNext;
+
+ VkPhysicalDeviceFeatures device_features = {};
+ VkDeviceCreateInfo device_info = *pCreateInfo;
+
+ std::vector<const char*> enabled_extensions(device_info.ppEnabledExtensionNames,
+ device_info.ppEnabledExtensionNames +
+ device_info.enabledExtensionCount);
+
+ uint32_t extension_count;
+ instance_data->vtable.EnumerateDeviceExtensionProperties(physicalDevice, nullptr, &extension_count, nullptr);
+
+ std::vector<VkExtensionProperties> available_extensions(extension_count);
+ instance_data->vtable.EnumerateDeviceExtensionProperties(physicalDevice, nullptr, &extension_count, available_extensions.data());
+
+
+ bool can_get_driver_info = instance_data->api_version < VK_API_VERSION_1_1 ? false : true;
+
+ // VK_KHR_driver_properties became core in 1.2
+ if (instance_data->api_version < VK_API_VERSION_1_2 && can_get_driver_info) {
+ for (auto& extension : available_extensions) {
+ if (extension.extensionName == std::string(VK_KHR_DRIVER_PROPERTIES_EXTENSION_NAME)) {
+ for (auto& enabled : enabled_extensions) {
+ if (enabled == std::string(VK_KHR_DRIVER_PROPERTIES_EXTENSION_NAME))
+ goto DONT;
+ }
+ enabled_extensions.push_back(VK_KHR_DRIVER_PROPERTIES_EXTENSION_NAME);
+ DONT:
+ goto FOUND;
+ }
+ }
+ can_get_driver_info = false;
+ FOUND:;
+ }
+
+ device_info.enabledExtensionCount = enabled_extensions.size();
+ device_info.ppEnabledExtensionNames = enabled_extensions.data();
+
+ if (pCreateInfo->pEnabledFeatures)
+ device_features = *(pCreateInfo->pEnabledFeatures);
+ device_info.pEnabledFeatures = &device_features;
+
+
+ VkResult result = fpCreateDevice(physicalDevice, &device_info, pAllocator, pDevice);
+ if (result != VK_SUCCESS) return result;
+
+ struct device_data *device_data = new_device_data(*pDevice, instance_data);
+ device_data->physical_device = physicalDevice;
+ vk_load_device_commands(*pDevice, fpGetDeviceProcAddr, &device_data->vtable);
+
+ instance_data->vtable.GetPhysicalDeviceProperties(device_data->physical_device,
+ &device_data->properties);
+
+ VkLayerDeviceCreateInfo *load_data_info =
+ get_device_chain_info(pCreateInfo, VK_LOADER_DATA_CALLBACK);
+ device_data->set_device_loader_data = load_data_info->u.pfnSetDeviceLoaderData;
+
+ driverProps.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DRIVER_PROPERTIES;
+ driverProps.pNext = nullptr;
+ if (can_get_driver_info) {
+ VkPhysicalDeviceProperties2 deviceProps = {VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2, &driverProps};
+ instance_data->vtable.GetPhysicalDeviceProperties2(device_data->physical_device, &deviceProps);
+ }
+
+ if (!is_blacklisted()) {
+ device_map_queues(device_data, pCreateInfo);
+
+ init_gpu_stats(device_data->properties.vendorID, instance_data->params);
+ init_system_info();
+ }
+
+ return result;
+}
+
+static void overlay_DestroyDevice(
+ VkDevice device,
+ const VkAllocationCallbacks* pAllocator)
+{
+ struct device_data *device_data = FIND(struct device_data, device);
+ if (!is_blacklisted())
+ device_unmap_queues(device_data);
+ device_data->vtable.DestroyDevice(device, pAllocator);
+ destroy_device_data(device_data);
+}
+
+static VkResult overlay_CreateInstance(
+ const VkInstanceCreateInfo* pCreateInfo,
+ const VkAllocationCallbacks* pAllocator,
+ VkInstance* pInstance)
+{
+ VkLayerInstanceCreateInfo *chain_info =
+ get_instance_chain_info(pCreateInfo, VK_LAYER_LINK_INFO);
+
+ std::string engineName, engineVersion;
+ if (!is_blacklisted(true)) {
+ const char* pEngineName = nullptr;
+ if (pCreateInfo->pApplicationInfo)
+ pEngineName = pCreateInfo->pApplicationInfo->pEngineName;
+ if (pEngineName)
+ engineName = pEngineName;
+ if (engineName == "DXVK" || engineName == "vkd3d") {
+ int engineVer = pCreateInfo->pApplicationInfo->engineVersion;
+ engineVersion = to_string(VK_VERSION_MAJOR(engineVer)) + "." + to_string(VK_VERSION_MINOR(engineVer)) + "." + to_string(VK_VERSION_PATCH(engineVer));
+ }
+
+ if (engineName != "DXVK" && engineName != "vkd3d" && engineName != "Feral3D")
+ engineName = "VULKAN";
+
+ if (engineName == "vkd3d")
+ engineName = "VKD3D";
+ }
+
+ assert(chain_info->u.pLayerInfo);
+ PFN_vkGetInstanceProcAddr fpGetInstanceProcAddr =
+ chain_info->u.pLayerInfo->pfnNextGetInstanceProcAddr;
+ PFN_vkCreateInstance fpCreateInstance =
+ (PFN_vkCreateInstance)fpGetInstanceProcAddr(NULL, "vkCreateInstance");
+ if (fpCreateInstance == NULL) {
+ return VK_ERROR_INITIALIZATION_FAILED;
+ }
+
+ // Advance the link info for the next element on the chain
+ chain_info->u.pLayerInfo = chain_info->u.pLayerInfo->pNext;
+
+
+ VkResult result = fpCreateInstance(pCreateInfo, pAllocator, pInstance);
+ if (result != VK_SUCCESS) return result;
+
+ struct instance_data *instance_data = new_instance_data(*pInstance);
+ vk_load_instance_commands(instance_data->instance,
+ fpGetInstanceProcAddr,
+ &instance_data->vtable);
+ instance_data_map_physical_devices(instance_data, true);
+
+ if (!is_blacklisted()) {
+ parse_overlay_config(&instance_data->params, getenv("MANGOHUD_CONFIG"));
+ instance_data->notifier.params = &instance_data->params;
+ start_notifier(instance_data->notifier);
+
+ init_cpu_stats(instance_data->params);
+
+ // Adjust height for DXVK/VKD3D version number
+ if (engineName == "DXVK" || engineName == "VKD3D"){
+ if (instance_data->params.font_size){
+ instance_data->params.height += instance_data->params.font_size * instance_data->params.font_scale / 2;
+ } else {
+ instance_data->params.height += 24 * instance_data->params.font_scale / 2;
+ }
+ }
+
+ instance_data->engineName = engineName;
+ instance_data->engineVersion = engineVersion;
+ }
+
+ instance_data->api_version = pCreateInfo->pApplicationInfo ? pCreateInfo->pApplicationInfo->apiVersion : VK_API_VERSION_1_0;
+
+ return result;
+}
+
+static void overlay_DestroyInstance(
+ VkInstance instance,
+ const VkAllocationCallbacks* pAllocator)
+{
+ struct instance_data *instance_data = FIND(struct instance_data, instance);
+ instance_data_map_physical_devices(instance_data, false);
+ instance_data->vtable.DestroyInstance(instance, pAllocator);
+ if (!is_blacklisted())
+ stop_notifier(instance_data->notifier);
+ destroy_instance_data(instance_data);
+}
+
+extern "C" VK_LAYER_EXPORT VKAPI_ATTR PFN_vkVoidFunction VKAPI_CALL overlay_GetDeviceProcAddr(VkDevice dev,
+ const char *funcName);
+static const struct {
+ const char *name;
+ void *ptr;
+} name_to_funcptr_map[] = {
+ { "vkGetDeviceProcAddr", (void *) overlay_GetDeviceProcAddr },
+#define ADD_HOOK(fn) { "vk" # fn, (void *) overlay_ ## fn }
+#define ADD_ALIAS_HOOK(alias, fn) { "vk" # alias, (void *) overlay_ ## fn }
+ ADD_HOOK(AllocateCommandBuffers),
+ ADD_HOOK(FreeCommandBuffers),
+ ADD_HOOK(ResetCommandBuffer),
+ ADD_HOOK(BeginCommandBuffer),
+ ADD_HOOK(EndCommandBuffer),
+ ADD_HOOK(CmdExecuteCommands),
+
+ ADD_HOOK(CreateSwapchainKHR),
+ ADD_HOOK(QueuePresentKHR),
+ ADD_HOOK(DestroySwapchainKHR),
+
+ ADD_HOOK(QueueSubmit),
+
+ ADD_HOOK(CreateDevice),
+ ADD_HOOK(DestroyDevice),
+
+ ADD_HOOK(CreateInstance),
+ ADD_HOOK(DestroyInstance),
+#undef ADD_HOOK
+};
+
+static void *find_ptr(const char *name)
+{
+ std::string f(name);
+
+ if (is_blacklisted() && (f != "vkCreateInstance" && f != "vkDestroyInstance" && f != "vkCreateDevice" && f != "vkDestroyDevice"))
+ {
+ return NULL;
+ }
+
+ for (uint32_t i = 0; i < ARRAY_SIZE(name_to_funcptr_map); i++) {
+ if (strcmp(name, name_to_funcptr_map[i].name) == 0)
+ return name_to_funcptr_map[i].ptr;
+ }
+
+ return NULL;
+}
+
+extern "C" VK_LAYER_EXPORT VKAPI_ATTR PFN_vkVoidFunction VKAPI_CALL overlay_GetDeviceProcAddr(VkDevice dev,
+ const char *funcName)
+{
+ void *ptr = find_ptr(funcName);
+ if (ptr) return reinterpret_cast<PFN_vkVoidFunction>(ptr);
+
+ if (dev == NULL) return NULL;
+
+ struct device_data *device_data = FIND(struct device_data, dev);
+ if (device_data->vtable.GetDeviceProcAddr == NULL) return NULL;
+ return device_data->vtable.GetDeviceProcAddr(dev, funcName);
+}
+
+extern "C" VK_LAYER_EXPORT VKAPI_ATTR PFN_vkVoidFunction VKAPI_CALL overlay_GetInstanceProcAddr(VkInstance instance,
+ const char *funcName)
+{
+ void *ptr = find_ptr(funcName);
+ if (ptr) return reinterpret_cast<PFN_vkVoidFunction>(ptr);
+
+ if (instance == NULL) return NULL;
+
+ struct instance_data *instance_data = FIND(struct instance_data, instance);
+ if (instance_data->vtable.GetInstanceProcAddr == NULL) return NULL;
+ return instance_data->vtable.GetInstanceProcAddr(instance, funcName);
+}
diff --git a/src/overlay.frag b/src/overlay.frag
new file mode 100644
index 0000000..dc6bb00
--- /dev/null
+++ b/src/overlay.frag
@@ -0,0 +1,14 @@
+#version 450 core
+layout(location = 0) out vec4 fColor;
+
+layout(set=0, binding=0) uniform sampler2D sTexture;
+
+layout(location = 0) in struct{
+ vec4 Color;
+ vec2 UV;
+} In;
+
+void main()
+{
+ fColor = In.Color * vec4(1, 1, 1, texture(sTexture, In.UV.st).r);
+}
diff --git a/src/overlay.h b/src/overlay.h
new file mode 100644
index 0000000..ee32b5f
--- /dev/null
+++ b/src/overlay.h
@@ -0,0 +1,96 @@
+#pragma once
+#ifndef MANGOHUD_OVERLAY_H
+#define MANGOHUD_OVERLAY_H
+
+#include <string>
+#include <stdint.h>
+#include <vector>
+#include "imgui.h"
+#include "overlay_params.h"
+#include "iostats.h"
+#include "timing.hpp"
+
+struct frame_stat {
+ uint64_t stats[OVERLAY_PLOTS_MAX];
+};
+
+struct swapchain_stats {
+ uint64_t n_frames;
+ enum overlay_plots stat_selector;
+ double time_dividor;
+ struct frame_stat stats_min, stats_max;
+ struct frame_stat frames_stats[200];
+
+ ImFont* font1 = nullptr;
+ ImFont* font_text = nullptr;
+ std::string time;
+ double fps;
+ struct iostats io;
+ uint64_t last_present_time;
+ unsigned n_frames_since_update;
+ uint64_t last_fps_update;
+ ImVec2 main_window_pos;
+
+ struct {
+ int32_t major;
+ int32_t minor;
+ bool is_gles;
+ } version_gl;
+ struct {
+ int32_t major;
+ int32_t minor;
+ int32_t patch;
+ } version_vk;
+ std::string engineName;
+ std::string engineVersion;
+ std::string deviceName;
+ std::string gpuName;
+ std::string driverName;
+ struct {
+ ImVec4 cpu,
+ gpu,
+ vram,
+ ram,
+ engine,
+ io,
+ frametime,
+ background,
+ text,
+ media_player,
+ wine;
+ } colors;
+};
+
+struct fps_limit {
+ Clock::time_point frameStart;
+ Clock::time_point frameEnd;
+ Clock::duration targetFrameTime;
+ Clock::duration frameOverhead;
+ Clock::duration sleepTime;
+};
+
+struct benchmark_stats {
+ float total;
+ std::vector<float> fps_data;
+ std::vector<std::pair<std::string, float>> percentile_data;
+};
+
+extern struct fps_limit fps_limit_stats;
+extern int32_t deviceID;
+
+extern struct benchmark_stats benchmark;
+
+void position_layer(struct swapchain_stats& data, struct overlay_params& params, ImVec2 window_size);
+void render_imgui(swapchain_stats& data, struct overlay_params& params, ImVec2& window_size, bool is_vulkan);
+void update_hud_info(struct swapchain_stats& sw_stats, struct overlay_params& params, uint32_t vendorID);
+void init_gpu_stats(uint32_t& vendorID, overlay_params& params);
+void init_cpu_stats(overlay_params& params);
+void check_keybinds(struct swapchain_stats& sw_stats, struct overlay_params& params, uint32_t vendorID);
+void init_system_info(void);
+void FpsLimiter(struct fps_limit& stats);
+void get_device_name(int32_t vendorID, int32_t deviceID, struct swapchain_stats& sw_stats);
+void calculate_benchmark_data(void *params_void);
+void create_fonts(const overlay_params& params, ImFont*& small_font, ImFont*& text_font);
+void convert_colors(bool do_conv, struct swapchain_stats& sw_stats, struct overlay_params& params);
+
+#endif //MANGOHUD_OVERLAY_H
diff --git a/src/overlay.vert b/src/overlay.vert
new file mode 100644
index 0000000..20b2908
--- /dev/null
+++ b/src/overlay.vert
@@ -0,0 +1,25 @@
+#version 450 core
+layout(location = 0) in vec2 aPos;
+layout(location = 1) in vec2 aUV;
+layout(location = 2) in vec4 aColor;
+
+layout(push_constant) uniform uPushConstant{
+ vec2 uScale;
+ vec2 uTranslate;
+} pc;
+
+out gl_PerVertex{
+ vec4 gl_Position;
+};
+
+layout(location = 0) out struct{
+ vec4 Color;
+ vec2 UV;
+} Out;
+
+void main()
+{
+ Out.Color = aColor;
+ Out.UV = aUV;
+ gl_Position = vec4(aPos*pc.uScale+pc.uTranslate, 0, 1);
+}
diff --git a/src/overlay_params.cpp b/src/overlay_params.cpp
new file mode 100644
index 0000000..caef330
--- /dev/null
+++ b/src/overlay_params.cpp
@@ -0,0 +1,600 @@
+#include <stdio.h>
+#include <string.h>
+#include <stdlib.h>
+#include <errno.h>
+#include <sys/sysinfo.h>
+#include <wordexp.h>
+#include "imgui.h"
+#include <iostream>
+#include <string>
+#include <sstream>
+#include <algorithm>
+#include <cctype>
+
+#include "overlay_params.h"
+#include "overlay.h"
+#include "config.h"
+#include "string_utils.h"
+
+#include "mesa/util/os_socket.h"
+
+#ifdef HAVE_X11
+#include <X11/keysym.h>
+#include "loaders/loader_x11.h"
+#endif
+
+#ifdef HAVE_DBUS
+#include "dbus_info.h"
+#endif
+
+static enum overlay_param_position
+parse_position(const char *str)
+{
+ if (!str || !strcmp(str, "top-left"))
+ return LAYER_POSITION_TOP_LEFT;
+ if (!strcmp(str, "top-right"))
+ return LAYER_POSITION_TOP_RIGHT;
+ if (!strcmp(str, "bottom-left"))
+ return LAYER_POSITION_BOTTOM_LEFT;
+ if (!strcmp(str, "bottom-right"))
+ return LAYER_POSITION_BOTTOM_RIGHT;
+ if (!strcmp(str, "top-center"))
+ return LAYER_POSITION_TOP_CENTER;
+ return LAYER_POSITION_TOP_LEFT;
+}
+
+static int
+parse_control(const char *str)
+{
+ int ret = os_socket_listen_abstract(str, 1);
+ if (ret < 0) {
+ fprintf(stderr, "ERROR: Couldn't create socket pipe at '%s'\n", str);
+ fprintf(stderr, "ERROR: '%s'\n", strerror(errno));
+ return ret;
+ }
+
+ os_socket_block(ret, false);
+
+ return ret;
+}
+
+static float
+parse_float(const char *str)
+{
+ float val = 0;
+ std::stringstream ss(str);
+ ss.imbue(std::locale::classic());
+ ss >> val;
+ return val;
+}
+
+#ifdef HAVE_X11
+static std::vector<KeySym>
+parse_string_to_keysym_vec(const char *str)
+{
+ std::vector<KeySym> keys;
+ if(g_x11->IsLoaded())
+ {
+ std::stringstream keyStrings(str);
+ std::string ks;
+ while (std::getline(keyStrings, ks, '+')) {
+ trim(ks);
+ KeySym xk = g_x11->XStringToKeysym(ks.c_str());
+ if (xk)
+ keys.push_back(xk);
+ else
+ std::cerr << "MANGOHUD: Unrecognized key: '" << ks << "'\n";
+ }
+ }
+ return keys;
+}
+
+static std::vector<KeySym>
+parse_toggle_hud(const char *str)
+{
+ return parse_string_to_keysym_vec(str);
+}
+
+static std::vector<KeySym>
+parse_toggle_logging(const char *str)
+{
+ return parse_string_to_keysym_vec(str);
+}
+
+static std::vector<KeySym>
+parse_reload_cfg(const char *str)
+{
+ return parse_string_to_keysym_vec(str);
+}
+
+static std::vector<KeySym>
+parse_upload_log(const char *str)
+{
+ return parse_string_to_keysym_vec(str);
+}
+
+static std::vector<KeySym>
+parse_upload_logs(const char *str)
+{
+ return parse_string_to_keysym_vec(str);
+}
+
+#else
+#define parse_toggle_hud(x) {}
+#define parse_toggle_logging(x) {}
+#define parse_reload_cfg(x) {}
+#define parse_upload_log(x) {}
+#define parse_upload_logs(x) {}
+#endif
+
+static uint32_t
+parse_fps_sampling_period(const char *str)
+{
+ return strtol(str, NULL, 0) * 1000;
+}
+
+static uint32_t
+parse_fps_limit(const char *str)
+{
+ return strtol(str, NULL, 0);
+}
+
+static bool
+parse_no_display(const char *str)
+{
+ return strtol(str, NULL, 0) != 0;
+}
+
+static unsigned
+parse_color(const char *str)
+{
+ return strtol(str, NULL, 16);
+}
+
+static unsigned
+parse_unsigned(const char *str)
+{
+ return strtol(str, NULL, 0);
+}
+
+static signed
+parse_signed(const char *str)
+{
+ return strtol(str, NULL, 0);
+}
+
+static std::string
+parse_str(const char *str)
+{
+ return str;
+}
+
+static std::string
+parse_path(const char *str)
+{
+#ifdef _XOPEN_SOURCE
+ // Expand ~/ to home dir
+ if (str[0] == '~') {
+ std::string s;
+ wordexp_t e;
+ int ret;
+
+ if (!(ret = wordexp(str, &e, 0)))
+ s = e.we_wordv[0];
+ wordfree(&e);
+
+ if (!ret)
+ return s;
+ }
+#endif
+ return str;
+}
+
+static std::vector<media_player_order>
+parse_media_player_order(const char *str)
+{
+ std::vector<media_player_order> order;
+ std::stringstream ss(str);
+ std::string token;
+ while (std::getline(ss, token, ',')) {
+ trim(token);
+ std::transform(token.begin(), token.end(), token.begin(), ::tolower);
+ if (token == "title")
+ order.push_back(MP_ORDER_TITLE);
+ else if (token == "artist")
+ order.push_back(MP_ORDER_ARTIST);
+ else if (token == "album")
+ order.push_back(MP_ORDER_ALBUM);
+ }
+ return order;
+}
+
+
+static std::vector<std::string>
+parse_benchmark_percentiles(const char *str)
+{
+ std::vector<std::string> percentiles;
+ std::stringstream percent_strings(str);
+ std::string value;
+
+ while (std::getline(percent_strings, value, '+')) {
+ trim(value);
+
+ if (value == "AVG") {
+ percentiles.push_back(value);
+ continue;
+ }
+
+ float as_float;
+ size_t float_len = 0;
+
+ try {
+ as_float = parse_float(value, &float_len);
+ } catch (const std::invalid_argument&) {
+ std::cerr << "MANGOHUD: invalid benchmark percentile: '" << value << "'\n";
+ continue;
+ }
+
+ if (float_len != value.length()) {
+ std::cerr << "MANGOHUD: invalid benchmark percentile: '" << value << "'\n";
+ continue;
+ }
+
+ if (as_float > 100 || as_float < 0) {
+ std::cerr << "MANGOHUD: benchmark percentile is not between 0 and 100 (" << value << ")\n";
+ continue;
+ }
+
+ percentiles.push_back(value);
+ }
+
+ return percentiles;
+}
+
+static uint32_t
+parse_font_glyph_ranges(const char *str)
+{
+ uint32_t fg = 0;
+ std::stringstream ss(str);
+ std::string token;
+ while (std::getline(ss, token, ',')) {
+ trim(token);
+ std::transform(token.begin(), token.end(), token.begin(), ::tolower);
+
+ if (token == "korean")
+ fg |= FG_KOREAN;
+ else if (token == "chinese")
+ fg |= FG_CHINESE_FULL;
+ else if (token == "chinese_simplified")
+ fg |= FG_CHINESE_SIMPLIFIED;
+ else if (token == "japanese")
+ fg |= FG_JAPANESE;
+ else if (token == "cyrillic")
+ fg |= FG_CYRILLIC;
+ else if (token == "thai")
+ fg |= FG_THAI;
+ else if (token == "vietnamese")
+ fg |= FG_VIETNAMESE;
+ else if (token == "latin_ext_a")
+ fg |= FG_LATIN_EXT_A;
+ else if (token == "latin_ext_b")
+ fg |= FG_LATIN_EXT_B;
+ }
+ return fg;
+
+}
+
+#define parse_width(s) parse_unsigned(s)
+#define parse_height(s) parse_unsigned(s)
+#define parse_vsync(s) parse_unsigned(s)
+#define parse_gl_vsync(s) parse_signed(s)
+#define parse_offset_x(s) parse_unsigned(s)
+#define parse_offset_y(s) parse_unsigned(s)
+#define parse_log_duration(s) parse_unsigned(s)
+#define parse_time_format(s) parse_str(s)
+#define parse_output_folder(s) parse_path(s)
+#define parse_output_file(s) parse_path(s)
+#define parse_font_file(s) parse_path(s)
+#define parse_font_file_text(s) parse_path(s)
+#define parse_io_read(s) parse_unsigned(s)
+#define parse_io_write(s) parse_unsigned(s)
+#define parse_pci_dev(s) parse_str(s)
+#define parse_media_player_name(s) parse_str(s)
+#define parse_font_scale_media_player(s) parse_float(s)
+#define parse_cpu_text(s) parse_str(s)
+#define parse_gpu_text(s) parse_str(s)
+#define parse_log_interval(s) parse_unsigned(s)
+#define parse_font_size(s) parse_float(s)
+#define parse_font_size_text(s) parse_float(s)
+#define parse_font_scale(s) parse_float(s)
+#define parse_background_alpha(s) parse_float(s)
+#define parse_alpha(s) parse_float(s)
+#define parse_permit_upload(s) parse_unsigned(s)
+#define parse_render_mango(s) parse_unsigned(s)
+
+#define parse_cpu_color(s) parse_color(s)
+#define parse_gpu_color(s) parse_color(s)
+#define parse_vram_color(s) parse_color(s)
+#define parse_ram_color(s) parse_color(s)
+#define parse_engine_color(s) parse_color(s)
+#define parse_io_color(s) parse_color(s)
+#define parse_frametime_color(s) parse_color(s)
+#define parse_background_color(s) parse_color(s)
+#define parse_text_color(s) parse_color(s)
+#define parse_media_player_color(s) parse_color(s)
+#define parse_wine_color(s) parse_color(s)
+
+static bool
+parse_help(const char *str)
+{
+ fprintf(stderr, "Layer params using VK_LAYER_MESA_OVERLAY_CONFIG=\n");
+#define OVERLAY_PARAM_BOOL(name) \
+ fprintf(stderr, "\t%s=0|1\n", #name);
+#define OVERLAY_PARAM_CUSTOM(name)
+ OVERLAY_PARAMS
+#undef OVERLAY_PARAM_BOOL
+#undef OVERLAY_PARAM_CUSTOM
+ fprintf(stderr, "\tposition=top-left|top-right|bottom-left|bottom-right\n");
+ fprintf(stderr, "\tfps_sampling_period=number-of-milliseconds\n");
+ fprintf(stderr, "\tno_display=0|1\n");
+ fprintf(stderr, "\toutput_folder=/path/to/folder\n");
+ fprintf(stderr, "\twidth=width-in-pixels\n");
+ fprintf(stderr, "\theight=height-in-pixels\n");
+
+ return true;
+}
+
+static bool is_delimiter(char c)
+{
+ return c == 0 || c == ',' || c == ':' || c == ';' || c == '=';
+}
+
+static int
+parse_string(const char *s, char *out_param, char *out_value)
+{
+ int i = 0;
+
+ for (; !is_delimiter(*s); s++, out_param++, i++)
+ *out_param = *s;
+
+ *out_param = 0;
+
+ if (*s == '=') {
+ s++;
+ i++;
+ for (; !is_delimiter(*s); s++, out_value++, i++) {
+ *out_value = *s;
+ // Consume escaped delimiter, but don't escape null. Might be end of string.
+ if (*s == '\\' && *(s + 1) != 0 && is_delimiter(*(s + 1))) {
+ s++;
+ i++;
+ *out_value = *s;
+ }
+ }
+ } else
+ *(out_value++) = '1';
+ *out_value = 0;
+
+ if (*s && is_delimiter(*s)) {
+ s++;
+ i++;
+ }
+
+ if (*s && !i) {
+ fprintf(stderr, "mesa-overlay: syntax error: unexpected '%c' (%i) while "
+ "parsing a string\n", *s, *s);
+ fflush(stderr);
+ }
+
+ return i;
+}
+
+const char *overlay_param_names[] = {
+#define OVERLAY_PARAM_BOOL(name) #name,
+#define OVERLAY_PARAM_CUSTOM(name)
+ OVERLAY_PARAMS
+#undef OVERLAY_PARAM_BOOL
+#undef OVERLAY_PARAM_CUSTOM
+};
+
+void
+parse_overlay_env(struct overlay_params *params,
+ const char *env)
+{
+ uint32_t num;
+ char key[256], value[256];
+ while ((num = parse_string(env, key, value)) != 0) {
+ env += num;
+ if (!strcmp("full", key)) {
+ bool read_cfg = params->enabled[OVERLAY_PARAM_ENABLED_read_cfg];
+#define OVERLAY_PARAM_BOOL(name) \
+ params->enabled[OVERLAY_PARAM_ENABLED_##name] = 1;
+#define OVERLAY_PARAM_CUSTOM(name)
+ OVERLAY_PARAMS
+#undef OVERLAY_PARAM_BOOL
+#undef OVERLAY_PARAM_CUSTOM
+ params->enabled[OVERLAY_PARAM_ENABLED_histogram] = 0;
+ params->enabled[OVERLAY_PARAM_ENABLED_read_cfg] = read_cfg;
+ }
+#define OVERLAY_PARAM_BOOL(name) \
+ if (!strcmp(#name, key)) { \
+ params->enabled[OVERLAY_PARAM_ENABLED_##name] = \
+ strtol(value, NULL, 0); \
+ continue; \
+ }
+#define OVERLAY_PARAM_CUSTOM(name) \
+ if (!strcmp(#name, key)) { \
+ params->name = parse_##name(value); \
+ continue; \
+ }
+ OVERLAY_PARAMS
+#undef OVERLAY_PARAM_BOOL
+#undef OVERLAY_PARAM_CUSTOM
+ fprintf(stderr, "Unknown option '%s'\n", key);
+ }
+}
+
+void
+parse_overlay_config(struct overlay_params *params,
+ const char *env)
+{
+
+ *params = {};
+
+ /* Visible by default */
+ params->enabled[OVERLAY_PARAM_ENABLED_fps] = true;
+ params->enabled[OVERLAY_PARAM_ENABLED_frame_timing] = true;
+ params->enabled[OVERLAY_PARAM_ENABLED_core_load] = false;
+ params->enabled[OVERLAY_PARAM_ENABLED_cpu_temp] = false;
+ params->enabled[OVERLAY_PARAM_ENABLED_gpu_temp] = false;
+ params->enabled[OVERLAY_PARAM_ENABLED_cpu_stats] = true;
+ params->enabled[OVERLAY_PARAM_ENABLED_gpu_stats] = true;
+ params->enabled[OVERLAY_PARAM_ENABLED_ram] = false;
+ params->enabled[OVERLAY_PARAM_ENABLED_vram] = false;
+ params->enabled[OVERLAY_PARAM_ENABLED_read_cfg] = false;
+ params->enabled[OVERLAY_PARAM_ENABLED_io_read] = false;
+ params->enabled[OVERLAY_PARAM_ENABLED_io_write] = false;
+ params->enabled[OVERLAY_PARAM_ENABLED_wine] = false;
+ params->fps_sampling_period = 500000; /* 500ms */
+ params->width = 0;
+ params->height = 140;
+ params->control = -1;
+ params->fps_limit = 0;
+ params->vsync = -1;
+ params->gl_vsync = -2;
+ params->offset_x = 0;
+ params->offset_y = 0;
+ params->background_alpha = 0.5;
+ params->alpha = 1.0;
+ params->time_format = "%T";
+ params->gpu_color = 0x2e9762;
+ params->cpu_color = 0x2e97cb;
+ params->vram_color = 0xad64c1;
+ params->ram_color = 0xc26693;
+ params->engine_color = 0xeb5b5b;
+ params->io_color = 0xa491d3;
+ params->frametime_color = 0x00ff00;
+ params->background_color = 0x020202;
+ params->text_color = 0xffffff;
+ params->media_player_color = 0xffffff;
+ params->media_player_name = "";
+ params->font_scale = 1.0f;
+ params->wine_color = 0xeb5b5b;
+ params->font_scale_media_player = 0.55f;
+ params->log_interval = 100;
+ params->media_player_order = { MP_ORDER_TITLE, MP_ORDER_ARTIST, MP_ORDER_ALBUM };
+ params->permit_upload = 0;
+ params->render_mango = 0;
+ params->benchmark_percentiles = { "97", "AVG", "1", "0.1" };
+
+#ifdef HAVE_X11
+ params->toggle_hud = { XK_Shift_R, XK_F12 };
+ params->toggle_logging = { XK_Shift_L, XK_F2 };
+ params->reload_cfg = { XK_Shift_L, XK_F4 };
+ params->upload_log = { XK_Shift_L, XK_F3 };
+ params->upload_logs = { XK_Control_L, XK_F3 };
+#endif
+
+ // first pass with env var
+ if (env)
+ parse_overlay_env(params, env);
+
+ bool read_cfg = params->enabled[OVERLAY_PARAM_ENABLED_read_cfg];
+ if (!env || read_cfg) {
+
+ // Get config options
+ parseConfigFile(*params);
+ if (params->options.find("full") != params->options.end() && params->options.find("full")->second != "0") {
+#define OVERLAY_PARAM_BOOL(name) \
+ params->enabled[OVERLAY_PARAM_ENABLED_##name] = 1;
+#define OVERLAY_PARAM_CUSTOM(name)
+ OVERLAY_PARAMS
+#undef OVERLAY_PARAM_BOOL
+#undef OVERLAY_PARAM_CUSTOM
+ params->enabled[OVERLAY_PARAM_ENABLED_histogram] = 0;
+ params->options.erase("full");
+ }
+ for (auto& it : params->options) {
+#define OVERLAY_PARAM_BOOL(name) \
+ if (it.first == #name) { \
+ params->enabled[OVERLAY_PARAM_ENABLED_##name] = \
+ strtol(it.second.c_str(), NULL, 0); \
+ continue; \
+ }
+#define OVERLAY_PARAM_CUSTOM(name) \
+ if (it.first == #name) { \
+ params->name = parse_##name(it.second.c_str()); \
+ continue; \
+ }
+ OVERLAY_PARAMS
+#undef OVERLAY_PARAM_BOOL
+#undef OVERLAY_PARAM_CUSTOM
+ fprintf(stderr, "Unknown option '%s'\n", it.first.c_str());
+ }
+
+ }
+
+ // second pass, override config file settings with MANGOHUD_CONFIG
+ if (env && read_cfg)
+ parse_overlay_env(params, env);
+
+ if (params->font_scale_media_player <= 0.f)
+ params->font_scale_media_player = 0.55f;
+
+ // Convert from 0xRRGGBB to ImGui's format
+ std::array<unsigned *, 11> colors = {
+ &params->cpu_color,
+ &params->gpu_color,
+ &params->vram_color,
+ &params->ram_color,
+ &params->engine_color,
+ &params->io_color,
+ &params->background_color,
+ &params->frametime_color,
+ &params->text_color,
+ &params->media_player_color,
+ &params->wine_color,
+ };
+
+ for (auto color : colors){
+ *color =
+ IM_COL32(RGBGetRValue(*color),
+ RGBGetGValue(*color),
+ RGBGetBValue(*color),
+ 255);
+ }
+
+ params->tableCols = 3;
+
+ if (!params->font_size) {
+ params->font_size = 24;
+ }
+
+ //increase hud width if io read and write
+ if (!params->width) {
+ if ((params->enabled[OVERLAY_PARAM_ENABLED_io_read] || params->enabled[OVERLAY_PARAM_ENABLED_io_write])) {
+ params->width = 13 * params->font_size * params->font_scale;
+ } else {
+ params->width = params->font_size * params->font_scale * 11.7;
+ }
+ }
+
+ // set frametime limit
+ using namespace std::chrono;
+ if (params->fps_limit > 0)
+ fps_limit_stats.targetFrameTime = duration_cast<Clock::duration>(duration<double>(1) / params->fps_limit);
+ else
+ fps_limit_stats.targetFrameTime = {};
+
+#ifdef HAVE_DBUS
+ if (params->enabled[OVERLAY_PARAM_ENABLED_media_player]) {
+ dbusmgr::dbus_mgr.init(params->media_player_name);
+ } else {
+ dbusmgr::dbus_mgr.deinit();
+ main_metadata.meta.valid = false;
+ }
+#endif
+ if(!params->output_file.empty())
+ printf("MANGOHUD: output_file is Deprecated, use output_folder instead\n");
+
+}
diff --git a/src/overlay_params.h b/src/overlay_params.h
new file mode 100644
index 0000000..560465f
--- /dev/null
+++ b/src/overlay_params.h
@@ -0,0 +1,202 @@
+#pragma once
+#ifndef MANGOHUD_OVERLAY_PARAMS_H
+#define MANGOHUD_OVERLAY_PARAMS_H
+
+#include <string>
+#include <vector>
+#include <unordered_map>
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#include <stdio.h>
+#include <stdint.h>
+#include <stdbool.h>
+
+#ifndef KeySym
+typedef unsigned long KeySym;
+#endif
+
+#define RGBGetBValue(rgb) (rgb & 0x000000FF)
+#define RGBGetGValue(rgb) ((rgb >> 8) & 0x000000FF)
+#define RGBGetRValue(rgb) ((rgb >> 16) & 0x000000FF)
+
+#define ToRGBColor(r, g, b, a) ((r << 16) | (g << 8) | (b));
+
+#define OVERLAY_PARAMS \
+ OVERLAY_PARAM_BOOL(fps) \
+ OVERLAY_PARAM_BOOL(frame_timing) \
+ OVERLAY_PARAM_BOOL(core_load) \
+ OVERLAY_PARAM_BOOL(cpu_temp) \
+ OVERLAY_PARAM_BOOL(gpu_temp) \
+ OVERLAY_PARAM_BOOL(cpu_stats) \
+ OVERLAY_PARAM_BOOL(gpu_stats) \
+ OVERLAY_PARAM_BOOL(ram) \
+ OVERLAY_PARAM_BOOL(vram) \
+ OVERLAY_PARAM_BOOL(time) \
+ OVERLAY_PARAM_BOOL(full) \
+ OVERLAY_PARAM_BOOL(read_cfg) \
+ OVERLAY_PARAM_BOOL(io_read) \
+ OVERLAY_PARAM_BOOL(io_write) \
+ OVERLAY_PARAM_BOOL(gpu_mem_clock) \
+ OVERLAY_PARAM_BOOL(gpu_core_clock) \
+ OVERLAY_PARAM_BOOL(gpu_power) \
+ OVERLAY_PARAM_BOOL(arch) \
+ OVERLAY_PARAM_BOOL(media_player) \
+ OVERLAY_PARAM_BOOL(version) \
+ OVERLAY_PARAM_BOOL(vulkan_driver) \
+ OVERLAY_PARAM_BOOL(gpu_name) \
+ OVERLAY_PARAM_BOOL(engine_version) \
+ OVERLAY_PARAM_BOOL(histogram) \
+ OVERLAY_PARAM_BOOL(wine) \
+ OVERLAY_PARAM_CUSTOM(fps_sampling_period) \
+ OVERLAY_PARAM_CUSTOM(output_folder) \
+ OVERLAY_PARAM_CUSTOM(output_file) \
+ OVERLAY_PARAM_CUSTOM(font_file) \
+ OVERLAY_PARAM_CUSTOM(font_file_text) \
+ OVERLAY_PARAM_CUSTOM(font_glyph_ranges) \
+ OVERLAY_PARAM_CUSTOM(font_size) \
+ OVERLAY_PARAM_CUSTOM(font_size_text) \
+ OVERLAY_PARAM_CUSTOM(font_scale) \
+ OVERLAY_PARAM_CUSTOM(font_scale_media_player) \
+ OVERLAY_PARAM_CUSTOM(position) \
+ OVERLAY_PARAM_CUSTOM(width) \
+ OVERLAY_PARAM_CUSTOM(height) \
+ OVERLAY_PARAM_CUSTOM(no_display) \
+ OVERLAY_PARAM_CUSTOM(control) \
+ OVERLAY_PARAM_CUSTOM(fps_limit) \
+ OVERLAY_PARAM_CUSTOM(vsync) \
+ OVERLAY_PARAM_CUSTOM(gl_vsync) \
+ OVERLAY_PARAM_CUSTOM(toggle_hud) \
+ OVERLAY_PARAM_CUSTOM(toggle_logging) \
+ OVERLAY_PARAM_CUSTOM(reload_cfg) \
+ OVERLAY_PARAM_CUSTOM(upload_log) \
+ OVERLAY_PARAM_CUSTOM(upload_logs) \
+ OVERLAY_PARAM_CUSTOM(offset_x) \
+ OVERLAY_PARAM_CUSTOM(offset_y) \
+ OVERLAY_PARAM_CUSTOM(background_alpha) \
+ OVERLAY_PARAM_CUSTOM(time_format) \
+ OVERLAY_PARAM_CUSTOM(io_read) \
+ OVERLAY_PARAM_CUSTOM(io_write) \
+ OVERLAY_PARAM_CUSTOM(cpu_color) \
+ OVERLAY_PARAM_CUSTOM(gpu_color) \
+ OVERLAY_PARAM_CUSTOM(vram_color) \
+ OVERLAY_PARAM_CUSTOM(ram_color) \
+ OVERLAY_PARAM_CUSTOM(engine_color) \
+ OVERLAY_PARAM_CUSTOM(frametime_color) \
+ OVERLAY_PARAM_CUSTOM(background_color) \
+ OVERLAY_PARAM_CUSTOM(io_color) \
+ OVERLAY_PARAM_CUSTOM(text_color) \
+ OVERLAY_PARAM_CUSTOM (wine_color) \
+ OVERLAY_PARAM_CUSTOM(alpha) \
+ OVERLAY_PARAM_CUSTOM(log_duration) \
+ OVERLAY_PARAM_CUSTOM(pci_dev) \
+ OVERLAY_PARAM_CUSTOM(media_player_name) \
+ OVERLAY_PARAM_CUSTOM(media_player_color) \
+ OVERLAY_PARAM_CUSTOM(media_player_order) \
+ OVERLAY_PARAM_CUSTOM(cpu_text) \
+ OVERLAY_PARAM_CUSTOM(gpu_text) \
+ OVERLAY_PARAM_CUSTOM(log_interval) \
+ OVERLAY_PARAM_CUSTOM(permit_upload) \
+ OVERLAY_PARAM_CUSTOM(render_mango) \
+ OVERLAY_PARAM_CUSTOM(benchmark_percentiles) \
+ OVERLAY_PARAM_CUSTOM(help)
+
+enum overlay_param_position {
+ LAYER_POSITION_TOP_LEFT,
+ LAYER_POSITION_TOP_RIGHT,
+ LAYER_POSITION_BOTTOM_LEFT,
+ LAYER_POSITION_BOTTOM_RIGHT,
+ LAYER_POSITION_TOP_CENTER,
+};
+
+enum overlay_plots {
+ OVERLAY_PLOTS_frame_timing,
+ OVERLAY_PLOTS_MAX,
+};
+
+enum media_player_order {
+ MP_ORDER_TITLE,
+ MP_ORDER_ARTIST,
+ MP_ORDER_ALBUM,
+};
+
+enum font_glyph_ranges {
+ FG_KOREAN = (1u << 0),
+ FG_CHINESE_FULL = (1u << 1),
+ FG_CHINESE_SIMPLIFIED = (1u << 2),
+ FG_JAPANESE = (1u << 3),
+ FG_CYRILLIC = (1u << 4),
+ FG_THAI = (1u << 5),
+ FG_VIETNAMESE = (1u << 6),
+ FG_LATIN_EXT_A = (1u << 7),
+ FG_LATIN_EXT_B = (1u << 8),
+};
+
+enum overlay_param_enabled {
+#define OVERLAY_PARAM_BOOL(name) OVERLAY_PARAM_ENABLED_##name,
+#define OVERLAY_PARAM_CUSTOM(name)
+ OVERLAY_PARAMS
+#undef OVERLAY_PARAM_BOOL
+#undef OVERLAY_PARAM_CUSTOM
+ OVERLAY_PARAM_ENABLED_MAX
+};
+
+struct overlay_params {
+ bool enabled[OVERLAY_PARAM_ENABLED_MAX];
+ enum overlay_param_position position;
+ int control;
+ uint32_t fps_sampling_period; /* us */
+ uint32_t fps_limit;
+ bool help;
+ bool no_display;
+ bool full;
+ bool io_read, io_write;
+ unsigned width;
+ unsigned height;
+ int offset_x, offset_y;
+ unsigned vsync;
+ int gl_vsync;
+ uint64_t log_duration;
+ unsigned cpu_color, gpu_color, vram_color, ram_color, engine_color, io_color, frametime_color, background_color, text_color, wine_color;
+ unsigned media_player_color;
+ unsigned tableCols;
+ unsigned render_mango;
+ float font_size, font_scale;
+ float font_size_text;
+ float font_scale_media_player;
+ float background_alpha, alpha;
+ std::vector<KeySym> toggle_hud;
+ std::vector<KeySym> toggle_logging;
+ std::vector<KeySym> reload_cfg;
+ std::vector<KeySym> upload_log;
+ std::vector<KeySym> upload_logs;
+ std::string time_format, output_folder, output_file;
+ std::string pci_dev;
+ std::string media_player_name;
+ std::string cpu_text, gpu_text;
+ unsigned log_interval;
+ std::vector<media_player_order> media_player_order;
+ std::vector<std::string> benchmark_percentiles;
+
+ std::string font_file, font_file_text;
+ uint32_t font_glyph_ranges;
+
+ std::string config_file_path;
+ std::unordered_map<std::string,std::string> options;
+ int permit_upload;
+};
+
+const extern char *overlay_param_names[];
+
+void parse_overlay_env(struct overlay_params *params,
+ const char *env);
+void parse_overlay_config(struct overlay_params *params,
+ const char *env);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* MANGOHUD_OVERLAY_PARAMS_H */
diff --git a/src/pci_ids.cpp b/src/pci_ids.cpp
new file mode 100644
index 0000000..4e2a6d2
--- /dev/null
+++ b/src/pci_ids.cpp
@@ -0,0 +1,77 @@
+#include <string>
+#include <iostream>
+#include <fstream>
+#include <sstream>
+#include <iomanip>
+
+#include "pci_ids.h"
+
+std::map<uint32_t /*vendor id*/, std::pair<std::string /*vendor desc*/, std::map<uint32_t /*device id*/, device>>> pci_ids;
+
+std::istream& get_uncommented_line(std::istream& is, std::string &line)
+{
+ while (std::getline(is, line)) {
+ auto c = line.find("#");
+ if (c!=std::string::npos)
+ line.erase(c, std::string::npos);
+ if (line.size())
+ break;
+ }
+ return is;
+}
+
+void parse_pciids()
+{
+ std::ifstream file("/usr/share/hwdata/pci.ids");
+ if(file.fail()){
+ std::ifstream file("/usr/share/misc/pci.ids");
+ if (file.fail())
+ printf("MANGOHUD: can't find file pci.ids\n");
+
+ }
+
+ std::string line;
+ size_t tabs = 0;
+
+ uint32_t ven_id = 0, dev_id = 0, subsys_ven_id = 0, subsys_dev_id = 0;
+ std::string desc;
+ std::stringstream ss;
+ while(get_uncommented_line(file, line))
+ {
+ tabs = line.find_first_not_of("\t");
+
+ ss.str(""); ss.clear();
+ ss << line;
+
+ switch(tabs)
+ {
+ case 0:
+ ss >> std::hex >> ven_id;
+ if (ven_id == 0xFFFF)
+ return;
+
+ std::getline(ss, desc);
+ pci_ids[ven_id].first = desc;
+ break;
+ case 1:
+ {
+ ss >> std::hex >> dev_id;
+ std::getline(ss, desc); //TODO trim whitespace
+ auto& dev = pci_ids[ven_id].second[dev_id];
+ dev.desc = desc;
+ }
+ break;
+ case 2:
+ {
+ ss >> std::hex >> subsys_ven_id;
+ ss >> subsys_dev_id;
+ std::getline(ss, desc);
+ auto& dev = pci_ids[ven_id].second[dev_id];
+ dev.subsys.push_back({subsys_ven_id, subsys_dev_id, desc});
+ }
+ break;
+ default:
+ break;
+ }
+ }
+}
diff --git a/src/pci_ids.h b/src/pci_ids.h
new file mode 100644
index 0000000..28ecba5
--- /dev/null
+++ b/src/pci_ids.h
@@ -0,0 +1,25 @@
+#pragma once
+#ifndef MANGOHUD_PCI_IDS_H
+#define MANGOHUD_PCI_IDS_H
+
+#include <map>
+#include <vector>
+
+struct subsys_device
+{
+ uint32_t vendor_id;
+ uint32_t device_id;
+ std::string desc;
+};
+
+struct device
+{
+ std::string desc;
+ std::vector<subsys_device> subsys;
+};
+
+extern std::map<uint32_t /*vendor id*/, std::pair<std::string /*vendor desc*/, std::map<uint32_t /*device id*/, device>>> pci_ids;
+
+void parse_pciids(void);
+
+#endif //MANGOHUD_PCI_IDS_H
diff --git a/src/real_dlsym.cpp b/src/real_dlsym.cpp
new file mode 100644
index 0000000..241a986
--- /dev/null
+++ b/src/real_dlsym.cpp
@@ -0,0 +1,117 @@
+/**
+ * \author Pyry Haulos <pyry.haulos@gmail.com>
+ * \date 2007-2008
+ * For conditions of distribution and use, see copyright notice in elfhacks.h
+ */
+
+#include <dlfcn.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include "real_dlsym.h"
+#include "elfhacks.h"
+
+void *(*__dlopen)(const char *, int) = nullptr;
+void *(*__dlsym)(void *, const char *) = nullptr;
+static bool print_dlopen = getenv("MANGOHUD_DEBUG_DLOPEN") != nullptr;
+static bool print_dlsym = getenv("MANGOHUD_DEBUG_DLSYM") != nullptr;
+
+void get_real_functions()
+{
+ eh_obj_t libdl;
+
+ if (eh_find_obj(&libdl, "*libdl.so*")) {
+ fprintf(stderr, "can't get libdl.so\n");
+ exit(1);
+ }
+
+ if (eh_find_sym(&libdl, "dlopen", (void **) &__dlopen)) {
+ fprintf(stderr, "can't get dlopen()\n");
+ exit(1);
+ }
+
+ if (eh_find_sym(&libdl, "dlsym", (void **) &__dlsym)) {
+ fprintf(stderr, "can't get dlsym()\n");
+ exit(1);
+ }
+
+ eh_destroy_obj(&libdl);
+}
+
+/**
+ * \brief dlopen() wrapper, just passes calls to real dlopen()
+ * and writes information to standard output
+ */
+void *real_dlopen(const char *filename, int flag)
+{
+ if (__dlopen == nullptr)
+ get_real_functions();
+
+ void *result = __dlopen(filename, flag);
+
+ if (print_dlopen) {
+ printf("dlopen(%s, ", filename);
+ const char *fmt = "%s";
+ #define FLAG(test) if (flag & test) { printf(fmt, #test); fmt = "|%s"; }
+ FLAG(RTLD_LAZY)
+ FLAG(RTLD_NOW)
+ FLAG(RTLD_GLOBAL)
+ FLAG(RTLD_LOCAL)
+ FLAG(RTLD_NODELETE)
+ FLAG(RTLD_NOLOAD)
+#ifdef RTLD_DEEPBIND
+ FLAG(RTLD_DEEPBIND)
+#endif
+ #undef FLAG
+ printf(") = %p\n", result);
+ }
+
+ return result;
+}
+
+/**
+ * \brief dlsym() wrapper, passes calls to real dlsym() and
+ * writes information to standard output
+ */
+void *real_dlsym(void *handle, const char *symbol)
+{
+ if (__dlsym == nullptr)
+ get_real_functions();
+
+ void *result = __dlsym(handle, symbol);
+
+ if (print_dlsym)
+ printf("dlsym(%p, %s) = %p\n", handle, symbol, result);
+
+ return result;
+}
+
+void* get_proc_address(const char* name) {
+ void (*func)() = (void (*)())real_dlsym(RTLD_NEXT, name);
+ return (void*)func;
+}
+
+#ifdef HOOK_DLSYM
+EXPORT_C_(void *) mangohud_find_glx_ptr(const char *name);
+EXPORT_C_(void *) mangohud_find_egl_ptr(const char *name);
+
+EXPORT_C_(void*) dlsym(void * handle, const char * name)
+{
+ void* func = nullptr;
+#ifdef HAVE_X11
+ func = mangohud_find_glx_ptr(name);
+ if (func) {
+ //fprintf(stderr,"%s: local: %s\n", __func__ , name);
+ return func;
+ }
+#endif
+
+ func = mangohud_find_egl_ptr(name);
+ if (func) {
+ //fprintf(stderr,"%s: local: %s\n", __func__ , name);
+ return func;
+ }
+
+ //fprintf(stderr,"%s: foreign: %s\n", __func__ , name);
+ return real_dlsym(handle, name);
+}
+#endif
diff --git a/src/real_dlsym.h b/src/real_dlsym.h
new file mode 100644
index 0000000..bcfbc6c
--- /dev/null
+++ b/src/real_dlsym.h
@@ -0,0 +1,11 @@
+#pragma once
+#ifndef MANGOHUD_REAL_DLSYM_H
+#define MANGOHUD_REAL_DLSYM_H
+
+#define EXPORT_C_(type) extern "C" __attribute__((__visibility__("default"))) type
+
+void *real_dlopen(const char *filename, int flag);
+void* real_dlsym( void*, const char* );
+void* get_proc_address(const char* name);
+
+#endif //MANGOHUD_REAL_DLSYM_H
diff --git a/src/shared_x11.cpp b/src/shared_x11.cpp
new file mode 100644
index 0000000..88eb1bf
--- /dev/null
+++ b/src/shared_x11.cpp
@@ -0,0 +1,45 @@
+#include "shared_x11.h"
+#include "loaders/loader_x11.h"
+#include <cstdlib>
+#include <iostream>
+#include <memory>
+#include <functional>
+
+static std::unique_ptr<Display, std::function<void(Display*)>> display;
+
+bool init_x11() {
+ static bool failed = false;
+ if (failed)
+ return false;
+
+ if (display)
+ return true;
+
+ if (!g_x11->IsLoaded()) {
+ std::cerr << "MANGOHUD: X11 loader failed to load\n";
+ failed = true;
+ return false;
+ }
+
+ const char *displayid = getenv("DISPLAY");
+ if (displayid) {
+ auto local_x11 = g_x11;
+ display = { g_x11->XOpenDisplay(displayid),
+ [local_x11](Display* dpy) {
+ if (dpy)
+ local_x11->XCloseDisplay(dpy);
+ }
+ };
+ }
+
+ failed = !display;
+ if (failed)
+ std::cerr << "MANGOHUD: XOpenDisplay failed to open display '" << displayid << "'\n";
+
+ return !!display;
+}
+
+Display* get_xdisplay()
+{
+ return display.get();
+}
diff --git a/src/shared_x11.h b/src/shared_x11.h
new file mode 100644
index 0000000..8379857
--- /dev/null
+++ b/src/shared_x11.h
@@ -0,0 +1,10 @@
+#pragma once
+#ifndef MANGOHUD_SHARED_X11_H
+#define MANGOHUD_SHARED_X11_H
+
+#include <X11/Xlib.h>
+
+Display* get_xdisplay();
+bool init_x11();
+
+#endif //MANGOHUD_SHARED_X11_H
diff --git a/src/string_utils.h b/src/string_utils.h
new file mode 100644
index 0000000..3c9664e
--- /dev/null
+++ b/src/string_utils.h
@@ -0,0 +1,114 @@
+#pragma once
+#ifndef MANGOHUD_STRING_UTILS_H
+#define MANGOHUD_STRING_UTILS_H
+
+#include <string>
+#include <iomanip>
+#include <iostream>
+#include <sstream>
+#include <algorithm>
+#include <cctype>
+#include <locale>
+
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wunused-function"
+
+// https://stackoverflow.com/questions/216823/whats-the-best-way-to-trim-stdstring#217605
+// trim from start (in place)
+static inline void ltrim(std::string &s) {
+ s.erase(s.begin(), std::find_if(s.begin(), s.end(), [](int ch) {
+ return !std::isspace(ch);
+ }));
+}
+
+// trim from end (in place)
+static inline void rtrim(std::string &s) {
+ s.erase(std::find_if(s.rbegin(), s.rend(), [](int ch) {
+ return !std::isspace(ch);
+ }).base(), s.end());
+}
+
+// trim from both ends (in place)
+static inline void trim(std::string &s) {
+ ltrim(s);
+ rtrim(s);
+}
+
+// trim from start (copying)
+static inline std::string ltrim_copy(std::string s) {
+ ltrim(s);
+ return s;
+}
+
+// trim from end (copying)
+static inline std::string rtrim_copy(std::string s) {
+ rtrim(s);
+ return s;
+}
+
+// trim from both ends (copying)
+static inline std::string trim_copy(std::string s) {
+ trim(s);
+ return s;
+}
+
+static bool starts_with(const std::string& s, const char *t) {
+ return s.rfind(t, 0) == 0;
+}
+
+static bool ends_with(const std::string& s, const char *t, bool icase = false) {
+ std::string s0(s);
+ std::string s1(t);
+
+ if (s0.size() < s1.size())
+ return false;
+
+ if (icase) {
+ std::transform(s0.begin(), s0.end(), s0.begin(), ::tolower);
+ std::transform(s1.begin(), s1.end(), s1.begin(), ::tolower);
+ }
+
+ size_t pos = s0.size() - s1.size();
+ return (s0.rfind(s1, pos) == pos);
+}
+
+template<typename T>
+static std::string itox(T i) {
+ std::stringstream ss;
+ ss << "0x"
+ << std::setfill ('0') << std::setw(sizeof(T) * 2)
+ << std::hex << i;
+ return ss.str();
+}
+
+static bool try_stoi(int& val, const std::string& str)
+{
+ if (sscanf(str.c_str(), "%d", &val) == 1)
+ return true;
+ return false;
+}
+
+static bool try_stoull(unsigned long long& val, const std::string& str)
+{
+ if (sscanf(str.c_str(), "%llu", &val) == 1)
+ return true;
+ return false;
+}
+
+static float parse_float(const std::string& s, std::size_t* float_len = nullptr){
+ std::stringstream ss(s);
+ ss.imbue(std::locale::classic());
+ float ret;
+ ss >> ret;
+ if(ss.fail()) throw std::invalid_argument("parse_float: Not a float");
+ if(float_len != nullptr){
+ auto pos = ss.tellg();
+ if(ss.fail()) *float_len = s.size();
+ else *float_len = pos;
+ }
+ return ret;
+}
+
+#pragma GCC diagnostic pop
+
+#endif //MANGOHUD_STRING_UTILS_H
diff --git a/src/timing.hpp b/src/timing.hpp
new file mode 100644
index 0000000..8daa55d
--- /dev/null
+++ b/src/timing.hpp
@@ -0,0 +1,23 @@
+#pragma once
+#ifndef MANGOHUD_TIMING_HPP
+#define MANGOHUD_TIMING_HPP
+
+#include <chrono>
+
+#include "mesa/util/os_time.h"
+
+class MesaClock {
+public:
+ using rep = int64_t;
+ using period = std::nano;
+ using duration = std::chrono::duration<rep, period>;
+ using time_point = std::chrono::time_point<MesaClock>;
+ const static bool is_steady = true;
+ static time_point now() noexcept {
+ return time_point(duration(os_time_get_nano()));
+ }
+};
+
+using Clock = MesaClock;
+
+#endif //MANGOHUD_TIMING_HPP
diff --git a/subprojects/dearimgui/imconfig.h b/subprojects/dearimgui/imconfig.h
new file mode 100644
index 0000000..c6817de
--- /dev/null
+++ b/subprojects/dearimgui/imconfig.h
@@ -0,0 +1,108 @@
+//-----------------------------------------------------------------------------
+// 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/branch with your modifications to imconfig.h)
+// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h"
+// If you do so 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.
+//#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
+
+//---- 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 debug/metrics window: ShowMetricsWindow() 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.
+//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
+//#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_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite 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().
+
+//---- 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 full unicode code points.
+//#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 imgui cpp 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
+
+//---- Unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined, use the much faster STB sprintf library implementation of vsnprintf instead of the one from the default C library.
+// Note that stb_sprintf.h is meant to be provided by the user and available in the include path at compile time. Also, the compatibility checks of the 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
+
+//---- 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 back-end will need to support it (most example renderer back-ends 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 back-ends 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);
+}
+*/
diff --git a/subprojects/dearimgui/imgui.cpp b/subprojects/dearimgui/imgui.cpp
new file mode 100644
index 0000000..6b9ea06
--- /dev/null
+++ b/subprojects/dearimgui/imgui.cpp
@@ -0,0 +1,10810 @@
+// dear imgui, v1.78 WIP
+// (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/3075 (please post your screenshots/video there!)
+// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
+// - Wiki https://github.com/ocornut/imgui/wiki
+// - Issues & support https://github.com/ocornut/imgui/issues
+
+// 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.org".
+// 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] ERROR CHECKING
+// [SECTION] LAYOUT
+// [SECTION] SCROLLING
+// [SECTION] TOOLTIPS
+// [SECTION] POPUPS
+// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
+// [SECTION] DRAG AND DROP
+// [SECTION] LOGGING/CAPTURING
+// [SECTION] SETTINGS
+// [SECTION] PLATFORM DEPENDENT HELPERS
+// [SECTION] METRICS/DEBUG WINDOW
+
+*/
+
+//-----------------------------------------------------------------------------
+// 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 screen real-estate usage.
+ - Minimize setup and maintenance.
+ - Minimize state storage on user side.
+ - Portable, minimize dependencies, run on target (consoles, phones, etc.).
+ - Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,.
+ opening a tree node for the first time, etc. but a typical frame should not allocate anything).
+
+ Designed for developers and content-creators, not the typical end-user! Some of the 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.
+ - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative 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://goo.gl/9LgVZW
+
+
+ PROGRAMMER GUIDE
+ ================
+
+ READ FIRST
+ ----------
+ - Remember to read the FAQ (https://www.dearimgui.org/faq)
+ - 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, less 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 the FAQ.
+ - 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 own 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 are 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 made modification to your copy of imconfig.h)
+ - Or maintain your own branch where you have imconfig.h modified.
+ - 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!
+ - 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 back-ends files available in the examples/ folder.
+ - Add the Dear ImGui source files + selected back-end 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 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 are stored into command-lists that you will retrieve after calling ImGui::Render().
+ - Refer to the bindings 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 BINDINGS (= imgui_impl_XXX.cpp files from the examples/ folder).
+ The sub-folders in examples/ contains 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 bindings (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 BINDING / 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 your 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->TexID = (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 bindings)
+ 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.MousePos = my_mouse_pos; // set the mouse position
+ io.MouseDown[0] = my_mouse_buttons[0]; // set the mouse button states
+ io.MouseDown[1] = my_mouse_buttons[1];
+
+ // 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 mainloop 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 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 bindings in impl_impl_XXX.cpp files contains 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.
+ 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
+ {
+ // The texture for the draw call is specified by pcmd->TextureId.
+ // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
+ MyEngineBindTexture((MyTexture*)pcmd->TextureId);
+
+ // We are using scissoring to clip some objects. All low-level graphics API should supports 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 (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize)
+ // In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize.
+ // However, in the interest of supporting multi-viewport applications in the future (see 'viewport' 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)
+ ImVec2 pos = draw_data->DisplayPos;
+ MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y));
+
+ // 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, vtx_buffer);
+ }
+ idx_buffer += pcmd->ElemCount;
+ }
+ }
+ }
+
+
+ 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:
+ - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
+ NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
+ - 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:
+ - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
+ - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame().
+ Note that io.NavInputs[] is cleared by EndFrame().
+ - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values:
+ 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
+ - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
+ Your 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.).
+ - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://goo.gl/9LgVZW.
+ - If you need to share inputs between your game and the imgui parts, 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 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 back-end NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding 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 as 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 a 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.
+
+ - 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).
+ - 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 the 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 a dummy 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 bindings will still work as is, however prefer using the separated bindings as they will be updated to support multi-viewports.
+ when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call.
+ in particular, note that old bindings 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 binding 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 binding 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 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_XXXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
+ - the signature of the io.RenderDrawListsFn handler has changed!
+ 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 be 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->TexId = 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 set io.Fonts->TexID.
+ - 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 of 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 to 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 to my application?
+ A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
+ >> See https://www.dearimgui.org/faq for 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: How can I have widgets with an empty label?
+ Q: How can I have multiple widgets with the same label?
+ Q: Why are multiple widgets reacting when I interact with one?
+ 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.org" 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 (github.com/ocornut/imgui/issues/3075). Visuals are ideal as they inspire other programmers.
+ But even without visuals, disclosing your use of dear imgui help 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 <ctype.h> // toupper
+#include <stdio.h> // vsnprintf, sscanf, printf
+#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
+#include <stddef.h> // intptr_t
+#else
+#include <stdint.h> // intptr_t
+#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 <Windows.h> // _wfopen, OpenClipboard
+#else
+#include <windows.h>
+#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 <TargetConditionals.h>
+#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
+#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 back-end)
+static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. 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, bool snap_on_edges);
+
+static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
+static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
+
+static ImRect GetViewportRect();
+
+// 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 ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
+
+namespace ImGui
+{
+// Navigation
+static void NavUpdate();
+static void NavUpdateWindowing();
+static void NavUpdateWindowingOverlay();
+static void NavUpdateMoveResult();
+static float NavUpdatePageUpPageDown();
+static inline void NavUpdateAnyRequestFlag();
+static void NavEndFrame();
+static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand);
+static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id);
+static ImVec2 NavCalcPreferredRefPos();
+static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
+static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
+static int FindWindowFocusIndex(ImGuiWindow* window);
+
+// Error Checking
+static void ErrorCheckNewFrameSanityChecks();
+static void ErrorCheckEndFrameSanityChecks();
+static void ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write);
+
+// Misc
+static void UpdateSettings();
+static void UpdateMouseInputs();
+static void UpdateMouseWheel();
+static void UpdateTabFocus();
+static void UpdateDebugToolItemPicker();
+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);
+
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] CONTEXT AND MEMORY ALLOCATORS
+//-----------------------------------------------------------------------------
+
+// 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().
+// 1) Important: globals are not shared across DLL boundaries! If you use DLLs or any form of hot-reloading: you will need to call
+// SetCurrentContext() (with the pointer you got from CreateContext) from each unique static/DLL boundary, and after each hot-reloading.
+// In your debugger, add GImGui to your watch window and notice how its value changes depending on which location you are currently stepping into.
+// 2) 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, you can:
+// - Change this variable to use thread local storage so each thread can refer to a different context, in imconfig.h:
+// struct ImGuiContext;
+// extern thread_local ImGuiContext* MyImGuiTLS;
+// #define GImGui MyImGuiTLS
+// And then define MyImGuiTLS in one of your cpp file. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
+// - Future development aim 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 different namespace.
+#ifndef GImGui
+ImGuiContext* GImGui = NULL;
+#endif
+
+// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
+// If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file.
+// Otherwise, you probably don't want to modify them mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
+#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 void* (*GImAllocatorAllocFunc)(size_t size, void* user_data) = MallocWrapper;
+static void (*GImAllocatorFreeFunc)(void* ptr, void* user_data) = FreeWrapper;
+static void* GImAllocatorUserData = NULL;
+
+//-----------------------------------------------------------------------------
+// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
+//-----------------------------------------------------------------------------
+
+ImGuiStyle::ImGuiStyle()
+{
+ Alpha = 1.0f; // Global alpha applies to everything in ImGui
+ WindowPadding = ImVec2(8,8); // Padding within a window
+ WindowRounding = 7.0f; // 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.
+ 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.
+ TabMinWidthForUnselectedCloseButton = 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 back-end 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.
+ CircleSegmentMaxError = 1.60f; // 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);
+ TabRounding = ImFloor(TabRounding * scale_factor);
+ if (TabMinWidthForUnselectedCloseButton != FLT_MAX)
+ TabMinWidthForUnselectedCloseButton = ImFloor(TabMinWidthForUnselectedCloseButton * scale_factor);
+ 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_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); // Our pre-C++11 IM_STATIC_ASSERT() macros triggers warning on modern compilers so we don't use it here.
+
+ // Settings
+ ConfigFlags = ImGuiConfigFlags_None;
+ BackendFlags = ImGuiBackendFlags_None;
+ DisplaySize = ImVec2(-1.0f, -1.0f);
+ DeltaTime = 1.0f / 60.0f;
+ IniSavingRate = 5.0f;
+ IniFilename = "imgui.ini";
+ LogFilename = "imgui_log.txt";
+ MouseDoubleClickTime = 0.30f;
+ MouseDoubleClickMaxDist = 6.0f;
+ for (int i = 0; i < ImGuiKey_COUNT; i++)
+ KeyMap[i] = -1;
+ 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
+ ConfigInputTextCursorBlink = true;
+ ConfigWindowsResizeFromEdges = true;
+ ConfigWindowsMoveFromTitleBarOnly = false;
+ ConfigWindowsMemoryCompactTimer = 60.0f;
+
+ // Platform Functions
+ BackendPlatformName = BackendRendererName = NULL;
+ BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
+ GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations
+ SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
+ ClipboardUserData = NULL;
+ ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
+ ImeWindowHandle = NULL;
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ RenderDrawListsFn = NULL;
+#endif
+
+ // 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(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f;
+ for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f;
+}
+
+// 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
+void ImGuiIO::AddInputCharacter(unsigned int c)
+{
+ if (c != 0)
+ InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
+}
+
+// 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)
+ InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID);
+ InputQueueSurrogate = c;
+ return;
+ }
+
+ ImWchar cp = c;
+ if (InputQueueSurrogate != 0)
+ {
+ if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
+ InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID);
+ else if (IM_UNICODE_CODEPOINT_MAX == (0xFFFF)) // Codepoint will not fit in ImWchar (extra parenthesis around 0xFFFF somehow fixes -Wunreachable-code with Clang)
+ cp = IM_UNICODE_CODEPOINT_INVALID;
+ else
+ cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
+ InputQueueSurrogate = 0;
+ }
+ InputQueueCharacters.push_back(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)
+ InputQueueCharacters.push_back((ImWchar)c);
+ }
+}
+
+void ImGuiIO::ClearInputCharacters()
+{
+ InputQueueCharacters.resize(0);
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
+//-----------------------------------------------------------------------------
+
+ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
+{
+ IM_ASSERT(num_segments > 0); // Use ImBezierClosestPointCasteljau()
+ 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 = ImBezierCalc(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 BezierClosestPointCasteljauStep(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;
+ BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
+ BezierClosestPointCasteljauStep(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 ImBezierClosestPointCasteljau(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;
+ BezierClosestPointCasteljauStep(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.
+ImU32 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.
+ImU32 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<ImWchar> 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.
+// Based on stb_from_utf8() from github.com/nothings/stb/
+// We handle UTF-8 decoding error by skipping forward.
+int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
+{
+ unsigned int c = (unsigned int)-1;
+ const unsigned char* str = (const unsigned char*)in_text;
+ if (!(*str & 0x80))
+ {
+ c = (unsigned int)(*str++);
+ *out_char = c;
+ return 1;
+ }
+ if ((*str & 0xe0) == 0xc0)
+ {
+ *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string
+ if (in_text_end && in_text_end - (const char*)str < 2) return 1;
+ if (*str < 0xc2) return 2;
+ c = (unsigned int)((*str++ & 0x1f) << 6);
+ if ((*str & 0xc0) != 0x80) return 2;
+ c += (*str++ & 0x3f);
+ *out_char = c;
+ return 2;
+ }
+ if ((*str & 0xf0) == 0xe0)
+ {
+ *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string
+ if (in_text_end && in_text_end - (const char*)str < 3) return 1;
+ if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3;
+ if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below
+ c = (unsigned int)((*str++ & 0x0f) << 12);
+ if ((*str & 0xc0) != 0x80) return 3;
+ c += (unsigned int)((*str++ & 0x3f) << 6);
+ if ((*str & 0xc0) != 0x80) return 3;
+ c += (*str++ & 0x3f);
+ *out_char = c;
+ return 3;
+ }
+ if ((*str & 0xf8) == 0xf0)
+ {
+ *out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string
+ if (in_text_end && in_text_end - (const char*)str < 4) return 1;
+ if (*str > 0xf4) return 4;
+ if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 4;
+ if (*str == 0xf4 && str[1] > 0x8f) return 4; // str[1] < 0x80 is checked below
+ c = (unsigned int)((*str++ & 0x07) << 18);
+ if ((*str & 0xc0) != 0x80) return 4;
+ c += (unsigned int)((*str++ & 0x3f) << 12);
+ if ((*str & 0xc0) != 0x80) return 4;
+ c += (unsigned int)((*str++ & 0x3f) << 6);
+ if ((*str & 0xc0) != 0x80) return 4;
+ c += (*str++ & 0x3f);
+ // utf-8 encodings of values used in surrogate pairs are invalid
+ if ((c & 0xFFFFF800) == 0xD800) return 4;
+ // If codepoint does not fit in ImWchar, use replacement character U+FFFD instead
+ if (c > IM_UNICODE_CODEPOINT_MAX) c = IM_UNICODE_CODEPOINT_INVALID;
+ *out_char = c;
+ return 4;
+ }
+ *out_char = 0;
+ return 0;
+}
+
+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(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;
+}
+
+// Not optimal but we very rarely use this function.
+int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
+{
+ unsigned int dummy = 0;
+ return ImTextCharFromUtf8(&dummy, 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* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
+{
+ char* buf_out = buf;
+ const char* buf_end = buf + buf_size;
+ while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
+ {
+ unsigned int c = (unsigned int)(*in_text++);
+ if (c < 0x80)
+ *buf_out++ = (char)c;
+ else
+ buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end - buf_out - 1), c);
+ }
+ *buf_out = 0;
+ return (int)(buf_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<ImGuiStorage::ImGuiStoragePair>& 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 PairCompareByID(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;
+ }
+ };
+ if (Data.Size > 1)
+ ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairCompareByID);
+}
+
+int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
+{
+ ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(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<ImVector<ImGuiStoragePair>&>(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<ImVector<ImGuiStoragePair>&>(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<ImGuiTextRange>* 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);
+}
+
+// Helper to calculate coarse clipping of large list of evenly sized items.
+// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern.
+// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX
+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 NavScoringRect which at worst should be 1 page away from ClipRect
+ ImRect unclipped_rect = window->ClipRect;
+ if (g.NavMoveRequest)
+ unclipped_rect.Add(g.NavScoringRect);
+ if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)
+ unclipped_rect.Add(ImRect(window->Pos + window->NavRectRel[0].Min, window->Pos + window->NavRectRel[0].Max));
+
+ const ImVec2 pos = window->DC.CursorPos;
+ int start = (int)((unclipped_rect.Min.y - pos.y) / items_height);
+ int end = (int)((unclipped_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
+ if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up)
+ start--;
+ if (g.NavMoveRequest && 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;
+}
+
+static void SetCursorPosYAndSetupDummyPrevLine(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 4th step to display the last item in a regular manner.
+ 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);
+ 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 (ImGuiColumns* columns = window->DC.CurrentColumns)
+ columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly // FIXME-TABLE
+ if (ImGuiTable* table = g.CurrentTable)
+ {
+ if (table->IsInsideRow)
+ ImGui::TableEndRow(table);
+ table->RowPosY2 = window->DC.CursorPos.y;
+ table->RowBgColorCounter += (int)((off_y / line_height) + 0.5f);
+ }
+}
+
+// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() 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 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 = count;
+ StepNo = 0;
+ DisplayEnd = DisplayStart = -1;
+ if (ItemsHeight > 0.0f)
+ {
+ ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display
+ if (DisplayStart > 0)
+ SetCursorPosYAndSetupDummyPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor
+ StepNo = 2;
+ }
+}
+
+void ImGuiListClipper::End()
+{
+ if (ItemsCount < 0)
+ return;
+ // In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user.
+ if (ItemsCount < INT_MAX)
+ SetCursorPosYAndSetupDummyPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor
+ ItemsCount = -1;
+ StepNo = 3;
+}
+
+bool ImGuiListClipper::Step()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ ImGuiTable* table = g.CurrentTable;
+ if (table && table->IsInsideRow)
+ ImGui::TableEndRow(table);
+
+ if (ItemsCount == 0 || GetSkipItemForListClipping())
+ {
+ ItemsCount = -1;
+ return false;
+ }
+ if (StepNo == 0) // Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height.
+ {
+ DisplayStart = 0;
+ DisplayEnd = 1;
+ StartPosY = window->DC.CursorPos.y;
+ StepNo = 1;
+ return true;
+ }
+ if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
+ {
+ if (ItemsCount == 1) { ItemsCount = -1; return false; }
+
+ float items_height;
+ if (table)
+ {
+ const float pos_y1 = table->RowPosY1; // Using this instead of StartPosY to handle clipper straddling the frozen row
+ const float pos_y2 = table->RowPosY2; // Using this instead of CursorPos.y to take account of tallest cell.
+ items_height = pos_y2 - pos_y1;
+ window->DC.CursorPos.y = pos_y2;
+ IM_ASSERT(items_height > 0.0f); // If this triggers, it means Item 0 hasn't moved the cursor vertically
+ }
+ else
+ {
+ items_height = window->DC.CursorPos.y - StartPosY;
+ IM_ASSERT(items_height > 0.0f); // If this triggers, it means Item 0 hasn't moved the cursor vertically
+ }
+ Begin(ItemsCount - 1, items_height);
+ DisplayStart++;
+ DisplayEnd++;
+ StepNo = 3;
+ return true;
+ }
+ if (StepNo == 2) // Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3.
+ {
+ IM_ASSERT(DisplayStart >= 0 && DisplayEnd >= 0);
+ StepNo = 3;
+ return true;
+ }
+ if (StepNo == 3) // Step 3: 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.
+ End();
+ 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.ColorModifiers.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.ColorModifiers.push_back(backup);
+ g.Style.Colors[idx] = col;
+}
+
+void ImGui::PopStyleColor(int count)
+{
+ ImGuiContext& g = *GImGui;
+ while (count > 0)
+ {
+ ImGuiColorMod& backup = g.ColorModifiers.back();
+ g.Style.Colors[backup.Col] = backup.BackupValue;
+ g.ColorModifiers.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, 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.StyleModifiers.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.StyleModifiers.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.StyleModifiers.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.StyleModifiers.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 = (ImWchar)'.';
+ 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, ImDrawCornerFlags_All, border_size);
+ window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, 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, ImDrawCornerFlags_All, border_size);
+ window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, 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, ImDrawCornerFlags_All, 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(&context->DrawListSharedData)
+{
+ Name = ImStrdup(name);
+ ID = ImHashStr(name);
+ IDStack.push_back(ID);
+ Flags = ImGuiWindowFlags_None;
+ Pos = ImVec2(0.0f, 0.0f);
+ Size = SizeFull = ImVec2(0.0f, 0.0f);
+ ContentSize = ContentSizeExplicit = ImVec2(0.0f, 0.0f);
+ WindowPadding = ImVec2(0.0f, 0.0f);
+ WindowRounding = 0.0f;
+ WindowBorderSize = 0.0f;
+ NameBufLen = (int)strlen(name) + 1;
+ MoveId = GetID("#MOVE");
+ ChildId = 0;
+ Scroll = ImVec2(0.0f, 0.0f);
+ ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
+ ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
+ ScrollbarSizes = ImVec2(0.0f, 0.0f);
+ ScrollbarX = ScrollbarY = false;
+ Active = WasActive = false;
+ WriteAccessed = false;
+ Collapsed = false;
+ WantCollapseToggle = false;
+ SkipItems = false;
+ Appearing = false;
+ Hidden = false;
+ IsFallbackWindow = false;
+ HasCloseButton = false;
+ ResizeBorderHeld = -1;
+ BeginCount = 0;
+ BeginOrderWithinParent = -1;
+ BeginOrderWithinContext = -1;
+ PopupId = 0;
+ AutoFitFramesX = AutoFitFramesY = -1;
+ AutoFitChildAxises = 0x00;
+ AutoFitOnlyGrows = false;
+ AutoPosLastDirection = ImGuiDir_None;
+ HiddenFramesCanSkipItems = HiddenFramesCannotSkipItems = 0;
+ SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
+ SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
+
+ InnerRect = ImRect(0.0f, 0.0f, 0.0f, 0.0f); // Clear so the InnerRect.GetSize() code in Begin() doesn't lead to overflow even if the result isn't used.
+
+ LastFrameActive = -1;
+ LastTimeActive = -1.0f;
+ ItemWidthDefault = 0.0f;
+ FontWindowScale = 1.0f;
+ SettingsOffset = -1;
+
+ DrawList = &DrawListInst;
+ DrawList->_OwnerName = Name;
+ ParentWindow = NULL;
+ RootWindow = NULL;
+ RootWindowForTitleBarHighlight = NULL;
+ RootWindowForNav = NULL;
+
+ NavLastIds[0] = NavLastIds[1] = 0;
+ NavRectRel[0] = NavRectRel[1] = ImRect();
+ NavLastChildNavWindow = NULL;
+
+ MemoryCompacted = false;
+ MemoryDrawListIdxCapacity = MemoryDrawListVtxCapacity = 0;
+}
+
+ImGuiWindow::~ImGuiWindow()
+{
+ IM_ASSERT(DrawList == &DrawListInst);
+ IM_DELETE(Name);
+ for (int i = 0; i != ColumnsStorage.Size; i++)
+ ColumnsStorage[i].~ImGuiColumns();
+}
+
+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);
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ ImGuiContext& g = *GImGui;
+ IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end);
+#endif
+ return id;
+}
+
+ImGuiID ImGuiWindow::GetID(const void* ptr)
+{
+ ImGuiID seed = IDStack.back();
+ ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
+ ImGui::KeepAliveID(id);
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ ImGuiContext& g = *GImGui;
+ IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr);
+#endif
+ return id;
+}
+
+ImGuiID ImGuiWindow::GetID(int n)
+{
+ ImGuiID seed = IDStack.back();
+ ImGuiID id = ImHashData(&n, sizeof(n), seed);
+ ImGui::KeepAliveID(id);
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ ImGuiContext& g = *GImGui;
+ IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n);
+#endif
+ 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);
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ ImGuiContext& g = *GImGui;
+ IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end);
+#endif
+ return id;
+}
+
+ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr)
+{
+ ImGuiID seed = IDStack.back();
+ ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ ImGuiContext& g = *GImGui;
+ IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr);
+#endif
+ return id;
+}
+
+ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n)
+{
+ ImGuiID seed = IDStack.back();
+ ImGuiID id = ImHashData(&n, sizeof(n), seed);
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ ImGuiContext& g = *GImGui;
+ IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n);
+#endif
+ 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();
+ const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) };
+ 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;
+ if (window)
+ g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
+}
+
+// Free up/compact internal window buffers, we can use this when a window becomes unused.
+// This is currently unused by the library, but you may call this yourself for easy GC.
+// 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.ItemFlagsStack.clear();
+ window->DC.ItemWidthStack.clear();
+ window->DC.TextWrapPosStack.clear();
+ window->DC.GroupStack.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;
+ if (id != 0)
+ {
+ g.LastActiveId = id;
+ g.LastActiveIdTimer = 0.0f;
+ }
+ }
+ g.ActiveId = id;
+ g.ActiveIdAllowOverlap = false;
+ g.ActiveIdWindow = window;
+ g.ActiveIdHasBeenEditedThisFrame = false;
+ if (id)
+ {
+ g.ActiveIdIsAlive = id;
+ g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
+ }
+
+ // Clear declaration of inputs claimed by the widget
+ // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
+ g.ActiveIdUsingNavDirMask = 0x00;
+ g.ActiveIdUsingNavInputMask = 0x00;
+ g.ActiveIdUsingKeyInputMask = 0x00;
+}
+
+void ImGui::ClearActiveID()
+{
+ SetActiveID(0, NULL);
+}
+
+void ImGui::SetHoveredID(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ g.HoveredId = id;
+ g.HoveredIdAllowOverlap = false;
+ if (id != 0 && g.HoveredIdPreviousFrame != id)
+ g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
+}
+
+ImGuiID ImGui::GetHoveredID()
+{
+ ImGuiContext& g = *GImGui;
+ return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
+}
+
+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.CurrentWindow->DC.LastItemStatusFlags |= 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)
+ return IsItemFocused();
+
+ // Test for bounding box overlap, as updated as ItemAdd()
+ if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
+ return false;
+ IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function
+
+ // Test if we are hovering the right window (our window could be behind another window)
+ // [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)
+ // return false;
+ if (g.HoveredRootWindow != window->RootWindow && !(flags & ImGuiHoveredFlags_AllowWhenOverlapped))
+ return false;
+
+ // Test if another item is active (e.g. being dragged)
+ if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
+ if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !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 ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
+ return false;
+
+ // Special handling for the dummy item 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 (window->DC.LastItemId == 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 || !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
+ return false;
+ if (window->DC.ItemFlags & ImGuiItemFlags_Disabled)
+ 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);
+
+ // [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, bool clip_even_when_logged)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (!bb.Overlaps(window->ClipRect))
+ if (id == 0 || (id != g.ActiveId && id != g.NavId))
+ if (clip_even_when_logged || !g.LogEnabled)
+ return true;
+ return false;
+}
+
+// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out.
+bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+
+ // Increment counters
+ const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
+ window->DC.FocusCounterRegular++;
+ if (is_tab_stop)
+ window->DC.FocusCounterTabStop++;
+
+ // Process TAB/Shift-TAB to tab *OUT* of the currently focused item.
+ // (Note that we can always TAB out of a widget that doesn't allow tabbing in)
+ if (g.ActiveId == id && g.FocusTabPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.FocusRequestNextWindow == NULL)
+ {
+ g.FocusRequestNextWindow = window;
+ g.FocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
+ }
+
+ // Handle focus requests
+ if (g.FocusRequestCurrWindow == window)
+ {
+ if (window->DC.FocusCounterRegular == g.FocusRequestCurrCounterRegular)
+ return true;
+ if (is_tab_stop && window->DC.FocusCounterTabStop == g.FocusRequestCurrCounterTabStop)
+ {
+ g.NavJustTabbedId = id;
+ return true;
+ }
+
+ // If another item is about to be focused, we clear our own active id
+ if (g.ActiveId == id)
+ ClearActiveID();
+ }
+
+ return false;
+}
+
+void ImGui::FocusableItemUnregister(ImGuiWindow* window)
+{
+ window->DC.FocusCounterRegular--;
+ window->DC.FocusCounterTabStop--;
+}
+
+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(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data)
+{
+ GImAllocatorAllocFunc = alloc_func;
+ GImAllocatorFreeFunc = free_func;
+ GImAllocatorUserData = user_data;
+}
+
+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);
+}
+
+ImGuiIO& ImGui::GetIO()
+{
+ IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
+ return GImGui->IO;
+}
+
+// Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame()
+ImDrawData* ImGui::GetDrawData()
+{
+ ImGuiContext& g = *GImGui;
+ return g.DrawData.Valid ? &g.DrawData : NULL;
+}
+
+double ImGui::GetTime()
+{
+ return GImGui->Time;
+}
+
+int ImGui::GetFrameCount()
+{
+ return GImGui->FrameCount;
+}
+
+ImDrawList* ImGui::GetBackgroundDrawList()
+{
+ return &GImGui->BackgroundDrawList;
+}
+
+ImDrawList* ImGui::GetForegroundDrawList()
+{
+ return &GImGui->ForegroundDrawList;
+}
+
+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.MousePos - window->RootWindow->Pos;
+
+ 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
+ {
+ ClearActiveID();
+ g.MovingWindow = NULL;
+ }
+ }
+ 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.HoveredRootWindow;
+ 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);
+ if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar))
+ if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
+ 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 = false;
+ if (modal == NULL)
+ hovered_window_above_modal = true;
+ for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--)
+ {
+ ImGuiWindow* window = g.Windows[i];
+ if (window == modal)
+ break;
+ if (window == g.HoveredWindow)
+ hovered_window_above_modal = true;
+ }
+ ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
+ }
+}
+
+static bool IsWindowActiveAndVisible(ImGuiWindow* window)
+{
+ return (window->Active) && (!window->Hidden);
+}
+
+static void ImGui::UpdateMouseInputs()
+{
+ ImGuiContext& g = *GImGui;
+
+ // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
+ if (IsMousePosValid(&g.IO.MousePos))
+ g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos);
+
+ // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
+ if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev))
+ g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;
+ else
+ g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
+ if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f)
+ g.NavDisableMouseHover = false;
+
+ g.IO.MousePosPrev = g.IO.MousePos;
+ for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
+ {
+ g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f;
+ g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f;
+ g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i];
+ g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f;
+ g.IO.MouseDoubleClicked[i] = false;
+ if (g.IO.MouseClicked[i])
+ {
+ if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime)
+ {
+ ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
+ if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)
+ g.IO.MouseDoubleClicked[i] = true;
+ g.IO.MouseClickedTime[i] = -g.IO.MouseDoubleClickTime * 2.0f; // Mark as "old enough" so the third click isn't turned into a double-click
+ }
+ else
+ {
+ g.IO.MouseClickedTime[i] = g.Time;
+ }
+ g.IO.MouseClickedPos[i] = g.IO.MousePos;
+ g.IO.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i];
+ g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
+ g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;
+ }
+ else if (g.IO.MouseDown[i])
+ {
+ // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
+ ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
+ g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
+ g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
+ g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
+ }
+ if (!g.IO.MouseDown[i] && !g.IO.MouseReleased[i])
+ g.IO.MouseDownWasDoubleClick[i] = false;
+ if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
+ 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;
+
+ 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->Flags & ImGuiWindowFlags_ChildWindow))
+ {
+ 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
+
+ // Vertical Mouse Wheel scrolling
+ const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f;
+ if (wheel_y != 0.0f && !g.IO.KeyCtrl)
+ {
+ 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
+ const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f;
+ if (wheel_x != 0.0f && !g.IO.KeyCtrl)
+ {
+ 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);
+ }
+ }
+}
+
+void ImGui::UpdateTabFocus()
+{
+ ImGuiContext& g = *GImGui;
+
+ // Pressing TAB activate widget focus
+ g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab));
+ if (g.ActiveId == 0 && g.FocusTabPressed)
+ {
+ // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also
+ // manipulate the Next fields even, even though they will be turned into Curr fields by the code below.
+ g.FocusRequestNextWindow = g.NavWindow;
+ g.FocusRequestNextCounterRegular = INT_MAX;
+ if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
+ g.FocusRequestNextCounterTabStop = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
+ else
+ g.FocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0;
+ }
+
+ // Turn queued focus request into current one
+ g.FocusRequestCurrWindow = NULL;
+ g.FocusRequestCurrCounterRegular = g.FocusRequestCurrCounterTabStop = INT_MAX;
+ if (g.FocusRequestNextWindow != NULL)
+ {
+ ImGuiWindow* window = g.FocusRequestNextWindow;
+ g.FocusRequestCurrWindow = window;
+ if (g.FocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1)
+ g.FocusRequestCurrCounterRegular = ImModPositive(g.FocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1);
+ if (g.FocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1)
+ g.FocusRequestCurrCounterTabStop = ImModPositive(g.FocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1);
+ g.FocusRequestNextWindow = NULL;
+ g.FocusRequestNextCounterRegular = g.FocusRequestNextCounterTabStop = INT_MAX;
+ }
+
+ g.NavIdTabCounter = INT_MAX;
+}
+
+// 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;
+
+ // 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.
+ FindHoveredWindow();
+
+ // Modal windows prevents cursor from hovering behind them.
+ ImGuiWindow* modal_window = GetTopMostPopupModal();
+ if (modal_window)
+ if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window))
+ g.HoveredRootWindow = g.HoveredWindow = NULL;
+
+ // Disabled mouse?
+ if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse)
+ g.HoveredWindow = g.HoveredRootWindow = NULL;
+
+ // 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.
+ int mouse_earliest_button_down = -1;
+ bool mouse_any_down = false;
+ for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
+ {
+ if (g.IO.MouseClicked[i])
+ g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (g.OpenPopupStack.Size > 0);
+ mouse_any_down |= g.IO.MouseDown[i];
+ if (g.IO.MouseDown[i])
+ if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down])
+ mouse_earliest_button_down = i;
+ }
+ const bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_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_to_imgui && !mouse_dragging_extern_payload)
+ g.HoveredWindow = g.HoveredRootWindow = NULL;
+
+ // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app)
+ if (g.WantCaptureMouseNextFrame != -1)
+ g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0);
+ else
+ g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (g.OpenPopupStack.Size > 0);
+
+ // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to Dear ImGui + app)
+ if (g.WantCaptureKeyboardNextFrame != -1)
+ g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
+ else
+ g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
+ if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
+ g.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
+ g.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;
+
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ ImGuiTestEngineHook_PreNewFrame(&g);
+#endif
+
+ // 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.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX;
+
+ // Setup current font and draw list shared data
+ g.IO.Fonts->Locked = true;
+ SetCurrentFont(GetDefaultFont());
+ IM_ASSERT(g.Font->IsLoaded());
+ g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
+ g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
+ g.DrawListSharedData.SetCircleSegmentMaxError(g.Style.CircleSegmentMaxError);
+ 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;
+
+ g.BackgroundDrawList._ResetForNewFrame();
+ g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID);
+ g.BackgroundDrawList.PushClipRectFullScreen();
+
+ g.ForegroundDrawList._ResetForNewFrame();
+ g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID);
+ g.ForegroundDrawList.PushClipRectFullScreen();
+
+ // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
+ g.DrawData.Clear();
+
+ // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
+ if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
+ KeepAliveID(g.DragDropPayload.SourceId);
+
+ // Update HoveredId data
+ if (!g.HoveredIdPreviousFrame)
+ g.HoveredIdTimer = 0.0f;
+ if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
+ g.HoveredIdNotActiveTimer = 0.0f;
+ if (g.HoveredId)
+ g.HoveredIdTimer += g.IO.DeltaTime;
+ if (g.HoveredId && g.ActiveId != g.HoveredId)
+ g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
+ g.HoveredIdPreviousFrame = g.HoveredId;
+ g.HoveredId = 0;
+ g.HoveredIdAllowOverlap = false;
+
+ // 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 = 0x00;
+ }
+
+ // Drag and drop
+ g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
+ g.DragDropAcceptIdCurr = 0;
+ g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
+ g.DragDropWithinSource = false;
+ g.DragDropWithinTarget = false;
+ g.DragDropHoldJustPressedId = 0;
+
+ // Update keyboard input state
+ // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools
+ g.IO.KeyMods = GetMergedKeyModFlags();
+ memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
+ for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
+ g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f;
+
+ // 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;
+ g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default
+
+ // Mouse wheel scrolling, scale
+ UpdateMouseWheel();
+
+ // Update legacy TAB focus
+ UpdateTabFocus();
+
+ // 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.IO.ConfigWindowsMemoryCompactTimer >= 0.0f) ? (float)g.Time - g.IO.ConfigWindowsMemoryCompactTimer : FLT_MAX;
+ 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);
+ }
+
+ // 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);
+ ClosePopupsOverWindow(g.NavWindow, false);
+
+ // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
+ UpdateDebugToolItemPicker();
+
+ // 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);
+
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ ImGuiTestEngineHook_PostNewFrame(&g);
+#endif
+}
+
+// [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)
+ {
+ const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
+ ImGui::SetMouseCursor(ImGuiMouseCursor_Hand);
+ if (ImGui::IsKeyPressedMap(ImGuiKey_Escape))
+ g.DebugItemPickerActive = false;
+ if (ImGui::IsMouseClicked(0) && hovered_id)
+ {
+ g.DebugItemPickerBreakId = hovered_id;
+ g.DebugItemPickerActive = false;
+ }
+ ImGui::SetNextWindowBgAlpha(0.60f);
+ ImGui::BeginTooltip();
+ ImGui::Text("HoveredId: 0x%08X", hovered_id);
+ ImGui::Text("Press ESC to abort picking.");
+ ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!");
+ ImGui::EndTooltip();
+ }
+}
+
+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);
+ }
+
+#ifdef IMGUI_HAS_TABLE
+ // Add .ini handle for ImGuiTable type
+ TableSettingsInstallHandler(context);
+#endif // #ifdef IMGUI_HAS_TABLE
+
+#ifdef IMGUI_HAS_DOCK
+#endif // #ifdef IMGUI_HAS_DOCK
+
+ 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(context);
+ SaveIniSettingsToDisk(g.IO.IniFilename);
+ SetCurrentContext(backup_context);
+ }
+
+ // Notify hooked test engine, if any
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ ImGuiTestEngineHook_Shutdown(context);
+#endif
+
+ // Clear everything else
+ for (int i = 0; i < g.Windows.Size; i++)
+ IM_DELETE(g.Windows[i]);
+ g.Windows.clear();
+ g.WindowsFocusOrder.clear();
+ g.WindowsTempSortBuffer.clear();
+ g.CurrentWindow = NULL;
+ g.CurrentWindowStack.clear();
+ g.WindowsById.Clear();
+ g.NavWindow = NULL;
+ g.HoveredWindow = g.HoveredRootWindow = NULL;
+ g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
+ g.MovingWindow = NULL;
+ g.ColorModifiers.clear();
+ g.StyleModifiers.clear();
+ g.FontStack.clear();
+ g.OpenPopupStack.clear();
+ g.BeginPopupStack.clear();
+ g.DrawDataBuilder.ClearFreeMemory();
+ g.BackgroundDrawList._ClearFreeMemory();
+ g.ForegroundDrawList._ClearFreeMemory();
+
+ g.TabBars.Clear();
+ g.CurrentTabBarStack.clear();
+ g.ShrinkWidthBuffer.clear();
+
+ g.Tables.Clear();
+ g.CurrentTableStack.clear();
+ 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<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
+{
+ out_sorted_windows->push_back(window);
+ if (window->Active)
+ {
+ int count = window->DC.ChildWindows.Size;
+ if (count > 1)
+ 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<ImDrawList*>* out_list, ImDrawList* draw_list)
+{
+ // Remove trailing command if unused.
+ // Technically we could return directly instead of popping, but this make things looks neat in Metrics window as well.
+ draw_list->_PopUnusedDrawCmd();
+ if (draw_list->CmdBuffer.Size == 0)
+ 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 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 back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
+ // Most example back-ends already support this from 1.71. Pre-1.71 back-ends 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 back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
+ // Most example back-ends 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(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ g.IO.MetricsRenderWindows++;
+ AddDrawListToDrawData(out_render_list, 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(out_render_list, child);
+ }
+}
+
+// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
+static void AddRootWindowToDrawData(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
+ AddWindowToDrawData(&g.DrawDataBuilder.Layers[layer], 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<ImDrawList*>& 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 SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* draw_data)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ 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 = ImVec2(0.0f, 0.0f);
+ draw_data->DisplaySize = io.DisplaySize;
+ draw_data->FramebufferScale = io.DisplayFramebufferScale;
+ for (int n = 0; n < draw_lists->Size; n++)
+ {
+ draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size;
+ draw_data->TotalIdxCount += draw_lists->Data[n]->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();
+}
+
+// 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()?");
+
+ ErrorCheckEndFrameSanityChecks();
+
+ // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
+ if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f))
+ {
+ g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y);
+ g.PlatformImeLastPos = g.PlatformImePos;
+ }
+
+ // 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);
+ memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));
+}
+
+void ImGui::Render()
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.Initialized);
+
+ if (g.FrameCountEnded != g.FrameCount)
+ EndFrame();
+ g.FrameCountRendered = g.FrameCount;
+ g.IO.MetricsRenderWindows = 0;
+ g.DrawDataBuilder.Clear();
+
+ // Add background ImDrawList
+ if (!g.BackgroundDrawList.VtxBuffer.empty())
+ AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList);
+
+ // 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];
+ 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]);
+ g.DrawDataBuilder.FlattenIntoSingleLayer();
+
+ // Draw software mouse cursor if requested
+ if (g.IO.MouseDrawCursor)
+ RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
+
+ // Add foreground ImDrawList
+ if (!g.ForegroundDrawList.VtxBuffer.empty())
+ AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList);
+
+ // Setup ImDrawData structure for end-user
+ SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData);
+ g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount;
+ g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount;
+
+ // (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves.
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
+ g.IO.RenderDrawListsFn(&g.DrawData);
+#endif
+}
+
+// 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
+ text_size.x = IM_FLOOR(text_size.x + 0.95f);
+
+ 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;
+ if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
+ hovered_window = g.MovingWindow;
+
+ ImVec2 padding_regular = g.Style.TouchExtraPadding;
+ ImVec2 padding_for_resize_from_edges = g.IO.ConfigWindowsResizeFromEdges ? ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)) : padding_regular;
+ for (int i = g.Windows.Size - 1; i >= 0; i--)
+ {
+ ImGuiWindow* window = g.Windows[i];
+ 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_from_edges);
+ if (!bb.Contains(g.IO.MousePos))
+ continue;
+
+ // Those seemingly unnecessary extra tests are because the code here is a little different in viewport/docking branches.
+ if (hovered_window == NULL)
+ hovered_window = window;
+ if (hovered_window)
+ break;
+ }
+
+ g.HoveredWindow = hovered_window;
+ g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
+
+}
+
+// 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;
+}
+
+int ImGui::GetKeyIndex(ImGuiKey imgui_key)
+{
+ IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT);
+ ImGuiContext& g = *GImGui;
+ return g.IO.KeyMap[imgui_key];
+}
+
+// Note that dear imgui doesn't know the semantic of each entry of io.KeysDown[]!
+// Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]!
+bool ImGui::IsKeyDown(int user_key_index)
+{
+ if (user_key_index < 0)
+ return false;
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
+ return g.IO.KeysDown[user_key_index];
+}
+
+// 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(int key_index, float repeat_delay, float repeat_rate)
+{
+ ImGuiContext& g = *GImGui;
+ if (key_index < 0)
+ return 0;
+ IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
+ const float t = g.IO.KeysDownDuration[key_index];
+ return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
+}
+
+bool ImGui::IsKeyPressed(int user_key_index, bool repeat)
+{
+ ImGuiContext& g = *GImGui;
+ if (user_key_index < 0)
+ return false;
+ IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
+ const float t = g.IO.KeysDownDuration[user_key_index];
+ if (t == 0.0f)
+ return true;
+ if (repeat && t > g.IO.KeyRepeatDelay)
+ return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
+ return false;
+}
+
+bool ImGui::IsKeyReleased(int user_key_index)
+{
+ ImGuiContext& g = *GImGui;
+ if (user_key_index < 0) return false;
+ IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
+ return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index];
+}
+
+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.MouseDoubleClicked[button];
+}
+
+// [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;
+}
+
+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(). Back-ends 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()
+{
+ return GImGui->MouseCursor;
+}
+
+void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
+{
+ GImGui->MouseCursor = cursor_type;
+}
+
+void ImGui::CaptureKeyboardFromApp(bool capture)
+{
+ GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0;
+}
+
+void ImGui::CaptureMouseFromApp(bool capture)
+{
+ GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0;
+}
+
+bool ImGui::IsItemActive()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.ActiveId)
+ {
+ ImGuiWindow* window = g.CurrentWindow;
+ return g.ActiveId == window->DC.LastItemId;
+ }
+ return false;
+}
+
+bool ImGui::IsItemActivated()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.ActiveId)
+ {
+ ImGuiWindow* window = g.CurrentWindow;
+ if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId)
+ return true;
+ }
+ return false;
+}
+
+bool ImGui::IsItemDeactivated()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDeactivated)
+ return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
+ return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId);
+}
+
+bool ImGui::IsItemDeactivatedAfterEdit()
+{
+ ImGuiContext& g = *GImGui;
+ return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
+}
+
+bool ImGui::IsItemFocused()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId)
+ return false;
+ return true;
+}
+
+bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
+{
+ return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
+}
+
+bool ImGui::IsItemToggledOpen()
+{
+ ImGuiContext& g = *GImGui;
+ return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
+}
+
+bool ImGui::IsItemToggledSelection()
+{
+ ImGuiContext& g = *GImGui;
+ return (g.CurrentWindow->DC.LastItemStatusFlags & 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()
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ return window->ClipRect.Overlaps(window->DC.LastItemRect);
+}
+
+bool ImGui::IsItemEdited()
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ return (window->DC.LastItemStatusFlags & 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.
+void ImGui::SetItemAllowOverlap()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.HoveredId == g.CurrentWindow->DC.LastItemId)
+ g.HoveredIdAllowOverlap = true;
+ if (g.ActiveId == g.CurrentWindow->DC.LastItemId)
+ g.ActiveIdAllowOverlap = true;
+}
+
+ImVec2 ImGui::GetItemRectMin()
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ return window->DC.LastItemRect.Min;
+}
+
+ImVec2 ImGui::GetItemRectMax()
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ return window->DC.LastItemRect.Max;
+}
+
+ImVec2 ImGui::GetItemRectSize()
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ return window->DC.LastItemRect.GetSize();
+}
+
+static ImRect GetViewportRect()
+{
+ ImGuiContext& g = *GImGui;
+ return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
+}
+
+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.
+ char title[256];
+ if (name)
+ ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s_%08X", parent_window->Name, name, id);
+ else
+ ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id);
+
+ const float backup_border_size = g.Style.ChildBorderSize;
+ if (!border)
+ g.Style.ChildBorderSize = 0.0f;
+ bool ret = Begin(title, 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.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll))
+ {
+ FocusWindow(child_window);
+ NavInitWindow(child_window, false);
+ SetActiveID(id + 1, child_window); // Steal ActiveId with a dummy 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.NavLayerActiveMask != 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
+ if (window->DC.NavLayerActiveMask == 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);
+ }
+ }
+ g.WithinEndChild = false;
+}
+
+// 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 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.
+ window->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);
+ }
+
+ g.WindowsFocusOrder.push_back(window);
+ if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
+ g.Windows.push_front(window); // Quite slow but rare and only once
+ else
+ g.Windows.push_back(window);
+ return window;
+}
+
+static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size)
+{
+ ImGuiContext& g = *GImGui;
+ 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;
+ new_size = ImMax(new_size, g.Style.WindowMinSize);
+ new_size.y = ImMax(new_size.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
+ }
+ return new_size;
+}
+
+static ImVec2 CalcWindowContentSize(ImGuiWindow* window)
+{
+ if (window->Collapsed)
+ if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
+ return window->ContentSize;
+ if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
+ return window->ContentSize;
+
+ ImVec2 sz;
+ sz.x = IM_FLOOR((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
+ sz.y = IM_FLOOR((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
+ return sz;
+}
+
+static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiStyle& style = g.Style;
+ ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight());
+ ImVec2 size_pad = window->WindowPadding * 2.0f;
+ ImVec2 size_desired = size_contents + size_pad + size_decorations;
+ if (window->Flags & ImGuiWindowFlags_Tooltip)
+ {
+ // Tooltip always resize
+ return size_desired;
+ }
+ else
+ {
+ // Maximum window size is determined by the viewport size or monitor size
+ const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;
+ const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
+ ImVec2 size_min = style.WindowMinSize;
+ if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
+ size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
+ ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, g.IO.DisplaySize - 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 - size_decorations.x < 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 - size_decorations.y < 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::CalcWindowExpectedSize(ImGuiWindow* window)
+{
+ ImVec2 size_contents = CalcWindowContentSize(window);
+ ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents);
+ ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
+ return size_final;
+}
+
+static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)
+{
+ if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
+ return ImGuiCol_PopupBg;
+ if (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;
+}
+
+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)
+};
+
+struct ImGuiResizeBorderDef
+{
+ ImVec2 InnerDir;
+ ImVec2 CornerPosN1, CornerPosN2;
+ float OuterAngle;
+};
+
+static const ImGuiResizeBorderDef resize_border_def[4] =
+{
+ { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Top
+ { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
+ { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }, // Bottom
+ { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f } // Left
+};
+
+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 == 0) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } // Top
+ if (border_n == 1) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } // Right
+ if (border_n == 2) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } // Bottom
+ if (border_n == 3) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } // Left
+ IM_ASSERT(0);
+ return ImRect();
+}
+
+// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
+// 4..7: borders (Top, Right, Bottom, Left)
+ImGuiID ImGui::GetWindowResizeID(ImGuiWindow* window, int n)
+{
+ IM_ASSERT(n >= 0 && n <= 7);
+ 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_RESIZE_FROM_EDGES_HALF_THICKNESS : 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;
+ window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);
+
+ // Manual resize grips
+ PushID("#RESIZE");
+ 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);
+
+ // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
+ ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.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);
+ bool hovered, held;
+ ButtonBehavior(resize_rect, window->GetID(resize_grip_n), &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.MouseDoubleClicked[0] && 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 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN); // Corner of the window corresponding to our corner grip
+ ImVec2 clamp_min = ImVec2(grip.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, grip.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX);
+ ImVec2 clamp_max = ImVec2(grip.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, grip.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX);
+ corner_target = ImClamp(corner_target, clamp_min, clamp_max);
+ CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target);
+ }
+ 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++)
+ {
+ bool hovered, held;
+ ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS);
+ ButtonBehavior(border_rect, window->GetID(border_n + 4), &hovered, &held, ImGuiButtonFlags_FlattenChildren);
+ //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 = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
+ if (held)
+ *border_held = border_n;
+ }
+ if (held)
+ {
+ ImVec2 border_target = window->Pos;
+ ImVec2 border_posn;
+ if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Top
+ if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right
+ if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom
+ if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left
+ ImVec2 clamp_min = ImVec2(border_n == 1 ? visibility_rect.Min.x : -FLT_MAX, border_n == 2 ? visibility_rect.Min.y : -FLT_MAX);
+ ImVec2 clamp_max = ImVec2(border_n == 3 ? visibility_rect.Max.x : +FLT_MAX, border_n == 0 ? visibility_rect.Max.y : +FLT_MAX);
+ border_target = ImClamp(border_target, clamp_min, clamp_max);
+ CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target);
+ }
+ }
+ PopID();
+
+ // Restore nav layer
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+ window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
+
+ // Navigation resize (keyboard/gamepad)
+ if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
+ {
+ ImVec2 nav_resize_delta;
+ if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift)
+ nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
+ if (g.NavInputSource == ImGuiInputSource_NavGamepad)
+ 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, ImDrawCornerFlags_All, 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.CornerPosN1) + 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.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
+ window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), false, 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
+ 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(GetWindowBgColorIdxFromFlags(flags));
+ 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) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
+ }
+
+ // 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, ImDrawCornerFlags_Top);
+ }
+
+ // 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, ImDrawCornerFlags_Top);
+ 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)
+ const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
+ window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
+ window->DC.NavLayerCurrentMask = (1 << 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;
+ window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
+ window->DC.ItemFlags = 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 char* UNSAVED_DOCUMENT_MARKER = "*";
+ const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 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 correct.
+ 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, layout_r.Max.x + g.Style.ItemInnerSpacing.x, layout_r.Max.y);
+ //if (g.IO.KeyCtrl) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
+ RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
+ if (flags & ImGuiWindowFlags_UnsavedDocument)
+ {
+ ImVec2 marker_pos = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f);
+ ImVec2 off = ImVec2(0.0f, IM_FLOOR(-g.FontSize * 0.25f));
+ RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r);
+ }
+}
+
+void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
+{
+ window->ParentWindow = parent_window;
+ window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
+ if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
+ window->RootWindow = parent_window->RootWindow;
+ 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;
+ }
+}
+
+// Push a new Dear ImGui window to add widgets to.
+// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
+// - Begin/End can be called multiple times during the frame with the same window name to append content.
+// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
+// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
+// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
+// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
+bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required
+ IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame()
+ IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
+
+ // Find or create
+ ImGuiWindow* window = FindWindowByName(name);
+ const bool window_just_created = (window == NULL);
+ if (window_just_created)
+ window = CreateNewWindow(name, flags);
+
+ // Automatically disable manual moving/resizing when NoInputs is set
+ if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
+ flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
+
+ if (flags & ImGuiWindowFlags_NavFlattened)
+ IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
+
+ const int current_frame = g.FrameCount;
+ const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
+ window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
+
+ // Update the Appearing flag
+ bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
+ const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
+ 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 || window_just_appearing_after_hidden_for_resize);
+ 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();
+ 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.CurrentWindowStack.push_back(window);
+ g.CurrentWindow = NULL;
+ ErrorCheckBeginEndCompareStacksSize(window, true);
+ 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;
+ }
+
+ if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow))
+ window->NavLastIds[0] = 0;
+
+ // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
+ if (first_begin_of_the_frame)
+ UpdateWindowParentAndRootLinks(window, flags, parent_window);
+
+ // 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)
+ 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();
+
+ // 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)
+ window->ContentSize = CalcWindowContentSize(window);
+ if (window->HiddenFramesCanSkipItems > 0)
+ window->HiddenFramesCanSkipItems--;
+ if (window->HiddenFramesCannotSkipItems > 0)
+ window->HiddenFramesCannotSkipItems--;
+
+ // 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 = 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);
+
+ // 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.MouseDoubleClicked[0])
+ window->WantCollapseToggle = true;
+ if (window->WantCollapseToggle)
+ {
+ window->Collapsed = !window->Collapsed;
+ MarkIniSettingsDirty(window);
+ FocusWindow(window);
+ }
+ }
+ else
+ {
+ window->Collapsed = false;
+ }
+ window->WantCollapseToggle = false;
+
+ // SIZE
+
+ // Calculate auto-fit size, handle automatic resize
+ const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSize);
+ 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->SizeFull * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
+ else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
+ window->Pos = FindBestWindowPosForPopup(window);
+ else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
+ window->Pos = FindBestWindowPosForPopup(window);
+ else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
+ window->Pos = FindBestWindowPosForPopup(window);
+
+ // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
+ // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
+ ImRect viewport_rect(GetViewportRect());
+ ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
+ ImRect visibility_rect(viewport_rect.Min + visibility_padding, viewport_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;
+ }
+
+ // 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 * 1.35f, 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
+ // - ScrollToBringRectIntoView()
+ // - 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, true);
+ 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);
+
+ // Draw modal window background (darkens what is behind them, all viewports)
+ const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0;
+ const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow);
+ if (dim_bg_for_modal || dim_bg_for_window_list)
+ {
+ const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
+ window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col);
+ }
+
+ // Draw navigation selection/windowing rectangle background
+ if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim)
+ {
+ ImRect bb = window->Rect();
+ bb.Expand(g.FontSize);
+ if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway
+ window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding);
+ }
+
+ // Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call.
+ // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
+ // We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping child.
+ // We also disabled this when we have dimming overlay behind this specific one child.
+ // FIXME: More 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.
+ {
+ bool render_decorations_in_parent = false;
+ if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
+ if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0)
+ 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;
+ }
+
+ // Draw navigation selection/windowing rectangle border
+ if (g.NavWindowingTargetAnim == window)
+ {
+ float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding);
+ ImRect bb = window->Rect();
+ bb.Expand(g.FontSize);
+ if (bb.Contains(viewport_rect)) // If a window fits the entire viewport, adjust its highlight inward
+ {
+ bb.Expand(-g.FontSize - 1.0f);
+ rounding = window->WindowRounding;
+ }
+ window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f);
+ }
+
+ // 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;
+
+ // [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;
+ window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, decoration_up_height + window->WindowPadding.y - window->Scroll.y);
+ window->DC.CursorPos = window->DC.CursorStartPos;
+ window->DC.CursorPosPrevLine = window->DC.CursorPos;
+ window->DC.CursorMaxPos = 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.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
+ window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
+ window->DC.NavLayerActiveMaskNext = 0x00;
+ window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : 0; // -V595
+ window->DC.NavHideHighlightOneFrame = false;
+ window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
+
+ window->DC.MenuBarAppending = false;
+ window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
+ window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
+ window->DC.MenuColumns.Update(3, 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.FocusCounterRegular = window->DC.FocusCounterTabStop = -1;
+
+ window->DC.ItemWidth = window->ItemWidthDefault;
+ window->DC.TextWrapPos = -1.0f; // disabled
+ window->DC.ItemFlagsStack.resize(0);
+ window->DC.ItemWidthStack.resize(0);
+ window->DC.TextWrapPosStack.resize(0);
+ window->DC.GroupStack.resize(0);
+ window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_;
+ if (parent_window)
+ window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags);
+
+ 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);
+ }
+
+ // Title bar
+ if (!(flags & ImGuiWindowFlags_NoTitleBar))
+ RenderWindowTitleBarContents(window, title_bar_rect, name, p_open);
+
+ // 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.ActiveId == move_id)
+ 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.
+ window->DC.LastItemId = window->MoveId;
+ window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0;
+ window->DC.LastItemRect = title_bar_rect;
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
+ IMGUI_TEST_ENGINE_ITEM_ADD(window->DC.LastItemRect, window->DC.LastItemId);
+#endif
+ }
+ else
+ {
+ // Append
+ SetCurrentWindow(window);
+ }
+
+ PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
+
+ // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
+ if (first_begin_of_the_frame)
+ window->WriteAccessed = false;
+
+ window->BeginCount++;
+ g.NextWindowData.ClearFlags();
+
+ 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)
+ 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
+ window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
+
+ // Update the SkipItems flag, used to early out of all items functions (no layout required)
+ bool skip_items = false;
+ if (window->Collapsed || !window->Active || window->Hidden)
+ if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
+ skip_items = true;
+ window->SkipItems = skip_items;
+
+ return !skip_items;
+}
+
+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.CurrentWindowStack.pop_back();
+ if (window->Flags & ImGuiWindowFlags_Popup)
+ g.BeginPopupStack.pop_back();
+ ErrorCheckBeginEndCompareStacksSize(window, false);
+ SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back());
+}
+
+void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.WindowsFocusOrder.back() == window)
+ return;
+ for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window
+ if (g.WindowsFocusOrder[i] == window)
+ {
+ memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*));
+ g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window;
+ break;
+ }
+}
+
+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)
+ 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;
+ }
+}
+
+// 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.NavInitRequest = false;
+ g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
+ g.NavFocusScopeId = 0;
+ g.NavIdIsAlive = false;
+ g.NavLayer = ImGuiNavLayer_Main;
+ //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 focus on active widgets
+ if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
+ 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)
+ {
+ int under_this_window_idx = FindWindowFocusIndex(under_this_window);
+ if (under_this_window_idx != -1)
+ start_idx = under_this_window_idx - 1;
+ }
+ 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];
+ if (window != ignore_window && window->WasActive && !(window->Flags & ImGuiWindowFlags_ChildWindow))
+ if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
+ {
+ ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
+ FocusWindow(focus_window);
+ return;
+ }
+ }
+ FocusWindow(NULL);
+}
+
+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)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (enabled)
+ window->DC.ItemFlags |= option;
+ else
+ window->DC.ItemFlags &= ~option;
+ window->DC.ItemFlagsStack.push_back(window->DC.ItemFlags);
+}
+
+void ImGui::PopItemFlag()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.ItemFlagsStack.pop_back();
+ window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back();
+}
+
+// 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.TextWrapPos = wrap_pos_x;
+ window->DC.TextWrapPosStack.push_back(wrap_pos_x);
+}
+
+void ImGui::PopTextWrapPos()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.TextWrapPosStack.pop_back();
+ window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back();
+}
+
+bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
+{
+ if (window->RootWindow == potential_parent)
+ return true;
+ while (window != NULL)
+ {
+ if (window == potential_parent)
+ return true;
+ window = window->ParentWindow;
+ }
+ return false;
+}
+
+bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
+{
+ IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function
+ ImGuiContext& g = *GImGui;
+
+ if (flags & ImGuiHoveredFlags_AnyWindow)
+ {
+ if (g.HoveredWindow == NULL)
+ return false;
+ }
+ else
+ {
+ switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows))
+ {
+ case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows:
+ if (g.HoveredRootWindow != g.CurrentWindow->RootWindow)
+ return false;
+ break;
+ case ImGuiHoveredFlags_RootWindow:
+ if (g.HoveredWindow != g.CurrentWindow->RootWindow)
+ return false;
+ break;
+ case ImGuiHoveredFlags_ChildWindows:
+ if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow))
+ return false;
+ break;
+ default:
+ if (g.HoveredWindow != g.CurrentWindow)
+ return false;
+ break;
+ }
+ }
+
+ if (!IsWindowContentHoverable(g.HoveredWindow, flags))
+ return false;
+ if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
+ if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId)
+ return false;
+ return true;
+}
+
+bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+
+ if (flags & ImGuiFocusedFlags_AnyWindow)
+ return g.NavWindow != NULL;
+
+ IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End()
+ switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows))
+ {
+ case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows:
+ return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow;
+ case ImGuiFocusedFlags_RootWindow:
+ return g.NavWindow == g.CurrentWindow->RootWindow;
+ case ImGuiFocusedFlags_ChildWindows:
+ return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow);
+ default:
+ return g.NavWindow == g.CurrentWindow;
+ }
+}
+
+// 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->Active && 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.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::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 = 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;
+}
+
+// Note: this is storing in same stack as IDStack, so Push/Pop mismatch will be reported there.
+void ImGui::PushFocusScope(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ window->IDStack.push_back(window->DC.NavFocusScopeIdCurrent);
+ window->DC.NavFocusScopeIdCurrent = id;
+}
+
+void ImGui::PopFocusScope()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ window->DC.NavFocusScopeIdCurrent = window->IDStack.back();
+ window->IDStack.pop_back();
+}
+
+void ImGui::SetKeyboardFocusHere(int offset)
+{
+ IM_ASSERT(offset >= -1); // -1 is allowed but not below
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ g.FocusRequestNextWindow = window;
+ g.FocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset;
+ g.FocusRequestNextCounterTabStop = INT_MAX;
+}
+
+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 == g.NavWindow->DC.NavLayerCurrent)
+ {
+ g.NavInitRequest = false;
+ g.NavInitResultId = g.NavWindow->DC.LastItemId;
+ g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos);
+ NavUpdateAnyRequestFlag();
+ if (!IsItemVisible())
+ SetScrollHereY();
+ }
+}
+
+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;
+ window->IDStack.push_back(id);
+}
+
+void ImGui::PopID()
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ 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] 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 you 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) SomeCode(EXPR); SomeMoreCode(); // Wrong!
+ // #define IM_ASSERT(EXPR) do { 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->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
+ IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
+ IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
+ IM_ASSERT(g.Style.CircleSegmentMaxError > 0.0f && "Invalid style setting!");
+ IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (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);
+ for (int n = 0; 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..512, or -1 for unmapped key)");
+
+ // Perform simple 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 recently added in 1.60 WIP)
+ if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
+ IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
+
+ // Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end 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 back-ends update inputs _AFTER_ NewFrame().
+ const ImGuiKeyModFlags expected_key_mod_flags = GetMergedKeyModFlags();
+ IM_ASSERT(g.IO.KeyMods == expected_key_mod_flags && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
+ IM_UNUSED(expected_key_mod_flags);
+
+ // 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?");
+ }
+ }
+}
+
+// Save and compare stack sizes on Begin()/End() to detect usage errors
+// Begin() calls this with write=true
+// End() calls this with write=false
+static void ImGui::ErrorCheckBeginEndCompareStacksSize(ImGuiWindow* window, bool write)
+{
+ ImGuiContext& g = *GImGui;
+ short* p = &window->DC.StackSizesBackup[0];
+
+ // Window stacks
+ // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
+ { int n = window->IDStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "PushID/PopID or TreeNode/TreePop Mismatch!"); p++; } // Too few or too many PopID()/TreePop()
+ { int n = window->DC.GroupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginGroup/EndGroup Mismatch!"); p++; } // Too few or too many EndGroup()
+
+ // 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.
+ { int n = g.BeginPopupStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p == n && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch!"); p++; }// Too few or too many EndMenu()/EndPopup()
+ { int n = g.ColorModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleColor/PopStyleColor Mismatch!"); p++; } // Too few or too many PopStyleColor()
+ { int n = g.StyleModifiers.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushStyleVar/PopStyleVar Mismatch!"); p++; } // Too few or too many PopStyleVar()
+ { int n = g.FontStack.Size; if (write) *p = (short)n; else IM_ASSERT(*p >= n && "PushFont/PopFont Mismatch!"); p++; } // Too few or too many PopFont()
+ IM_ASSERT(p == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
+}
+
+
+//-----------------------------------------------------------------------------
+// [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()
+// - GetWindowContentRegionWidth()
+// - 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)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ if (id != 0)
+ {
+ // Navigation processing 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.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask;
+ if (g.NavId == id || g.NavAnyRequest)
+ if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
+ if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
+ NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id);
+
+ // [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
+ }
+
+ window->DC.LastItemId = id;
+ window->DC.LastItemRect = bb;
+ window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None;
+ 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, false);
+ 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))
+ window->DC.LastItemStatusFlags |= 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;
+}
+
+void ImGui::PushItemWidth(float item_width)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
+ window->DC.ItemWidthStack.push_back(window->DC.ItemWidth);
+ 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(w_item_last);
+ for (int i = 0; i < components - 1; i++)
+ window->DC.ItemWidthStack.push_back(w_item_one);
+ window->DC.ItemWidth = window->DC.ItemWidthStack.back();
+ g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
+}
+
+void ImGui::PopItemWidth()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.ItemWidthStack.pop_back();
+ window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.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;
+}
+
+float ImGui::GetWindowContentRegionWidth()
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->ContentRegionRect.GetWidth();
+}
+
+// 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.)
+void ImGui::BeginGroup()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+
+ window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1);
+ ImGuiGroupData& group_data = window->DC.GroupStack.back();
+ 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.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 Log carriage return
+}
+
+void ImGui::EndGroup()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls
+
+ ImGuiGroupData& group_data = window->DC.GroupStack.back();
+
+ 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 Log carriage return
+
+ if (!group_data.EmitItem)
+ {
+ window->DC.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);
+
+ // 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 tests not symmetrical 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 && g.ActiveIdPreviousFrameIsAlive;
+ if (group_contains_curr_active_id)
+ window->DC.LastItemId = g.ActiveId;
+ else if (group_contains_prev_active_id)
+ window->DC.LastItemId = g.ActiveIdPreviousFrame;
+ window->DC.LastItemRect = group_bb;
+
+ // Forward Edited flag
+ if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
+ window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited;
+
+ // Forward Deactivated flag
+ window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
+ if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
+ window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated;
+
+ window->DC.GroupStack.pop_back();
+ //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug]
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] SCROLLING
+//-----------------------------------------------------------------------------
+
+static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges)
+{
+ ImGuiContext& g = *GImGui;
+ ImVec2 scroll = window->Scroll;
+ if (window->ScrollTarget.x < FLT_MAX)
+ {
+ float cr_x = window->ScrollTargetCenterRatio.x;
+ float target_x = window->ScrollTarget.x;
+ if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x)
+ target_x = 0.0f;
+ else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + g.Style.ItemSpacing.x)
+ target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f;
+ scroll.x = target_x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x);
+ }
+ if (window->ScrollTarget.y < FLT_MAX)
+ {
+ // 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding.
+ float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
+ float cr_y = window->ScrollTargetCenterRatio.y;
+ float target_y = window->ScrollTarget.y;
+ if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y)
+ target_y = 0.0f;
+ if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y)
+ target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f;
+ scroll.y = target_y - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_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;
+}
+
+// Scroll to keep newly navigated item fully into view
+ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect)
+{
+ 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]
+
+ ImVec2 delta_scroll;
+ if (!window_rect.Contains(item_rect))
+ {
+ if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
+ SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f);
+ else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
+ SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);
+ if (item_rect.Min.y < window_rect.Min.y)
+ SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f);
+ else if (item_rect.Max.y >= window_rect.Max.y)
+ SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f);
+
+ ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window, false);
+ delta_scroll = next_scroll - window->Scroll;
+ }
+
+ // Also scroll parent window to keep us into view if necessary
+ if (window->Flags & ImGuiWindowFlags_ChildWindow)
+ delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll));
+
+ 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(float scroll_x)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->ScrollTarget.x = scroll_x;
+ window->ScrollTargetCenterRatio.x = 0.0f;
+}
+
+void ImGui::SetScrollY(float scroll_y)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->ScrollTarget.y = scroll_y;
+ window->ScrollTargetCenterRatio.y = 0.0f;
+}
+
+void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x)
+{
+ window->ScrollTarget.x = new_scroll_x;
+ window->ScrollTargetCenterRatio.x = 0.0f;
+}
+
+void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y)
+{
+ window->ScrollTarget.y = new_scroll_y;
+ window->ScrollTargetCenterRatio.y = 0.0f;
+}
+
+
+void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
+{
+ // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
+ IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
+ window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x);
+ window->ScrollTargetCenterRatio.x = center_x_ratio;
+}
+
+void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
+{
+ // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
+ IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
+ const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
+ local_y -= decoration_up_height;
+ window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y);
+ window->ScrollTargetCenterRatio.y = center_y_ratio;
+}
+
+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 target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space
+ float last_item_width = window->DC.LastItemRect.GetWidth();
+ target_x += (last_item_width * center_x_ratio) + (g.Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item.
+ SetScrollFromPosX(target_x, center_x_ratio);
+}
+
+// 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 target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space
+ target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (g.Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
+ SetScrollFromPosY(target_y, center_y_ratio);
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] TOOLTIPS
+//-----------------------------------------------------------------------------
+
+void ImGui::BeginTooltip()
+{
+ BeginTooltipEx(ImGuiWindowFlags_None, ImGuiTooltipFlags_None);
+}
+
+void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_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;
+ 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_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(0, ImGuiTooltipFlags_OverridePreviousTooltip);
+ 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;
+}
+
+void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+ ImGuiContext& g = *GImGui;
+ OpenPopupEx(g.CurrentWindow->GetID(str_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("OpenPopupEx(0x%08X)\n", g.FrameCount, 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);
+ }
+}
+
+void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.OpenPopupStack.Size == 0)
+ return;
+
+ // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
+ // 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 when popups are not direct descendant of the reference window (the reference window is often the NavWindow)
+ bool popup_or_descendent_is_ref_window = false;
+ for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_is_ref_window; m++)
+ if (ImGuiWindow* popup_window = g.OpenPopupStack[m].Window)
+ if (popup_window->RootWindow == ref_window->RootWindow)
+ popup_or_descendent_is_ref_window = true;
+ if (!popup_or_descendent_is_ref_window)
+ 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("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::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
+{
+ ImGuiContext& g = *GImGui;
+ 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 == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal))
+ close_parent = true;
+ if (!close_parent)
+ break;
+ popup_idx--;
+ }
+ //IMGUI_DEBUG_LOG("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.BeginPopupStack.Size); // 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;
+ return BeginPopupEx(g.CurrentWindow->GetID(str_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)
+ SetNextWindowPos(g.IO.DisplaySize * 0.5f, 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.
+ 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;
+}
+
+bool ImGui::OpenPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
+ if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+ {
+ ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // 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);
+ return true;
+ }
+ return false;
+}
+
+// This is a helper to handle the simplest case of associating one named popup to one given widget.
+// - You can pass a NULL str_id to use the identifier of the last item.
+// - You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
+// - This is essentially the same as calling OpenPopupContextItem() + BeginPopup() but written to avoid
+// computing the ID twice because BeginPopupContextXXX functions are called very frequently.
+bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ if (window->SkipItems)
+ return false;
+ ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // 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)
+{
+ ImGuiWindow* window = GImGui->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)
+{
+ ImGuiWindow* window = GImGui->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.
+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;
+ }
+ }
+
+ // Default popup policy
+ 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;
+ 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);
+ 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 (avail_w < size.x || avail_h < size.y)
+ 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;
+ *last_dir = dir;
+ return pos;
+ }
+
+ // Fallback, try to keep within display
+ *last_dir = ImGuiDir_None;
+ 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;
+}
+
+ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window)
+{
+ IM_UNUSED(window);
+ ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding;
+ ImRect r_screen = GetViewportRect();
+ 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 = GetWindowAllowedExtentRect(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];
+ 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);
+ }
+ if (window->Flags & ImGuiWindowFlags_Popup)
+ {
+ ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1);
+ return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
+ }
+ 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.
+ ImVec2 pos = FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
+ if (window->AutoPosLastDirection == ImGuiDir_None)
+ pos = ref_pos + ImVec2(2, 2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
+ return pos;
+ }
+ IM_ASSERT(0);
+ return window->Pos;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
+//-----------------------------------------------------------------------------
+
+// FIXME-NAV: The existence of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing,
+// and needs some explanation or serious refactoring.
+void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.NavWindow);
+ IM_ASSERT(nav_layer == 0 || nav_layer == 1);
+ g.NavId = id;
+ g.NavFocusScopeId = focus_scope_id;
+ g.NavWindow->NavLastIds[nav_layer] = id;
+}
+
+void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
+{
+ ImGuiContext& g = *GImGui;
+ SetNavID(id, nav_layer, focus_scope_id);
+ g.NavWindow->NavRectRel[nav_layer] = rect_rel;
+ g.NavMousePosDirty = true;
+ g.NavDisableHighlight = false;
+ g.NavDisableMouseHover = true;
+}
+
+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 (window->DC.LastItemId == id)
+ window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos);
+
+ 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
+ {
+ 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(ImGuiNavMoveResult* result, ImRect cand)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (g.NavLayer != window->DC.NavLayerCurrent)
+ return false;
+
+ 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.NavScoringCount++;
+
+ // 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 = (window->DC.LastItemId < 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(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf);
+ }
+ else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.
+ {
+ if (IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; }
+ 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(g.IO.FontDefault, 13.0f, 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;
+ if (quadrant == g.NavMoveDir)
+ {
+ // 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 (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == 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 ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f))
+ {
+ result->DistAxial = dist_axial;
+ new_best = true;
+ }
+
+ return new_best;
+}
+
+// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
+static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ //if (!g.IO.NavActive) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag.
+ // return;
+
+ const ImGuiItemFlags item_flags = window->DC.ItemFlags;
+ const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
+
+ // 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
+ if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0)
+ {
+ g.NavInitResultId = id;
+ g.NavInitResultRectRel = nav_bb_rel;
+ }
+ if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus))
+ {
+ g.NavInitRequest = false; // Found a match, clear request
+ NavUpdateAnyRequestFlag();
+ }
+ }
+
+ // Process Move Request (scoring for navigation)
+ // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy)
+ if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav)))
+ {
+ ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
+#if IMGUI_DEBUG_NAV_SCORING
+ // [DEBUG] Score all items in NavWindow at all times
+ if (!g.NavMoveRequest)
+ g.NavMoveDir = g.NavMoveDirLast;
+ bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest;
+#else
+ bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb);
+#endif
+ if (new_best)
+ {
+ result->Window = window;
+ result->ID = id;
+ result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
+ result->RectRel = nav_bb_rel;
+ }
+
+ // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
+ const float VISIBLE_RATIO = 0.70f;
+ if ((g.NavMoveRequestFlags & 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.NavMoveResultLocalVisibleSet, nav_bb))
+ {
+ result = &g.NavMoveResultLocalVisibleSet;
+ result->Window = window;
+ result->ID = id;
+ result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
+ result->RectRel = nav_bb_rel;
+ }
+ }
+
+ // 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;
+ g.NavIdTabCounter = window->DC.FocusCounterTabStop;
+ window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position)
+ }
+}
+
+bool ImGui::NavMoveRequestButNoResultYet()
+{
+ ImGuiContext& g = *GImGui;
+ return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
+}
+
+void ImGui::NavMoveRequestCancel()
+{
+ ImGuiContext& g = *GImGui;
+ g.NavMoveRequest = false;
+ NavUpdateAnyRequestFlag();
+}
+
+void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None);
+ NavMoveRequestCancel();
+ g.NavMoveDir = move_dir;
+ g.NavMoveClipDir = clip_dir;
+ g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
+ g.NavMoveRequestFlags = move_flags;
+ g.NavWindow->NavRectRel[g.NavLayer] = bb_rel;
+}
+
+void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags)
+{
+ ImGuiContext& g = *GImGui;
+
+ // 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.
+ g.NavWrapRequestWindow = window;
+ g.NavWrapRequestFlags = move_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_window = nav_window;
+ while (parent_window && (parent_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
+ parent_window = parent_window->ParentWindow;
+ if (parent_window && parent_window != nav_window)
+ parent_window->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)
+{
+ return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window;
+}
+
+static void NavRestoreLayer(ImGuiNavLayer layer)
+{
+ ImGuiContext& g = *GImGui;
+ g.NavLayer = layer;
+ if (layer == 0)
+ g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow);
+ ImGuiWindow* window = g.NavWindow;
+ if (layer == 0 && window->NavLastIds[0] != 0)
+ ImGui::SetNavIDWithRectRel(window->NavLastIds[0], layer, 0, window->NavRectRel[0]);
+ else
+ ImGui::NavInitWindow(window, true);
+}
+
+static inline void ImGui::NavUpdateAnyRequestFlag()
+{
+ ImGuiContext& g = *GImGui;
+ g.NavAnyRequest = g.NavMoveRequest || 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);
+ bool init_for_nav = false;
+ if (!(window->Flags & ImGuiWindowFlags_NoNavInputs))
+ if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
+ init_for_nav = true;
+ //IMGUI_DEBUG_LOG("[Nav] 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);
+ 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;
+ if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow)
+ {
+ // Mouse (we need a fallback in case the mouse becomes invalid after being used)
+ if (IsMousePosValid(&g.IO.MousePos))
+ return g.IO.MousePos;
+ return g.LastValidMousePos;
+ }
+ else
+ {
+ // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item.
+ const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer];
+ ImVec2 pos = g.NavWindow->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()));
+ ImRect visible_rect = GetViewportRect();
+ return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta.
+ }
+}
+
+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_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;
+ g.IO.WantSetMousePos = false;
+ g.NavWrapRequestWindow = NULL;
+ g.NavWrapRequestFlags = ImGuiNavMoveFlags_None;
+#if 0
+ if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
+#endif
+
+ // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)
+ // (do it before we map Keyboard input!)
+ bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
+ bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
+ if (nav_gamepad_active)
+ if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
+ g.NavInputSource = ImGuiInputSource_NavGamepad;
+
+ // Update Keyboard->Nav inputs mapping
+ if (nav_keyboard_active)
+ {
+ #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } 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 (g.IO.KeyCtrl)
+ g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
+ if (g.IO.KeyShift)
+ g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
+ if (g.IO.KeyAlt && !g.IO.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu.
+ g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
+ #undef NAV_MAP_KEY
+ }
+ memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration));
+ for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++)
+ g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f;
+
+ // Process navigation init request (select first/default focus)
+ // 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)
+ if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove) && g.NavWindow)
+ {
+ // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
+ //IMGUI_DEBUG_LOG("[Nav] Apply NavInitRequest result: 0x%08X Layer %d in \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
+ if (g.NavInitRequestFromMove)
+ SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
+ else
+ SetNavID(g.NavInitResultId, g.NavLayer, 0);
+ g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
+ }
+ g.NavInitRequest = false;
+ g.NavInitRequestFromMove = false;
+ g.NavInitResultId = 0;
+ g.NavJustMovedToId = 0;
+
+ // Process navigation move request
+ if (g.NavMoveRequest)
+ NavUpdateMoveResult();
+
+ // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame
+ if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive)
+ {
+ IM_ASSERT(g.NavMoveRequest);
+ if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
+ g.NavDisableHighlight = false;
+ g.NavMoveRequestForward = ImGuiNavForward_None;
+ }
+
+ // Apply application mouse position movement, after we had a chance to process move request result.
+ if (g.NavMousePosDirty && g.NavIdIsAlive)
+ {
+ // Set mouse position given our knowledge of the navigated item position from last frame
+ if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
+ {
+ if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
+ {
+ g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos();
+ g.IO.WantSetMousePos = true;
+ }
+ }
+ g.NavMousePosDirty = false;
+ }
+ g.NavIdIsAlive = false;
+ g.NavJustTabbedId = 0;
+ IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1);
+
+ // Store our return window (for returning from Layer 1 to Layer 0) 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
+ g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
+ g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
+
+ // Process NavCancel input (to close a popup, get back to parent, clear focus)
+ if (IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))
+ {
+ if (g.ActiveId != 0)
+ {
+ if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel))
+ ClearActiveID();
+ }
+ else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(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);
+ FocusWindow(parent_window);
+ SetNavID(child_window->ChildId, 0, 0);
+ // Reassigning with same value, we're being explicit here.
+ g.NavIdIsAlive = false; // -V1048
+ if (g.NavDisableMouseHover)
+ g.NavMousePosDirty = true;
+ }
+ 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 if (g.NavLayer != ImGuiNavLayer_Main)
+ {
+ // Leave the "menu" layer
+ NavRestoreLayer(ImGuiNavLayer_Main);
+ }
+ 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;
+ }
+ }
+
+ // Process manual activation request
+ g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0;
+ if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
+ {
+ bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
+ bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);
+ if (g.ActiveId == 0 && activate_pressed)
+ g.NavActivateId = g.NavId;
+ 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.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed))
+ g.NavInputId = g.NavId;
+ }
+ if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
+ g.NavDisableHighlight = true;
+ if (g.NavActivateId != 0)
+ IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
+ g.NavMoveRequest = false;
+
+ // Process programmatic activation request
+ if (g.NavNextActivateId != 0)
+ g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
+ g.NavNextActivateId = 0;
+
+ // Initiate directional inputs request
+ if (g.NavMoveRequestForward == ImGuiNavForward_None)
+ {
+ g.NavMoveDir = ImGuiDir_None;
+ g.NavMoveRequestFlags = ImGuiNavMoveFlags_None;
+ if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->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;
+ }
+ else
+ {
+ // 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 g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function)
+ IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
+ IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued);
+ g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
+ }
+
+ // Update PageUp/PageDown/Home/End scroll
+ // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
+ float nav_scoring_rect_offset_y = 0.0f;
+ if (nav_keyboard_active)
+ nav_scoring_rect_offset_y = NavUpdatePageUpPageDown();
+
+ // If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as a fallback if the direction fails to find a match
+ if (g.NavMoveDir != ImGuiDir_None)
+ {
+ g.NavMoveRequest = true;
+ g.NavMoveRequestKeyMods = g.IO.KeyMods;
+ g.NavMoveDirLast = g.NavMoveDir;
+ }
+ if (g.NavMoveRequest && g.NavId == 0)
+ {
+ //IMGUI_DEBUG_LOG("[Nav] NavInitRequest from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer);
+ g.NavInitRequest = g.NavInitRequestFromMove = true;
+ // Reassigning with same value, we're being explicit here.
+ g.NavInitResultId = 0; // -V1048
+ g.NavDisableHighlight = false;
+ }
+ NavUpdateAnyRequestFlag();
+
+ // 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 * g.IO.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
+ if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
+ {
+ if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
+ SetScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
+ if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)
+ SetScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == 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));
+ g.NavMoveFromClampedRefRect = true;
+ }
+ if (scroll_dir.y != 0.0f)
+ {
+ SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
+ g.NavMoveFromClampedRefRect = true;
+ }
+ }
+
+ // Reset search results
+ g.NavMoveResultLocal.Clear();
+ g.NavMoveResultLocalVisibleSet.Clear();
+ g.NavMoveResultOther.Clear();
+
+ // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items
+ if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == ImGuiNavLayer_Main)
+ {
+ ImGuiWindow* window = g.NavWindow;
+ ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1));
+ if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
+ {
+ float pad = window->CalcFontSize() * 0.5f;
+ window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item
+ window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
+ g.NavId = g.NavFocusScopeId = 0;
+ }
+ g.NavMoveFromClampedRefRect = false;
+ }
+
+ // 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 nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
+ g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect();
+ g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y);
+ g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x);
+ g.NavScoringRect.Max.x = g.NavScoringRect.Min.x;
+ IM_ASSERT(!g.NavScoringRect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
+ //GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
+ g.NavScoringCount = 0;
+#if IMGUI_DEBUG_NAV_RECTS
+ if (g.NavWindow)
+ {
+ ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);
+ if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].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
+}
+
+// Apply result from previous frame navigation directional move request
+static void ImGui::NavUpdateMoveResult()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
+ {
+ // 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 (g.NavId != 0)
+ {
+ g.NavDisableHighlight = false;
+ g.NavDisableMouseHover = true;
+ }
+ return;
+ }
+
+ // Select which result to use
+ ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
+
+ // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
+ if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
+ if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId)
+ result = &g.NavMoveResultLocalVisibleSet;
+
+ // 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)
+ {
+ ImVec2 delta_scroll;
+ if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge)
+ {
+ float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
+ delta_scroll.y = result->Window->Scroll.y - scroll_target;
+ SetScrollY(result->Window, scroll_target);
+ }
+ else
+ {
+ ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
+ delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs);
+ }
+
+ // Offset our result position so mouse position can be applied immediately after in NavUpdate()
+ result->RectRel.TranslateX(-delta_scroll.x);
+ result->RectRel.TranslateY(-delta_scroll.y);
+ }
+
+ ClearActiveID();
+ g.NavWindow = result->Window;
+ 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.NavMoveRequestKeyMods;
+ }
+ SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
+ g.NavMoveFromClampedRefRect = false;
+}
+
+// Handle PageUp/PageDown/Home/End keys
+static float ImGui::NavUpdatePageUpPageDown()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL)
+ return 0.0f;
+ if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != ImGuiNavLayer_Main)
+ return 0.0f;
+
+ ImGuiWindow* window = g.NavWindow;
+ const bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp);
+ const bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown);
+ const bool home_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home);
+ const bool end_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End);
+ if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed
+ {
+ if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)
+ {
+ // Fallback manual-scroll when window has no navigable item
+ if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
+ SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
+ else if (IsKeyPressed(g.IO.KeyMap[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(g.IO.KeyMap[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.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
+ }
+ else if (IsKeyPressed(g.IO.KeyMap[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.NavMoveRequestFlags = 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_ScrollToEdge 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 = -window->Scroll.y;
+ if (nav_rect_rel.IsInverted())
+ nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
+ g.NavMoveDir = ImGuiDir_Down;
+ g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
+ }
+ else if (end_pressed)
+ {
+ nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y;
+ if (nav_rect_rel.IsInverted())
+ nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
+ g.NavMoveDir = ImGuiDir_Up;
+ g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
+ }
+ 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
+ ImGuiWindow* window = g.NavWrapRequestWindow;
+ ImGuiNavMoveFlags move_flags = g.NavWrapRequestFlags;
+ if (window != NULL && g.NavWindow == window && NavMoveRequestButNoResultYet() && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == ImGuiNavLayer_Main)
+ {
+ IM_ASSERT(move_flags != 0); // No points calling this with no wrapping
+ ImRect bb_rel = window->NavRectRel[0];
+
+ ImGuiDir clip_dir = g.NavMoveDir;
+ if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
+ {
+ bb_rel.Min.x = bb_rel.Max.x =
+ ImMax(window->SizeFull.x, window->ContentSize.x + window->WindowPadding.x * 2.0f) - window->Scroll.x;
+ if (move_flags & ImGuiNavMoveFlags_WrapX)
+ {
+ bb_rel.TranslateY(-bb_rel.GetHeight());
+ clip_dir = ImGuiDir_Up;
+ }
+ NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
+ }
+ if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
+ {
+ bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x;
+ if (move_flags & ImGuiNavMoveFlags_WrapX)
+ {
+ bb_rel.TranslateY(+bb_rel.GetHeight());
+ clip_dir = ImGuiDir_Down;
+ }
+ NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
+ }
+ if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
+ {
+ bb_rel.Min.y = bb_rel.Max.y =
+ ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y;
+ if (move_flags & ImGuiNavMoveFlags_WrapY)
+ {
+ bb_rel.TranslateX(-bb_rel.GetWidth());
+ clip_dir = ImGuiDir_Left;
+ }
+ NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
+ }
+ if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
+ {
+ bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y;
+ if (move_flags & ImGuiNavMoveFlags_WrapY)
+ {
+ bb_rel.TranslateX(+bb_rel.GetWidth());
+ clip_dir = ImGuiDir_Right;
+ }
+ NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags);
+ }
+ }
+}
+
+static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N)
+{
+ ImGuiContext& g = *GImGui;
+ for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--)
+ if (g.WindowsFocusOrder[i] == window)
+ return i;
+ return -1;
+}
+
+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;
+ ImGuiWindow* apply_focus_window = NULL;
+ bool apply_toggle_layer = false;
+
+ ImGuiWindow* modal_window = GetTopMostPopupModal();
+ if (modal_window != NULL)
+ {
+ g.NavWindowingTarget = NULL;
+ return;
+ }
+
+ // Fade out
+ if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
+ {
+ g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.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
+ bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
+ bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
+ if (start_windowing_with_gamepad || start_windowing_with_keyboard)
+ if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
+ {
+ g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // FIXME-DOCK: Will need to use RootWindowDockStop
+ g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
+ g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
+ g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
+ }
+
+ // Gamepad update
+ g.NavWindowingTimer += g.IO.DeltaTime;
+ if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad)
+ {
+ // 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_NavKeyboard)
+ {
+ // 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 (IsKeyPressedMap(ImGuiKey_Tab, true))
+ NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1);
+ if (!g.IO.KeyCtrl)
+ apply_focus_window = g.NavWindowingTarget;
+ }
+
+ // Keyboard: Press and Release ALT to toggle menu layer
+ // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB
+ if (IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed))
+ g.NavWindowingToggleLayer = true;
+ if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released))
+ if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev))
+ apply_toggle_layer = true;
+
+ // Move window
+ if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
+ {
+ ImVec2 move_delta;
+ if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift)
+ move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
+ if (g.NavInputSource == ImGuiInputSource_NavGamepad)
+ 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 * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well
+ SetWindowPos(g.NavWindowingTarget->RootWindow, g.NavWindowingTarget->RootWindow->Pos + move_delta * move_speed, ImGuiCond_Always);
+ g.NavDisableMouseHover = true;
+ MarkIniSettingsDirty(g.NavWindowingTarget);
+ }
+ }
+
+ // Apply final focus
+ if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
+ {
+ ClearActiveID();
+ g.NavDisableHighlight = false;
+ g.NavDisableMouseHover = true;
+ 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 only has a menu layer, select it directly
+ if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu))
+ g.NavLayer = ImGuiNavLayer_Menu;
+ }
+ if (apply_focus_window)
+ g.NavWindowingTarget = NULL;
+
+ // Apply menu/layer toggle
+ if (apply_toggle_layer && g.NavWindow)
+ {
+ // Move to parent menu if necessary
+ ImGuiWindow* new_nav_window = g.NavWindow;
+ while (new_nav_window->ParentWindow
+ && (new_nav_window->DC.NavLayerActiveMask & (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;
+ }
+ g.NavDisableHighlight = false;
+ g.NavDisableMouseHover = true;
+
+ // When entering a regular menu bar with the Alt key, we always reinitialize the navigation ID.
+ const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
+ NavRestoreLayer(new_nav_layer);
+ }
+}
+
+// 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");
+ SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
+ SetNextWindowPos(g.IO.DisplaySize * 0.5f, 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];
+ 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));
+}
+
+// Call when current ID is active.
+// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
+bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ bool source_drag_active = false;
+ ImGuiID source_id = 0;
+ ImGuiID source_parent_id = 0;
+ ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
+ if (!(flags & ImGuiDragDropFlags_SourceExtern))
+ {
+ source_id = window->DC.LastItemId;
+ if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case
+ return false;
+ if (g.IO.MouseDown[mouse_button] == false)
+ return false;
+
+ if (source_id == 0)
+ {
+ // 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, C) Swallow your programmer pride.
+ if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
+ {
+ IM_ASSERT(0);
+ return false;
+ }
+
+ // Early out
+ if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
+ return false;
+
+ // Magic fallback (=somehow reprehensible) 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 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.
+ source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect);
+ bool is_hovered = ItemHoverable(window->DC.LastItemRect, 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;
+ }
+ else
+ {
+ g.ActiveIdAllowOverlap = false;
+ }
+ 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
+ g.ActiveIdUsingNavDirMask = ~(ImU32)0;
+ g.ActiveIdUsingNavInputMask = ~(ImU32)0;
+ g.ActiveIdUsingKeyInputMask = ~(ImU64)0;
+ }
+ 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;
+ }
+ 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->SkipItems = true;
+ tooltip_window->HiddenFramesCanSkipItems = 1;
+ }
+ }
+
+ if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
+ window->DC.LastItemStatusFlags &= ~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 (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;
+ if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->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 (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
+ return false;
+ if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow)
+ return false;
+
+ const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect;
+ ImGuiID id = window->DC.LastItemId;
+ 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
+ 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)
+ {
+ // FIXME-DRAG: Settle on a proper default visuals for drop target.
+ r.Expand(3.5f);
+ bool push_clip_rect = !window->ClipRect.Contains(r);
+ if (push_clip_rect) window->DrawList->PushClipRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1));
+ window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f);
+ if (push_clip_rect) window->DrawList->PopClipRect();
+ }
+
+ 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)
+void ImGui::LogText(const char* fmt, ...)
+{
+ ImGuiContext& g = *GImGui;
+ if (!g.LogEnabled)
+ return;
+
+ va_list args;
+ va_start(args, fmt);
+ 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);
+ }
+ va_end(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
+void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ if (!text_end)
+ text_end = FindRenderedTextEnd(text, text_end);
+
+ const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + 1);
+ if (ref_pos)
+ g.LogLinePosY = ref_pos->y;
+ if (log_new_line)
+ g.LogLineFirstItem = true;
+
+ const char* text_remaining = text;
+ if (g.LogDepthRef > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth
+ g.LogDepthRef = window->DC.TreeDepth;
+ const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
+ for (;;)
+ {
+ // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry.
+ // We don't add a trailing \n 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_first_line = (line_start == text);
+ const bool is_last_line = (line_end == text_end);
+ if (!is_last_line || (line_start != line_end))
+ {
+ const int char_count = (int)(line_end - line_start);
+ if (log_new_line || !is_first_line)
+ LogText(IM_NEWLINE "%*s%.*s", tree_depth * 4, "", char_count, line_start);
+ else if (g.LogLineFirstItem)
+ LogText("%*s%.*s", tree_depth * 4, "", char_count, line_start);
+ else
+ LogText(" %.*s", char_count, line_start);
+ g.LogLineFirstItem = false;
+ }
+ else if (log_new_line)
+ {
+ // An empty "" string at a different Y position should output a carriage return.
+ LogText(IM_NEWLINE);
+ break;
+ }
+
+ if (is_last_line)
+ break;
+ text_remaining = line_end + 1;
+ }
+}
+
+// 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.LogDepthRef = window->DC.TreeDepth;
+ g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
+ g.LogLinePosY = FLT_MAX;
+ g.LogLineFirstItem = true;
+}
+
+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((short)window->Pos.x, (short)window->Pos.y);
+ settings->Size = ImVec2ih((short)window->SizeFull.x, (short)window->SizeFull.y);
+ 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
+//-----------------------------------------------------------------------------
+
+// (this section is filled in the 'docking' branch)
+
+
+//-----------------------------------------------------------------------------
+// [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 <Carbon/Carbon.h> // 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(__GNUC__) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
+
+#include <imm.h>
+#ifdef _MSC_VER
+#pragma comment(lib, "imm32")
+#endif
+
+static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y)
+{
+ // Notify OS Input Method Editor of text input position
+ ImGuiIO& io = ImGui::GetIO();
+ if (HWND hwnd = (HWND)io.ImeWindowHandle)
+ if (HIMC himc = ::ImmGetContext(hwnd))
+ {
+ COMPOSITIONFORM cf;
+ cf.ptCurrentPos.x = x;
+ cf.ptCurrentPos.y = y;
+ cf.dwStyle = CFS_FORCE_POSITION;
+ ::ImmSetCompositionWindow(himc, &cf);
+ ::ImmReleaseContext(hwnd, himc);
+ }
+}
+
+#else
+
+static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}
+
+#endif
+
+//-----------------------------------------------------------------------------
+// [SECTION] METRICS/DEBUG WINDOW
+//-----------------------------------------------------------------------------
+
+#ifndef IMGUI_DISABLE_METRICS_WINDOW
+// 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();
+ }
+}
+
+void ImGui::ShowMetricsWindow(bool* p_open)
+{
+ if (!ImGui::Begin("Dear ImGui Metrics", p_open))
+ {
+ ImGui::End();
+ return;
+ }
+
+ // Debugging enums
+ enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
+ const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentRegionRect" };
+ enum { TRT_OuterRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentRowsFrozen, TRT_ColumnsContentRowsUnfrozen, TRT_Count }; // Tables Rect Type
+ const char* trt_rects_names[TRT_Count] = { "OuterRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentRowsFrozen", "ColumnsContentRowsUnfrozen" };
+
+ // State
+ static bool show_windows_rects = false;
+ static int show_windows_rect_type = WRT_WorkRect;
+ static bool show_windows_begin_order = false;
+ static bool show_tables_rects = false;
+ static int show_tables_rect_type = TRT_WorkRect;
+ static bool show_drawcmd_mesh = true;
+ static bool show_drawcmd_aabb = true;
+
+ // Basic info
+ ImGuiContext& g = *GImGui;
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui::Text("Dear ImGui %s", ImGui::GetVersion());
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
+ ImGui::Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows);
+ ImGui::Text("%d active allocations", io.MetricsActiveAllocations);
+ ImGui::Separator();
+
+ // Helper functions to display common structures:
+ // - NodeDrawList()
+ // - NodeColumns()
+ // - NodeWindow()
+ // - NodeWindows()
+ // - NodeTabBar()
+ // - NodeStorage()
+ 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_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->BackgroundClipRect; }
+ 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_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
+ else if (rect_type == TRT_ColumnsContentHeadersUsed) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MinX + c->ContentWidthHeadersUsed, 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->MinX, table->InnerClipRect.Min.y, c->MinX + c->ContentWidthHeadersIdeal, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } // "
+ else if (rect_type == TRT_ColumnsContentRowsFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MinX + c->ContentWidthRowsFrozen, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } // "
+ else if (rect_type == TRT_ColumnsContentRowsUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y + table->LastFirstRowHeight, c->MinX + c->ContentWidthRowsUnfrozen, 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_ContentRegionRect) { return window->ContentRegionRect; }
+ IM_ASSERT(0);
+ return ImRect();
+ }
+
+ static void NodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow* window, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, int elem_offset, bool show_mesh, bool show_aabb)
+ {
+ IM_ASSERT(show_mesh || show_aabb);
+ ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
+ ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
+
+ // 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 = fg_draw_list->Flags;
+ fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
+ for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + draw_cmd->ElemCount); base_idx += 3)
+ {
+ ImVec2 triangle[3];
+ for (int n = 0; n < 3; n++)
+ {
+ ImVec2 p = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos;
+ triangle[n] = p;
+ vtxs_rect.Add(p);
+ }
+ if (show_mesh)
+ fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), true, 1.0f); // In yellow: mesh triangles
+ }
+ // Draw bounding boxes
+ if (show_aabb)
+ {
+ fg_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
+ fg_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
+ }
+ fg_draw_list->Flags = backup_flags;
+ }
+
+ static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label)
+ {
+ bool node_open = ImGui::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, draw_list->CmdBuffer.Size);
+ if (draw_list == ImGui::GetWindowDrawList())
+ {
+ ImGui::SameLine();
+ ImGui::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) ImGui::TreePop();
+ return;
+ }
+
+ ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
+ if (window && IsItemHovered())
+ fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
+ if (!node_open)
+ return;
+
+ if (window && !window->WasActive)
+ ImGui::TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
+
+ unsigned int elem_offset = 0;
+ for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++)
+ {
+ if (pcmd->UserCallback == NULL && pcmd->ElemCount == 0)
+ continue;
+ if (pcmd->UserCallback)
+ {
+ ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
+ continue;
+ }
+
+ ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
+ char buf[300];
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d triangles, 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 = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
+ if (ImGui::IsItemHovered() && (show_drawcmd_mesh || show_drawcmd_aabb) && fg_draw_list)
+ NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, show_drawcmd_mesh, show_drawcmd_aabb);
+ 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.
+ float total_area = 0.0f;
+ for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + pcmd->ElemCount); base_idx += 3)
+ {
+ ImVec2 triangle[3];
+ for (int n = 0; n < 3; n++)
+ triangle[n] = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_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);
+ ImGui::Selectable(buf);
+ if (ImGui::IsItemHovered() && fg_draw_list)
+ NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, true, false);
+
+ // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
+ ImGuiListClipper clipper(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 = elem_offset + 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++)
+ {
+ ImDrawVert& v = draw_list->VtxBuffer[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);
+ }
+
+ ImGui::Selectable(buf, false);
+ if (fg_draw_list && ImGui::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), true, 1.0f);
+ fg_draw_list->Flags = backup_flags;
+ }
+ }
+ ImGui::TreePop();
+ }
+ ImGui::TreePop();
+ }
+
+ static void NodeColumns(const ImGuiColumns* columns)
+ {
+ if (!ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
+ return;
+ ImGui::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++)
+ ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm));
+ ImGui::TreePop();
+ }
+
+ static void NodeWindows(ImVector<ImGuiWindow*>& windows, const char* label)
+ {
+ if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size))
+ return;
+ for (int i = 0; i < windows.Size; i++)
+ {
+ ImGui::PushID(windows[i]);
+ Funcs::NodeWindow(windows[i], "Window");
+ ImGui::PopID();
+ }
+ ImGui::TreePop();
+ }
+
+ static void NodeWindow(ImGuiWindow* window, const char* label)
+ {
+ if (window == NULL)
+ {
+ ImGui::BulletText("%s: NULL", label);
+ return;
+ }
+ bool open = ImGui::TreeNode(label, "%s '%s', %d @ 0x%p", label, window->Name, (window->Active || window->WasActive), window);
+ if (ImGui::IsItemHovered() && window->WasActive)
+ ImGui::GetForegroundDrawList()->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
+ if (!open)
+ return;
+
+ if (!window->WasActive)
+ ImGui::TextDisabled("Note: window is not currently visible.");
+ if (window->MemoryCompacted)
+ ImGui::TextDisabled("Note: some memory buffers have been compacted/freed.");
+
+ ImGuiWindowFlags flags = window->Flags;
+ NodeDrawList(window, window->DrawList, "DrawList");
+ ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y);
+ ImGui::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" : "");
+ ImGui::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" : "");
+ ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
+ ImGui::BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
+ ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask);
+ ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
+ if (!window->NavRectRel[0].IsInverted())
+ ImGui::BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y);
+ else
+ ImGui::BulletText("NavRectRel[0]: <None>");
+ if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
+ if (window->ParentWindow != NULL) NodeWindow(window->ParentWindow, "ParentWindow");
+ if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows");
+ if (window->ColumnsStorage.Size > 0 && ImGui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
+ {
+ for (int n = 0; n < window->ColumnsStorage.Size; n++)
+ NodeColumns(&window->ColumnsStorage[n]);
+ ImGui::TreePop();
+ }
+ NodeStorage(&window->StateStorage, "Storage");
+ ImGui::TreePop();
+ }
+
+ static void NodeWindowSettings(ImGuiWindowSettings* settings)
+ {
+ ImGui::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);
+ }
+
+ static void NodeTabBar(ImGuiTabBar* tab_bar)
+ {
+ // 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);
+ p += ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : "");
+ IM_UNUSED(p);
+ if (ImGui::TreeNode(tab_bar, "%s", buf))
+ {
+ for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+ {
+ const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+ ImGui::PushID(tab);
+ if (ImGui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2);
+ if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine();
+ ImGui::Text("%02d%c Tab 0x%08X '%s'", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "");
+ ImGui::PopID();
+ }
+ ImGui::TreePop();
+ }
+ }
+
+ static void NodeStorage(ImGuiStorage* storage, const char* label)
+ {
+ if (!ImGui::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];
+ ImGui::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.
+ }
+ ImGui::TreePop();
+ }
+
+ static void NodeTableSettings(ImGuiTableSettings* settings)
+ {
+ if (!ImGui::TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount))
+ return;
+ ImGui::BulletText("SaveFlags: 0x%08X", settings->SaveFlags);
+ ImGui::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;
+ ImGui::BulletText("Column %d Order %d SortOrder %2d %s Visible %d UserID 0x%08X WidthOrWeight %.3f",
+ n, column_settings->DisplayOrder, column_settings->SortOrder,
+ (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---",
+ column_settings->IsVisible, column_settings->UserID, column_settings->WidthOrWeight);
+ }
+ ImGui::TreePop();
+ }
+
+ static void NodeTable(ImGuiTable* table)
+ {
+ char buf[256];
+ char* p = buf;
+ const char* buf_end = buf + IM_ARRAYSIZE(buf);
+ ImFormatString(p, buf_end - p, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, (table->LastFrameActive < ImGui::GetFrameCount() - 2) ? " *Inactive*" : "");
+ bool open = ImGui::TreeNode(table, "%s", buf);
+ if (ImGui::IsItemHovered())
+ ImGui::GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255));
+ if (open)
+ {
+ ImGui::BulletText("OuterWidth: %.1f, InnerWidth: %.1f%s", table->OuterRect.GetWidth(), table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : "");
+ ImGui::BulletText("ColumnsWidth: %.1f, AutoFitWidth: %.1f", table->ColumnsTotalWidth, table->ColumnsAutoFitWidth);
+ ImGui::BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder);
+ ImGui::BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn);
+ for (int n = 0; n < table->ColumnsCount; n++)
+ {
+ const ImGuiTableColumn* column = &table->Columns[n];
+ const char* name = TableGetColumnName(table, n);
+ ImGui::BulletText("Column %d order %d name '%s': +%.1f to +%.1f\n"
+ "Visible: %d, Clipped: %d, DrawChannels: %d,%d\n"
+ "WidthGiven/Request: %.2f/%.2f, WidthWeight: %.3f\n"
+ "ContentWidth: RowsFrozen %d, RowsUnfrozen %d, HeadersUsed/Ideal %d/%d\n"
+ "SortOrder: %d, SortDir: %s\n"
+ "UserID: 0x%08X, Flags: 0x%04X: %s%s%s%s..",
+ n, column->DisplayOrder, name ? name : "NULL", column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x,
+ column->IsVisible, column->IsClipped, column->DrawChannelRowsBeforeFreeze, column->DrawChannelRowsAfterFreeze,
+ column->WidthGiven, column->WidthRequest, column->WidthStretchWeight,
+ column->ContentWidthRowsFrozen, column->ContentWidthRowsUnfrozen, column->ContentWidthHeadersUsed, column->ContentWidthHeadersIdeal,
+ column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? "Ascending" : (column->SortDirection == ImGuiSortDirection_Descending) ? "Descending" : "None",
+ column->UserID, column->Flags,
+ (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "",
+ (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "",
+ (column->Flags & ImGuiTableColumnFlags_WidthAlwaysAutoResize) ? "WidthAlwaysAutoResize " : "",
+ (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : "");
+ }
+ if (ImGuiTableSettings* settings = TableGetBoundSettings(table))
+ NodeTableSettings(settings);
+ ImGui::TreePop();
+ }
+ }
+ };
+
+ // Tools
+ if (ImGui::TreeNode("Tools"))
+ {
+ // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
+ if (ImGui::Button("Item Picker.."))
+ ImGui::DebugStartItemPicker();
+ ImGui::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.");
+
+ ImGui::Checkbox("Show windows begin order", &show_windows_begin_order);
+ ImGui::Checkbox("Show windows rectangles", &show_windows_rects);
+ ImGui::SameLine();
+ ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12);
+ show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count, WRT_Count);
+ if (show_windows_rects && g.NavWindow)
+ {
+ ImGui::BulletText("'%s':", g.NavWindow->Name);
+ ImGui::Indent();
+ for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
+ {
+ ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
+ ImGui::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]);
+ }
+ ImGui::Unindent();
+ }
+
+ ImGui::Checkbox("Show tables rectangles", &show_tables_rects);
+ ImGui::SameLine();
+ ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12);
+ show_tables_rects |= ImGui::Combo("##show_table_rects_type", &show_tables_rect_type, trt_rects_names, TRT_Count, TRT_Count);
+ if (show_tables_rects && g.NavWindow)
+ {
+ for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++)
+ {
+ ImGuiTable* table = g.Tables.GetByIndex(table_n);
+ if (table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
+ continue;
+
+ ImGui::BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
+ if (ImGui::IsItemHovered())
+ ImGui::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);
+ ImGui::Indent();
+ 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);
+ ImGui::Text("(%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]);
+ if (ImGui::IsItemHovered())
+ ImGui::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);
+ ImGui::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(), trt_rects_names[rect_n]);
+ if (ImGui::IsItemHovered())
+ ImGui::GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, ~0, 2.0f);
+ }
+ }
+ ImGui::Unindent();
+ }
+ }
+
+ ImGui::Checkbox("Show mesh when hovering ImDrawCmd", &show_drawcmd_mesh);
+ ImGui::Checkbox("Show bounding boxes when hovering ImDrawCmd", &show_drawcmd_aabb);
+ ImGui::TreePop();
+ }
+
+ // Contents
+ Funcs::NodeWindows(g.Windows, "Windows");
+ //Funcs::NodeWindows(g.WindowsFocusOrder, "WindowsFocusOrder");
+ if (ImGui::TreeNode("DrawLists", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size))
+ {
+ for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++)
+ Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList");
+ ImGui::TreePop();
+ }
+
+ // Details for Popups
+ if (ImGui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
+ {
+ for (int i = 0; i < g.OpenPopupStack.Size; i++)
+ {
+ ImGuiWindow* window = g.OpenPopupStack[i].Window;
+ ImGui::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" : "");
+ }
+ ImGui::TreePop();
+ }
+
+ // Details for TabBars
+ if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize()))
+ {
+ for (int n = 0; n < g.TabBars.GetSize(); n++)
+ Funcs::NodeTabBar(g.TabBars.GetByIndex(n));
+ ImGui::TreePop();
+ }
+
+ // Details for Tables
+#ifdef IMGUI_HAS_TABLE
+ if (ImGui::TreeNode("Tables", "Tables (%d)", g.Tables.GetSize()))
+ {
+ for (int n = 0; n < g.Tables.GetSize(); n++)
+ Funcs::NodeTable(g.Tables.GetByIndex(n));
+ ImGui::TreePop();
+ }
+#endif // #ifdef IMGUI_HAS_TABLE
+
+ // Details for Docking
+#ifdef IMGUI_HAS_DOCK
+ if (ImGui::TreeNode("Docking"))
+ {
+ ImGui::TreePop();
+ }
+#endif // #ifdef IMGUI_HAS_DOCK
+
+ // Settings
+ if (ImGui::TreeNode("Settings"))
+ {
+ if (ImGui::SmallButton("Clear"))
+ ImGui::ClearIniSettings();
+ ImGui::SameLine();
+ if (ImGui::SmallButton("Save to disk"))
+ ImGui::SaveIniSettingsToDisk(g.IO.IniFilename);
+ ImGui::SameLine();
+ if (g.IO.IniFilename)
+ ImGui::Text("\"%s\"", g.IO.IniFilename);
+ else
+ ImGui::TextUnformatted("<NULL>");
+ ImGui::Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
+ if (ImGui::TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
+ {
+ for (int n = 0; n < g.SettingsHandlers.Size; n++)
+ ImGui::TextUnformatted(g.SettingsHandlers[n].TypeName);
+ ImGui::TreePop();
+ }
+ if (ImGui::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))
+ Funcs::NodeWindowSettings(settings);
+ ImGui::TreePop();
+ }
+
+#ifdef IMGUI_HAS_TABLE
+ if (ImGui::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))
+ Funcs::NodeTableSettings(settings);
+ ImGui::TreePop();
+ }
+#endif // #ifdef IMGUI_HAS_TABLE
+
+#ifdef IMGUI_HAS_DOCK
+#endif // #ifdef IMGUI_HAS_DOCK
+
+ if (ImGui::TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
+ {
+ char* buf = (char*)(void*)(g.SettingsIniData.Buf.Data ? g.SettingsIniData.Buf.Data : "");
+ ImGui::InputTextMultiline("##Ini", buf, g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, 0.0f), ImGuiInputTextFlags_ReadOnly);
+ ImGui::TreePop();
+ }
+ ImGui::TreePop();
+ }
+
+ // Misc Details
+ if (ImGui::TreeNode("Internal state"))
+ {
+ const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
+ ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
+ ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
+ ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
+ ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]);
+ ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
+ ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
+ ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
+ ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
+ ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]);
+ ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
+ ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
+ ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
+ ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
+ ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
+ ImGui::TreePop();
+ }
+
+ // Overlay: Display windows Rectangles and Begin Order
+ if (show_windows_rects || show_windows_begin_order)
+ {
+ for (int n = 0; n < g.Windows.Size; n++)
+ {
+ ImGuiWindow* window = g.Windows[n];
+ if (!window->WasActive)
+ continue;
+ ImDrawList* draw_list = GetForegroundDrawList(window);
+ if (show_windows_rects)
+ {
+ ImRect r = Funcs::GetWindowRect(window, show_windows_rect_type);
+ draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
+ }
+ if (show_windows_begin_order && !(window->Flags & ImGuiWindowFlags_ChildWindow))
+ {
+ char buf[32];
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
+ float font_size = ImGui::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);
+ }
+ }
+ }
+
+#ifdef IMGUI_HAS_TABLE
+ // Overlay: Display Tables Rectangles
+ if (show_tables_rects)
+ {
+ for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++)
+ {
+ ImGuiTable* table = g.Tables.GetByIndex(table_n);
+ if (table->LastFrameActive < g.FrameCount - 1)
+ continue;
+ ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
+ if (show_tables_rect_type >= TRT_ColumnsRect)
+ {
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ ImRect r = Funcs::GetTableRect(table, show_tables_rect_type, 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, show_tables_rect_type, -1);
+ draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
+ }
+ }
+ }
+#endif // #ifdef IMGUI_HAS_TABLE
+
+#ifdef IMGUI_HAS_DOCK
+ // Overlay: Display Docking info
+ if (show_docking_nodes && g.IO.KeyCtrl)
+ {
+ }
+#endif // #ifdef IMGUI_HAS_DOCK
+
+ ImGui::End();
+}
+
+#else
+
+void ImGui::ShowMetricsWindow(bool*) { }
+
+#endif
+
+//-----------------------------------------------------------------------------
+
+// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
+// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
+#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
+#include "imgui_user.inl"
+#endif
+
+//-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/subprojects/dearimgui/imgui.h b/subprojects/dearimgui/imgui.h
new file mode 100644
index 0000000..9d9cb19
--- /dev/null
+++ b/subprojects/dearimgui/imgui.h
@@ -0,0 +1,2575 @@
+// dear imgui, v1.78 WIP
+// (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/3075 (please post your screenshots/video there!)
+// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
+// - Wiki https://github.com/ocornut/imgui/wiki
+// - Issues & support https://github.com/ocornut/imgui/issues
+
+/*
+
+Index of this file:
+// Header mess
+// Forward declarations and basic types
+// ImGui API (Dear ImGui end-user API)
+// Flags & Enumerations
+// Memory allocations macros
+// ImVector<>
+// ImGuiStyle
+// ImGuiIO
+// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
+// Obsolete functions
+// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
+// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
+// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
+
+// FIXME-TABLE: Add ImGuiTableSortSpecsColumn and ImGuiTableSortSpecs in "Misc data structures" section above (we don't do it right now to facilitate merging various branches)
+
+*/
+
+#pragma once
+
+// Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename)
+#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
+
+//-----------------------------------------------------------------------------
+// Header mess
+//-----------------------------------------------------------------------------
+
+// Includes
+#include <float.h> // FLT_MIN, FLT_MAX
+#include <stdarg.h> // va_list, va_start, va_end
+#include <stddef.h> // ptrdiff_t, NULL
+#include <string.h> // 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 "1.78 WIP"
+#define IMGUI_VERSION_NUM 17703
+#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
+
+// 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 bindings 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 <assert.h>
+#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
+#endif
+#if !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
+#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions.
+#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
+#else
+#define IM_FMTARGS(FMT)
+#define IM_FMTLIST(FMT)
+#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.
+#if (__cplusplus >= 201100)
+#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
+#else
+#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro.
+#endif
+
+// Warnings
+#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
+
+//-----------------------------------------------------------------------------
+// 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 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 ImGuiListClipper; // Helper to manually clip large list of items
+struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
+struct ImGuiPayload; // User data payload for drag and drop operations
+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 ImGuiTableSortSpecsColumn; // 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]")
+
+// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags 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 (ImGui-side enum)
+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 ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc.
+typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList
+typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
+typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
+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 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 ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
+
+// Other types
+#ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx']
+typedef void* ImTextureID; // User data for rendering back-end to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details.
+#endif
+typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string.
+typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data);
+typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
+
+// Decoded 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
+
+// Basic scalar data types
+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)
+#if defined(_MSC_VER) && !defined(__clang__)
+typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio)
+typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
+#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
+#include <stdint.h>
+typedef int64_t ImS64; // 64-bit signed integer (pre C++11)
+typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11)
+#else
+typedef signed long long ImS64; // 64-bit signed integer (post C++11)
+typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
+#endif
+
+// 2D vector (often used to store positions or sizes)
+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
+};
+
+// 4D vector (often used to store floating-point colors)
+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
+};
+
+//-----------------------------------------------------------------------------
+// ImGui: Dear ImGui end-user API
+// (This is 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 imgui contexts.
+ // None of those functions is reliant on the current context.
+ 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 get call GetDrawData() to obtain it and run your rendering function (up to v1.60, this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.)
+ 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 (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
+ IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
+ IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Debug/Metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
+ 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. "1.23" (essentially the compiled value for IMGUI_VERSION)
+
+ // Styles
+ IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
+ IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
+ IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
+
+ // 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 [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().]
+ 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)
+
+ // 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); // 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
+ // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion)
+ IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
+ IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
+ IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
+ IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
+ IMGUI_API float GetWindowContentRegionWidth(); //
+
+ // Windows Scrolling
+ IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
+ IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
+ IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
+ IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
+ 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 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);
+ IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
+ IMGUI_API void PopStyleColor(int count = 1);
+ IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
+ IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
+ IMGUI_API void PopStyleVar(int count = 1);
+ 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.
+ 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
+ IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied
+ IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied
+
+ // 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 -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width,
+ 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 -1.0f 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();
+ IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // 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();
+
+ // 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 style.IndentSpacing or indent_w if != 0
+ IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 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 screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
+ IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
+ 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 for more details about how ID are handled in dear imgui. 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.
+ // - The resulting ID are hashes of the entire stack.
+ // - 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 and 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); // 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, 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(-1, 0), const char* overlay = NULL);
+ IMGUI_API void Bullet(); // draw a small circle and 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.
+ 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: Drags
+ // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
+ // - 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.
+ // - 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.
+ // - 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.
+ // - Use v_min > v_max to lock edits.
+ 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", float power = 1.0f); // 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", float power = 1.0f);
+ 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", float power = 1.0f);
+ 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", float power = 1.0f);
+ 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, float power = 1.0f);
+ 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"); // 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");
+ 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");
+ 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");
+ 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);
+ IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f);
+ IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f);
+
+ // Widgets: Sliders
+ // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
+ // - 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.
+ IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders
+ IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
+ IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
+ IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
+ 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");
+ IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d");
+ IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d");
+ IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d");
+ IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d");
+ 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, float power = 1.0f);
+ 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, float power = 1.0f);
+ IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
+ IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d");
+ 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, float power = 1.0f);
+
+ // 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 colored preview 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 colored 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_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of 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
+ // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.
+ 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);
+ IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards.
+ IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
+ IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
+
+ // Widgets: Data Plotting
+ 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.
+ 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. shortcuts are displayed for convenience but not processed by ImGui at the moment
+ 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 which 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().
+ 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 bool OpenPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. return true when just opened. (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.
+ // - We exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter. Passing a mouse button to ImGuiPopupFlags is guaranteed to be legal.
+ IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. 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: test function
+ // - 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.
+
+ // Columns
+ // - You can also use SameLine(pos_x) to mimic simplified columns.
+ // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
+ // - There is a maximum of 64 columns.
+ // - Currently working on new 'Tables' api which will replace columns around Q2 2020 (see GitHub #2957).
+ 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();
+
+ // Tables
+ // [ALPHA API] API will evolve! (FIXME-TABLE)
+ // - Full-featured replacement for old Columns API
+ // - In most situations you can use TableNextRow() + TableSetColumnIndex() to populate a table.
+ // - If you are using tables as a sort of grid, populating every columns with the same type of contents,
+ // you may prefer using TableNextCell() instead of TableNextRow() + TableSetColumnIndex().
+ // - See Demo->Tables for details.
+ // - See ImGuiTableFlags_ and ImGuiTableColumnsFlags_ enums for a description of available flags.
+ #define IMGUI_HAS_TABLE 1
+ IMGUI_API bool BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), 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 TableNextCell(); // append into the next column (next column, or next row if currently in last column). Return true if column is visible.
+ IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true if column is visible.
+ IMGUI_API int TableGetColumnIndex(); // return current column index.
+ IMGUI_API const char* TableGetColumnName(int column_n = -1); // return NULL if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
+ IMGUI_API bool TableGetColumnIsVisible(int column_n = -1); // return true if column is visible. Same value is also returned by TableNextCell() and TableSetColumnIndex(). Pass -1 to use current column.
+ IMGUI_API bool TableGetColumnIsSorted(int column_n = -1); // return true if column is included in the sort specs. Rarely used, can be useful to tell if a data change should trigger resort. Equivalent to test ImGuiTableSortSpecs's ->ColumnsMask & (1 << column_n). Pass -1 to use current column.
+ IMGUI_API int TableGetHoveredColumn(); // 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.
+ // Tables: Headers & Columns declaration
+ // - Use TableSetupColumn() to specify label, resizing policy, default width, id, various other flags etc.
+ // - The name passed to TableSetupColumn() is used by TableAutoHeaders() and by the context-menu
+ // - Use TableAutoHeaders() to submit the whole header row, otherwise you may treat the header row as a regular row, manually call TableHeader() and other widgets.
+ // - Headers are required to perform some interactions: reordering, sorting, context menu (FIXME-TABLE: context menu should work without!)
+ IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = -1.0f, ImU32 user_id = 0);
+ IMGUI_API void TableAutoHeaders(); // 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.
+ // Tables: Sorting
+ // - Call TableGetSortSpecs() to retrieve latest sort specs for the table. Return value will be NULL if no sorting.
+ // - 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()!
+ IMGUI_API const ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).
+
+ // 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 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)
+
+ // Drag and Drop
+ // - [BETA API] API may evolve!
+ // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip as replacement)
+ IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If 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.
+ 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.
+
+ // Clipping
+ 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
+ // - Most of the functions are referring to the last/previous item we 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 clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
+ 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.
+
+ // 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 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 the ImGuiListClipper higher-level helper if you can.
+ 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
+ // - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[].
+ // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.
+ IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
+ IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index].
+ IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
+ IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)?
+ IMGUI_API int GetKeyPressedAmount(int key_index, 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 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)
+ 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? (note that a double-click will also report IsMouseClicked() == true)
+ 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(); // is any mouse button held?
+ 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.
+ IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
+ IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
+ IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
+ IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
+
+ // Debug Utilities
+ IMGUI_API 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
+ // - All those functions are not reliant on the current context.
+ // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those.
+ IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);
+ IMGUI_API void* MemAlloc(size_t size);
+ IMGUI_API void MemFree(void* ptr);
+
+} // namespace ImGui
+
+//-----------------------------------------------------------------------------
+// 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
+ 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, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
+ 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] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
+ 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()
+
+ // [Obsolete]
+ //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f or style.WindowBorderSize=1.0f to enable borders around items or windows.
+ //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by back-end (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_AlwaysInsertMode = 1 << 13, // Insert 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)
+ // [Internal]
+ ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline()
+ ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data
+};
+
+// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
+enum ImGuiTreeNodeFlags_
+{
+ ImGuiTreeNodeFlags_None = 0,
+ ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
+ ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (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.
+enum ImGuiPopupFlags_
+{
+ ImGuiPopupFlags_None = 0,
+ ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranted to always be == 0 (same as ImGuiMouseButton_Left)
+ ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranted to always be == 1 (same as ImGuiMouseButton_Right)
+ ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranted 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, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
+ 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
+};
+
+// Flags for ImGui::BeginTable()
+// - Columns can either varying resizing policy: "Fixed", "Stretch" or "AlwaysAutoResize". Toggling ScrollX needs to alter default sizing policy.
+// - Sizing policy have many subtle side effects which may be hard to fully comprehend at first.. They'll eventually make sense.
+// - with SizingPolicyFixedX (default is ScrollX is on): Columns can be enlarged as needed. Enable scrollbar if ScrollX is enabled, otherwise extend parent window's contents rect. Only Fixed columns allowed. Weighted columns will calculate their width assuming no scrolling.
+// - with SizingPolicyStretchX (default is ScrollX is off): Fit all columns within available table width (so it doesn't make sense to use ScrollX with Stretch columns!). Fixed and Weighted columns allowed.
+enum ImGuiTableFlags_
+{
+ // Features
+ ImGuiTableFlags_None = 0,
+ ImGuiTableFlags_Resizable = 1 << 0, // Allow resizing columns.
+ ImGuiTableFlags_Reorderable = 1 << 1, // Allow reordering columns (need calling TableSetupColumn() + TableAutoHeaders() or TableHeaders() to display headers)
+ ImGuiTableFlags_Hideable = 1 << 2, // Allow hiding columns (with right-click on header) (FIXME-TABLE: allow without headers).
+ ImGuiTableFlags_Sortable = 1 << 3, // Allow sorting on one column (sort_specs_count will always be == 1). Call TableGetSortSpecs() to obtain sort specs.
+ ImGuiTableFlags_MultiSortable = 1 << 4, // Allow sorting on multiple columns by holding Shift (sort_specs_count may be > 1). Call TableGetSortSpecs() to obtain sort specs.
+ ImGuiTableFlags_NoSavedSettings = 1 << 5, // Disable persisting columns order, width and sort settings in the .ini file.
+ // Decoration
+ ImGuiTableFlags_RowBg = 1 << 6, // Use ImGuiCol_TableRowBg and ImGuiCol_TableRowBgAlt colors behind each rows.
+ ImGuiTableFlags_BordersHInner = 1 << 7, // Draw horizontal borders between rows.
+ ImGuiTableFlags_BordersHOuter = 1 << 8, // Draw horizontal borders at the top and bottom.
+ ImGuiTableFlags_BordersVInner = 1 << 9, // Draw vertical borders between columns.
+ ImGuiTableFlags_BordersVOuter = 1 << 10, // Draw vertical borders on the left and right sides.
+ ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersHInner | ImGuiTableFlags_BordersHOuter, // Draw horizontal borders.
+ ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersVInner | ImGuiTableFlags_BordersVOuter, // Draw vertical borders.
+ ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersVInner | ImGuiTableFlags_BordersHInner, // Draw inner borders.
+ ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersVOuter | ImGuiTableFlags_BordersHOuter, // Draw outer borders.
+ ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
+ ImGuiTableFlags_BordersVFullHeight = 1 << 11, // Borders covers all rows even when Headers are being used. Allow resizing from any rows.
+ // Padding, Sizing
+ ImGuiTableFlags_NoClipX = 1 << 12, // Disable pushing clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow)
+ ImGuiTableFlags_SizingPolicyFixedX = 1 << 13, // Default if ScrollX is on. Columns will default to use _WidthFixed or _WidthAlwaysAutoResize policy. Read description above for more details.
+ ImGuiTableFlags_SizingPolicyStretchX = 1 << 14, // Default if ScrollX is off. Columns will default to use _WidthStretch policy. Read description above for more details.
+ ImGuiTableFlags_NoHeadersWidth = 1 << 15, // Disable header width contribution to automatic width calculation.
+ ImGuiTableFlags_NoHostExtendY = 1 << 16, // (FIXME-TABLE: Reword as SizingPolicy?) Disable extending past the limit set by outer_size.y, only meaningful when neither of ScrollX|ScrollY are set (data below the limit will be clipped and not visible)
+ ImGuiTableFlags_NoKeepColumnsVisible = 1 << 17, // (FIXME-TABLE) Disable code that keeps column always minimally visible when table width gets too small.
+ // Scrolling
+ ImGuiTableFlags_ScrollX = 1 << 18, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Because this create a child window, ScrollY is currently generally recommended when using ScrollX.
+ ImGuiTableFlags_ScrollY = 1 << 19, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
+ ImGuiTableFlags_Scroll = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY,
+ ImGuiTableFlags_ScrollFreezeTopRow = 1 << 20, // We can lock 1 to 3 rows (starting from the top). Use with ScrollY enabled.
+ ImGuiTableFlags_ScrollFreeze2Rows = 2 << 20,
+ ImGuiTableFlags_ScrollFreeze3Rows = 3 << 20,
+ ImGuiTableFlags_ScrollFreezeLeftColumn = 1 << 22, // We can lock 1 to 3 columns (starting from the left). Use with ScrollX enabled.
+ ImGuiTableFlags_ScrollFreeze2Columns = 2 << 22,
+ ImGuiTableFlags_ScrollFreeze3Columns = 3 << 22,
+
+ // [Internal] Combinations and masks
+ ImGuiTableFlags_SizingPolicyMaskX_ = ImGuiTableFlags_SizingPolicyStretchX | ImGuiTableFlags_SizingPolicyFixedX,
+ ImGuiTableFlags_ScrollFreezeRowsShift_ = 20,
+ ImGuiTableFlags_ScrollFreezeColumnsShift_ = 22,
+ ImGuiTableFlags_ScrollFreezeRowsMask_ = 0x03 << ImGuiTableFlags_ScrollFreezeRowsShift_,
+ ImGuiTableFlags_ScrollFreezeColumnsMask_ = 0x03 << ImGuiTableFlags_ScrollFreezeColumnsShift_
+};
+
+// Flags for ImGui::TableSetupColumn()
+// FIXME-TABLE: Rename to ImGuiColumns_*, stick old columns api flags in there under an obsolete api block
+enum ImGuiTableColumnFlags_
+{
+ ImGuiTableColumnFlags_None = 0,
+ ImGuiTableColumnFlags_DefaultHide = 1 << 0, // Default as a hidden column.
+ ImGuiTableColumnFlags_DefaultSort = 1 << 1, // Default as a sorting column.
+ ImGuiTableColumnFlags_WidthFixed = 1 << 2, // Column will keep a fixed size, preferable with horizontal scrolling enabled (default if table sizing policy is SizingPolicyFixedX and table is resizable).
+ ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch, preferable with horizontal scrolling disabled (default if table sizing policy is SizingPolicyStretchX).
+ ImGuiTableColumnFlags_WidthAlwaysAutoResize = 1 << 4, // Column will keep resizing based on submitted contents (with a one frame delay) == Fixed with auto resize (default if table sizing policy is SizingPolicyFixedX and table is not resizable).
+ ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
+ ImGuiTableColumnFlags_NoClipX = 1 << 6, // Disable clipping for this column (all NoClipX columns will render in a same draw command).
+ ImGuiTableColumnFlags_NoSort = 1 << 7, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
+ ImGuiTableColumnFlags_NoSortAscending = 1 << 8, // Disable ability to sort in the ascending direction.
+ ImGuiTableColumnFlags_NoSortDescending = 1 << 9, // Disable ability to sort in the descending direction.
+ ImGuiTableColumnFlags_NoHide = 1 << 10, // Disable hiding this column.
+ ImGuiTableColumnFlags_NoHeaderWidth = 1 << 11, // Header width don't contribute to automatic column width.
+ ImGuiTableColumnFlags_PreferSortAscending = 1 << 12, // Make the initial sort direction Ascending when first sorting on this column (default).
+ ImGuiTableColumnFlags_PreferSortDescending = 1 << 13, // Make the initial sort direction Descending when first sorting on this column.
+ ImGuiTableColumnFlags_IndentEnable = 1 << 14, // Use current Indent value when entering cell (default for 1st column).
+ ImGuiTableColumnFlags_IndentDisable = 1 << 15, // Ignore current Indent value when entering cell (default for columns after the 1st one). Indentation changes _within_ the cell will still be honored.
+ ImGuiTableColumnFlags_NoReorder = 1 << 16, // Disable reordering this column, this will also prevent other columns from crossing over this column.
+
+ // [Internal] Combinations and masks
+ ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthAlwaysAutoResize,
+ ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
+ ImGuiTableColumnFlags_NoDirectResize_ = 1 << 20 // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
+};
+
+// Flags for ImGui::TableNextRow()
+enum ImGuiTableRowFlags_
+{
+ ImGuiTableRowFlags_None = 0,
+ ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted different for auto column width)
+};
+
+// Flags for ImGui::IsWindowFocused()
+enum ImGuiFocusedFlags_
+{
+ ImGuiFocusedFlags_None = 0,
+ ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
+ ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
+ ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): 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_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_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
+ //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
+ ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
+ ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window
+ ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // 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.
+};
+
+// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
+enum ImGuiKey_
+{
+ ImGuiKey_Tab,
+ 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_KeyPadEnter,
+ ImGuiKey_A, // for text edit CTRL+A: select all
+ ImGuiKey_C, // for text edit CTRL+C: copy
+ ImGuiKey_V, // for text edit CTRL+V: paste
+ ImGuiKey_X, // for text edit CTRL+X: cut
+ ImGuiKey_Y, // for text edit CTRL+Y: redo
+ ImGuiKey_Z, // for text edit CTRL+Z: undo
+ ImGuiKey_COUNT
+};
+
+// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/back-end)
+enum ImGuiKeyModFlags_
+{
+ ImGuiKeyModFlags_None = 0,
+ ImGuiKeyModFlags_Ctrl = 1 << 0,
+ ImGuiKeyModFlags_Shift = 1 << 1,
+ ImGuiKeyModFlags_Alt = 1 << 2,
+ ImGuiKeyModFlags_Super = 1 << 3
+};
+
+// Gamepad/Keyboard navigation
+// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
+// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: 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://goo.gl/9LgVZW.
+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, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
+ ImGuiNavInput_FocusNext, // 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 io.KeysDown[] instead of io.NavInputs[].
+ ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
+ ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
+ ImGuiNavInput_KeyRight_, // move right
+ ImGuiNavInput_KeyUp_, // move up
+ ImGuiNavInput_KeyDown_, // move down
+ ImGuiNavInput_COUNT,
+ ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
+};
+
+// 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.KeysDown[].
+ ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end 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 binding, 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 back-end.
+ ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end 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 back-end/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.
+};
+
+// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end.
+enum ImGuiBackendFlags_
+{
+ ImGuiBackendFlags_None = 0,
+ ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected.
+ ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
+ ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
+ ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end 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
+
+ // Obsolete names (will be removed)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63]
+ //, ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered// [unused since 1.60+] the close button now uses regular button colors.
+#endif
+};
+
+// 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_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
+
+ // Obsolete names (will be removed)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60]
+#endif
+};
+
+// 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 colored square.
+ ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
+ ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored 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 colored 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 colored 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__OptionsDefault = 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)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
+#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 binding 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
+
+ // Obsolete names (will be removed)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT // [renamed in 1.60]
+#endif
+};
+
+// 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)
+};
+
+//-----------------------------------------------------------------------------
+// Helpers: Memory allocations macros
+// 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 dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
+//-----------------------------------------------------------------------------
+
+struct ImNewDummy {};
+inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
+inline void operator delete(void*, ImNewDummy, 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(ImNewDummy(), _PTR)
+#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
+template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
+
+//-----------------------------------------------------------------------------
+// Helper: 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.
+//-----------------------------------------------------------------------------
+
+template<typename T>
+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<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
+ inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
+ inline ~ImVector() { if (Data) IM_FREE(Data); }
+
+ 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 capacity() const { return Capacity; }
+ inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
+ inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
+
+ inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }
+ 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<T>& 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 - 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; }
+};
+
+//-----------------------------------------------------------------------------
+// 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.
+ 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 TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
+ float TabBorderSize; // Thickness of border around tabs.
+ float TabMinWidthForUnselectedCloseButton; // 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 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 back-end 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 CircleSegmentMaxError; // 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);
+};
+
+//-----------------------------------------------------------------------------
+// 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.
+//-----------------------------------------------------------------------------
+
+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 back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
+ ImVec2 DisplaySize; // <unset> // Main display size, in pixels.
+ 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. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
+ 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.
+ int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
+ 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; // <auto> // 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 back-end 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 (was called io.OptMacOSXBehaviors prior to 1.63)
+ bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
+ 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 // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
+ float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to -1.0f to disable.
+
+ //------------------------------------------------------------------
+ // Platform Functions
+ // (the imgui_impl_xxxx back-end files are setting those up for you)
+ //------------------------------------------------------------------
+
+ // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff.
+ const char* BackendPlatformName; // = NULL
+ const char* BackendRendererName; // = NULL
+ void* BackendPlatformUserData; // = NULL // User data for platform back-end
+ void* BackendRendererUserData; // = NULL // User data for renderer back-end
+ void* BackendLanguageUserData; // = NULL // User data for non C++ programming language back-end
+
+ // 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 (*ImeSetInputScreenPosFn)(int x, int y);
+ void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
+ // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
+ void (*RenderDrawListsFn)(ImDrawData* data);
+#else
+ // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.
+ void* RenderDrawListsFnUnused;
+#endif
+
+ //------------------------------------------------------------------
+ // Input - Fill before calling NewFrame()
+ //------------------------------------------------------------------
+
+ 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 back-ends.
+ bool KeyCtrl; // Keyboard modifier pressed: Control
+ bool KeyShift; // Keyboard modifier pressed: Shift
+ bool KeyAlt; // Keyboard modifier pressed: Alt
+ bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
+ bool KeysDown[512]; // 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).
+ float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
+
+ // Functions
+ IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input
+ IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate
+ IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
+ IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
+
+ //------------------------------------------------------------------
+ // 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, back-end 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; // Application framerate estimate, 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.
+
+ //------------------------------------------------------------------
+ // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
+ //------------------------------------------------------------------
+
+ ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
+ 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
+ bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
+ bool MouseReleased[5]; // Mouse button went from Down to !Down
+ bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds.
+ bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click
+ 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
+ ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
+ float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
+ float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
+ float KeysDownDurationPrev[512]; // Previous duration the key has been down
+ 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.
+ ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16
+ ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
+
+ IMGUI_API ImGuiIO();
+};
+
+//-----------------------------------------------------------------------------
+// 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_CallbackCompletion: Callback on pressing TAB
+// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
+// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
+// - 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);
+ 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 == 8 bytes)
+struct ImGuiTableSortSpecsColumn
+{
+ ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
+ ImU8 ColumnIndex; // Index of the column
+ ImU8 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)
+
+ ImGuiTableSortSpecsColumn() { ColumnUserID = 0; ColumnIndex = 0; SortOrder = 0; SortDirection = ImGuiSortDirection_Ascending; }
+};
+
+// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
+// Obtained by calling TableGetSortSpecs()
+struct ImGuiTableSortSpecs
+{
+ const ImGuiTableSortSpecsColumn* Specs; // Pointer to sort spec array.
+ int SpecsCount; // Sort spec count. Most often 1 unless e.g. ImGuiTableFlags_MultiSortable is enabled.
+ bool SpecsChanged; // Set to true by TableGetSortSpecs() call if the specs have changed since the previous call. Use this to sort again!
+ ImU64 ColumnsMask; // Set to the mask of column indexes included in the Specs array. e.g. (1 << N) when column N is sorted.
+
+ ImGuiTableSortSpecs() { Specs = NULL; SpecsCount = 0; SpecsChanged = false; ColumnsMask = 0x00; }
+};
+
+//-----------------------------------------------------------------------------
+// Obsolete functions (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.
+//-----------------------------------------------------------------------------
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+namespace ImGui
+{
+ // OBSOLETED in 1.77 (from June 2020)
+ static inline bool OpenPopupOnItemClick(const char* str_id = NULL, ImGuiMouseButton mb = 1) { return OpenPopupContextItem(str_id, mb); } // Passing a mouse button to ImGuiPopupFlags is legal
+ static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); }
+ // OBSOLETED in 1.72 (from July 2019)
+ static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
+ // OBSOLETED in 1.71 (from June 2019)
+ static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }
+ // OBSOLETED in 1.70 (from May 2019)
+ static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; }
+ // OBSOLETED in 1.69 (from Mar 2019)
+ static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); }
+ // OBSOLETED in 1.66 (from Sep 2018)
+ static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
+ // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)
+ static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); }
+ // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018)
+ IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
+ IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0);
+ // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
+ static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
+ static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
+}
+typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent
+typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
+#endif
+
+//-----------------------------------------------------------------------------
+// Helpers
+//-----------------------------------------------------------------------------
+
+// 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<ImGuiTextRange>* out) const;
+ };
+ char InputBuf[256];
+ ImVector<ImGuiTextRange>Filters;
+ int CountGrep;
+};
+
+// Helper: Growable text buffer for logging/accumulating text
+// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
+struct ImGuiTextBuffer
+{
+ ImVector<char> 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<ImGuiStoragePair> 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 are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
+// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
+// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
+// Usage:
+// ImGuiListClipper clipper(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);
+// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
+// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
+// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
+// - Step 3: 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.
+struct ImGuiListClipper
+{
+ int DisplayStart, DisplayEnd;
+ int ItemsCount;
+
+ // [Internal]
+ int StepNo;
+ float ItemsHeight;
+ float StartPosY;
+
+ // items_count: Use -1 to ignore (you can call Begin later). 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().
+ // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
+ ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
+ ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
+
+ IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
+ IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
+ IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
+};
+
+// 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_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
+#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
+#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
+#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
+
+// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
+// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
+// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
+// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
+struct ImColor
+{
+ ImVec4 Value;
+
+ ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
+ ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f / 255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }
+ ImColor(ImU32 rgba) { float sc = 1.0f / 255.0f; Value.x = (float)((rgba >> 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); }
+};
+
+//-----------------------------------------------------------------------------
+// Draw List 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 back-end accordingly.
+#ifndef ImDrawCallback
+typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
+#endif
+
+// Special Draw callback value to request renderer back-end to reset the graphics/render state.
+// The renderer back-end 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/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
+// those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
+// Pre-1.71 back-ends will typically ignore the VtxOffset/IdxOffset 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. Always equal to sum of ElemCount drawn so far.
+ 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
+};
+
+// Vertex index, default to 16-bit
+// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end (recommended).
+// To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h.
+#ifndef ImDrawIdx
+typedef unsigned short ImDrawIdx;
+#endif
+
+// 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
+
+// For use by ImDrawListSplitter.
+struct ImDrawChannel
+{
+ ImVector<ImDrawCmd> _CmdBuffer;
+ ImVector<ImDrawIdx> _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 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<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
+
+ inline ImDrawListSplitter() { Clear(); }
+ 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);
+};
+
+enum ImDrawCornerFlags_
+{
+ ImDrawCornerFlags_None = 0,
+ ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1
+ ImDrawCornerFlags_TopRight = 1 << 1, // 0x2
+ ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4
+ ImDrawCornerFlags_BotRight = 1 << 3, // 0x8
+ ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3
+ ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC
+ ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5
+ ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA
+ ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
+};
+
+// Flags for ImDrawList. 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 back-end 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.
+// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll 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<ImDrawCmd> CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
+ ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
+ ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
+ ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
+
+ // [Internal, used while building lists]
+ 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
+ unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
+ 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<ImVec4> _ClipRectStack; // [Internal]
+ ImVector<ImTextureID> _TextureIdStack; // [Internal]
+ ImVector<ImVec2> _Path; // [Internal] current path building
+ ImDrawCmd _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!)
+
+ // 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) { _Data = shared_data; Flags = ImDrawListFlags_None; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _OwnerName = NULL; }
+
+ ~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 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, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4 bits corresponding to which corner to round
+ IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // 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 = 12, float thickness = 1.0f);
+ IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 12);
+ 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, bool closed, 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 AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0);
+
+ // 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, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
+
+ // 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, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
+ IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);
+ 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 PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0);
+ IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
+
+ // 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
+
+ // [Internal helpers]
+ IMGUI_API void _ResetForNewFrame();
+ IMGUI_API void _ClearFreeMemory();
+ IMGUI_API void _PopUnusedDrawCmd();
+ IMGUI_API void _OnChangedClipRect();
+ IMGUI_API void _OnChangedTextureID();
+ IMGUI_API void _OnChangedVtxOffset();
+};
+
+// 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.
+ ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here.
+ 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
+ ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
+ ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
+ 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() { Valid = false; Clear(); }
+ ~ImDrawData() { Clear(); }
+ void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // 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.
+};
+
+//-----------------------------------------------------------------------------
+// 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. 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. 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 RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
+ 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 Codepoint : 31; // 0x0000..0xFFFF
+ unsigned int Visible : 1; // Flag to allow early out when rendering
+ 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<ImU32> 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<ImWchar>* 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 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
+ 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 1946 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.
+ // 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
+ //-------------------------------------------
+
+ bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
+ 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.
+
+ // [Internal]
+ // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
+ 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<ImFont*> 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<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
+ ImVector<ImFontConfig> ConfigData; // Configuration data
+ ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
+
+ // [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
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
+ typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
+#endif
+};
+
+// 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<float> 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 ~36/48 bytes (for CalcTextSize + render loop)
+ ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
+ ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
+ const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
+ ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels
+
+ // 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 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar()
+ ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering.
+ 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 : "<unknown>"; }
+
+ // '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(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 void SetFallbackChar(ImWchar c);
+ IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
+};
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#elif defined(__GNUC__)
+#pragma GCC diagnostic pop
+#endif
+
+// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
+#ifdef IMGUI_INCLUDE_IMGUI_USER_H
+#include "imgui_user.h"
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/subprojects/dearimgui/imgui_draw.cpp b/subprojects/dearimgui/imgui_draw.cpp
new file mode 100644
index 0000000..df0a904
--- /dev/null
+++ b/subprojects/dearimgui/imgui_draw.cpp
@@ -0,0 +1,3768 @@
+// dear imgui, v1.78 WIP
+// (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"
+
+#include <stdio.h> // vsnprintf, sscanf, printf
+#if !defined(alloca)
+#if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__)
+#include <alloca.h> // alloca (glibc uses <alloca.h>. Note that Cygwin may have _WIN32 defined, so the order matters here)
+#elif defined(_WIN32)
+#include <malloc.h> // alloca
+#if !defined(alloca)
+#define alloca _alloca // for clang with MS Codegen
+#endif
+#else
+#include <stdlib.h> // 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
+#endif
+
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#if __has_warning("-Wunknown-warning-option")
+#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
+#endif
+#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
+#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
+#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here
+#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier
+#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
+#elif defined(__GNUC__)
+#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
+#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
+#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
+#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer
+#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#endif
+
+//-------------------------------------------------------------------------
+// [SECTION] STB libraries implementation
+//-------------------------------------------------------------------------
+
+// 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
+#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
+#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
+
+#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
+#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)ImFloorStd(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
+
+#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, 0.25f);
+ 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, 0.07f);
+ 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, 0.70f);
+ 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, 0.16f);
+ 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(0.80f, 0.80f, 0.80f, 0.56f);
+ 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, 0.07f);
+ 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);
+}
+
+//-----------------------------------------------------------------------------
+// ImDrawList
+//-----------------------------------------------------------------------------
+
+ImDrawListSharedData::ImDrawListSharedData()
+{
+ Font = NULL;
+ FontSize = 0.0f;
+ CurveTessellationTol = 0.0f;
+ CircleSegmentMaxError = 0.0f;
+ ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f);
+ InitialFlags = ImDrawListFlags_None;
+
+ // Lookup tables
+ 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));
+ }
+ memset(CircleSegmentCounts, 0, sizeof(CircleSegmentCounts)); // This will be set by SetCircleSegmentMaxError()
+ TexUvLines = NULL;
+}
+
+void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error)
+{
+ if (CircleSegmentMaxError == max_error)
+ return;
+ CircleSegmentMaxError = max_error;
+ for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
+ {
+ const float radius = i + 1.0f;
+ const int segment_count = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError);
+ CircleSegmentCounts[i] = (ImU8)ImMin(segment_count, 255);
+ }
+}
+
+// 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.
+ // (those should be IM_STATIC_ASSERT() in theory but with our pre C++11 setup the whole check doesn't compile with GCC)
+ IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
+ IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
+ IM_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());
+}
+
+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)
+{
+ 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
+
+// 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
+ 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 && 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
+ 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 && 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;
+ ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+ IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset);
+ if (curr_cmd->ElemCount != 0)
+ {
+ AddDrawCmd();
+ return;
+ }
+ IM_ASSERT(curr_cmd->UserCallback == NULL);
+ curr_cmd->VtxOffset = _CmdHeader.VtxOffset;
+}
+
+// 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))
+ {
+ _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.
+#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0)
+#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } while (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, bool closed, float thickness)
+{
+ if (points_count < 2)
+ return;
+
+ 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 > 1.0f);
+
+ if (Flags & ImDrawListFlags_AntiAliasedLines)
+ {
+ // Anti-aliased stroke
+ const float AA_SIZE = 1.0f;
+ 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);
+
+ // 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 <points_count> 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 <thickness> pixels for the line itself, plus one pixel for AA
+ // We don't use AA_SIZE here because the +1 is tied to the generated texture and so alternate values won't work without changes to that code
+ 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)
+ {
+ 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 = 1.0f;
+ 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::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
+{
+ if (radius == 0.0f || a_min_of_12 > a_max_of_12)
+ {
+ _Path.push_back(center);
+ return;
+ }
+
+ // For legacy reason the PathArcToFast() always takes angles where 2*PI is represented by 12,
+ // but it is possible to set IM_DRAWLIST_ARCFAST_TESSELATION_MULTIPLIER to a higher value. This should compile to a no-op otherwise.
+#if IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER != 1
+ a_min_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER;
+ a_max_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER;
+#endif
+
+ _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1));
+ for (int a = a_min_of_12; a <= a_max_of_12; a++)
+ {
+ const ImVec2& c = _Data->ArcFastVtx[a % IM_ARRAYSIZE(_Data->ArcFastVtx)];
+ _Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius));
+ }
+}
+
+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;
+ }
+
+ // 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));
+ }
+}
+
+ImVec2 ImBezierCalc(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);
+}
+
+// Closely mimics BezierClosestPointCasteljauStep() in imgui.cpp
+static void PathBezierToCasteljau(ImVector<ImVec2>* 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;
+ PathBezierToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
+ PathBezierToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
+ }
+}
+
+void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
+{
+ ImVec2 p1 = _Path.back();
+ if (num_segments == 0)
+ {
+ PathBezierToCasteljau(&_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(ImBezierCalc(p1, p2, p3, p4, t_step * i_step));
+ }
+}
+
+void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners)
+{
+ rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f);
+ rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f);
+
+ if (rounding <= 0.0f || rounding_corners == 0)
+ {
+ PathLineTo(a);
+ PathLineTo(ImVec2(b.x, a.y));
+ PathLineTo(b);
+ PathLineTo(ImVec2(a.x, b.y));
+ }
+ else
+ {
+ const float rounding_tl = (rounding_corners & ImDrawCornerFlags_TopLeft) ? rounding : 0.0f;
+ const float rounding_tr = (rounding_corners & ImDrawCornerFlags_TopRight) ? rounding : 0.0f;
+ const float rounding_br = (rounding_corners & ImDrawCornerFlags_BotRight) ? rounding : 0.0f;
+ const float rounding_bl = (rounding_corners & ImDrawCornerFlags_BotLeft) ? 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, false, 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, ImDrawCornerFlags rounding_corners, 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, rounding_corners);
+ else
+ PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes.
+ PathStroke(col, true, thickness);
+}
+
+void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
+{
+ if ((col & IM_COL32_A_MASK) == 0)
+ return;
+ if (rounding > 0.0f)
+ {
+ PathRect(p_min, p_max, rounding, rounding_corners);
+ PathFillConvex(col);
+ }
+ else
+ {
+ PrimReserve(6, 4);
+ PrimRect(p_min, p_max, 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, true, 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, true, 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;
+
+ // Obtain segment count
+ if (num_segments <= 0)
+ {
+ // Automatic segment count
+ const int radius_idx = (int)radius - 1;
+ if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
+ num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value
+ else
+ num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
+ }
+ 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;
+ if (num_segments == 12)
+ PathArcToFast(center, radius - 0.5f, 0, 12);
+ else
+ PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
+ PathStroke(col, true, 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;
+
+ // Obtain segment count
+ if (num_segments <= 0)
+ {
+ // Automatic segment count
+ const int radius_idx = (int)radius - 1;
+ if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
+ num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value
+ else
+ num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
+ }
+ 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;
+ if (num_segments == 12)
+ PathArcToFast(center, radius, 0, 12);
+ else
+ 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, true, 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::AddBezierCurve(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);
+ PathBezierCurveTo(p2, p3, p4, num_segments);
+ PathStroke(col, false, 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, ImDrawCornerFlags rounding_corners)
+{
+ if ((col & IM_COL32_A_MASK) == 0)
+ return;
+
+ if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0)
+ {
+ AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);
+ return;
+ }
+
+ const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
+ if (push_texture_id)
+ PushTextureID(user_texture_id);
+
+ int vert_start_idx = VtxBuffer.Size;
+ PathRect(p_min, p_max, rounding, rounding_corners);
+ 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();
+}
+
+
+//-----------------------------------------------------------------------------
+// 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_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.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);
+ }
+ if (_Channels[i]._CmdBuffer.Size == 0)
+ {
+ ImDrawCmd draw_cmd;
+ ImDrawCmd_HeaderCopy(&draw_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
+ _Channels[i]._CmdBuffer.push_back(draw_cmd);
+ }
+ }
+}
+
+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];
+
+ // Equivalent of PopUnusedDrawCmd() for this channel's cmdbuffer and except we don't need to test for UserCallback.
+ if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0)
+ ch._CmdBuffer.pop_back();
+
+ if (ch._CmdBuffer.Size > 0 && last_cmd != NULL)
+ {
+ 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.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();
+}
+
+//-----------------------------------------------------------------------------
+// [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<ImDrawVert> 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;
+ 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 = ImLerp((int)(col0 >> IM_COL32_R_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_R_SHIFT) & 0xFF, t);
+ int g = ImLerp((int)(col0 >> IM_COL32_G_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_G_SHIFT) & 0xFF, t);
+ int b = ImLerp((int)(col0 >> IM_COL32_B_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_B_SHIFT) & 0xFF, 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()
+{
+ FontData = NULL;
+ FontDataSize = 0;
+ FontDataOwnedByAtlas = true;
+ FontNo = 0;
+ SizePixels = 0.0f;
+ OversampleH = 3; // FIXME: 2 may be a better default?
+ OversampleV = 1;
+ PixelSnapH = false;
+ GlyphExtraSpacing = ImVec2(0.0f, 0.0f);
+ GlyphOffset = ImVec2(0.0f, 0.0f);
+ GlyphRanges = NULL;
+ GlyphMinAdvanceX = 0.0f;
+ GlyphMaxAdvanceX = FLT_MAX;
+ MergeMode = false;
+ RasterizerFlags = 0x00;
+ RasterizerMultiply = 1.0f;
+ EllipsisChar = (ImWchar)-1;
+ memset(Name, 0, sizeof(Name));
+ DstFont = NULL;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImFontAtlas
+//-----------------------------------------------------------------------------
+
+// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
+// The white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes.
+const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108;
+const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
+static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
+{
+ "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX "
+ "..- -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 "
+ "XX - 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 -XX X.X - X.X XX- X..X..XXX "
+ "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 -XXX 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...XXXXXX.XXXXXX...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......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
+};
+
+ImFontAtlas::ImFontAtlas()
+{
+ Locked = false;
+ Flags = ImFontAtlasFlags_None;
+ TexID = (ImTextureID)NULL;
+ TexDesiredWidth = 0;
+ TexGlyphPadding = 1;
+
+ TexPixelsAlpha8 = NULL;
+ TexPixelsRGBA32 = NULL;
+ TexWidth = TexHeight = 0;
+ TexUvScale = ImVec2(0.0f, 0.0f);
+ TexUvWhitePixel = ImVec2(0.0f, 0.0f);
+ 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;
+}
+
+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;
+}
+
+void ImFontAtlas::ClearFonts()
+{
+ IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
+ for (int i = 0; i < Fonts.Size; i++)
+ IM_DELETE(Fonts[i]);
+ Fonts.clear();
+}
+
+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)
+ {
+ if (ConfigData.empty())
+ AddFontDefault();
+ 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
+ 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;
+
+ 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);
+ font->DisplayOffset.y = 1.0f;
+ 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;
+ 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_HALF + 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()!");
+ return ImFontAtlasBuildWithStbTruetype(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]];
+}
+
+// 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<int> 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<int>* 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));
+}
+
+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<ImFontBuildSrcData> src_tmp_array;
+ ImVector<ImFontBuildDstData> 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;
+ IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
+ if (src_tmp.DstIndex == -1)
+ 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<stbrp_rect> buf_rects;
+ ImVector<stbtt_packedchar> 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;
+
+ ImFontConfig& cfg = atlas->ConfigData[src_i];
+ ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true)
+
+ 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++)
+ {
+ const int codepoint = src_tmp.GlyphsList[glyph_i];
+ const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i];
+
+ const float char_advance_x_org = pc.xadvance;
+ const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
+ float char_off_x = font_off_x;
+ if (char_advance_x_org != char_advance_x_mod)
+ char_off_x += cfg.PixelSnapH ? ImFloor((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
+
+ // Register glyph
+ stbtt_aligned_quad q;
+ float dummy_x = 0.0f, dummy_y = 0.0f;
+ stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &dummy_x, &dummy_y, &q, 0);
+ dst_font->AddGlyph((ImWchar)codepoint, q.x0 + char_off_x, q.y0 + font_off_y, q.x1 + char_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, char_advance_x_mod);
+ }
+ }
+
+ // Cleanup temporary (ImVector doesn't honor destructor)
+ for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+ src_tmp_array[src_i].~ImFontBuildSrcData();
+
+ ImFontAtlasBuildFinish(atlas);
+ return true;
+}
+
+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->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<ImFontAtlasCustomRect>& 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<stbrp_rect> 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);
+ }
+}
+
+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_HALF * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);
+ for (int y = 0, n = 0; y < FONT_ATLAS_DEFAULT_TEX_DATA_H; y++)
+ for (int x = 0; x < FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF; x++, n++)
+ {
+ const int offset0 = (int)(r->X + x) + (int)(r->Y + y) * w;
+ const int offset1 = offset0 + FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;
+ atlas->TexPixelsAlpha8[offset0] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == '.' ? 0xFF : 0x00;
+ atlas->TexPixelsAlpha8[offset1] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == 'X' ? 0xFF : 0x00;
+ }
+ }
+ else
+ {
+ // Render 4 white pixels
+ IM_ASSERT(r->Width == 2 && r->Height == 2);
+ const int offset = (int)r->X + (int)r->Y * w;
+ atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF;
+ }
+ 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
+ unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)];
+ memset(write_ptr, 0x00, pad_left);
+ memset(write_ptr + pad_left, 0xFF, line_width);
+ memset(write_ptr + pad_left + line_width, 0x00, pad_right);
+
+ // 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_HALF * 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);
+ 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;
+
+ IM_ASSERT(r->Font->ContainerAtlas == atlas);
+ ImVec2 uv0, uv1;
+ atlas->CalcCustomRectUV(r, &uv0, &uv1);
+ r->Font->AddGlyph((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();
+
+ // 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: Also note that 0x2026 is currently seldom included in our font ranges. Because of this we are more likely to use three individual dots.
+ for (int i = 0; i < atlas->Fonts.size(); i++)
+ {
+ ImFont* font = atlas->Fonts[i];
+ if (font->EllipsisChar != (ImWchar)-1)
+ continue;
+ const ImWchar ellipsis_variants[] = { (ImWchar)0x2026, (ImWchar)0x0085 };
+ for (int j = 0; j < IM_ARRAYSIZE(ellipsis_variants); j++)
+ if (font->FindGlyphNoFallback(ellipsis_variants[j]) != NULL) // Verify glyph exists
+ {
+ font->EllipsisChar = ellipsis_variants[j];
+ break;
+ }
+ }
+}
+
+// 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
+ 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
+ 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
+ };
+ 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()
+{
+ // 1946 common ideograms code points for Japanese
+ // Sourced from http://theinstructionlimit.com/common-kanji-character-ranges-for-xna-spritefont-rendering
+ // FIXME: Source a list of the revised 2136 Joyo Kanji list from 2010 and rebuild this.
+ // 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[] =
+ {
+ 0,1,2,4,1,1,1,1,2,1,6,2,2,1,8,5,7,11,1,2,10,10,8,2,4,20,2,11,8,2,1,2,1,6,2,1,7,5,3,7,1,1,13,7,9,1,4,6,1,2,1,10,1,1,9,2,2,4,5,6,14,1,1,9,3,18,
+ 5,4,2,2,10,7,1,1,1,3,2,4,3,23,2,10,12,2,14,2,4,13,1,6,10,3,1,7,13,6,4,13,5,2,3,17,2,2,5,7,6,4,1,7,14,16,6,13,9,15,1,1,7,16,4,7,1,19,9,2,7,15,
+ 2,6,5,13,25,4,14,13,11,25,1,1,1,2,1,2,2,3,10,11,3,3,1,1,4,4,2,1,4,9,1,4,3,5,5,2,7,12,11,15,7,16,4,5,16,2,1,1,6,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,
+ 2,1,12,3,3,9,5,8,1,11,1,2,3,18,20,4,1,3,6,1,7,3,5,5,7,2,2,12,3,1,4,2,3,2,3,11,8,7,4,17,1,9,25,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,6,16,1,2,1,1,3,12,
+ 20,2,5,20,8,7,6,2,1,1,1,1,6,2,1,2,10,1,1,6,1,3,1,2,1,4,1,12,4,1,3,1,1,1,1,1,10,4,7,5,13,1,15,1,1,30,11,9,1,15,38,14,1,32,17,20,1,9,31,2,21,9,
+ 4,49,22,2,1,13,1,11,45,35,43,55,12,19,83,1,3,2,3,13,2,1,7,3,18,3,13,8,1,8,18,5,3,7,25,24,9,24,40,3,17,24,2,1,6,2,3,16,15,6,7,3,12,1,9,7,3,3,
+ 3,15,21,5,16,4,5,12,11,11,3,6,3,2,31,3,2,1,1,23,6,6,1,4,2,6,5,2,1,1,3,3,22,2,6,2,3,17,3,2,4,5,1,9,5,1,1,6,15,12,3,17,2,14,2,8,1,23,16,4,2,23,
+ 8,15,23,20,12,25,19,47,11,21,65,46,4,3,1,5,6,1,2,5,26,2,1,1,3,11,1,1,1,2,1,2,3,1,1,10,2,3,1,1,1,3,6,3,2,2,6,6,9,2,2,2,6,2,5,10,2,4,1,2,1,2,2,
+ 3,1,1,3,1,2,9,23,9,2,1,1,1,1,5,3,2,1,10,9,6,1,10,2,31,25,3,7,5,40,1,15,6,17,7,27,180,1,3,2,2,1,1,1,6,3,10,7,1,3,6,17,8,6,2,2,1,3,5,5,8,16,14,
+ 15,1,1,4,1,2,1,1,1,3,2,7,5,6,2,5,10,1,4,2,9,1,1,11,6,1,44,1,3,7,9,5,1,3,1,1,10,7,1,10,4,2,7,21,15,7,2,5,1,8,3,4,1,3,1,6,1,4,2,1,4,10,8,1,4,5,
+ 1,5,10,2,7,1,10,1,1,3,4,11,10,29,4,7,3,5,2,3,33,5,2,19,3,1,4,2,6,31,11,1,3,3,3,1,8,10,9,12,11,12,8,3,14,8,6,11,1,4,41,3,1,2,7,13,1,5,6,2,6,12,
+ 12,22,5,9,4,8,9,9,34,6,24,1,1,20,9,9,3,4,1,7,2,2,2,6,2,28,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,8,8,3,2,1,5,1,2,2,3,1,11,11,7,3,6,10,8,6,16,16,
+ 22,7,12,6,21,5,4,6,6,3,6,1,3,2,1,2,8,29,1,10,1,6,13,6,6,19,31,1,13,4,4,22,17,26,33,10,4,15,12,25,6,67,10,2,3,1,6,10,2,6,2,9,1,9,4,4,1,2,16,2,
+ 5,9,2,3,8,1,8,3,9,4,8,6,4,8,11,3,2,1,1,3,26,1,7,5,1,11,1,5,3,5,2,13,6,39,5,1,5,2,11,6,10,5,1,15,5,3,6,19,21,22,2,4,1,6,1,8,1,4,8,2,4,2,2,9,2,
+ 1,1,1,4,3,6,3,12,7,1,14,2,4,10,2,13,1,17,7,3,2,1,3,2,13,7,14,12,3,1,29,2,8,9,15,14,9,14,1,3,1,6,5,9,11,3,38,43,20,7,7,8,5,15,12,19,15,81,8,7,
+ 1,5,73,13,37,28,8,8,1,15,18,20,165,28,1,6,11,8,4,14,7,15,1,3,3,6,4,1,7,14,1,1,11,30,1,5,1,4,14,1,4,2,7,52,2,6,29,3,1,9,1,21,3,5,1,26,3,11,14,
+ 11,1,17,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,7,7,5,17,3,3,3,1,23,10,4,4,6,3,1,16,17,22,3,10,21,16,16,6,4,10,2,1,1,2,8,8,6,5,3,3,3,39,25,
+ 15,1,1,16,6,7,25,15,6,6,12,1,22,13,1,4,9,5,12,2,9,1,12,28,8,3,5,10,22,60,1,2,40,4,61,63,4,1,13,12,1,4,31,12,1,14,89,5,16,6,29,14,2,5,49,18,18,
+ 5,29,33,47,1,17,1,19,12,2,9,7,39,12,3,7,12,39,3,1,46,4,12,3,8,9,5,31,15,18,3,2,2,66,19,13,17,5,3,46,124,13,57,34,2,5,4,5,8,1,1,1,4,3,1,17,5,
+ 3,5,3,1,8,5,6,3,27,3,26,7,12,7,2,17,3,7,18,78,16,4,36,1,2,1,6,2,1,39,17,7,4,13,4,4,4,1,10,4,2,4,6,3,10,1,19,1,26,2,4,33,2,73,47,7,3,8,2,4,15,
+ 18,1,29,2,41,14,1,21,16,41,7,39,25,13,44,2,2,10,1,13,7,1,7,3,5,20,4,8,2,49,1,10,6,1,6,7,10,7,11,16,3,12,20,4,10,3,1,2,11,2,28,9,2,4,7,2,15,1,
+ 27,1,28,17,4,5,10,7,3,24,10,11,6,26,3,2,7,2,2,49,16,10,16,15,4,5,27,61,30,14,38,22,2,7,5,1,3,12,23,24,17,17,3,3,2,4,1,6,2,7,5,1,1,5,1,1,9,4,
+ 1,3,6,1,8,2,8,4,14,3,5,11,4,1,3,32,1,19,4,1,13,11,5,2,1,8,6,8,1,6,5,13,3,23,11,5,3,16,3,9,10,1,24,3,198,52,4,2,2,5,14,5,4,22,5,20,4,11,6,41,
+ 1,5,2,2,11,5,2,28,35,8,22,3,18,3,10,7,5,3,4,1,5,3,8,9,3,6,2,16,22,4,5,5,3,3,18,23,2,6,23,5,27,8,1,33,2,12,43,16,5,2,3,6,1,20,4,2,9,7,1,11,2,
+ 10,3,14,31,9,3,25,18,20,2,5,5,26,14,1,11,17,12,40,19,9,6,31,83,2,7,9,19,78,12,14,21,76,12,113,79,34,4,1,1,61,18,85,10,2,2,13,31,11,50,6,33,159,
+ 179,6,6,7,4,4,2,4,2,5,8,7,20,32,22,1,3,10,6,7,28,5,10,9,2,77,19,13,2,5,1,4,4,7,4,13,3,9,31,17,3,26,2,6,6,5,4,1,7,11,3,4,2,1,6,2,20,4,1,9,2,6,
+ 3,7,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,5,13,8,4,11,23,1,10,6,2,1,3,21,2,2,4,24,31,4,10,10,2,5,192,15,4,16,7,9,51,1,2,1,1,5,1,1,2,1,3,5,3,1,3,4,1,
+ 3,1,3,3,9,8,1,2,2,2,4,4,18,12,92,2,10,4,3,14,5,25,16,42,4,14,4,2,21,5,126,30,31,2,1,5,13,3,22,5,6,6,20,12,1,14,12,87,3,19,1,8,2,9,9,3,3,23,2,
+ 3,7,6,3,1,2,3,9,1,3,1,6,3,2,1,3,11,3,1,6,10,3,2,3,1,2,1,5,1,1,11,3,6,4,1,7,2,1,2,5,5,34,4,14,18,4,19,7,5,8,2,6,79,1,5,2,14,8,2,9,2,1,36,28,16,
+ 4,1,1,1,2,12,6,42,39,16,23,7,15,15,3,2,12,7,21,64,6,9,28,8,12,3,3,41,59,24,51,55,57,294,9,9,2,6,2,15,1,2,13,38,90,9,9,9,3,11,7,1,1,1,5,6,3,2,
+ 1,2,2,3,8,1,4,4,1,5,7,1,4,3,20,4,9,1,1,1,5,5,17,1,5,2,6,2,4,1,4,5,7,3,18,11,11,32,7,5,4,7,11,127,8,4,3,3,1,10,1,1,6,21,14,1,16,1,7,1,3,6,9,65,
+ 51,4,3,13,3,10,1,1,12,9,21,110,3,19,24,1,1,10,62,4,1,29,42,78,28,20,18,82,6,3,15,6,84,58,253,15,155,264,15,21,9,14,7,58,40,39,
+ };
+ 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
+ };
+ 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 (ImWchar c = ranges[0]; c <= ranges[1]; c++)
+ AddChar(c);
+}
+
+void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* 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)'?';
+ EllipsisChar = (ImWchar)-1;
+ DisplayOffset = ImVec2(0.0f, 0.0f);
+ 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;
+}
+
+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);
+
+ // Setup fall-backs
+ FallbackGlyph = FindGlyphNoFallback(FallbackChar);
+ FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f;
+ 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::SetFallbackChar(ImWchar c)
+{
+ FallbackChar = c;
+ BuildLookupTable();
+}
+
+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).
+void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
+{
+ Glyphs.resize(Glyphs.Size + 1);
+ ImFontGlyph& glyph = Glyphs.back();
+ glyph.Codepoint = (unsigned int)codepoint;
+ glyph.Visible = (x0 != x1) && (y0 != y1);
+ 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 + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX
+
+ if (ConfigData->PixelSnapH)
+ glyph.AdvanceX = IM_ROUND(glyph.AdvanceX);
+
+ // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
+ DirtyLookupTables = true;
+ MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + 1.99f) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + 1.99f);
+}
+
+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;
+}
+
+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;
+ float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
+ pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
+ pos.y = IM_FLOOR(pos.y + DisplayOffset.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);
+}
+
+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 + DisplayOffset.x);
+ pos.y = IM_FLOOR(pos.y + DisplayOffset.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;
+
+ 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;
+ }
+ }
+
+ // 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 = 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 = 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 = 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 = 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()
+//-----------------------------------------------------------------------------
+// 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, false, 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;
+ const 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);
+}
+
+// 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, int rounding_corners_flags)
+{
+ if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
+ {
+ ImU32 col_bg1 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col));
+ ImU32 col_bg2 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col));
+ draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_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;
+ int rounding_corners_flags_cell = 0;
+ if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; }
+ if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; }
+ rounding_corners_flags_cell &= rounding_corners_flags;
+ draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell);
+ }
+ }
+ }
+ else
+ {
+ draw_list->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_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`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/"
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+ "GT4CPGT4CPGT4CPGT4CPGT4CPGT4CP-qekC`.9kEg^+F$kwViFJTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5o,^<-28ZI'O?;xp"
+ "O?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xp;7q-#lLYI:xvD=#";
+
+static const char* GetDefaultCompressedFontDataTTFBase85()
+{
+ return proggy_clean_ttf_compressed_data_base85;
+}
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/subprojects/dearimgui/imgui_internal.h b/subprojects/dearimgui/imgui_internal.h
new file mode 100644
index 0000000..a6385e3
--- /dev/null
+++ b/subprojects/dearimgui/imgui_internal.h
@@ -0,0 +1,2378 @@
+// dear imgui, v1.78 WIP
+// (internal structures/api)
+
+// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
+// Set:
+// #define IMGUI_DEFINE_MATH_OPERATORS
+// To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators)
+
+/*
+
+Index of this file:
+
+// [SECTION] Header mess
+// [SECTION] Forward declarations
+// [SECTION] Context pointer
+// [SECTION] STB libraries includes
+// [SECTION] Macros
+// [SECTION] Generic helpers
+// [SECTION] ImDrawList support
+// [SECTION] Widgets support: flags, enums, data structures
+// [SECTION] Columns support
+// [SECTION] Settings support
+// [SECTION] Multi-select support
+// [SECTION] Docking support
+// [SECTION] Viewport support
+// [SECTION] ImGuiContext (main imgui context)
+// [SECTION] ImGuiWindowTempData, ImGuiWindow
+// [SECTION] Tab bar, Tab item support
+// [SECTION] Table support
+// [SECTION] Internal API
+// [SECTION] Test Engine Hooks (imgui_test_engine)
+
+*/
+
+#pragma once
+#ifndef IMGUI_DISABLE
+
+//-----------------------------------------------------------------------------
+// [SECTION] Header mess
+//-----------------------------------------------------------------------------
+
+#ifndef IMGUI_VERSION
+#error Must include imgui.h before imgui_internal.h
+#endif
+
+#include <stdio.h> // FILE*, sscanf
+#include <stdlib.h> // NULL, malloc, free, qsort, atoi, atof
+#include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
+#include <limits.h> // INT_MIN, INT_MAX
+
+// 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)
+#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 "-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
+#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
+
+//-----------------------------------------------------------------------------
+// [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 ImGuiColumnData; // Storage data for a single column
+struct ImGuiColumns; // Storage data for a columns set
+struct ImGuiContext; // Main Dear ImGui context
+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 ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data
+struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
+struct ImGuiNavMoveResult; // Result of a gamepad/keyboard directional navigation move query result
+struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
+struct ImGuiNextItemData; // Storage for SetNextItem** functions
+struct ImGuiPopupData; // Storage for current popup stack
+struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file
+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 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)
+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 ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior()
+typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: BeginColumns()
+typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior()
+typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
+typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
+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 ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx()
+typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior()
+typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx()
+typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx()
+
+//-----------------------------------------------------------------------------
+// [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
+
+// Static Asserts
+#if (__cplusplus >= 201100)
+#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "")
+#else
+#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
+#endif
+
+// "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_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
+
+// Debug Tools
+// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item.
+#ifndef IM_DEBUG_BREAK
+#if defined(__clang__)
+#define IM_DEBUG_BREAK() __builtin_debugtrap()
+#elif defined (_MSC_VER)
+#define IM_DEBUG_BREAK() __debugbreak()
+#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 ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0);
+IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0);
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+static inline ImU32 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
+#define ImQsort qsort
+
+// 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 int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
+IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count
+IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count
+IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count)
+IMGUI_API int 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
+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); }
+#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
+// - 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 already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by e.g. stb_truetype)
+#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); }
+#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<typename T> static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; }
+template<typename T> static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; }
+template<typename T> static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
+template<typename T> static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); }
+template<typename T> static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; }
+template<typename T> 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<typename T> 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 1.0f / ImSqrt(d); return fail_value; }
+static inline float ImFloor(float f) { return (float)(int)(f); }
+static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
+static inline 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); }
+
+// Helpers: Geometry
+IMGUI_API ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); // Cubic Bezier
+IMGUI_API ImVec2 ImBezierClosestPoint(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 ImBezierClosestPointCasteljau(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 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)
+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; }
+ 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); }
+};
+
+// 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)
+{
+ 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. NOT CLEARED by constructor.
+template<int BITCOUNT>
+struct IMGUI_API ImBitArray
+{
+ ImU32 Storage[(BITCOUNT + 31) >> 5];
+ ImBitArray() { }
+ void ClearBits() { memset(Storage, 0, sizeof(Storage)); }
+ bool TestBit(int n) const { IM_ASSERT(n < BITCOUNT); return ImBitArrayTestBit(Storage, n); }
+ void SetBit(int n) { IM_ASSERT(n < BITCOUNT); ImBitArraySetBit(Storage, n); }
+ void ClearBit(int n) { IM_ASSERT(n < BITCOUNT); ImBitArrayClearBit(Storage, n); }
+ void SetBitRange(int n1, int n2) { ImBitArraySetBitRange(Storage, n1, n2); }
+};
+
+// Helper: ImBitVector
+// Store 1-bit per value.
+struct IMGUI_API ImBitVector
+{
+ ImVector<ImU32> 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<typename T>
+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 T& operator[](int i) { T* p = Data + i; IM_ASSERT(p < DataEnd); return *p; }
+ inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(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")
+template<int CHUNKS>
+struct ImSpanAllocator
+{
+ char* BasePtr;
+ int TotalSize;
+ int CurrSpan;
+ int Offsets[CHUNKS];
+
+ ImSpanAllocator() { memset(this, 0, sizeof(*this)); }
+ inline void ReserveBytes(int n, size_t sz) { IM_ASSERT(n == CurrSpan && n < CHUNKS); Offsets[CurrSpan++] = TotalSize; TotalSize += (int)sz; }
+ inline int GetArenaSizeInBytes() { return TotalSize; }
+ inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; }
+ inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrSpan == CHUNKS); return (void*)(BasePtr + Offsets[n]); }
+ inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrSpan == CHUNKS); return (n + 1 < CHUNKS) ? BasePtr + Offsets[n + 1] : (void*)(BasePtr + TotalSize); }
+ template<typename T>
+ inline void GetSpan(int n, ImSpan<T>* 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<typename T>
+struct IMGUI_API ImPool
+{
+ ImVector<T> Buf; // Contiguous data
+ ImGuiStorage Map; // ID->Index
+ ImPoolIdx FreeIdx; // Next free idx to use
+
+ ImPool() { FreeIdx = 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 = 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(); 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); }
+ void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); }
+ int GetSize() const { return Buf.Size; }
+};
+
+// 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 (this what the '(X + 3) & ~3' statement is for)
+// The tedious/zealous amount of casting is to avoid -Wcast-align warnings.
+template<typename T>
+struct IMGUI_API ImChunkStream
+{
+ ImVector<char> 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 = ((HDR_SZ + sz) + 3u) & ~3u; 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); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImDrawList support
+//-----------------------------------------------------------------------------
+
+// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value.
+#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 12
+#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512
+#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp((int)((IM_PI * 2.0f) / ImAcos(((_RAD) - (_MAXERROR)) / (_RAD))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX)
+
+// ImDrawList: You may set this to higher values (e.g. 2 or 3) to increase tessellation of fast rounded corners path.
+#ifndef IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER
+#define IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER 1
+#endif
+
+// 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[12 * IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER]; // FIXME: Bake rounded corners fill/borders in atlas
+ ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius (array index + 1) before we calculate it dynamically (to avoid calculation overhead)
+ const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas
+
+ ImDrawListSharedData();
+ void SetCircleSegmentMaxError(float max_error);
+};
+
+struct ImDrawDataBuilder
+{
+ ImVector<ImDrawList*> 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(); }
+ 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
+ ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
+ ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
+ ImGuiItemFlags_NoNav = 1 << 3, // false
+ ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
+ ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current 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_Default_ = 0
+};
+
+// Storage for LastItem data
+enum ImGuiItemStatusFlags_
+{
+ ImGuiItemStatusFlags_None = 0,
+ ImGuiItemStatusFlags_HoveredRect = 1 << 0,
+ ImGuiItemStatusFlags_HasDisplayRect = 1 << 1,
+ 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" because reporting the change allows us to 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.
+
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ , // [imgui_tests only]
+ ImGuiItemStatusFlags_Openable = 1 << 10, //
+ ImGuiItemStatusFlags_Opened = 1 << 11, //
+ ImGuiItemStatusFlags_Checkable = 1 << 12, //
+ ImGuiItemStatusFlags_Checked = 1 << 13 //
+#endif
+};
+
+enum ImGuiButtonFlags_
+{
+ ImGuiButtonFlags_None = 0,
+ ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat
+ ImGuiButtonFlags_PressedOnClick = 1 << 1, // return true on click (mouse down event)
+ ImGuiButtonFlags_PressedOnClickRelease = 1 << 2, // [Default] return true on click + release on same item <-- this is what the majority of Button are using
+ ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 3, // return true on click + release even if the release event is not done while hovering the item
+ ImGuiButtonFlags_PressedOnRelease = 1 << 4, // return true on release (default requires click+release)
+ ImGuiButtonFlags_PressedOnDoubleClick = 1 << 5, // return true on double-click (default requires click+release)
+ ImGuiButtonFlags_PressedOnDragDropHold = 1 << 6, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
+ ImGuiButtonFlags_FlattenChildren = 1 << 7, // allow interactions even if a child window is overlapping
+ ImGuiButtonFlags_AllowItemOverlap = 1 << 8, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap()
+ ImGuiButtonFlags_DontClosePopups = 1 << 9, // disable automatically closing parent popup on press // [UNUSED]
+ ImGuiButtonFlags_Disabled = 1 << 10, // disable interactions
+ ImGuiButtonFlags_AlignTextBaseLine = 1 << 11, // 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 << 12, // disable mouse interaction if a key modifier is held
+ ImGuiButtonFlags_NoHoldingActiveId = 1 << 13, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
+ ImGuiButtonFlags_NoNavFocus = 1 << 14, // don't override navigation focus when activated
+ ImGuiButtonFlags_NoHoveredOnFocus = 1 << 15, // don't report as hovered when nav focus is on this item
+ ImGuiButtonFlags_MouseButtonLeft = 1 << 16, // [Default] react on left mouse button
+ ImGuiButtonFlags_MouseButtonRight = 1 << 17, // react on right mouse button
+ ImGuiButtonFlags_MouseButtonMiddle = 1 << 18, // react on center mouse button
+
+ ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
+ ImGuiButtonFlags_MouseButtonShift_ = 16,
+ ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
+ ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold,
+ ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease
+};
+
+enum ImGuiSliderFlags_
+{
+ ImGuiSliderFlags_None = 0,
+ ImGuiSliderFlags_Vertical = 1 << 0
+};
+
+enum ImGuiDragFlags_
+{
+ ImGuiDragFlags_None = 0,
+ ImGuiDragFlags_Vertical = 1 << 0
+};
+
+// Extend ImGuiSelectableFlags_
+enum ImGuiSelectableFlagsPrivate_
+{
+ // NB: need to be in sync with last value of ImGuiSelectableFlags_
+ ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20,
+ ImGuiSelectableFlags_SelectOnClick = 1 << 21, // Override button behavior to react on Click (default is Click+Release)
+ ImGuiSelectableFlags_SelectOnRelease = 1 << 22, // Override button behavior to react on Release (default is Click+Release)
+ ImGuiSelectableFlags_SpanAvailWidth = 1 << 23, // 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 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
+ ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25
+};
+
+// 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 ImGuiInputSource
+{
+ ImGuiInputSource_None = 0,
+ ImGuiInputSource_Mouse,
+ ImGuiInputSource_Nav,
+ ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code
+ ImGuiInputSource_NavGamepad, // "
+ ImGuiInputSource_COUNT
+};
+
+// FIXME-NAV: Clarify/expose various repeat delay/rate
+enum ImGuiInputReadMode
+{
+ ImGuiInputReadMode_Down,
+ ImGuiInputReadMode_Pressed,
+ ImGuiInputReadMode_Released,
+ ImGuiInputReadMode_Repeat,
+ ImGuiInputReadMode_RepeatSlow,
+ ImGuiInputReadMode_RepeatFast
+};
+
+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_Keyboard = 1 << 0,
+ ImGuiNavDirSourceFlags_PadDPad = 1 << 1,
+ ImGuiNavDirSourceFlags_PadLStick = 1 << 2
+};
+
+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 for 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 NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible.
+ ImGuiNavMoveFlags_ScrollToEdge = 1 << 6
+};
+
+enum ImGuiNavForward
+{
+ ImGuiNavForward_None,
+ ImGuiNavForward_ForwardQueued,
+ ImGuiNavForward_ForwardActive
+};
+
+enum ImGuiNavLayer
+{
+ ImGuiNavLayer_Main = 0, // Main scrolling layer
+ ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu)
+ ImGuiNavLayer_COUNT
+};
+
+enum ImGuiPopupPositionPolicy
+{
+ ImGuiPopupPositionPolicy_Default,
+ ImGuiPopupPositionPolicy_ComboBox
+};
+
+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 byte
+ 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; }
+};
+
+// Stacked storage data for BeginGroup()/EndGroup()
+struct ImGuiGroupData
+{
+ ImVec2 BackupCursorPos;
+ ImVec2 BackupCursorMaxPos;
+ ImVec1 BackupIndent;
+ ImVec1 BackupGroupOffset;
+ ImVec2 BackupCurrLineSize;
+ float BackupCurrLineTextBaseOffset;
+ ImGuiID BackupActiveIdIsAlive;
+ bool BackupActiveIdPreviousFrameIsAlive;
+ 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
+{
+ float Spacing;
+ float Width, NextWidth;
+ float Pos[3], NextWidths[3];
+
+ ImGuiMenuColumns();
+ void Update(int count, float spacing, bool clear);
+ float DeclColumns(float w0, float w1, float w2);
+ float CalcExtraSpace(float avail_w) const;
+};
+
+// 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<ImWchar> 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<char> TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity.
+ ImVector<char> 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
+ ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback
+ ImGuiInputTextCallback UserCallback; // "
+ void* UserCallbackData; // "
+
+ 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; }
+ 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() { PopupId = 0; Window = SourceWindow = NULL; OpenFrameCount = -1; OpenParentId = 0; }
+};
+
+struct ImGuiNavMoveResult
+{
+ ImGuiWindow* Window; // Best candidate window
+ ImGuiID ID; // Best candidate ID
+ ImGuiID FocusScopeId; // Best candidate focus scope ID
+ float DistBox; // Best candidate box distance to current NavId
+ float DistCenter; // Best candidate center distance to current NavId
+ float DistAxial;
+ ImRect RectRel; // Best candidate bounding box in window relative space
+
+ ImGuiNavMoveResult() { Clear(); }
+ void Clear() { Window = NULL; ID = FocusScopeId = 0; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
+};
+
+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.
+
+ 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()!
+};
+
+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] Columns support
+//-----------------------------------------------------------------------------
+
+enum ImGuiColumnsFlags_
+{
+ // Default: 0
+ ImGuiColumnsFlags_None = 0,
+ ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers
+ ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers
+ ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns
+ ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window
+ ImGuiColumnsFlags_GrowParentContentsSize= 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove.
+};
+
+struct ImGuiColumnData
+{
+ float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
+ float OffsetNormBeforeResize;
+ ImGuiColumnsFlags Flags; // Not exposed
+ ImRect ClipRect;
+
+ ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = ImGuiColumnsFlags_None; }
+};
+
+struct ImGuiColumns
+{
+ ImGuiID ID;
+ ImGuiColumnsFlags 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 HostWorkRect; // Backup of WorkRect at the time of BeginColumns()
+ ImVector<ImGuiColumnData> Columns;
+ ImDrawListSplitter Splitter;
+
+ ImGuiColumns() { Clear(); }
+ void Clear()
+ {
+ ID = 0;
+ Flags = ImGuiColumnsFlags_None;
+ IsFirstFrame = false;
+ IsBeingResized = false;
+ Current = 0;
+ Count = 1;
+ OffMinX = OffMaxX = 0.0f;
+ LineMinY = LineMaxY = 0.0f;
+ HostCursorPosY = 0.0f;
+ HostCursorMaxPosX = 0.0f;
+ Columns.clear();
+ }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Multi-select support
+//-----------------------------------------------------------------------------
+
+#ifdef IMGUI_HAS_MULTI_SELECT
+// <this is filled in 'range_select' branch>
+#endif // #ifdef IMGUI_HAS_MULTI_SELECT
+
+//-----------------------------------------------------------------------------
+// [SECTION] Docking support
+//-----------------------------------------------------------------------------
+
+#ifdef IMGUI_HAS_DOCK
+// <this is filled in 'docking' branch>
+#endif // #ifdef IMGUI_HAS_DOCK
+
+//-----------------------------------------------------------------------------
+// [SECTION] Viewport support
+//-----------------------------------------------------------------------------
+
+#ifdef IMGUI_HAS_VIEWPORT
+// <this is filled in 'docking' branch>
+#endif // #ifdef IMGUI_HAS_VIEWPORT
+
+//-----------------------------------------------------------------------------
+// [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() { ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = WantApply = false; }
+ 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] 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;
+ 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 TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()
+ ImGuiID TestEngineHookIdInfo; // Will call test engine hooks: ImGuiTestEngineHook_IdInfo() from GetID()
+ void* TestEngine; // Test engine user data
+
+ // Windows state
+ ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
+ ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here! Need to sort out the Docking equivalent which is RootWindowDockStop and is unfortunately a little more dynamic)
+ ImVector<ImGuiWindow*> WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child
+ ImVector<ImGuiWindow*> CurrentWindowStack;
+ ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
+ int WindowsActiveCount; // Number of unique windows submitted by frame
+ ImGuiWindow* CurrentWindow; // Window being drawn into
+ ImGuiWindow* HoveredWindow; // Will catch mouse inputs
+ ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
+ ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually 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 HoveredId; // Hovered widget
+ bool HoveredIdAllowOverlap;
+ ImGuiID HoveredIdPreviousFrame;
+ 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 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;
+ 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.
+ ImU64 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
+ ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
+ ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
+
+ // Shared stacks
+ ImVector<ImGuiColorMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
+ ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
+ ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
+ ImVector<ImGuiPopupData>OpenPopupStack; // Which popups are open (persistent)
+ ImVector<ImGuiPopupData>BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
+
+ // 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 NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
+ ImGuiID NavJustTabbedId; // Just tabbed to this id.
+ 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.
+ ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
+ ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
+ int NavScoringCount; // Metrics for debugging
+ 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.
+ int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
+ bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel 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.
+ bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest
+ 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 NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items
+ bool NavMoveRequest; // Move request for this frame
+ ImGuiNavMoveFlags NavMoveRequestFlags;
+ ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
+ ImGuiKeyModFlags NavMoveRequestKeyMods;
+ ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
+ ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename?
+ ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow
+ ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
+ ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
+ ImGuiWindow* NavWrapRequestWindow; // Window which requested trying nav wrap-around.
+ ImGuiNavMoveFlags NavWrapRequestFlags; // Wrap-around operation flags.
+
+ // 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;
+
+ // Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!)
+ ImGuiWindow* FocusRequestCurrWindow; //
+ ImGuiWindow* FocusRequestNextWindow; //
+ int FocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch)
+ int FocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index
+ int FocusRequestNextCounterRegular; // Stored for next frame
+ int FocusRequestNextCounterTabStop; // "
+ bool FocusTabPressed; //
+
+ // Render
+ ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
+ ImDrawDataBuilder DrawDataBuilder;
+ float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
+ ImDrawList BackgroundDrawList; // First draw list to be rendered.
+ ImDrawList ForegroundDrawList; // Last draw list to be rendered. This is where we the render software mouse cursor (if io.MouseDrawCursor is set) and most debug overlays.
+ 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<unsigned char> DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size
+ unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads
+
+ // Table
+ ImGuiTable* CurrentTable;
+ ImPool<ImGuiTable> Tables;
+ ImVector<ImGuiPtrOrIndex> CurrentTableStack;
+ ImVector<ImDrawChannel> DrawChannelsTempMergeBuffer;
+
+ // Tab bars
+ ImGuiTabBar* CurrentTabBar;
+ ImPool<ImGuiTabBar> TabBars;
+ ImVector<ImGuiPtrOrIndex> CurrentTabBarStack;
+ ImVector<ImGuiShrinkWidthItem> ShrinkWidthBuffer;
+
+ // Widget state
+ ImVec2 LastValidMousePos;
+ 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[3], so we can restore Hue in lossy RGB<>HSV round trips
+ float ColorEditLastSat; // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in lossy RGB<>HSV round trips
+ float ColorEditLastColor[3];
+ ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker.
+ 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?
+ int TooltipOverrideCount;
+ ImVector<char> ClipboardHandlerData; // If no custom clipboard handler is defined
+ ImVector<ImGuiID> MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once
+
+ // Platform support
+ ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor
+ ImVec2 PlatformImeLastPos;
+
+ // Settings
+ bool SettingsLoaded;
+ float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero
+ ImGuiTextBuffer SettingsIniData; // In memory .ini settings
+ ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers
+ ImChunkStream<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries
+ ImChunkStream<ImGuiTableSettings> SettingsTables; // ImGuiTable .ini settings entries
+
+ // 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.
+ 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
+
+ // Misc
+ float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds.
+ int FramerateSecPerFrameIdx;
+ 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) : BackgroundDrawList(&DrawListSharedData), ForegroundDrawList(&DrawListSharedData)
+ {
+ 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;
+ TestEngineHookItems = false;
+ TestEngineHookIdInfo = 0;
+ TestEngine = NULL;
+
+ WindowsActiveCount = 0;
+ CurrentWindow = NULL;
+ HoveredWindow = NULL;
+ HoveredRootWindow = NULL;
+ MovingWindow = NULL;
+ WheelingWindow = NULL;
+ WheelingWindowTimer = 0.0f;
+
+ HoveredId = 0;
+ HoveredIdAllowOverlap = false;
+ HoveredIdPreviousFrame = 0;
+ HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;
+ ActiveId = 0;
+ ActiveIdIsAlive = 0;
+ ActiveIdTimer = 0.0f;
+ ActiveIdIsJustActivated = false;
+ ActiveIdAllowOverlap = false;
+ ActiveIdHasBeenPressedBefore = false;
+ ActiveIdHasBeenEditedBefore = false;
+ ActiveIdHasBeenEditedThisFrame = false;
+ ActiveIdUsingNavDirMask = 0x00;
+ ActiveIdUsingNavInputMask = 0x00;
+ ActiveIdUsingKeyInputMask = 0x00;
+ ActiveIdClickOffset = ImVec2(-1, -1);
+ ActiveIdWindow = NULL;
+ ActiveIdSource = ImGuiInputSource_None;
+ ActiveIdMouseButton = 0;
+ ActiveIdPreviousFrame = 0;
+ ActiveIdPreviousFrameIsAlive = false;
+ ActiveIdPreviousFrameHasBeenEditedBefore = false;
+ ActiveIdPreviousFrameWindow = NULL;
+ LastActiveId = 0;
+ LastActiveIdTimer = 0.0f;
+
+ NavWindow = NULL;
+ NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
+ NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
+ NavJustMovedToKeyMods = ImGuiKeyModFlags_None;
+ NavInputSource = ImGuiInputSource_None;
+ NavScoringRect = ImRect();
+ NavScoringCount = 0;
+ NavLayer = ImGuiNavLayer_Main;
+ NavIdTabCounter = INT_MAX;
+ NavIdIsAlive = false;
+ NavMousePosDirty = false;
+ NavDisableHighlight = true;
+ NavDisableMouseHover = false;
+ NavAnyRequest = false;
+ NavInitRequest = false;
+ NavInitRequestFromMove = false;
+ NavInitResultId = 0;
+ NavMoveFromClampedRefRect = false;
+ NavMoveRequest = false;
+ NavMoveRequestFlags = ImGuiNavMoveFlags_None;
+ NavMoveRequestForward = ImGuiNavForward_None;
+ NavMoveRequestKeyMods = ImGuiKeyModFlags_None;
+ NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
+ NavWrapRequestWindow = NULL;
+ NavWrapRequestFlags = ImGuiNavMoveFlags_None;
+
+ NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
+ NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
+ NavWindowingToggleLayer = false;
+
+ FocusRequestCurrWindow = FocusRequestNextWindow = NULL;
+ FocusRequestCurrCounterRegular = FocusRequestCurrCounterTabStop = INT_MAX;
+ FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX;
+ FocusTabPressed = false;
+
+ DimBgRatio = 0.0f;
+ BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging
+ ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging
+ 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));
+
+ CurrentTable = NULL;
+ CurrentTabBar = NULL;
+
+ LastValidMousePos = ImVec2(0.0f, 0.0f);
+ TempInputId = 0;
+ ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
+ ColorEditLastHue = ColorEditLastSat = 0.0f;
+ ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX;
+ DragCurrentAccumDirty = false;
+ DragCurrentAccum = 0.0f;
+ DragSpeedDefaultRatio = 1.0f / 100.0f;
+ ScrollbarClickDeltaToGrabCenter = 0.0f;
+ TooltipOverrideCount = 0;
+
+ PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX);
+
+ SettingsLoaded = false;
+ SettingsDirtyTimer = 0.0f;
+
+ LogEnabled = false;
+ LogType = ImGuiLogType_None;
+ LogFile = NULL;
+ LogLinePosY = FLT_MAX;
+ LogLineFirstItem = false;
+ LogDepthRef = 0;
+ LogDepthToExpand = LogDepthToExpandDefault = 2;
+
+ DebugItemPickerActive = false;
+ DebugItemPickerBreakId = 0;
+
+ memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
+ FramerateSecPerFrameIdx = 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.
+// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered.
+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 the size of our contents, always growing during the frame. Used to calculate window->ContentSize at the beginning of next 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;
+
+ // Last item status
+ ImGuiID LastItemId; // ID for last item
+ ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_)
+ ImRect LastItemRect; // Interaction rect for last item
+ ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
+
+ // Keyboard/Gamepad navigation
+ ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
+ int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping.
+ int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
+ int NavLayerActiveMaskNext; // Which layer have been written to (buffer 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<ImGuiWindow*> ChildWindows;
+ ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
+ ImGuiColumns* CurrentColumns; // Current columns set
+ ImGuiTable* CurrentTable; // Current table set
+ ImGuiLayoutType LayoutType;
+ ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
+ int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
+ int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through.
+
+ // 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.
+ ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default]
+ float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
+ float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f]
+ ImVector<ImGuiItemFlags>ItemFlagsStack;
+ ImVector<float> ItemWidthStack;
+ ImVector<float> TextWrapPosStack;
+ ImVector<ImGuiGroupData>GroupStack;
+ short StackSizesBackup[6]; // Store size of various stacks for asserting
+
+ ImGuiWindowTempData()
+ {
+ CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
+ CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f);
+ CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
+ Indent = ImVec1(0.0f);
+ ColumnsOffset = ImVec1(0.0f);
+ GroupOffset = ImVec1(0.0f);
+
+ LastItemId = 0;
+ LastItemStatusFlags = ImGuiItemStatusFlags_None;
+ LastItemRect = LastItemDisplayRect = ImRect();
+
+ NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
+ NavLayerCurrent = ImGuiNavLayer_Main;
+ NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
+ NavFocusScopeIdCurrent = 0;
+ NavHideHighlightOneFrame = false;
+ NavHasScroll = false;
+
+ MenuBarAppending = false;
+ MenuBarOffset = ImVec2(0.0f, 0.0f);
+ TreeDepth = 0;
+ TreeJumpToParentOnPopMask = 0x00;
+ StateStorage = NULL;
+ CurrentColumns = NULL;
+ CurrentTable = NULL;
+ LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical;
+ FocusCounterRegular = FocusCounterTabStop = -1;
+
+ ItemFlags = ImGuiItemFlags_Default_;
+ ItemWidth = 0.0f;
+ TextWrapPos = -1.0f;
+ memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
+ }
+};
+
+// 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 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 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 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; // Order within immediate parent window, if we are a child window. Otherwise 0.
+ short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
+ 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;
+ int HiddenFramesCanSkipItems; // Hide the window for N frames
+ int HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size
+ ImGuiCond SetWindowPosAllowFlags; // store acceptable condition flags for SetNextWindowPos() use.
+ ImGuiCond SetWindowSizeAllowFlags; // store acceptable condition flags for SetNextWindowSize() use.
+ ImGuiCond SetWindowCollapsedAllowFlags; // 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<ImGuiID> 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; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward).
+ 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.
+
+ 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<ImGuiColumns> 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 window, this is pointing to our parent. Otherwise NULL.
+ ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window.
+ 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
+
+ bool MemoryCompacted; // Set when window extraneous data have been garbage collected
+ int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy
+ int MemoryDrawListVtxCapacity;
+
+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()); }
+};
+
+// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data.
+struct ImGuiItemHoveredDataBackup
+{
+ ImGuiID LastItemId;
+ ImGuiItemStatusFlags LastItemStatusFlags;
+ ImRect LastItemRect;
+ ImRect LastItemDisplayRect;
+
+ ImGuiItemHoveredDataBackup() { Backup(); }
+ void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; }
+ void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; }
+};
+
+//-----------------------------------------------------------------------------
+// [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_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)
+};
+
+// Storage for one active tab item (sizeof() 26~32 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
+ int NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
+ float Offset; // Position relative to beginning of tab
+ float Width; // Width currently displayed
+ float ContentWidth; // Width of actual contents, stored during BeginTabItem() call
+
+ ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; }
+};
+
+// Storage for a tab bar (sizeof() 92~96 bytes)
+struct ImGuiTabBar
+{
+ ImVector<ImGuiTabItem> Tabs;
+ ImGuiID ID; // Zero for tab-bars used by docking
+ ImGuiID SelectedTabId; // Selected tab/window
+ ImGuiID NextSelectedTabId;
+ ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview)
+ int CurrFrameVisible;
+ int PrevFrameVisible;
+ ImRect BarRect;
+ float LastTabContentHeight; // Record the height of contents submitted below the tab bar
+ float OffsetMax; // Distance from BarRect.Min.x, locked during layout
+ float OffsetMaxIdeal; // Ideal offset if all tabs were visible and not clipped
+ float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set.
+ float ScrollingAnim;
+ float ScrollingTarget;
+ float ScrollingTargetDistToVisibility;
+ float ScrollingSpeed;
+ ImGuiTabBarFlags Flags;
+ ImGuiID ReorderRequestTabId;
+ ImS8 ReorderRequestDir;
+ bool WantLayout;
+ bool VisibleTabWasSubmitted;
+ short LastTabItemIdx; // For BeginTabItem()/EndTabItem()
+ ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar()
+ 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
+//-----------------------------------------------------------------------------
+
+#ifdef IMGUI_HAS_TABLE
+
+#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code
+#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 (2 + 64 * 2) // See TableUpdateDrawChannels()
+
+// [Internal] sizeof() ~ 100
+// We use the terminology "Visible" to refer to a column that is not Hidden by user or settings. However it may still be out of view and clipped (see IsClipped).
+struct ImGuiTableColumn
+{
+ ImRect ClipRect; // Clipping rectangle for the column
+ ImGuiID UserID; // Optional, value passed to TableSetupColumn()
+ ImGuiTableColumnFlags FlagsIn; // Flags as they were provided by user. See ImGuiTableColumnFlags_
+ ImGuiTableColumnFlags Flags; // Effective flags. See ImGuiTableColumnFlags_
+ float MinX; // Absolute positions
+ float MaxX;
+ float WidthStretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially.
+ float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from WidthStretchWeight in TableUpdateLayout()
+ 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 StartXRows; // Start position for the frame, currently ~(MinX + CellPaddingX)
+ float StartXHeaders;
+ float ContentMaxPosRowsFrozen; // Submitted contents absolute maximum position, from which we can infer width.
+ float ContentMaxPosRowsUnfrozen; // (kept as float because we need to manipulate those between each cell change)
+ float ContentMaxPosHeadersUsed;
+ float ContentMaxPosHeadersIdeal;
+ ImS16 ContentWidthRowsFrozen; // Contents width. Because row freezing is not correlated with headers/not-headers we need all 4 variants (ImDrawCmd merging uses different data than alignment code).
+ ImS16 ContentWidthRowsUnfrozen; // (encoded as ImS16 because we actually rarely use those width)
+ ImS16 ContentWidthHeadersUsed; // TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls
+ ImS16 ContentWidthHeadersIdeal;
+ ImS16 NameOffset; // Offset into parent ColumnsNames[]
+ bool IsVisible; // Is the column not marked Hidden by the user? (could be clipped by scrolling, etc).
+ bool IsVisibleNextFrame;
+ bool IsClipped; // Set when not overlapping the host window clipping rectangle.
+ bool SkipItems;
+ ImS8 DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users)
+ ImS8 IndexWithinVisibleSet; // Index within visible set (<= IndexToDisplayOrder)
+ ImS8 DrawChannelCurrent; // Index within DrawSplitter.Channels[]
+ ImS8 DrawChannelRowsBeforeFreeze;
+ ImS8 DrawChannelRowsAfterFreeze;
+ ImS8 PrevVisibleColumn; // Index of prev visible column within Columns[], -1 if first visible column
+ ImS8 NextVisibleColumn; // Index of next visible column within Columns[], -1 if last visible column
+ ImS8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit
+ ImS8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem
+ ImS8 SortOrder; // -1: Not sorting on this column
+ ImS8 SortDirection; // enum ImGuiSortDirection_
+
+ ImGuiTableColumn()
+ {
+ memset(this, 0, sizeof(*this));
+ WidthStretchWeight = WidthRequest = WidthGiven = -1.0f;
+ NameOffset = -1;
+ IsVisible = IsVisibleNextFrame = true;
+ DisplayOrder = IndexWithinVisibleSet = -1;
+ DrawChannelCurrent = DrawChannelRowsBeforeFreeze = DrawChannelRowsAfterFreeze = -1;
+ PrevVisibleColumn = NextVisibleColumn = -1;
+ AutoFitQueue = CannotSkipItemsQueue = (1 << 3) - 1; // Skip for three frames
+ SortOrder = -1;
+ SortDirection = ImGuiSortDirection_None;
+ }
+};
+
+struct ImGuiTable
+{
+ ImGuiID ID;
+ ImGuiTableFlags Flags;
+ ImVector<char> RawData;
+ ImSpan<ImGuiTableColumn> Columns; // Point within RawData[]
+ ImSpan<ImS8> DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1)
+ ImU64 VisibleMaskByIndex; // Column Index -> IsVisible map (== not hidden by user/api) in a format adequate for iterating column without touching cold data
+ ImU64 VisibleMaskByDisplayOrder; // Column DisplayOrder -> IsVisible map
+ ImU64 VisibleUnclippedMaskByIndex;// Visible and not Clipped, aka "actually visible" "not hidden by some scrolling"
+ 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 ColumnsVisibleCount; // Number of non-hidden columns (<= ColumnsCount)
+ int CurrentColumn;
+ int CurrentRow;
+ 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)
+ ImU32 RowBgColor; // Request for current row background color
+ ImU32 BorderColorStrong;
+ ImU32 BorderColorLight;
+ float BorderX1;
+ float BorderX2;
+ float HostIndentX;
+ float CellPaddingX1; // Padding from each borders
+ float CellPaddingX2;
+ float CellPaddingY;
+ float CellSpacingX; // Spacing between non-bordered cells
+ 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 ColumnsTotalWidth; // 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 RefScale; // Reference scale to be able to rescale columns on font/dpi changes.
+ ImRect OuterRect; // Note: OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable().
+ ImRect WorkRect;
+ ImRect InnerClipRect;
+ ImRect BackgroundClipRect; // We use this to cpu-clip cell background color fill
+ 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 HostWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable()
+ ImRect HostBackupClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground()
+ ImVec2 HostCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable()
+ 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; // We carry our own ImDrawList splitter to allow recursion (FIXME: could be stored outside, worst case we need 1 splitter per recursing table)
+ ImVector<ImGuiTableSortSpecsColumn> SortSpecsData; // FIXME-OPT: Fixed-size array / small-vector pattern, optimize for single sort spec
+ ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs()
+ ImS8 SortSpecsCount;
+ ImS8 DeclColumnsCount; // Count calls to TableSetupColumn()
+ ImS8 HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column!
+ ImS8 HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing).
+ ImS8 ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0.
+ ImS8 LastResizedColumn; // Index of column being resized from previous frame.
+ ImS8 HeldHeaderColumn; // Index of column header being held.
+ ImS8 ReorderColumn; // Index of column being reordered. (not cleared)
+ ImS8 ReorderColumnDir; // -1 or +1
+ ImS8 RightMostVisibleColumn; // Index of right-most non-hidden column.
+ ImS8 LeftMostStretchedColumnDisplayOrder; // Display order of left-most stretched column.
+ ImS8 ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot
+ ImS8 DummyDrawChannel; // Redirect non-visible columns here.
+ ImS8 FreezeRowsRequest; // Requested frozen rows count
+ ImS8 FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset)
+ ImS8 FreezeColumnsRequest; // Requested frozen columns count
+ ImS8 FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset)
+ 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 IsSortSpecsChangedForUser; // Reported to end-user via TableGetSortSpecs()->SpecsChanged and then clear.
+ 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 IsResetDisplayOrderRequest;
+ bool IsFreezeRowsPassed; // Set when we got past the frozen row (the first one).
+ 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));
+ SettingsOffset = -1;
+ InstanceInteracted = -1;
+ LastFrameActive = -1;
+ LastResizedColumn = -1;
+ ContextPopupColumn = -1;
+ ReorderColumn = -1;
+ ResizedColumn = -1;
+ HoveredColumnBody = HoveredColumnBorder = -1;
+ }
+};
+
+// sizeof() ~ 12
+struct ImGuiTableColumnSettings
+{
+ float WidthOrWeight;
+ ImGuiID UserID;
+ ImS8 Index;
+ ImS8 DisplayOrder;
+ ImS8 SortOrder;
+ ImU8 SortDirection : 2;
+ ImU8 IsVisible : 1;
+ ImU8 IsWeighted : 1;
+
+ ImGuiTableColumnSettings()
+ {
+ WidthOrWeight = 0.0f;
+ UserID = 0;
+ Index = -1;
+ DisplayOrder = SortOrder = -1;
+ SortDirection = ImGuiSortDirection_None;
+ IsVisible = 1;
+ IsWeighted = 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.
+ ImS8 ColumnsCount;
+ ImS8 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); }
+};
+
+#endif // #ifdef IMGUI_HAS_TABLE
+
+//-----------------------------------------------------------------------------
+// [SECTION] 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 CalcWindowExpectedSize(ImGuiWindow* window);
+ IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
+ IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
+ IMGUI_API ImRect GetWindowAllowedExtentRect(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);
+
+ // 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);
+
+ // 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); ImGuiContext& g = *GImGui; return &g.ForegroundDrawList; } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
+
+ // 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 UpdateHoveredWindowAndCaptureFlags();
+ IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);
+ IMGUI_API void UpdateMouseMovingWindowNewFrame();
+ IMGUI_API void UpdateMouseMovingWindowEndFrame();
+
+ // 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 new_scroll_x);
+ IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y);
+ IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f);
+ IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f);
+ IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);
+
+ // Basic Accessors
+ inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand)
+ inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; }
+ 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)
+
+ // 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);
+ IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
+ IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
+ IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested
+ IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
+ 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 void PushItemFlag(ImGuiItemFlags option, bool enabled);
+ IMGUI_API void PopItemFlag();
+ 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);
+
+ // 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
+
+ // 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 bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags);
+ IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
+ IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags);
+ IMGUI_API ImGuiWindow* GetTopMostPopupModal();
+ 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 = ImGuiPopupPositionPolicy_Default);
+
+ // Gamepad/Keyboard Navigation
+ IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
+ IMGUI_API bool NavMoveRequestButNoResultYet();
+ IMGUI_API void NavMoveRequestCancel();
+ IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags);
+ IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
+ 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, int nav_layer, ImGuiID focus_scope_id);
+ IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int 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 GetFocusScopeID() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; }
+
+ // Inputs
+ // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
+ 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; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; }
+ IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);
+ inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; }
+ 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();
+
+ // 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, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
+ IMGUI_API void EndColumns(); // close columns
+ IMGUI_API void PushColumnClipRect(int column_index);
+ IMGUI_API void PushColumnsBackground();
+ IMGUI_API void PopColumnsBackground();
+ IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count);
+ IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);
+ IMGUI_API float GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm);
+ IMGUI_API float GetColumnNormFromOffset(const ImGuiColumns* columns, float offset);
+
+ // Tables
+ IMGUI_API ImGuiTable* FindTableByID(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 TableBeginUpdateColumns(ImGuiTable* table);
+ IMGUI_API void TableUpdateDrawChannels(ImGuiTable* table);
+ IMGUI_API void TableUpdateLayout(ImGuiTable* table);
+ IMGUI_API void TableUpdateBorders(ImGuiTable* table);
+ IMGUI_API void TableSetColumnWidth(int column_n, float width);
+ IMGUI_API void TableSetColumnWidth(ImGuiTable* table, ImGuiTableColumn* column, float width);
+ IMGUI_API void TableDrawBorders(ImGuiTable* table);
+ IMGUI_API void TableDrawContextMenu(ImGuiTable* table);
+ IMGUI_API void TableOpenContextMenu(ImGuiTable* table, int column_n);
+ IMGUI_API void TableReorderDrawChannelsForMerge(ImGuiTable* table);
+ IMGUI_API void TableSortSpecsClickColumn(ImGuiTable* table, ImGuiTableColumn* column, bool add_to_existing_sort_orders);
+ IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table);
+ IMGUI_API void TableSortSpecsBuild(ImGuiTable* table);
+ 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 TableGetCellRect();
+ 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 void TableSetColumnAutofit(ImGuiTable* table, int column_n);
+ IMGUI_API void PushTableBackground();
+ IMGUI_API void PopTableBackground();
+
+ // Tables - Settings
+ IMGUI_API void TableLoadSettings(ImGuiTable* table);
+ IMGUI_API void TableSaveSettings(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);
+ IMGUI_API void TableSettingsClearByID(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 TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir);
+ 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 bool 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);
+
+ // 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, int rounding_corners_flags = ~0);
+ IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight
+ IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
+ IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL);
+
+ // 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);
+
+#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, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners);
+ 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 GetWindowResizeID(ImGuiWindow* window, int n); // 0..3: corners, 4..7: borders
+ IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags);
+
+ // 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, float power, ImGuiDragFlags 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, float power, 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<float, float>(const char* format, ImGuiDataType data_type, float v); "
+ template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, float power, ImGuiDragFlags flags);
+ template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb);
+ template<typename T, typename FLOAT_T> IMGUI_API float SliderCalcRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, float power, float linear_zero_pos);
+ template<typename T, typename SIGNED_T> IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v);
+
+ // 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, void* arg_1, const void* arg_2);
+ IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format);
+ 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 GcCompactTransientWindowBuffers(ImGuiWindow* window);
+ IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window);
+
+ // Debug Tools
+ inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); }
+ inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
+
+} // namespace ImGui
+
+// ImFontAtlas internals
+IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas);
+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 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 Hooks (imgui_test_engine)
+//-----------------------------------------------------------------------------
+
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+extern void ImGuiTestEngineHook_Shutdown(ImGuiContext* ctx);
+extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx);
+extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx);
+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_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id);
+extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id, const void* data_id_end);
+extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...);
+#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
+#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) if (g.TestEngineHookIdInfo == id) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA));
+#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) if (g.TestEngineHookIdInfo == id) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA), (const void*)(_DATA2));
+#else
+#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) do { } while (0)
+#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) do { } while (0)
+#define IMGUI_TEST_ENGINE_LOG(_FMT,...) do { } while (0)
+#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) do { } while (0)
+#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) do { } while (0)
+#endif
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#elif defined(__GNUC__)
+#pragma GCC diagnostic pop
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (pop)
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/subprojects/dearimgui/imgui_widgets.cpp b/subprojects/dearimgui/imgui_widgets.cpp
new file mode 100644
index 0000000..f29b2ed
--- /dev/null
+++ b/subprojects/dearimgui/imgui_widgets.cpp
@@ -0,0 +1,10482 @@
+// dear imgui, v1.78 WIP
+// (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.
+// [SECTION] Widgets: BeginTable, EndTable, 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"
+
+#include <ctype.h> // toupper
+#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
+#include <stddef.h> // intptr_t
+#else
+#include <stdint.h> // 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
+#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
+//-------------------------------------------------------------------------
+
+// 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);
+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;
+ IM_ASSERT(text != NULL);
+ 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, false))
+ 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;
+
+ 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);
+ 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)
+{
+ PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]);
+ 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)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ bool need_backup = (window->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set
+ if (need_backup)
+ PushTextWrapPos(0.0f);
+ 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 ImVec2 label_size = CalcTextSize(label, NULL, true);
+ const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2));
+ const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y * 2) + label_size);
+ ItemSize(total_bb, style.FramePadding.y);
+ if (!ItemAdd(total_bb, 0))
+ return;
+
+ // Render
+ 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);
+ RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f, 0.5f));
+ 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()
+// - 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();
+
+ if (flags & ImGuiButtonFlags_Disabled)
+ {
+ if (out_hovered) *out_hovered = false;
+ if (out_held) *out_held = false;
+ if (g.ActiveId == id) ClearActiveID();
+ return false;
+ }
+
+ // 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.HoveredRootWindow == window;
+ if (flatten_hovered_children)
+ g.HoveredWindow = window;
+
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ if (id != 0 && window->DC.LastItemId != 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))
+ {
+ const float DRAG_DROP_HOLD_TIMER = 0.70f;
+ hovered = true;
+ SetHoveredID(id);
+ if (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, DRAG_DROP_HOLD_TIMER, 0.00f))
+ {
+ 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.MouseDoubleClicked[mouse_button_clicked]))
+ {
+ pressed = true;
+ if (flags & ImGuiButtonFlags_NoHoldingActiveId)
+ ClearActiveID();
+ else
+ SetActiveID(id, window); // Hold on ID
+ 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;
+ 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)
+ pressed = true;
+ if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id)
+ {
+ // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
+ g.NavActivateId = id; // This is so SetActiveId assign a Nav source
+ SetActiveID(id, window);
+ if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus))
+ SetFocusID(id, window);
+ }
+ }
+
+ 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)
+ {
+ bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[mouse_button];
+ bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps <on release>
+ if (!is_double_click_release && !is_repeating_already)
+ pressed = true;
+ }
+ ClearActiveID();
+ }
+ if (!(flags & ImGuiButtonFlags_NoNavFocus))
+ g.NavDisableHighlight = true;
+ }
+ else if (g.ActiveIdSource == ImGuiInputSource_Nav)
+ {
+ 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 (window->DC.ItemFlags & 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);
+ 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, window->DC.LastItemStatusFlags);
+ return pressed;
+}
+
+bool ImGui::Button(const char* label, const ImVec2& size_arg)
+{
+ return ButtonEx(label, size_arg, 0);
+}
+
+// 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)
+{
+ 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);
+
+ return pressed;
+}
+
+bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ 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 (window->DC.ItemFlags & 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);
+
+ 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)//, float size)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence 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).
+ const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);
+ bool is_clipped = !ItemAdd(bb, id);
+
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb, id, &hovered, &held);
+ if (is_clipped)
+ return pressed;
+
+ // Render
+ 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);
+ ImDrawCornerFlags rounding_corners = 0;
+ if (axis == ImGuiAxis_X)
+ {
+ rounding_corners |= ImDrawCornerFlags_BotLeft;
+ if (!window->ScrollbarY)
+ rounding_corners |= ImDrawCornerFlags_BotRight;
+ }
+ else
+ {
+ if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar))
+ rounding_corners |= ImDrawCornerFlags_TopRight;
+ if (!window->ScrollbarX)
+ rounding_corners |= ImDrawCornerFlags_BotRight;
+ }
+ float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis];
+ float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f;
+ ScrollbarEx(bb, id, axis, &window->Scroll[axis], size_avail, size_contents, rounding_corners);
+}
+
+// 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, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawCornerFlags rounding_corners)
+{
+ 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 float win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), 1.0f);
+ const float grab_h_pixels = ImClamp(scrollbar_size_v * (size_avail_v / 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);
+
+ float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v);
+ float scroll_ratio = ImSaturate(*p_scroll_v / 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)
+ {
+ float scrollbar_pos_v = bb.Min[axis];
+ 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 = IM_ROUND(scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
+
+ // Update values for rendering
+ scroll_ratio = ImSaturate(*p_scroll_v / 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, rounding_corners);
+ 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))
+ 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);
+ if (window->DC.ItemFlags & ImGuiItemFlags_MixedValue)
+ {
+ // Undocumented tristate/mixed/indeterminate checkbox (#2644)
+ 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);
+ }
+
+ if (g.LogEnabled)
+ LogRenderedText(&total_bb.Min, *v ? "[x]" : "[ ]");
+ if (label_size.x > 0.0f)
+ RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label);
+
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));
+ return pressed;
+}
+
+bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)
+{
+ bool v = ((*flags & flags_value) == flags_value);
+ bool pressed = Checkbox(label, &v);
+ if (pressed)
+ {
+ if (v)
+ *flags |= flags_value;
+ else
+ *flags &= ~flags_value;
+ }
+
+ return pressed;
+}
+
+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);
+ }
+
+ if (g.LogEnabled)
+ LogRenderedText(&total_bb.Min, active ? "(x)" : "( )");
+ if (label_size.x > 0.0f)
+ RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label);
+
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
+ return pressed;
+}
+
+// FIXME: This would work nicely if it was a public template, e.g. 'template<T> 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;
+ if (!window->DC.GroupStack.empty())
+ x1 += window->DC.Indent.x;
+
+ ImGuiColumns* 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
+ 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, "--------------------------------");
+ }
+ 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;
+ 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 = window->DC.ItemFlags;
+ window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus;
+ bool item_add = ItemAdd(bb, id);
+ window->DC.ItemFlags = 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 (g.ActiveId != id)
+ SetItemAllowOverlap();
+
+ if (held || (g.HoveredId == id && 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.
+void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess)
+{
+ if (count == 1)
+ {
+ 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[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f);
+ 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
+//-------------------------------------------------------------------------
+// - BeginCombo()
+// - EndCombo()
+// - 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)
+{
+ // Always consume the SetNextWindowSizeConstraint() call in our early return paths
+ ImGuiContext& g = *GImGui;
+ bool has_window_size_constraint = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) != 0;
+ g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint;
+
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together
+
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID(label);
+
+ const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+ const float expected_w = CalcItemWidth();
+ const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w;
+ 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));
+ ItemSize(total_bb, style.FramePadding.y);
+ if (!ItemAdd(total_bb, id, &frame_bb))
+ return false;
+
+ bool hovered, held;
+ bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held);
+ bool popup_open = IsPopupOpen(id, ImGuiPopupFlags_None);
+
+ const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
+ const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size);
+ RenderNavHighlight(frame_bb, id);
+ if (!(flags & ImGuiComboFlags_NoPreview))
+ window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left);
+ 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, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right);
+ if (value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x)
+ RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f);
+ }
+ RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding);
+ if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))
+ RenderTextClipped(frame_bb.Min + style.FramePadding, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f, 0.0f));
+ if (label_size.x > 0)
+ RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+ if ((pressed || g.NavActivateId == id) && !popup_open)
+ {
+ if (window->DC.NavLayerCurrent == 0)
+ window->NavLastIds[0] = id;
+ OpenPopupEx(id, ImGuiPopupFlags_None);
+ popup_open = true;
+ }
+
+ if (!popup_open)
+ return false;
+
+ if (has_window_size_constraint)
+ {
+ 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)));
+ }
+
+ char name[16];
+ ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
+
+ // Peak into expected window size so we can position it
+ if (ImGuiWindow* popup_window = FindWindowByName(name))
+ if (popup_window->WasActive)
+ {
+ ImVec2 size_expected = CalcWindowExpectedSize(popup_window);
+ if (flags & ImGuiComboFlags_PopupAlignLeft)
+ popup_window->AutoPosLastDirection = ImGuiDir_Left;
+ ImRect r_outer = GetWindowAllowedExtentRect(popup_window);
+ ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_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;
+
+ // Horizontally align ourselves with the framed text
+ PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y));
+ 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();
+}
+
+// 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((void*)(intptr_t)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();
+ 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), "%d", "%d" }, // ImGuiDataType_S8
+ { sizeof(unsigned char), "%u", "%u" },
+ { sizeof(short), "%d", "%d" }, // ImGuiDataType_S16
+ { sizeof(unsigned short), "%u", "%u" },
+ { sizeof(int), "%d", "%d" }, // ImGuiDataType_S32
+ { sizeof(unsigned int), "%u", "%u" },
+#ifdef _MSC_VER
+ { sizeof(ImS64), "%I64d","%I64d" }, // ImGuiDataType_S64
+ { sizeof(ImU64), "%I64u","%I64u" },
+#else
+ { sizeof(ImS64), "%lld", "%lld" }, // ImGuiDataType_S64
+ { sizeof(ImU64), "%llu", "%llu" },
+#endif
+ { sizeof(float), "%f", "%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg)
+ { sizeof(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, 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::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format)
+{
+ while (ImCharIsBlankA(*buf))
+ buf++;
+
+ // We don't support '-' op because it would conflict with inputing negative value.
+ // Instead you can use +-100 to subtract from an existing value
+ char op = buf[0];
+ if (op == '+' || op == '*' || op == '/')
+ {
+ buf++;
+ while (ImCharIsBlankA(*buf))
+ buf++;
+ }
+ else
+ {
+ op = 0;
+ }
+ 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;
+
+ // FIXME-LEGACY: The aim is to remove those operators and write a proper expression evaluator at some point..
+ int arg1i = 0;
+ if (data_type == ImGuiDataType_S32)
+ {
+ int* v = (int*)p_data;
+ int arg0i = *v;
+ float arg1f = 0.0f;
+ if (op && sscanf(initial_value_buf, format, &arg0i) < 1)
+ return false;
+ // Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision
+ if (op == '+') { if (sscanf(buf, "%d", &arg1i)) *v = (int)(arg0i + arg1i); } // Add (use "+-" to subtract)
+ else if (op == '*') { if (sscanf(buf, "%f", &arg1f)) *v = (int)(arg0i * arg1f); } // Multiply
+ else if (op == '/') { if (sscanf(buf, "%f", &arg1f) && arg1f != 0.0f) *v = (int)(arg0i / arg1f); } // Divide
+ else { if (sscanf(buf, format, &arg1i) == 1) *v = arg1i; } // Assign constant
+ }
+ else if (data_type == ImGuiDataType_Float)
+ {
+ // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in
+ format = "%f";
+ float* v = (float*)p_data;
+ float arg0f = *v, arg1f = 0.0f;
+ if (op && sscanf(initial_value_buf, format, &arg0f) < 1)
+ return false;
+ if (sscanf(buf, format, &arg1f) < 1)
+ return false;
+ if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract)
+ else if (op == '*') { *v = arg0f * arg1f; } // Multiply
+ else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide
+ else { *v = arg1f; } // Assign constant
+ }
+ else if (data_type == ImGuiDataType_Double)
+ {
+ format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis
+ double* v = (double*)p_data;
+ double arg0f = *v, arg1f = 0.0;
+ if (op && sscanf(initial_value_buf, format, &arg0f) < 1)
+ return false;
+ if (sscanf(buf, format, &arg1f) < 1)
+ return false;
+ if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract)
+ else if (op == '*') { *v = arg0f * arg1f; } // Multiply
+ else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide
+ else { *v = arg1f; } // Assign constant
+ }
+ else if (data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64)
+ {
+ // All other types assign constant
+ // We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future.
+ sscanf(buf, format, p_data);
+ }
+ else
+ {
+ // Small types need a 32-bit buffer to receive the result from scanf()
+ int v32;
+ sscanf(buf, format, &v32);
+ 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<typename T>
+static bool ClampBehaviorT(T* v, T v_min, T v_max)
+{
+ if (*v < v_min) { *v = v_min; return true; }
+ if (*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 ClampBehaviorT<ImS8 >((ImS8* )p_data, *(const ImS8* )p_min, *(const ImS8* )p_max);
+ case ImGuiDataType_U8: return ClampBehaviorT<ImU8 >((ImU8* )p_data, *(const ImU8* )p_min, *(const ImU8* )p_max);
+ case ImGuiDataType_S16: return ClampBehaviorT<ImS16 >((ImS16* )p_data, *(const ImS16* )p_min, *(const ImS16* )p_max);
+ case ImGuiDataType_U16: return ClampBehaviorT<ImU16 >((ImU16* )p_data, *(const ImU16* )p_min, *(const ImU16* )p_max);
+ case ImGuiDataType_S32: return ClampBehaviorT<ImS32 >((ImS32* )p_data, *(const ImS32* )p_min, *(const ImS32* )p_max);
+ case ImGuiDataType_U32: return ClampBehaviorT<ImU32 >((ImU32* )p_data, *(const ImU32* )p_min, *(const ImU32* )p_max);
+ case ImGuiDataType_S64: return ClampBehaviorT<ImS64 >((ImS64* )p_data, *(const ImS64* )p_min, *(const ImS64* )p_max);
+ case ImGuiDataType_U64: return ClampBehaviorT<ImU64 >((ImU64* )p_data, *(const ImU64* )p_min, *(const ImU64* )p_max);
+ case ImGuiDataType_Float: return ClampBehaviorT<float >((float* )p_data, *(const float* )p_min, *(const float* )p_max);
+ case ImGuiDataType_Double: return ClampBehaviorT<double>((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<typename TYPE>
+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;
+}
+
+template<typename TYPE, typename SIGNEDTYPE>
+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;
+ 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<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
+bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiDragFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ const ImGuiAxis axis = (flags & ImGuiDragFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
+ const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
+ const bool is_clamped = (v_min < v_max);
+ const bool is_power = (power != 1.0f && is_decimal && is_clamped && (v_max - v_min < FLT_MAX));
+ const bool is_locked = (v_min > v_max);
+ if (is_locked)
+ return false;
+
+ // 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() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f * 1.0f)
+ {
+ 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)
+ {
+ int decimal_precision = is_decimal ? 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;
+
+ // 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));
+ bool is_drag_direction_change_with_power = is_power && ((adjust_delta < 0 && g.DragCurrentAccum > 0) || (adjust_delta > 0 && g.DragCurrentAccum < 0));
+ if (is_just_activated || is_already_past_limits_and_pushing_outward || is_drag_direction_change_with_power)
+ {
+ 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;
+
+ if (is_power)
+ {
+ // Offset + round to user desired precision, with a curve on the v_min..v_max range to get more precision on one side of the range
+ FLOATTYPE v_old_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power);
+ FLOATTYPE v_new_norm_curved = v_old_norm_curved + (g.DragCurrentAccum / (v_max - v_min));
+ v_cur = v_min + (SIGNEDTYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min);
+ v_old_ref_for_accum_remainder = v_old_norm_curved;
+ }
+ else
+ {
+ v_cur += (SIGNEDTYPE)g.DragCurrentAccum;
+ }
+
+ // Round to user desired precision based on format string
+ v_cur = RoundScalarWithFormatT<TYPE, SIGNEDTYPE>(format, data_type, v_cur);
+
+ // Preserve remainder after rounding has been applied. This also allow slow tweaking of values.
+ g.DragCurrentAccumDirty = false;
+ if (is_power)
+ {
+ FLOATTYPE v_cur_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power);
+ g.DragCurrentAccum -= (float)(v_cur_norm_curved - 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_decimal))
+ v_cur = v_min;
+ if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_decimal))
+ 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, float power, ImGuiDragFlags flags)
+{
+ 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;
+
+ switch (data_type)
+ {
+ case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT<ImS32, ImS32, float>(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, power, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; }
+ case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT<ImU32, ImS32, float>(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, power, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; }
+ case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT<ImS32, ImS32, float>(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, power, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; }
+ case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT<ImU32, ImS32, float>(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, power, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; }
+ case ImGuiDataType_S32: return DragBehaviorT<ImS32, ImS32, float >(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, power, flags);
+ case ImGuiDataType_U32: return DragBehaviorT<ImU32, ImS32, float >(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, power, flags);
+ case ImGuiDataType_S64: return DragBehaviorT<ImS64, ImS64, double>(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, power, flags);
+ case ImGuiDataType_U64: return DragBehaviorT<ImU64, ImS64, double>(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, power, flags);
+ case ImGuiDataType_Float: return DragBehaviorT<float, float, float >(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, power, flags);
+ case ImGuiDataType_Double: return DragBehaviorT<double,double,double>(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, power, 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. SliderFloat(), SliderInt() 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, float power)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ if (power != 1.0f)
+ IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds
+
+ 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));
+
+ ItemSize(total_bb, style.FramePadding.y);
+ if (!ItemAdd(total_bb, id, &frame_bb))
+ 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 input box
+ const bool hovered = ItemHoverable(frame_bb, id);
+ bool temp_input_is_active = TempInputIsActive(id);
+ bool temp_input_start = false;
+ if (!temp_input_is_active)
+ {
+ const bool focus_requested = FocusableItemRegister(window, id);
+ const bool clicked = (hovered && g.IO.MouseClicked[0]);
+ const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]);
+ if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id)
+ {
+ SetActiveID(id, window);
+ SetFocusID(id, window);
+ FocusWindow(window);
+ g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
+ if (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id)
+ {
+ temp_input_start = true;
+ FocusableItemUnregister(window);
+ }
+ }
+ }
+
+ // Our current specs do NOT clamp when using CTRL+Click manual input, but we should eventually add a flag for that..
+ if (temp_input_is_active || temp_input_start)
+ return TempInputScalar(frame_bb, id, label, data_type, p_data, format);// , p_min, p_max);
+
+ // Draw frame
+ const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? 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, power, ImGuiDragFlags_None);
+ 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);
+ 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, window->DC.ItemFlags);
+ 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, float power)
+{
+ 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, power);
+ 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, float power)
+{
+ return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power);
+}
+
+bool ImGui::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);
+}
+
+bool ImGui::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);
+}
+
+bool ImGui::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);
+}
+
+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, float power)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ PushID(label);
+ BeginGroup();
+ PushMultiItemsWidths(2, CalcItemWidth());
+
+ bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format, power);
+ PopItemWidth();
+ SameLine(0, g.Style.ItemInnerSpacing.x);
+ value_changed |= DragFloat("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? FLT_MAX : v_max, format_max ? format_max : format, power);
+ 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)
+{
+ return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format);
+}
+
+bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format)
+{
+ return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format);
+}
+
+bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format)
+{
+ return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format);
+}
+
+bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format)
+{
+ return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format);
+}
+
+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)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ PushID(label);
+ BeginGroup();
+ PushMultiItemsWidths(2, CalcItemWidth());
+
+ bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format);
+ PopItemWidth();
+ SameLine(0, g.Style.ItemInnerSpacing.x);
+ value_changed |= DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? INT_MAX : v_max, format_max ? format_max : format);
+ PopItemWidth();
+ SameLine(0, g.Style.ItemInnerSpacing.x);
+
+ TextEx(label, FindRenderedTextEnd(label));
+ EndGroup();
+ PopID();
+
+ return value_changed;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.
+//-------------------------------------------------------------------------
+// - SliderBehaviorT<>() [Internal]
+// - SliderBehavior() [Internal]
+// - SliderScalar()
+// - SliderScalarN()
+// - SliderFloat()
+// - SliderFloat2()
+// - SliderFloat3()
+// - SliderFloat4()
+// - SliderAngle()
+// - SliderInt()
+// - SliderInt2()
+// - SliderInt3()
+// - SliderInt4()
+// - VSliderScalar()
+// - VSliderFloat()
+// - VSliderInt()
+//-------------------------------------------------------------------------
+
+template<typename TYPE, typename FLOATTYPE>
+float ImGui::SliderCalcRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, float power, float linear_zero_pos)
+{
+ if (v_min == v_max)
+ return 0.0f;
+
+ const bool is_power = (power != 1.0f) && (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double);
+ const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min);
+ if (is_power)
+ {
+ if (v_clamped < 0.0f)
+ {
+ const float f = 1.0f - (float)((v_clamped - v_min) / (ImMin((TYPE)0, v_max) - v_min));
+ return (1.0f - ImPow(f, 1.0f / power)) * linear_zero_pos;
+ }
+ else
+ {
+ const float f = (float)((v_clamped - ImMax((TYPE)0, v_min)) / (v_max - ImMax((TYPE)0, v_min)));
+ return linear_zero_pos + ImPow(f, 1.0f / power) * (1.0f - linear_zero_pos);
+ }
+ }
+
+ // Linear slider
+ return (float)((FLOATTYPE)(v_clamped - v_min) / (FLOATTYPE)(v_max - v_min));
+}
+
+// FIXME: Move some of the code into SliderBehavior(). Current responsibility is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc.
+template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
+bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, 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_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
+ const bool is_power = (power != 1.0f) && is_decimal;
+
+ 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_decimal && 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;
+
+ // For power curve sliders that cross over sign boundary we want the curve to be symmetric around 0.0f
+ float linear_zero_pos; // 0.0->1.0f
+ if (is_power && v_min * v_max < 0.0f)
+ {
+ // Different sign
+ const FLOATTYPE linear_dist_min_to_0 = ImPow(v_min >= 0 ? (FLOATTYPE)v_min : -(FLOATTYPE)v_min, (FLOATTYPE)1.0f / power);
+ const FLOATTYPE linear_dist_max_to_0 = ImPow(v_max >= 0 ? (FLOATTYPE)v_max : -(FLOATTYPE)v_max, (FLOATTYPE)1.0f / power);
+ linear_zero_pos = (float)(linear_dist_min_to_0 / (linear_dist_min_to_0 + linear_dist_max_to_0));
+ }
+ else
+ {
+ // Same sign
+ linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f;
+ }
+
+ // 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)
+ {
+ const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f);
+ float delta = (axis == ImGuiAxis_X) ? delta2.x : -delta2.y;
+ if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
+ {
+ ClearActiveID();
+ }
+ else if (delta != 0.0f)
+ {
+ clicked_t = SliderCalcRatioFromValueT<TYPE, FLOATTYPE>(data_type, *v, v_min, v_max, power, linear_zero_pos);
+ const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0;
+ if ((decimal_precision > 0) || is_power)
+ {
+ delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds
+ if (IsNavInputDown(ImGuiNavInput_TweakSlow))
+ delta /= 10.0f;
+ }
+ else
+ {
+ if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow))
+ delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps
+ else
+ delta /= 100.0f;
+ }
+ if (IsNavInputDown(ImGuiNavInput_TweakFast))
+ delta *= 10.0f;
+ set_new_value = true;
+ 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;
+ else
+ clicked_t = ImSaturate(clicked_t + delta);
+ }
+ }
+
+ if (set_new_value)
+ {
+ TYPE v_new;
+ if (is_power)
+ {
+ // Account for power curve scale on both sides of the zero
+ if (clicked_t < linear_zero_pos)
+ {
+ // Negative: rescale to the negative range before powering
+ float a = 1.0f - (clicked_t / linear_zero_pos);
+ a = ImPow(a, power);
+ v_new = ImLerp(ImMin(v_max, (TYPE)0), v_min, a);
+ }
+ else
+ {
+ // Positive: rescale to the positive range before powering
+ float a;
+ if (ImFabs(linear_zero_pos - 1.0f) > 1.e-6f)
+ a = (clicked_t - linear_zero_pos) / (1.0f - linear_zero_pos);
+ else
+ a = clicked_t;
+ a = ImPow(a, power);
+ v_new = ImLerp(ImMax(v_min, (TYPE)0), v_max, a);
+ }
+ }
+ else
+ {
+ // Linear slider
+ if (is_decimal)
+ {
+ v_new = ImLerp(v_min, v_max, clicked_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..
+ FLOATTYPE v_new_off_f = (v_max - v_min) * clicked_t;
+ TYPE v_new_off_floor = (TYPE)(v_new_off_f);
+ TYPE v_new_off_round = (TYPE)(v_new_off_f + (FLOATTYPE)0.5);
+ if (v_new_off_floor < v_new_off_round)
+ v_new = v_min + v_new_off_round;
+ else
+ v_new = v_min + v_new_off_floor;
+ }
+ }
+
+ // Round to user desired precision based on format string
+ v_new = RoundScalarWithFormatT<TYPE, SIGNEDTYPE>(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 = SliderCalcRatioFromValueT<TYPE, FLOATTYPE>(data_type, *v, v_min, v_max, power, linear_zero_pos);
+ 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, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb)
+{
+ switch (data_type)
+ {
+ case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT<ImS32, ImS32, float>(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, power, 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<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, power, 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<ImS32, ImS32, float>(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, power, 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<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, power, 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<ImS32, ImS32, float >(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, power, flags, out_grab_bb);
+ case ImGuiDataType_U32:
+ IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2);
+ return SliderBehaviorT<ImU32, ImS32, float >(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, power, 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<ImS64, ImS64, double>(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, power, flags, out_grab_bb);
+ case ImGuiDataType_U64:
+ IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2);
+ return SliderBehaviorT<ImU64, ImS64, double>(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, power, 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<float, float, float >(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, power, 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<double, double, double>(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, power, 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, float power)
+{
+ 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));
+
+ ItemSize(total_bb, style.FramePadding.y);
+ if (!ItemAdd(total_bb, id, &frame_bb))
+ 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 = TempInputIsActive(id);
+ bool temp_input_start = false;
+ if (!temp_input_is_active)
+ {
+ const bool focus_requested = FocusableItemRegister(window, id);
+ const bool clicked = (hovered && g.IO.MouseClicked[0]);
+ if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id)
+ {
+ SetActiveID(id, window);
+ SetFocusID(id, window);
+ FocusWindow(window);
+ g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
+ if (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id)
+ {
+ temp_input_start = true;
+ FocusableItemUnregister(window);
+ }
+ }
+ }
+
+ // Our current specs do NOT clamp when using CTRL+Click manual input, but we should eventually add a flag for that..
+ if (temp_input_is_active || temp_input_start)
+ return TempInputScalar(frame_bb, id, label, data_type, p_data, format);// , p_min, p_max);
+
+ // Draw frame
+ const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? 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, power, ImGuiSliderFlags_None, &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);
+ 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, window->DC.ItemFlags);
+ 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, float power)
+{
+ 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, power);
+ 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, float power)
+{
+ return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power);
+}
+
+bool ImGui::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);
+}
+
+bool ImGui::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);
+}
+
+bool ImGui::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);
+}
+
+bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format)
+{
+ 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, 1.0f);
+ *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)
+{
+ return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format);
+}
+
+bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format)
+{
+ return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format);
+}
+
+bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format)
+{
+ return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format);
+}
+
+bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format)
+{
+ return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format);
+}
+
+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, float power)
+{
+ 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.NavInputId == 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 : g.HoveredId == id ? 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, power, 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, float power)
+{
+ return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, power);
+}
+
+bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format)
+{
+ return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format);
+}
+
+//-------------------------------------------------------------------------
+// [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<int>(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);
+ 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 currently NOT forwarding the min/max values clamping values!
+// 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.
+// In the future we should add flags to Slider/Drag to specify how to enforce min/max values with CTRL+Click.
+// See GitHub issues #1829 and #3209
+// In the meanwhile, you can easily "wrap" those functions to enforce clamping, using wrapper functions, e.g.
+// bool SliderFloatClamp(const char* label, float* v, float v_min, float v_max)
+// {
+// float v_backup = *v;
+// if (!SliderFloat(label, v, v_min, v_max))
+// return false;
+// *v = ImClamp(*v, v_min, v_max);
+// return v_backup != *v;
+// }
+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)
+{
+ ImGuiContext& g = *GImGui;
+
+ 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
+ DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL);
+ if (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 = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, 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)
+ button_flags |= ImGuiButtonFlags_Disabled;
+ 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;
+ }
+
+ 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 = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format);
+ }
+ if (value_changed)
+ MarkItemEdited(window->DC.LastItemId);
+
+ 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);
+}
+
+// Prefer using "const char* format" directly, which is more flexible and consistent with other API.
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags)
+{
+ char format[16] = "%f";
+ if (decimal_precision >= 0)
+ ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
+ return InputFloat(label, v, step, step_fast, format, flags);
+}
+
+bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags)
+{
+ char format[16] = "%f";
+ if (decimal_precision >= 0)
+ ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
+ return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags);
+}
+
+bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags)
+{
+ char format[16] = "%f";
+ if (decimal_precision >= 0)
+ ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
+ return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags);
+}
+
+bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags)
+{
+ char format[16] = "%f";
+ if (decimal_precision >= 0)
+ ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
+ return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags);
+}
+#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
+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 STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; }
+static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; }
+static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* 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, STB_TEXTEDIT_STRING* 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));
+}
+
+static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; }
+static int is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; }
+static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; }
+#ifdef __APPLE__ // FIXME: Move setting to IO structure
+static int is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx]) ) : 1; }
+static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }
+#else
+static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }
+#endif
+#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h
+#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL
+
+static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n)
+{
+ ImWchar* dst = obj->TextW.Data + pos;
+
+ // We maintain our buffer length in both UTF-8 and wchar formats
+ 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(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len)
+{
+ const bool is_resizable = (obj->UserFlags & 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->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_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(STB_TEXTEDIT_STRING* 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 + bytes_count >= pos)
+ 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)
+{
+ unsigned int c = *p_char;
+
+ // Filter non-printable (NB: isprint is unreliable! see #2467)
+ if (c < 0x20)
+ {
+ bool pass = false;
+ pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline));
+ pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput));
+ if (!pass)
+ return false;
+ }
+
+ // 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 (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))
+ {
+ // Allow 0-9 . - + * /
+ if (flags & ImGuiInputTextFlags_CharsDecimal)
+ if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/'))
+ return false;
+
+ // Allow 0-9 . - + * / e E
+ if (flags & ImGuiInputTextFlags_CharsScientific)
+ if (!(c >= '0' && c <= '9') && (c != '.') && (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,
+ 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;
+ if (is_multiline)
+ {
+ if (!ItemAdd(total_bb, id, &frame_bb))
+ {
+ ItemSize(total_bb, style.FramePadding.y);
+ EndGroup();
+ return false;
+ }
+
+ // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug.
+ PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
+ PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
+ PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
+ PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
+ bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding);
+ PopStyleVar(3);
+ PopStyleColor();
+ if (!child_visible)
+ {
+ EndChild();
+ EndGroup();
+ return false;
+ }
+ draw_window = g.CurrentWindow; // Child window
+ draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it.
+ inner_size.x -= draw_window->ScrollbarSizes.x;
+ }
+ else
+ {
+ ItemSize(total_bb, style.FramePadding.y);
+ if (!ItemAdd(total_bb, id, &frame_bb))
+ return false;
+ }
+ 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 focus_requested = FocusableItemRegister(window, id);
+ const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterRegular == window->DC.FocusCounterRegular);
+ const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
+
+ const bool user_clicked = hovered && io.MouseClicked[0];
+ const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard));
+ 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 = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline);
+
+ const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start);
+ const bool init_state = (init_make_active || user_scroll_active);
+ if (init_state && g.ActiveId != id)
+ {
+ // 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);
+ 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 && focus_requested_by_code)
+ select_all = true;
+ }
+ if (flags & ImGuiInputTextFlags_AlwaysInsertMode)
+ state->Stb.insert_mode = 1;
+ if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl)))
+ select_all = true;
+ }
+
+ 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);
+ g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Home) | ((ImU64)1 << ImGuiKey_End);
+ if (is_multiline)
+ g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_PageUp) | ((ImU64)1 << ImGuiKey_PageDown); // FIXME-NAV: Page up/down actually not supported yet by widget, but claim them ahead.
+ if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character.
+ g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << 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() && (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->DisplayOffset = g.Font->DisplayOffset;
+ 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->BufCapacityA = buf_size;
+ state->UserFlags = flags;
+ state->UserCallback = callback;
+ state->UserCallbackData = callback_user_data;
+
+ // 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 - style.FramePadding.y) : (g.FontSize * 0.5f));
+
+ const bool is_osx = io.ConfigMacOSXBehaviors;
+ if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0]))
+ {
+ state->SelectAll();
+ state->SelectedAllMouseLock = true;
+ }
+ else if (hovered && is_osx && io.MouseDoubleClicked[0])
+ {
+ // Double-click select a word only, OS X style (by simulating keystrokes)
+ state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);
+ state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
+ }
+ else if (io.MouseClicked[0] && !state->SelectedAllMouseLock)
+ {
+ 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 back-end 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) && IsKeyPressedMap(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))
+ 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 && !user_nav_input_start)
+ 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))
+ 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 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 && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
+ const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection());
+ const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_readonly;
+ const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable);
+ const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable;
+
+ if (IsKeyPressedMap(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 (IsKeyPressedMap(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 (IsKeyPressedMap(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 (IsKeyPressedMap(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 (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
+ else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
+ else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
+ else if (IsKeyPressedMap(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 (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter))
+ {
+ 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))
+ state->OnKeyPressed((int)c);
+ }
+ }
+ else if (IsKeyPressedMap(ImGuiKey_Escape))
+ {
+ 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 && IsKeyPressedMap(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))
+ 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.
+ if (g.ActiveId == id)
+ {
+ IM_ASSERT(state != NULL);
+ const char* apply_new_text = NULL;
+ int apply_new_text_length = 0;
+ 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<ImWchar> 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_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_COUNT;
+ if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab))
+ {
+ event_flag = ImGuiInputTextFlags_CallbackCompletion;
+ event_key = ImGuiKey_Tab;
+ }
+ else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow))
+ {
+ event_flag = ImGuiInputTextFlags_CallbackHistory;
+ event_key = ImGuiKey_UpArrow;
+ }
+ else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow))
+ {
+ event_flag = ImGuiInputTextFlags_CallbackHistory;
+ event_key = ImGuiKey_DownArrow;
+ }
+ 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;
+
+ callback_data.EventKey = event_key;
+ callback_data.Buf = state->TextA.Data;
+ 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
+ IM_ASSERT(callback_data.Buf == state->TextA.Data); // Invalid to modify those fields
+ IM_ASSERT(callback_data.BufSize == state->BufCapacityA);
+ IM_ASSERT(callback_data.Flags == flags);
+ if (callback_data.CursorPos != utf8_cursor_pos) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; }
+ if (callback_data.SelectionStart != utf8_selection_start) { state->Stb.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); }
+ if (callback_data.SelectionEnd != utf8_selection_end) { state->Stb.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); }
+ if (callback_data.BufDirty)
+ {
+ 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;
+ }
+ }
+
+ // Copy result to user buffer
+ if (apply_new_text)
+ {
+ // 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;
+ }
+
+ // Clear temporary user storage
+ state->UserFlags = 0;
+ state->UserCallback = NULL;
+ state->UserCallbackData = NULL;
+ }
+
+ // 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;
+ if (cursor_offset.x < state->ScrollX)
+ state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x));
+ else if (cursor_offset.x - inner_size.x >= state->ScrollX)
+ state->ScrollX = IM_FLOOR(cursor_offset.x - inner_size.x + scroll_increment_x);
+ }
+ else
+ {
+ state->ScrollX = 0.0f;
+ }
+
+ // Vertical scroll
+ if (is_multiline)
+ {
+ float scroll_y = draw_window->Scroll.y;
+ 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 >= scroll_y)
+ scroll_y = cursor_offset.y - inner_size.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 = 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.PlatformImePos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - 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_multiline)
+ {
+ Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line
+ EndChild();
+ EndGroup();
+ }
+
+ if (is_password && !is_displaying_hint)
+ PopFont();
+
+ // Log as text
+ if (g.LogEnabled && (!is_password || is_displaying_hint))
+ 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, window->DC.ItemFlags);
+ 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);
+}
+
+// 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 colored 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]);
+ if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0)
+ {
+ if (f[1] == 0)
+ f[0] = g.ColorEditLastHue;
+ if (f[2] == 0)
+ f[1] = g.ColorEditLastSat;
+ }
+ }
+ 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))
+ OpenPopupContextItem("context");
+ }
+ }
+ 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] = i[3] = 0;
+ if (alpha)
+ 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
+ sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
+ }
+ if (!(flags & ImGuiColorEditFlags_NoOptions))
+ OpenPopupContextItem("context");
+ }
+
+ 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(window->DC.LastItemRect.GetBL() + ImVec2(-1, style.ItemSpacing.y));
+ }
+ }
+ if (!(flags & ImGuiColorEditFlags_NoOptions))
+ OpenPopupContextItem("context");
+
+ 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]);
+ memcpy(g.ColorEditLastColor, f, sizeof(float) * 3);
+ }
+ 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 ((window->DC.LastItemStatusFlags & 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)
+ window->DC.LastItemId = g.ActiveId;
+
+ if (value_changed)
+ MarkItemEdited(window->DC.LastItemId);
+
+ 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__OptionsDefault) & ImGuiColorEditFlags__PickerMask;
+ if (!(flags & ImGuiColorEditFlags__InputMask))
+ flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__InputMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & 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);
+ if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0)
+ {
+ if (S == 0)
+ H = g.ColorEditLastHue;
+ if (V == 0)
+ S = g.ColorEditLastSat;
+ }
+ }
+ 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))
+ OpenPopupContextItem("context");
+ }
+ 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));
+ value_changed = value_changed_sv = true;
+ }
+ if (!(flags & ImGuiColorEditFlags_NoOptions))
+ OpenPopupContextItem("context");
+
+ // 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 >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10 * 1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]);
+ g.ColorEditLastHue = H;
+ g.ColorEditLastSat = S;
+ memcpy(g.ColorEditLastColor, col, sizeof(float) * 3);
+ }
+ 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);
+ if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) // Fix local Hue as display below will use it immediately.
+ {
+ if (S == 0)
+ H = g.ColorEditLastHue;
+ if (V == 0)
+ S = g.ColorEditLastSat;
+ }
+ }
+ 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, false, 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(window->DC.LastItemId);
+
+ PopID();
+
+ return value_changed;
+}
+
+// A little colored 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, ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight);
+ window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft);
+ }
+ 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, ImDrawCornerFlags_All);
+ }
+ 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__OptionsDefault & ImGuiColorEditFlags__DisplayMask;
+ if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0)
+ flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask;
+ if ((flags & ImGuiColorEditFlags__PickerMask) == 0)
+ flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask;
+ if ((flags & ImGuiColorEditFlags__InputMask) == 0)
+ flags |= ImGuiColorEditFlags__OptionsDefault & 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(0, ImGuiTooltipFlags_OverridePreviousTooltip);
+ 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 dummy_ref_col;
+ memcpy(&dummy_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4));
+ ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags);
+ PopID();
+ }
+ PopItemWidth();
+ }
+ if (allow_opt_alpha_bar)
+ {
+ if (allow_opt_picker) Separator();
+ CheckboxFlags("Alpha Bar", (unsigned int*)&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);
+ window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
+ window->DC.LastItemDisplayRect = frame_bb;
+
+ if (!item_add)
+ {
+ if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
+ TreePushOverrideID(id);
+ IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | (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)
+ // - Single-click on arrow = Toggle on MouseUp (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)
+ // This makes _OpenOnArrow have a subtle effect on _OpenOnDoubleClick: arrow click reacts on Down rather than Up.
+ // It is rather standard that arrow click react on Down rather than Up and we'd be tempted to make it the default
+ // (by removing the _OpenOnArrow test below), however this would have a perhaps surprising effect on CollapsingHeader()?
+ // So right now we are making this optional. May evolve later.
+ // 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 && (flags & ImGuiTreeNodeFlags_OpenOnArrow))
+ 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.MouseDoubleClicked[0])
+ 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.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open)
+ {
+ toggled = true;
+ NavMoveRequestCancel();
+ }
+ if (g.NavId == id && g.NavMoveRequest && 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);
+ window->DC.LastItemStatusFlags |= 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
+ window->DC.LastItemStatusFlags |= 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)
+ {
+ // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
+ const char log_prefix[] = "\n##";
+ const char log_suffix[] = "##";
+ LogRenderedText(&text_pos, log_prefix, log_prefix + 3);
+ RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
+ LogRenderedText(&text_pos, log_suffix, log_suffix + 2);
+ }
+ else
+ {
+ 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)
+ LogRenderedText(&text_pos, ">");
+ RenderText(text_pos, label, label_end, false);
+ }
+
+ if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
+ TreePushOverrideID(id);
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | (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 ? str_id : "#TreePush");
+}
+
+void ImGui::TreePush(const void* ptr_id)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ Indent();
+ window->DC.TreeDepth++;
+ PushID(ptr_id ? ptr_id : (const void*)"#TreePush");
+}
+
+void ImGui::TreePushOverrideID(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ Indent();
+ window->DC.TreeDepth++;
+ window->IDStack.push_back(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);
+ 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);
+}
+
+bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ if (p_open && !*p_open)
+ return false;
+
+ ImGuiID id = window->GetID(label);
+ flags |= ImGuiTreeNodeFlags_CollapsingHeader;
+ if (p_open)
+ flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton;
+ bool is_open = TreeNodeBehavior(id, flags, label);
+ if (p_open != 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;
+ ImGuiItemHoveredDataBackup last_item_backup;
+ float button_size = g.FontSize;
+ float button_x = ImMax(window->DC.LastItemRect.Min.x, window->DC.LastItemRect.Max.x - g.Style.FramePadding.x * 2.0f - button_size);
+ float button_y = window->DC.LastItemRect.Min.y;
+ if (CloseButton(window->GetID((void*)((intptr_t)id + 1)), ImVec2(button_x, button_y)))
+ *p_open = false;
+ last_item_backup.Restore();
+ }
+
+ return is_open;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: Selectable
+//-------------------------------------------------------------------------
+// - Selectable()
+//-------------------------------------------------------------------------
+
+// Tip: pass a non-visible label (e.g. "##dummy") 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;
+
+ if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped.
+ PushColumnsBackground();
+ else if ((flags & ImGuiSelectableFlags_SpanAllColumns) && g.CurrentTable) // FIXME-TABLE: Make it possible to colorize a whole line
+ PushTableBackground();
+
+ // 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
+ // FIXME-TABLE: Span row min
+ const float min_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? window->ContentRegionRect.Min.x : pos.x;
+ const float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? window->ContentRegionRect.Max.x : GetContentRegionMaxAbs().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_enlarged(min_x, pos.y, text_max.x, text_max.y);
+ const float spacing_x = 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_enlarged.Min.x -= spacing_L;
+ bb_enlarged.Min.y -= spacing_U;
+ bb_enlarged.Max.x += (spacing_x - spacing_L);
+ bb_enlarged.Max.y += (spacing_y - spacing_U);
+ //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb_align.Min, bb_align.Max, IM_COL32(255, 0, 0, 255)); }
+ //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb_enlarged.Min, bb_enlarged.Max, IM_COL32(0, 255, 0, 255)); }
+
+ bool item_add;
+ if (flags & ImGuiSelectableFlags_Disabled)
+ {
+ ImGuiItemFlags backup_item_flags = window->DC.ItemFlags;
+ window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus;
+ item_add = ItemAdd(bb_enlarged, id);
+ window->DC.ItemFlags = backup_item_flags;
+ }
+ else
+ {
+ item_add = ItemAdd(bb_enlarged, id);
+ }
+ if (!item_add)
+ {
+ if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns)
+ PopColumnsBackground();
+ else if ((flags & ImGuiSelectableFlags_SpanAllColumns) && g.CurrentTable)
+ PopTableBackground();
+ return false;
+ }
+
+ // 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_Disabled) { button_flags |= ImGuiButtonFlags_Disabled; }
+ if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; }
+ if (flags & ImGuiSelectableFlags_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; }
+
+ if (flags & ImGuiSelectableFlags_Disabled)
+ selected = false;
+
+ const bool was_selected = selected;
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb_enlarged, id, &hovered, &held, button_flags);
+
+ // 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)
+ {
+ g.NavDisableHighlight = true;
+ SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent);
+ }
+ }
+ 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
+ window->DC.LastItemStatusFlags |= 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_enlarged.Min, bb_enlarged.Max, col, false, 0.0f);
+ RenderNavHighlight(bb_enlarged, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
+ }
+
+ if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns)
+ PopColumnsBackground();
+ else if ((flags & ImGuiSelectableFlags_SpanAllColumns) && g.CurrentTable)
+ PopTableBackground();
+
+ if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
+ RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb_enlarged);
+ if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();
+
+ // Automatically close popups
+ if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup))
+ CloseCurrentPopup();
+
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
+ return pressed;
+}
+
+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
+//-------------------------------------------------------------------------
+// - ListBox()
+// - ListBoxHeader()
+// - ListBoxFooter()
+//-------------------------------------------------------------------------
+// FIXME: This is an old API. We should redesign some of it, rename ListBoxHeader->BeginListBox, ListBoxFooter->EndListBox
+// and promote using them over existing ListBox() functions, similarly to change with combo boxes.
+//-------------------------------------------------------------------------
+
+// FIXME: In principle this function should be called BeginListBox(). We should rename it after re-evaluating if we want to keep the same signature.
+// Helper to calculate the size of a listbox and display a label on the right.
+// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an non-visible label e.g. "##empty"
+bool ImGui::ListBoxHeader(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 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
+ ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y);
+ 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));
+ window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy.
+ g.NextItemData.ClearFlags();
+
+ if (!IsRectVisible(bb.Min, bb.Max))
+ {
+ ItemSize(bb.GetSize(), style.FramePadding.y);
+ ItemAdd(bb, 0, &frame_bb);
+ return false;
+ }
+
+ BeginGroup();
+ if (label_size.x > 0)
+ RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+ BeginChildFrame(id, frame_bb.GetSize());
+ return true;
+}
+
+// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature.
+bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items)
+{
+ // Size default to hold ~7.25 items.
+ // We add +25% worth of item height to allow the user to see at a glance if there are more items up/down, without looking at the scrollbar.
+ // We don't add this extra bit if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size.
+ // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution.
+ if (height_in_items < 0)
+ height_in_items = ImMin(items_count, 7);
+ const ImGuiStyle& style = GetStyle();
+ float height_in_items_f = (height_in_items < items_count) ? (height_in_items + 0.25f) : (height_in_items + 0.00f);
+
+ // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild().
+ ImVec2 size;
+ size.x = 0.0f;
+ size.y = ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f);
+ return ListBoxHeader(label, size);
+}
+
+// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature.
+void ImGui::ListBoxFooter()
+{
+ ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow;
+ const ImRect bb = parent_window->DC.LastItemRect;
+ const ImGuiStyle& style = GetStyle();
+
+ EndChildFrame();
+
+ // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect)
+ // We call SameLine() to restore DC.CurrentLine* data
+ SameLine();
+ parent_window->DC.CursorPos = bb.Min;
+ ItemSize(bb, style.FramePadding.y);
+ EndGroup();
+}
+
+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;
+}
+
+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)
+{
+ if (!ListBoxHeader(label, items_count, height_in_items))
+ return false;
+
+ // Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper.
+ ImGuiContext& g = *GImGui;
+ bool value_changed = false;
+ ImGuiListClipper clipper(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 bool item_selected = (i == *current_item);
+ const char* item_text;
+ if (!items_getter(data, i, &item_text))
+ item_text = "*Unknown item*";
+
+ PushID(i);
+ if (Selectable(item_text, item_selected))
+ {
+ *current_item = i;
+ value_changed = true;
+ }
+ if (item_selected)
+ SetItemDefaultFocus();
+ PopID();
+ }
+ ListBoxFooter();
+ if (value_changed)
+ MarkItemEdited(g.CurrentWindow->DC.LastItemId);
+
+ return value_changed;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: PlotLines, PlotHistogram
+//-------------------------------------------------------------------------
+// - PlotEx() [Internal]
+// - PlotLines()
+// - PlotHistogram()
+//-------------------------------------------------------------------------
+
+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) ? (-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()
+// - MenuItem()
+//-------------------------------------------------------------------------
+
+// Helpers for internal use
+ImGuiMenuColumns::ImGuiMenuColumns()
+{
+ Spacing = Width = NextWidth = 0.0f;
+ memset(Pos, 0, sizeof(Pos));
+ memset(NextWidths, 0, sizeof(NextWidths));
+}
+
+void ImGuiMenuColumns::Update(int count, float spacing, bool clear)
+{
+ IM_ASSERT(count == IM_ARRAYSIZE(Pos));
+ IM_UNUSED(count);
+ Width = NextWidth = 0.0f;
+ Spacing = spacing;
+ if (clear)
+ memset(NextWidths, 0, sizeof(NextWidths));
+ for (int i = 0; i < IM_ARRAYSIZE(Pos); i++)
+ {
+ if (i > 0 && NextWidths[i] > 0.0f)
+ Width += Spacing;
+ Pos[i] = IM_FLOOR(Width);
+ Width += NextWidths[i];
+ NextWidths[i] = 0.0f;
+ }
+}
+
+float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double
+{
+ NextWidth = 0.0f;
+ NextWidths[0] = ImMax(NextWidths[0], w0);
+ NextWidths[1] = ImMax(NextWidths[1], w1);
+ NextWidths[2] = ImMax(NextWidths[2], w2);
+ for (int i = 0; i < IM_ARRAYSIZE(Pos); i++)
+ NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f);
+ return ImMax(Width, NextWidth);
+}
+
+float ImGuiMenuColumns::CalcExtraSpace(float avail_w) const
+{
+ return ImMax(0.0f, avail_w - Width);
+}
+
+// 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);
+
+ window->DC.CursorPos = 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.NavLayerCurrentMask = (1 << 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))
+ {
+ 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.NavMoveRequestForward == ImGuiNavForward_None)
+ {
+ // 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 the hassle/cost)
+ const ImGuiNavLayer layer = ImGuiNavLayer_Menu;
+ IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check
+ FocusWindow(window);
+ SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
+ g.NavLayer = layer;
+ g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
+ g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
+ NavMoveRequestCancel();
+ }
+ }
+
+ IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
+ IM_ASSERT(window->DC.MenuBarAppending);
+ PopClipRect();
+ PopID();
+ window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
+ window->DC.GroupStack.back().EmitItem = false;
+ EndGroup(); // Restore position on layer 0
+ window->DC.LayoutType = ImGuiLayoutType_Vertical;
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+ window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
+ window->DC.MenuBarAppending = false;
+}
+
+// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
+bool ImGui::BeginMainMenuBar()
+{
+ ImGuiContext& g = *GImGui;
+ g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
+ SetNextWindowPos(ImVec2(0.0f, 0.0f));
+ SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
+ PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
+ PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0));
+ ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
+ bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar();
+ PopStyleVar(2);
+ g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
+ if (!is_open)
+ {
+ End();
+ return false;
+ }
+ return true; //-V1020
+}
+
+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();
+}
+
+bool ImGui::BeginMenu(const char* label, 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)
+ ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
+ if (window->Flags & (ImGuiWindowFlags_Popup | 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. a ImGuiStorager 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);
+ bool pressed;
+ bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].OpenParentId == window->IDStack.back());
+ ImGuiWindow* backed_nav_window = g.NavWindow;
+ if (menuset_is_open)
+ g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
+
+ // 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;
+ 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;
+ pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
+ 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 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 min_w = window->DC.MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame
+ float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
+ pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_SpanAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(min_w, 0.0f));
+ ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled);
+ RenderArrow(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right);
+ }
+
+ const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id);
+ 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))
+ {
+ // FIXME-DPI: Values should be derived from a master "scale" factor.
+ 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, 5.0f, 30.0f); // add a bit of extra slack.
+ ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues
+ tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // 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, +100.0f);
+ moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
+ //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? 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;
+
+ if (!menu_is_open && hovered && pressed) // Click to open
+ want_open = true;
+ else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open
+ want_open = true;
+
+ if (g.NavActivateId == id)
+ {
+ want_close = menu_is_open;
+ want_open = !menu_is_open;
+ }
+ if (g.NavId == id && g.NavMoveRequest && 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.NavMoveRequest && 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, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));
+
+ 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);
+ 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;
+}
+
+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.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)
+ {
+ ClosePopupToLevel(g.BeginPopupStack.Size, true);
+ NavMoveRequestCancel();
+ }
+
+ EndPopup();
+}
+
+bool ImGui::MenuItem(const char* label, 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);
+
+ // 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.
+ ImGuiSelectableFlags flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
+ bool pressed;
+ 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 render neither the shortcut neither the selected tick mark
+ float w = label_size.x;
+ window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);
+ PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
+ pressed = Selectable(label, false, flags, ImVec2(w, 0.0f));
+ 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 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 shortcut_w = shortcut ? CalcTextSize(shortcut, NULL).x : 0.0f;
+ float min_w = window->DC.MenuColumns.DeclColumns(label_size.x, shortcut_w, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame
+ float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
+ pressed = Selectable(label, false, flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f));
+ if (shortcut_w > 0.0f)
+ {
+ PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
+ RenderText(pos + ImVec2(window->DC.MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
+ PopStyleColor();
+ }
+ if (selected)
+ RenderCheckMark(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f);
+ }
+
+ IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));
+ return pressed;
+}
+
+bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)
+{
+ if (MenuItem(label, 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()v
+// - TabBarScrollToTab() [Internal]
+// - TabBarQueueChangeTabOrder() [Internal]
+// - TabBarScrollingButtons() [Internal]
+// - TabBarTabListPopupButton() [Internal]
+//-------------------------------------------------------------------------
+
+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, ImGuiTabItem* tab);
+ static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar);
+ static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar);
+}
+
+ImGuiTabBar::ImGuiTabBar()
+{
+ ID = 0;
+ SelectedTabId = NextSelectedTabId = VisibleTabId = 0;
+ CurrFrameVisible = PrevFrameVisible = -1;
+ LastTabContentHeight = 0.0f;
+ OffsetMax = OffsetMaxIdeal = OffsetNextTab = 0.0f;
+ ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f;
+ Flags = ImGuiTabBarFlags_None;
+ ReorderRequestTabId = 0;
+ ReorderRequestDir = 0;
+ WantLayout = VisibleTabWasSubmitted = false;
+ LastTabItemIdx = -1;
+}
+
+static int IMGUI_CDECL TabItemComparerByVisibleOffset(const void* lhs, const void* rhs)
+{
+ const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;
+ const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;
+ return (int)(a->Offset - b->Offset);
+}
+
+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;
+
+ if (tab_bar->CurrFrameVisible == g.FrameCount)
+ {
+ //IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount);
+ IM_ASSERT(0);
+ return true;
+ }
+
+ // When toggling back from ordered to manually-reorderable, shuffle tabs to enforce the last visible order.
+ // Otherwise, the most recently inserted tabs would move at the end of visible list which can be a little too confusing or magic for the user.
+ if ((flags & ImGuiTabBarFlags_Reorderable) && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable) && tab_bar->Tabs.Size > 1 && tab_bar->PrevFrameVisible != -1)
+ ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByVisibleOffset);
+
+ // 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->FramePadding = g.Style.FramePadding;
+
+ // Layout
+ ItemSize(ImVec2(tab_bar->OffsetMaxIdeal, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y);
+ window->DC.CursorPos.x = tab_bar->BarRect.Min.x;
+
+ // 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;
+ }
+ 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->LastTabContentHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f);
+ else
+ window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->LastTabContentHeight;
+
+ 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
+ int tab_dst_n = 0;
+ 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)
+ {
+ if (tab->ID == tab_bar->SelectedTabId)
+ tab_bar->SelectedTabId = 0;
+ continue;
+ }
+ if (tab_dst_n != tab_src_n)
+ tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n];
+ tab_dst_n++;
+ }
+ if (tab_bar->Tabs.Size != tab_dst_n)
+ tab_bar->Tabs.resize(tab_dst_n);
+
+ // Setup next selected tab
+ ImGuiID scroll_track_selected_tab_id = 0;
+ if (tab_bar->NextSelectedTabId)
+ {
+ tab_bar->SelectedTabId = tab_bar->NextSelectedTabId;
+ tab_bar->NextSelectedTabId = 0;
+ scroll_track_selected_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 (ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId))
+ {
+ //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools
+ int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestDir;
+ if (tab2_order >= 0 && tab2_order < tab_bar->Tabs.Size)
+ {
+ ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order];
+ ImGuiTabItem item_tmp = *tab1;
+ *tab1 = *tab2;
+ *tab2 = item_tmp;
+ if (tab2->ID == tab_bar->SelectedTabId)
+ scroll_track_selected_tab_id = tab2->ID;
+ tab1 = tab2 = NULL;
+ }
+ if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings)
+ MarkIniSettingsDirty();
+ }
+ 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.Max.x!
+ scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;
+
+ // Compute ideal widths
+ g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size);
+ float width_total_contents = 0.0f;
+ ImGuiTabItem* most_recently_selected_tab = NULL;
+ 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)
+ most_recently_selected_tab = tab;
+ if (tab->ID == tab_bar->SelectedTabId)
+ found_selected_tab_id = true;
+
+ // 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;
+
+ width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->ContentWidth;
+
+ // Store data so we can build an array sorted by width if we need to shrink tabs down
+ g.ShrinkWidthBuffer[tab_n].Index = tab_n;
+ g.ShrinkWidthBuffer[tab_n].Width = tab->ContentWidth;
+ }
+
+ // Compute width
+ const float initial_offset_x = 0.0f; // g.Style.ItemInnerSpacing.x;
+ const float width_avail = ImMax(tab_bar->BarRect.GetWidth() - initial_offset_x, 0.0f);
+ float width_excess = (width_avail < width_total_contents) ? (width_total_contents - width_avail) : 0.0f;
+ if (width_excess > 0.0f && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown))
+ {
+ // If we don't have enough room, resize down the largest tabs first
+ ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess);
+ for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+ tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width);
+ }
+ else
+ {
+ const float tab_max_width = TabBarCalcMaxTabWidth();
+ for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+ {
+ ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+ tab->Width = ImMin(tab->ContentWidth, tab_max_width);
+ IM_ASSERT(tab->Width > 0.0f);
+ }
+ }
+
+ // Layout all active tabs
+ float offset_x = initial_offset_x;
+ float offset_x_ideal = offset_x;
+ tab_bar->OffsetNextTab = offset_x; // This is used by non-reorderable tab bar where the submission order is always honored.
+ for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+ {
+ ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+ tab->Offset = offset_x;
+ if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID)
+ scroll_track_selected_tab_id = tab->ID;
+ offset_x += tab->Width + g.Style.ItemInnerSpacing.x;
+ offset_x_ideal += tab->ContentWidth + g.Style.ItemInnerSpacing.x;
+ }
+ tab_bar->OffsetMax = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f);
+ tab_bar->OffsetMaxIdeal = ImMax(offset_x_ideal - g.Style.ItemInnerSpacing.x, 0.0f);
+
+ // Horizontal scrolling buttons
+ const bool scrolling_buttons = (tab_bar->OffsetMax > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll);
+ if (scrolling_buttons)
+ if (ImGuiTabItem* tab_to_select = TabBarScrollingButtons(tab_bar)) // NB: Will alter BarRect.Max.x!
+ scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;
+
+ // 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_track_selected_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_track_selected_tab_id)
+ if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id))
+ TabBarScrollToTab(tab_bar, scroll_track_selected_tab);
+ 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;
+ }
+
+ // Clear name buffers
+ if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
+ tab_bar->TabsNames.Buf.resize(0);
+}
+
+// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack.
+static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label)
+{
+ if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)
+ {
+ ImGuiID id = ImHashStr(label);
+ KeepAliveID(id);
+ return id;
+ }
+ else
+ {
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->GetID(label);
+ }
+}
+
+static float ImGui::TabBarCalcMaxTabWidth()
+{
+ ImGuiContext& g = *GImGui;
+ return g.FontSize * 20.0f;
+}
+
+ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id)
+{
+ if (tab_id != 0)
+ for (int n = 0; n < tab_bar->Tabs.Size; n++)
+ if (tab_bar->Tabs[n].ID == tab_id)
+ return &tab_bar->Tabs[n];
+ return NULL;
+}
+
+// The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them regardless.
+void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id)
+{
+ if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))
+ tab_bar->Tabs.erase(tab);
+ if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; }
+ if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; }
+ if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; }
+}
+
+// Called on manual closure attempt
+void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
+{
+ if ((tab_bar->VisibleTabId == tab->ID) && !(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->LastFrameVisible = -1;
+ tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0;
+ }
+ else if ((tab_bar->VisibleTabId != tab->ID) && (tab->Flags & ImGuiTabItemFlags_UnsavedDocument))
+ {
+ // Actually select before expecting closure
+ tab_bar->NextSelectedTabId = tab->ID;
+ }
+}
+
+static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling)
+{
+ scrolling = ImMin(scrolling, tab_bar->OffsetMax - tab_bar->BarRect.GetWidth());
+ return ImMax(scrolling, 0.0f);
+}
+
+static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
+{
+ 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);
+ float tab_x1 = tab->Offset + (order > 0 ? -margin : 0.0f);
+ float tab_x2 = tab->Offset + tab->Width + (order + 1 < tab_bar->Tabs.Size ? margin : 1.0f);
+ tab_bar->ScrollingTargetDistToVisibility = 0.0f;
+ if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= tab_bar->BarRect.GetWidth()))
+ {
+ tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f);
+ tab_bar->ScrollingTarget = tab_x1;
+ }
+ else if (tab_bar->ScrollingTarget < tab_x2 - tab_bar->BarRect.GetWidth())
+ {
+ tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - tab_bar->BarRect.GetWidth()) - tab_bar->ScrollingAnim, 0.0f);
+ tab_bar->ScrollingTarget = tab_x2 - tab_bar->BarRect.GetWidth();
+ }
+}
+
+void ImGui::TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir)
+{
+ IM_ASSERT(dir == -1 || dir == +1);
+ IM_ASSERT(tab_bar->ReorderRequestTabId == 0);
+ tab_bar->ReorderRequestTabId = tab->ID;
+ tab_bar->ReorderRequestDir = (ImS8)dir;
+}
+
+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));
+
+ const ImRect avail_bar_rect = tab_bar->BarRect;
+ bool want_clip_rect = !avail_bar_rect.Contains(ImRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(scrolling_buttons_width, 0.0f)));
+ if (want_clip_rect)
+ PushClipRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max + ImVec2(g.Style.ItemInnerSpacing.x, 0.0f), true);
+
+ ImGuiTabItem* tab_to_select = NULL;
+
+ 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;
+ window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y);
+ if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))
+ select_dir = -1;
+ window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width + 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;
+
+ if (want_clip_rect)
+ PopClipRect();
+
+ 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;
+ tab_to_select = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; // If we are at the end of the list, still scroll to make our tab visible
+ }
+ window->DC.CursorPos = backup_cursor_pos;
+ tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f;
+
+ return tab_to_select;
+}
+
+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);
+ 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];
+ 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()
+// - 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, "BeginTabItem() Needs to be called between BeginTabBar() and EndTabBar()!");
+ return false;
+ }
+ 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(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))
+ window->IDStack.pop_back();
+}
+
+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 dummy 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, window->DC.LastItemStatusFlags);
+ if (p_open && !*p_open)
+ {
+ PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true);
+ ItemAdd(ImRect(), id);
+ PopItemFlag();
+ return false;
+ }
+
+ // 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_is_new = true;
+ }
+ tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab);
+ tab->ContentWidth = size.x;
+
+ 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);
+ tab->LastFrameVisible = g.FrameCount;
+ tab->Flags = flags;
+
+ // Append name with zero-terminator
+ tab->NameOffset = tab_bar->TabsNames.size();
+ tab_bar->TabsNames.append(label, label + strlen(label) + 1);
+
+ // If we are not reorderable, always reset offset based on submission order.
+ // (We already handled layout and sizing using the previous known order, but sizing is not affected by order!)
+ if (!tab_appearing && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable))
+ {
+ tab->Offset = tab_bar->OffsetNextTab;
+ tab_bar->OffsetNextTab += tab->Width + g.Style.ItemInnerSpacing.x;
+ }
+
+ // Update selected tab
+ if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0)
+ if (!tab_bar_appearing || tab_bar->SelectedTabId == 0)
+ tab_bar->NextSelectedTabId = id; // New tabs gets activated
+ if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar
+ tab_bar->NextSelectedTabId = id;
+
+ // Lock visibility
+ // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!)
+ bool tab_contents_visible = (tab_bar->VisibleTabId == id);
+ if (tab_contents_visible)
+ tab_bar->VisibleTabWasSubmitted = true;
+
+ // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches
+ if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing)
+ if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))
+ tab_contents_visible = true;
+
+ // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted
+ // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'.
+ if (tab_appearing && (!tab_bar_appearing || tab_is_new))
+ {
+ PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true);
+ ItemAdd(ImRect(), id);
+ PopItemFlag();
+ 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
+ size.x = tab->Width;
+ window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 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)
+ bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x) || (bb.Max.x > tab_bar->BarRect.Max.x);
+ if (want_clip_rect)
+ PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x, 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 = (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)
+ tab_bar->NextSelectedTabId = id;
+ hovered |= (g.HoveredId == 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 (!held)
+ 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)
+ {
+ if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)
+ TabBarQueueChangeTabOrder(tab_bar, tab, -1);
+ }
+ else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x)
+ {
+ if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)
+ TabBarQueueChangeTabOrder(tab_bar, tab, +1);
+ }
+ }
+ }
+
+#if 0
+ if (hovered && g.HoveredIdNotActiveTimer > 0.50f && 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)))
+ 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 ? window->GetID((void*)((intptr_t)id + 1)) : 0;
+ bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible);
+ 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 (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer)
+ // We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores)
+ if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered())
+ if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip))
+ SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);
+
+ 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() after BeginTabBar() and before any call to BeginTabItem().
+// Tabs closed by the close button will automatically be flagged to avoid this issue.
+// FIXME: We should aim to support calling SetTabItemClosed() after the tab submission (for next frame)
+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;
+ IM_ASSERT(tab_bar->WantLayout); // Needs to be called AFTER BeginTabBar() and BEFORE the first call to BeginTabItem()
+ ImGuiID tab_id = TabBarCalcTabID(tab_bar, label);
+ TabBarRemoveTab(tab_bar, tab_id);
+ }
+}
+
+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(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), false, 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.
+bool 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)
+{
+ ImGuiContext& g = *GImGui;
+ ImVec2 label_size = CalcTextSize(label, NULL, true);
+ if (bb.GetWidth() <= 1.0f)
+ return false;
+
+ // 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
+ const char* TAB_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);
+ if (flags & ImGuiTabItemFlags_UnsavedDocument)
+ {
+ text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x;
+ ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + IM_FLOOR(-g.FontSize * 0.25f));
+ RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL);
+ }
+ ImRect text_ellipsis_clip_bb = text_pixel_clip_bb;
+
+ // Close Button
+ // 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() >= g.Style.TabMinWidthForUnselectedCloseButton)
+ if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == close_button_id)
+ close_button_visible = true;
+ if (close_button_visible)
+ {
+ ImGuiItemHoveredDataBackup last_item_backup;
+ const float close_button_sz = g.FontSize;
+ PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding);
+ if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x * 2.0f - close_button_sz, bb.Min.y)))
+ close_button_pressed = true;
+ PopStyleVar();
+ last_item_backup.Restore();
+
+ // Close with middle mouse button
+ if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2))
+ close_button_pressed = true;
+
+ text_pixel_clip_bb.Max.x -= close_button_sz;
+ }
+
+ float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f;
+ 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
+
+ return close_button_pressed;
+}
+
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
+// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system.
+//-------------------------------------------------------------------------
+// - SetWindowClipRectBeforeSetChannel() [Internal]
+// - GetColumnIndex()
+// - GetColumnCount()
+// - 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 ImGuiColumns* columns, float offset_norm)
+{
+ return offset_norm * (columns->OffMaxX - columns->OffMinX);
+}
+
+float ImGui::GetColumnNormFromOffset(const ImGuiColumns* columns, float offset)
+{
+ return offset / (columns->OffMaxX - columns->OffMinX);
+}
+
+static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
+
+static float GetDraggedColumnOffset(ImGuiColumns* 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 & ImGuiColumnsFlags_NoPreserveWidths))
+ x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
+
+ return x;
+}
+
+float ImGui::GetColumnOffset(int column_index)
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ ImGuiColumns* 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(ImGuiColumns* 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;
+ ImGuiColumns* 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;
+ ImGuiColumns* 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 & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count - 1);
+ const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;
+
+ if (!(columns->Flags & ImGuiColumnsFlags_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();
+ ImGuiColumns* 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();
+ ImGuiColumns* columns = window->DC.CurrentColumns;
+ if (column_index < 0)
+ column_index = columns->Current;
+
+ ImGuiColumnData* 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();
+ ImGuiColumns* 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();
+ ImGuiColumns* 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);
+}
+
+ImGuiColumns* 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(ImGuiColumns());
+ ImGuiColumns* 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, ImGuiColumnsFlags 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);
+ ImGuiColumns* 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->HostWorkRect = 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++)
+ {
+ ImGuiColumnData column;
+ column.OffsetNorm = n / (float)columns_count;
+ columns->Columns.push_back(column);
+ }
+ }
+
+ for (int n = 0; n < columns_count; n++)
+ {
+ // Compute clipping rectangle
+ ImGuiColumnData* 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.ClipWith(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;
+ ImGuiColumns* 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),
+ ImGuiColumnData* 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();
+ ImGuiColumns* columns = window->DC.CurrentColumns;
+ IM_ASSERT(columns != NULL);
+
+ PopItemWidth();
+ if (columns->Count > 1)
+ {
+ PopClipRect();
+ columns->Splitter.Merge(window->DrawList);
+ }
+
+ const ImGuiColumnsFlags flags = columns->Flags;
+ columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
+ window->DC.CursorPos.y = columns->LineMaxY;
+ if (!(flags & ImGuiColumnsFlags_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 & ImGuiColumnsFlags_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++)
+ {
+ ImGuiColumnData* 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, false))
+ continue;
+
+ bool hovered = false, held = false;
+ if (!(flags & ImGuiColumnsFlags_NoResize))
+ {
+ ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
+ if (hovered || held)
+ g.MouseCursor = ImGuiMouseCursor_ResizeEW;
+ if (held && !(column->Flags & ImGuiColumnsFlags_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 = columns->HostWorkRect;
+ 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);
+}
+
+// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing]
+void ImGui::Columns(int columns_count, const char* id, bool border)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ IM_ASSERT(columns_count >= 1);
+
+ ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder);
+ //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior
+ ImGuiColumns* 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);
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] Widgets: BeginTable, EndTable, etc.
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// Typical call flow: (root level is public API):
+// - BeginTable() user begin into a table
+// | BeginChild() - (if ScrollX/ScrollY is set)
+// | TableBeginUpdateColumns() - apply resize/order requests, lock columns active state, order
+// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame)
+// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of weighted columns) from their respective width
+// - TableSetupColumn() user submit columns details (optional)
+// - TableAutoHeaders() 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() / TableNextCell() user begin into the first row, also automatically called by TableAutoHeaders()
+// | TableUpdateLayout() - lock all widths, columns positions, clipping rectangles. called by the FIRST call to TableNextRow()!
+// | - TableUpdateDrawChannels() - setup ImDrawList channels
+// | - TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission
+// | - TableDrawContextMenu() - draw right-click context menu
+// | TableEndCell() - close existing cell if not the first time
+// | TableBeginCell() - enter into current cell
+// - [...] user emit contents
+// - EndTable() user ends the table
+// | TableDrawBorders() - draw outer borders, inner vertical borders
+// | TableReorderDrawChannelsForMerge() - merge draw channels if clipping isn't required
+// | EndChild() - (if ScrollX/ScrollY is set)
+//-----------------------------------------------------------------------------
+
+// Configuration
+static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded.
+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)
+{
+ // Adjust flags: set default sizing policy
+ if ((flags & ImGuiTableFlags_SizingPolicyMaskX_) == 0)
+ flags |= (flags & ImGuiTableFlags_ScrollX) ? ImGuiTableFlags_SizingPolicyFixedX : ImGuiTableFlags_SizingPolicyStretchX;
+
+ // Adjust flags: MultiSortable automatically enable Sortable
+ if (flags & ImGuiTableFlags_MultiSortable)
+ flags |= ImGuiTableFlags_Sortable;
+
+ // 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;
+
+ // Adjust flags: enforce borders when resizable
+ if (flags & ImGuiTableFlags_Resizable)
+ flags |= ImGuiTableFlags_BordersVInner;
+
+ // Adjust flags: disable top rows freezing if there's no scrolling.
+ // We could want to assert if ScrollFreeze was set without the corresponding scroll flag, but that would hinder demos.
+ if ((flags & ImGuiTableFlags_ScrollX) == 0)
+ flags &= ~ImGuiTableFlags_ScrollFreezeColumnsMask_;
+ if ((flags & ImGuiTableFlags_ScrollY) == 0)
+ flags &= ~ImGuiTableFlags_ScrollFreezeRowsMask_;
+
+ // Adjust flags: disable NoHostExtendY if we have any scrolling going on
+ if ((flags & ImGuiTableFlags_NoHostExtendY) && (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0)
+ flags &= ~ImGuiTableFlags_NoHostExtendY;
+
+ // Adjust flags: we don't support NoClipX with (FreezeColumns > 0)
+ // We could with some work but it doesn't appear to be worth the effort.
+ if (flags & ImGuiTableFlags_ScrollFreezeColumnsMask_)
+ flags &= ~ImGuiTableFlags_NoClipX;
+
+ return flags;
+}
+
+ImGuiTable* ImGui::FindTableByID(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ return g.Tables.GetByKey(id);
+}
+
+// (Read carefully because this is subtle but it does make sense!)
+// About 'outer_size', its meaning needs to differ slightly depending of if we are using ScrollX/ScrollY flags:
+// X:
+// - outer_size.x < 0.0f -> right align from window/work-rect maximum x edge.
+// - outer_size.x = 0.0f -> auto enlarge, use all available space.
+// - outer_size.x > 0.0f -> fixed width
+// Y with ScrollX/ScrollY: using a child window for scrolling:
+// - outer_size.y < 0.0f -> bottom align
+// - 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 -> fixed child height. recommended when using Scrolling on any axis.
+// Y without scrolling, we output table directly in parent window:
+// - outer_size.y < 0.0f -> bottom align (will auto extend, unless NoHostExtendV is set)
+// - outer_size.y = 0.0f -> zero minimum height (will auto extend, unless NoHostExtendV is set)
+// - outer_size.y > 0.0f -> minimum height (will auto extend, unless NoHostExtendV is set)
+// About 'inner_width':
+// With ScrollX:
+// - 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!
+// Without ScrollX:
+// - inner_width -> *ignored*
+// 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.
+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);
+
+ 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 an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve.
+ if (use_child_window && IsClippedEx(outer_rect, 0, false))
+ {
+ ItemSize(outer_rect);
+ return false;
+ }
+
+ flags = TableFixFlags(flags);
+ if (outer_window->Flags & ImGuiWindowFlags_NoSavedSettings)
+ flags |= ImGuiTableFlags_NoSavedSettings;
+
+ // Acquire storage for the table
+ ImGuiTable* table = g.Tables.GetOrAddByKey(id);
+ const ImGuiTableFlags table_last_flags = table->Flags;
+ const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1;
+ const ImGuiID instance_id = id + instance_no;
+ if (instance_no > 0)
+ IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID");
+
+ // 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->ColumnsNames.Buf.resize(0);
+ table->IsInitializing = false;
+ table->IsLayoutLocked = false;
+ table->InnerWidth = inner_width;
+ table->OuterRect = outer_rect;
+ table->WorkRect = outer_rect;
+
+ // 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));
+
+ // Create scrolling region (without border = zero window padding)
+ ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None;
+ BeginChildEx(name, instance_id, table->OuterRect.GetSize(), false, child_flags);
+ table->InnerWindow = g.CurrentWindow;
+ table->WorkRect = table->InnerWindow->WorkRect;
+ table->OuterRect = table->InnerWindow->Rect();
+ }
+
+ // Push a standardized ID for both child and not-child using tables, equivalent to BeginTable() doing PushID(label) matching
+ 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;
+ table->HostWorkRect = inner_window->WorkRect;
+ table->HostCursorMaxPos = inner_window->DC.CursorMaxPos;
+
+ // Borders
+ // - None ........Content..... Pad .....Content........
+ // - VOuter | Pad ..Content..... Pad .....Content.. Pad | // FIXME-TABLE: Not handled properly
+ // - VInner ........Content.. Pad | Pad ..Content........ // FIXME-TABLE: Not handled properly
+ // - VOuter+VInner | Pad ..Content.. Pad | Pad ..Content.. Pad |
+
+ const bool has_cell_padding_x = (flags & ImGuiTableFlags_BordersVOuter) != 0;
+ table->CellPaddingX1 = has_cell_padding_x ? g.Style.CellPadding.x + 1.0f : 0.0f;
+ table->CellPaddingX2 = has_cell_padding_x ? g.Style.CellPadding.x : 0.0f;
+ table->CellPaddingY = g.Style.CellPadding.y;
+ table->CellSpacingX = has_cell_padding_x ? 0.0f : g.Style.CellPadding.x;
+
+ 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.ClipWith(table->HostClipRect);
+ table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? table->WorkRect.Max.y : inner_window->ClipRect.Max.y;
+ table->BackgroundClipRect = table->InnerClipRect;
+ 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 = (ImS8)((flags & ImGuiTableFlags_ScrollFreezeRowsMask_) >> ImGuiTableFlags_ScrollFreezeRowsShift_);
+ table->FreezeRowsCount = (inner_window->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0;
+ table->FreezeColumnsRequest = (ImS8)((flags & ImGuiTableFlags_ScrollFreezeColumnsMask_) >> ImGuiTableFlags_ScrollFreezeColumnsShift_);
+ table->FreezeColumnsCount = (inner_window->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0;
+ table->IsFreezeRowsPassed = (table->FreezeRowsCount == 0);
+ table->DeclColumnsCount = 0;
+ table->RightMostVisibleColumn = -1;
+
+ // Using opaque colors facilitate overlapping elements of the grid
+ table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong);
+ table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight);
+ 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);
+
+ // Make table current
+ g.CurrentTableStack.push_back(ImGuiPtrOrIndex(g.Tables.GetIndex(table)));
+ g.CurrentTable = table;
+ outer_window->DC.CurrentTable = table;
+ if ((table_last_flags & ImGuiTableFlags_Reorderable) && !(flags & ImGuiTableFlags_Reorderable))
+ table->IsResetDisplayOrderRequest = true;
+
+ // Setup default columns state. Clear data if columns count changed
+ const int stored_size = table->Columns.size();
+ if (stored_size != 0 && stored_size != columns_count)
+ table->RawData.resize(0);
+ if (table->RawData.Size == 0)
+ {
+ // Allocate single buffer for our arrays
+ ImSpanAllocator<2> span_allocator;
+ span_allocator.ReserveBytes(0, columns_count * sizeof(ImGuiTableColumn));
+ span_allocator.ReserveBytes(1, columns_count * sizeof(ImS8));
+ table->RawData.resize(span_allocator.GetArenaSizeInBytes());
+ span_allocator.SetArenaBasePtr(table->RawData.Data);
+ span_allocator.GetSpan(0, &table->Columns);
+ span_allocator.GetSpan(1, &table->DisplayOrderToIndex);
+
+ for (int n = 0; n < columns_count; n++)
+ {
+ table->Columns[n] = ImGuiTableColumn();
+ table->Columns[n].DisplayOrder = table->DisplayOrderToIndex[n] = (ImS8)n;
+ }
+ table->IsInitializing = table->IsSettingsRequestLoad = table->IsSortSpecsDirty = true;
+ }
+
+ // 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 TableNextCell() 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;
+
+ // Update/lock which columns will be Visible for the frame
+ TableBeginUpdateColumns(table);
+
+ return true;
+}
+
+void ImGui::TableBeginUpdateColumns(ImGuiTable* table)
+{
+ // Handle resizing request
+ // (We process this at the first TableBegin of the frame)
+ // FIXME-TABLE: Preserve contents width _while resizing down_ until releasing.
+ // 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, &table->Columns[table->ResizedColumn], table->ResizedColumnNextWidth);
+ table->LastResizedColumn = table->ResizedColumn;
+ table->ResizedColumnNextWidth = FLT_MAX;
+ table->ResizedColumn = -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->PrevVisibleColumn : src_column->NextVisibleColumn];
+ IM_UNUSED(dst_column);
+ const int src_order = src_column->DisplayOrder;
+ const int dst_order = dst_column->DisplayOrder;
+ src_column->DisplayOrder = (ImS8)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 -= (ImS8)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] = (ImS8)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 = (ImS8)n;
+ table->IsResetDisplayOrderRequest = false;
+ table->IsSettingsDirty = true;
+ }
+
+ // Setup and lock Visible state and order
+ table->ColumnsVisibleCount = 0;
+ table->IsDefaultDisplayOrder = true;
+ ImGuiTableColumn* last_visible_column = NULL;
+ bool want_column_auto_fit = false;
+ 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];
+ column->NameOffset = -1;
+ if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide))
+ column->IsVisibleNextFrame = true;
+ if (column->IsVisible != column->IsVisibleNextFrame)
+ {
+ column->IsVisible = column->IsVisibleNextFrame;
+ table->IsSettingsDirty = true;
+ if (!column->IsVisible && column->SortOrder != -1)
+ table->IsSortSpecsDirty = true;
+ }
+ if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_MultiSortable))
+ table->IsSortSpecsDirty = true;
+ if (column->AutoFitQueue != 0x00)
+ want_column_auto_fit = true;
+
+ ImU64 index_mask = (ImU64)1 << column_n;
+ ImU64 display_order_mask = (ImU64)1 << column->DisplayOrder;
+ if (column->IsVisible)
+ {
+ column->PrevVisibleColumn = column->NextVisibleColumn = -1;
+ if (last_visible_column)
+ {
+ last_visible_column->NextVisibleColumn = (ImS8)column_n;
+ column->PrevVisibleColumn = (ImS8)table->Columns.index_from_ptr(last_visible_column);
+ }
+ column->IndexWithinVisibleSet = (ImS8)table->ColumnsVisibleCount;
+ table->ColumnsVisibleCount++;
+ table->VisibleMaskByIndex |= index_mask;
+ table->VisibleMaskByDisplayOrder |= display_order_mask;
+ last_visible_column = column;
+ }
+ else
+ {
+ column->IndexWithinVisibleSet = -1;
+ table->VisibleMaskByIndex &= ~index_mask;
+ table->VisibleMaskByDisplayOrder &= ~display_order_mask;
+ }
+ IM_ASSERT(column->IndexWithinVisibleSet <= column->DisplayOrder);
+ }
+ table->VisibleUnclippedMaskByIndex = table->VisibleMaskByIndex; // Columns will be masked out by TableUpdateLayout() when Clipped
+ table->RightMostVisibleColumn = (ImS8)(last_visible_column ? table->Columns.index_from_ptr(last_visible_column) : -1);
+
+ // Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid
+ // the column fitting to wait until the first visible frame of the child container (may or not be a good thing).
+ if (want_column_auto_fit && table->OuterWindow != table->InnerWindow)
+ table->InnerWindow->SkipItems = false;
+}
+
+void ImGui::TableUpdateDrawChannels(ImGuiTable* table)
+{
+ // Allocate draw channels.
+ // - 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.
+ // Draw channel allocation (before merging):
+ // - NoClip --> 1+1 channels: background + foreground (same clip rect == 1 draw call)
+ // - Clip --> 1+N channels
+ // - FreezeRows || FreezeColumns --> 1+N*2 (unless scrolling value is zero)
+ // - FreezeRows && FreezeColunns --> 2+N*2 (unless scrolling value is zero)
+ const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1;
+ const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClipX) ? 1 : table->ColumnsVisibleCount;
+ const int channels_for_background = 1;
+ const int channels_for_dummy = (table->ColumnsVisibleCount < table->ColumnsCount || table->VisibleUnclippedMaskByIndex != table->VisibleMaskByIndex) ? +1 : 0;
+ const int channels_total = channels_for_background + (channels_for_row * freeze_row_multiplier) + channels_for_dummy;
+ table->DrawSplitter.Split(table->InnerWindow->DrawList, channels_total);
+ table->DummyDrawChannel = channels_for_dummy ? (ImS8)(channels_total - 1) : -1;
+
+ int draw_channel_current = 1;
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ if (!column->IsClipped)
+ {
+ column->DrawChannelRowsBeforeFreeze = (ImS8)(draw_channel_current);
+ column->DrawChannelRowsAfterFreeze = (ImS8)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row : 0));
+ if (!(table->Flags & ImGuiTableFlags_NoClipX))
+ draw_channel_current++;
+ }
+ else
+ {
+ column->DrawChannelRowsBeforeFreeze = column->DrawChannelRowsAfterFreeze = table->DummyDrawChannel;
+ }
+ column->DrawChannelCurrent = column->DrawChannelRowsBeforeFreeze;
+ }
+}
+
+// Adjust flags: default width mode + weighted columns are not allowed when auto extending
+static ImGuiTableColumnFlags TableFixColumnFlags(ImGuiTable* table, ImGuiTableColumnFlags flags)
+{
+ // Sizing Policy
+ if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0)
+ {
+ // FIXME-TABLE: Inconsistent to promote columns to WidthAlwaysAutoResize
+ if (table->Flags & ImGuiTableFlags_SizingPolicyFixedX)
+ flags |= ((table->Flags & ImGuiTableFlags_Resizable) && !(flags & ImGuiTableColumnFlags_NoResize)) ? ImGuiTableColumnFlags_WidthFixed : ImGuiTableColumnFlags_WidthAlwaysAutoResize;
+ else
+ flags |= ImGuiTableColumnFlags_WidthStretch;
+ }
+ IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used.
+ if ((flags & ImGuiTableColumnFlags_WidthAlwaysAutoResize))// || ((flags & ImGuiTableColumnFlags_WidthStretch) && (table->Flags & ImGuiTableFlags_SizingPolicyStretchX)))
+ flags |= ImGuiTableColumnFlags_NoResize;
+ //if ((flags & ImGuiTableColumnFlags_WidthStretch) && (table->Flags & ImGuiTableFlags_SizingPolicyFixedX))
+ // flags = (flags & ~ImGuiTableColumnFlags_WidthMask_) | ImGuiTableColumnFlags_WidthFixed;
+
+ // Sorting
+ if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending))
+ flags |= ImGuiTableColumnFlags_NoSort;
+
+ // Alignment
+ //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0)
+ // flags |= ImGuiTableColumnFlags_AlignCenter;
+ //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used.
+
+ return flags;
+}
+
+static void TableFixColumnSortDirection(ImGuiTableColumn* column)
+{
+ // Initial sort state
+ if (column->SortDirection == ImGuiSortDirection_None)
+ column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending);
+
+ // Handle NoSortAscending/NoSortDescending
+ if (column->SortDirection == ImGuiSortDirection_Ascending && (column->Flags & ImGuiTableColumnFlags_NoSortAscending))
+ column->SortDirection = ImGuiSortDirection_Descending;
+ else if (column->SortDirection == ImGuiSortDirection_Descending && (column->Flags & ImGuiTableColumnFlags_NoSortDescending))
+ column->SortDirection = ImGuiSortDirection_Ascending;
+}
+
+static float TableGetMinColumnWidth()
+{
+ ImGuiContext& g = *GImGui;
+ // return g.Style.ColumnsMinSpacing;
+ return g.Style.FramePadding.x * 3.0f;
+}
+
+// Layout columns for the frame
+// 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 WidthAlwaysAutoResize
+// columns, increase feedback side-effect with widgets relying on WorkRect.Max.x. Maybe provide a default distribution
+// for WidthAlwaysAutoResize columns?
+void ImGui::TableUpdateLayout(ImGuiTable* table)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(table->IsLayoutLocked == false);
+
+ table->HoveredColumnBody = -1;
+ table->HoveredColumnBorder = -1;
+
+ // Compute offset, clip rect for the frame
+ // (can't make auto padding larger than what WorkRect knows about so right-alignment matches)
+ const ImRect work_rect = table->WorkRect;
+ const float padding_auto_x = table->CellPaddingX2;
+ const float spacing_auto_x = table->CellSpacingX * (1.0f + 2.0f); // CellSpacingX is >0.0f when there's no vertical border, in which case we add two extra CellSpacingX to make auto-fit look nice instead of cramped. We may want to expose this somehow.
+ const float min_column_width = TableGetMinColumnWidth();
+
+ int count_fixed = 0;
+ float sum_weights_stretched = 0.0f; // Sum of all weights for weighted columns.
+ float sum_width_fixed_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns.
+ table->LeftMostStretchedColumnDisplayOrder = -1;
+ table->ColumnsAutoFitWidth = 0.0f;
+ for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
+ {
+ if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n)))
+ continue;
+ const int column_n = table->DisplayOrderToIndex[order_n];
+ ImGuiTableColumn* column = &table->Columns[column_n];
+
+ // Adjust flags: default width mode + weighted columns are not allowed when auto extending
+ // FIXME-TABLE: Clarify why we need to do this again here and not just in TableSetupColumn()
+ column->Flags = TableFixColumnFlags(table, column->FlagsIn);
+ if ((column->Flags & ImGuiTableColumnFlags_IndentMask_) == 0)
+ column->Flags |= (column_n == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable;
+
+ // We have a unusual edge case where if the user doesn't call TableGetSortSpecs() but has sorting enabled
+ // or varying sorting flags, we still want the sorting arrows to honor those flags.
+ if (table->Flags & ImGuiTableFlags_Sortable)
+ TableFixColumnSortDirection(column);
+
+ // Calculate "ideal" column width for nothing to be clipped.
+ // Combine width from regular rows + width from headers unless requested not to.
+ const float column_content_width_rows = (float)ImMax(column->ContentWidthRowsFrozen, column->ContentWidthRowsUnfrozen);
+ const float column_content_width_headers = (float)column->ContentWidthHeadersIdeal;
+ float column_width_ideal = column_content_width_rows;
+ if (!(table->Flags & ImGuiTableFlags_NoHeadersWidth) && !(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth))
+ column_width_ideal = ImMax(column_width_ideal, column_content_width_headers);
+ column_width_ideal = ImMax(column_width_ideal + padding_auto_x, min_column_width);
+ table->ColumnsAutoFitWidth += column_width_ideal;
+
+ if (column->Flags & (ImGuiTableColumnFlags_WidthAlwaysAutoResize | ImGuiTableColumnFlags_WidthFixed))
+ {
+ // Latch initial size for fixed columns
+ count_fixed += 1;
+ const bool auto_fit = (column->AutoFitQueue != 0x00) || (column->Flags & ImGuiTableColumnFlags_WidthAlwaysAutoResize);
+ if (auto_fit)
+ {
+ column->WidthRequest = column_width_ideal;
+
+ // 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?
+ if (column->AutoFitQueue > 0x01 && table->IsInitializing)
+ column->WidthRequest = ImMax(column->WidthRequest, min_column_width * 4.0f);
+ }
+ sum_width_fixed_requests += column->WidthRequest;
+ }
+ else
+ {
+ IM_ASSERT(column->Flags & ImGuiTableColumnFlags_WidthStretch);
+ const int init_size = (column->WidthStretchWeight < 0.0f);
+ if (init_size)
+ column->WidthStretchWeight = 1.0f;
+ sum_weights_stretched += column->WidthStretchWeight;
+ if (table->LeftMostStretchedColumnDisplayOrder == -1)
+ table->LeftMostStretchedColumnDisplayOrder = (ImS8)column->DisplayOrder;
+ }
+ }
+
+ // CellSpacingX is >0.0f when there's no vertical border, in which case we add two extra CellSpacingX to make auto-fit look nice instead of cramped.
+ // We may want to expose this somehow.
+ table->ColumnsAutoFitWidth += spacing_auto_x * (table->ColumnsVisibleCount - 1);
+
+ // Layout
+ const float width_spacings = table->CellSpacingX * (table->ColumnsVisibleCount - 1);
+ float width_avail;
+ if ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f)
+ width_avail = table->InnerClipRect.GetWidth() - width_spacings;
+ else
+ width_avail = work_rect.GetWidth() - width_spacings;
+ const float width_avail_for_stretched_columns = width_avail - sum_width_fixed_requests;
+ float width_remaining_for_stretched_columns = width_avail_for_stretched_columns;
+
+ // Apply final width based on requested widths
+ // Mark some columns as not resizable
+ int count_resizable = 0;
+ table->ColumnsTotalWidth = width_spacings;
+ for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
+ {
+ if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n)))
+ continue;
+ ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]];
+
+ // Allocate width for stretched/weighted columns
+ if (column->Flags & ImGuiTableColumnFlags_WidthStretch)
+ {
+ // WidthStretchWeight gets converted into WidthRequest
+ float weight_ratio = column->WidthStretchWeight / sum_weights_stretched;
+ column->WidthRequest = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, min_column_width) + 0.01f);
+ width_remaining_for_stretched_columns -= column->WidthRequest;
+
+ // [Resize Rule 2] Resizing from right-side of a weighted column preceding a fixed column
+ // needs to forward resizing to left-side of fixed column. We also need to copy the NoResize flag..
+ if (column->NextVisibleColumn != -1)
+ if (ImGuiTableColumn* next_column = &table->Columns[column->NextVisibleColumn])
+ if (next_column->Flags & ImGuiTableColumnFlags_WidthFixed)
+ column->Flags |= (next_column->Flags & ImGuiTableColumnFlags_NoDirectResize_);
+ }
+
+ // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column
+ // (see comments in TableResizeColumn())
+ if (column->NextVisibleColumn == -1 && table->LeftMostStretchedColumnDisplayOrder != -1)
+ column->Flags |= ImGuiTableColumnFlags_NoDirectResize_;
+
+ if (!(column->Flags & ImGuiTableColumnFlags_NoResize))
+ count_resizable++;
+
+ // Assign final width, record width in case we will need to shrink
+ column->WidthGiven = ImFloor(ImMax(column->WidthRequest, min_column_width));
+ table->ColumnsTotalWidth += column->WidthGiven;
+ }
+
+#if 0
+ const float width_excess = table->ColumnsTotalWidth - work_rect.GetWidth();
+ if ((table->Flags & ImGuiTableFlags_SizingPolicyStretchX) && width_excess > 0.0f)
+ {
+ // Shrink widths when the total does not fit
+ // FIXME-TABLE: This is working but confuses/conflicts with manual resizing.
+ // FIXME-TABLE: Policy to shrink down below below ideal/requested width if there's no room?
+ g.ShrinkWidthBuffer.resize(table->ColumnsVisibleCount);
+ for (int order_n = 0, visible_n = 0; order_n < table->ColumnsCount; order_n++)
+ {
+ if (!(table->VisibleMaskByDisplayOrder & ((ImU64)1 << order_n)))
+ continue;
+ const int column_n = table->DisplayOrder[order_n];
+ g.ShrinkWidthBuffer[visible_n].Index = column_n;
+ g.ShrinkWidthBuffer[visible_n].Width = table->Columns[column_n].WidthGiven;
+ visible_n++;
+ }
+ ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess);
+ for (int n = 0; n < g.ShrinkWidthBuffer.Size; n++)
+ table->Columns[g.ShrinkWidthBuffer.Data[n].Index].WidthGiven = ImMax(g.ShrinkWidthBuffer.Data[n].Width, min_column_size);
+ // FIXME: Need to alter table->ColumnsTotalWidth
+ }
+ else
+#endif
+
+ // Redistribute 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), could be adjusted depending
+ // on where the mouse cursor is and/or relative weights.
+ // FIXME-TABLE: May be simpler to store floating width and floor final positions only
+ // FIXME-TABLE: Make it optional? User might prefer to preserve pixel perfect same size?
+ if (width_remaining_for_stretched_columns >= 1.0f)
+ for (int order_n = table->ColumnsCount - 1; sum_weights_stretched > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--)
+ {
+ if (!(table->VisibleMaskByDisplayOrder & ((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;
+ }
+
+ // Detect hovered column
+ 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);
+
+ // Setup final position, offset and clipping rectangles
+ int visible_n = 0;
+ float offset_x = (table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x;
+ ImRect host_clip_rect = table->InnerClipRect;
+ 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];
+
+ if (table->FreezeColumnsCount > 0 && table->FreezeColumnsCount == visible_n)
+ offset_x += work_rect.Min.x - table->OuterRect.Min.x;
+
+ if ((table->VisibleMaskByDisplayOrder & ((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 = offset_x;
+ column->StartXRows = column->StartXHeaders = offset_x;
+ column->WidthGiven = 0.0f;
+ column->ClipRect.Min.x = offset_x;
+ column->ClipRect.Min.y = work_rect.Min.y;
+ column->ClipRect.Max.x = offset_x;
+ column->ClipRect.Max.y = FLT_MAX;
+ column->ClipRect.ClipWithFull(host_clip_rect);
+ column->IsClipped = column->SkipItems = true;
+ continue;
+ }
+
+ float max_x = FLT_MAX;
+ if (table->Flags & ImGuiTableFlags_ScrollX)
+ {
+ // Frozen columns can't reach beyond visible width else scrolling will naturally break.
+ if (order_n < table->FreezeColumnsRequest)
+ max_x = table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - order_n) * min_column_width;
+ }
+ else
+ {
+ // 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)
+ if (!(table->Flags & ImGuiTableFlags_NoKeepColumnsVisible))
+ max_x = table->WorkRect.Max.x - (table->ColumnsVisibleCount - (column->IndexWithinVisibleSet + 1)) * min_column_width;
+ }
+ if (offset_x + column->WidthGiven > max_x)
+ column->WidthGiven = ImMax(max_x - offset_x, min_column_width);
+
+ column->MinX = offset_x;
+ column->MaxX = column->MinX + column->WidthGiven;
+
+ //// A one pixel padding on the right side makes clipping more noticeable and contents look less cramped.
+ column->ClipRect.Min.x = column->MinX;
+ column->ClipRect.Min.y = work_rect.Min.y;
+ column->ClipRect.Max.x = column->MaxX;// -1.0f;
+ column->ClipRect.Max.y = FLT_MAX;
+ column->ClipRect.ClipWithFull(host_clip_rect);
+
+ column->IsClipped = (column->ClipRect.Max.x <= column->ClipRect.Min.x) && (column->AutoFitQueue & 1) == 0 && (column->CannotSkipItemsQueue & 1) == 0;
+ if (column->IsClipped)
+ table->VisibleUnclippedMaskByIndex &= ~((ImU64)1 << column_n); // Columns with the _WidthAlwaysAutoResize sizing policy will never be updated then.
+
+ column->SkipItems = !column->IsVisible || table->HostSkipItems;
+
+ // 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 = (ImS8)column_n;
+
+ // Starting cursor position
+ column->StartXRows = column->StartXHeaders = column->MinX + table->CellPaddingX1;
+
+ // 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->StartXRows = ImMax(column->StartXRows, column->MaxX - column->ContentWidthRowsUnfrozen);
+ //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter)
+ // column->StartXRows = ImLerp(column->StartXRows, ImMax(column->StartXRows, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f);
+
+ // Reset content width variables
+ const float initial_max_pos_x = column->MinX + table->CellPaddingX1;
+ column->ContentMaxPosRowsFrozen = column->ContentMaxPosRowsUnfrozen = initial_max_pos_x;
+ column->ContentMaxPosHeadersUsed = column->ContentMaxPosHeadersIdeal = initial_max_pos_x;
+
+ // 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 = ImMax(host_clip_rect.Min.x, column->MaxX + 2.0f);
+
+ offset_x += column->WidthGiven + table->CellSpacingX;
+ visible_n++;
+ }
+
+ // Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it)
+ if (is_hovering_table && table->HoveredColumnBody == -1)
+ {
+ float unused_x1 = table->WorkRect.Min.x;
+ if (table->RightMostVisibleColumn != -1)
+ unused_x1 = ImMax(unused_x1, table->Columns[table->RightMostVisibleColumn].ClipRect.Max.x);
+ if (g.IO.MousePos.x >= unused_x1)
+ table->HoveredColumnBody = (ImS8)table->ColumnsCount;
+ }
+
+ // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag,
+ // either because of using _WidthAlwaysAutoResize/_WidthStretch).
+ // This will hide the resizing option from the context menu.
+ if (count_resizable == 0 && (table->Flags & ImGuiTableFlags_Resizable))
+ table->Flags &= ~ImGuiTableFlags_Resizable;
+
+ // Allocate draw channels
+ TableUpdateDrawChannels(table);
+
+ // Borders
+ if (table->Flags & ImGuiTableFlags_Resizable)
+ TableUpdateBorders(table);
+
+ // Reset fields after we used them in TableSetupResize()
+ table->LastFirstRowHeight = 0.0f;
+ table->IsLayoutLocked = true;
+ table->IsUsingHeaders = false;
+
+ // 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;
+ }
+ }
+
+ // Initial state
+ ImGuiWindow* inner_window = table->InnerWindow;
+ if (table->Flags & ImGuiTableFlags_NoClipX)
+ table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 1);
+ else
+ inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false);
+
+ // 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);
+}
+
+// Process interaction 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 bool borders_full_height = (table->IsUsingHeaders == false) || (table->Flags & ImGuiTableFlags_BordersVFullHeight);
+ const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS;
+ const float hit_y1 = table->OuterRect.Min.y;
+ const float hit_y2_full = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight);
+ const float hit_y2 = borders_full_height ? hit_y2_full : (hit_y1 + table->LastFirstRowHeight);
+
+ for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
+ {
+ if (!(table->VisibleMaskByDisplayOrder & ((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;
+
+ ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent);
+ ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, hit_y2);
+ //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);
+ if (pressed && IsMouseDoubleClicked(0) && !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
+ {
+ // FIXME-TABLE: Double-clicking on column edge could auto-fit weighted column?
+ TableSetColumnAutofit(table, column_n);
+ ClearActiveID();
+ held = hovered = false;
+ }
+ if (held)
+ {
+ table->ResizedColumn = (ImS8)column_n;
+ table->InstanceInteracted = table->InstanceCurrent;
+ }
+ if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held)
+ {
+ table->HoveredColumnBorder = (ImS8)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 TableNextCell(), 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;
+ IM_ASSERT(inner_window == g.CurrentWindow);
+ IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow);
+
+ if (table->IsInsideRow)
+ TableEndRow(table);
+
+ // Finalize table height
+ inner_window->SkipItems = table->HostSkipItems;
+ inner_window->DC.CursorMaxPos = table->HostCursorMaxPos;
+ if (inner_window != outer_window)
+ {
+ table->OuterRect.Max.y = ImMax(table->OuterRect.Max.y, inner_window->Pos.y + inner_window->Size.y);
+ inner_window->DC.CursorMaxPos.y = table->RowPosY2;
+ }
+ else if (!(flags & ImGuiTableFlags_NoHostExtendY))
+ {
+ table->OuterRect.Max.y = ImMax(table->OuterRect.Max.y, inner_window->DC.CursorPos.y);
+ inner_window->DC.CursorMaxPos.y = table->RowPosY2;
+ }
+ table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y);
+ table->LastOuterHeight = table->OuterRect.GetHeight();
+
+ if (!(flags & ImGuiTableFlags_NoClipX))
+ inner_window->DrawList->PopClipRect();
+ inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back();
+
+ // Draw borders
+ if ((flags & ImGuiTableFlags_Borders) != 0)
+ TableDrawBorders(table);
+
+ // Store content width reference for each column (before attempting to merge draw calls)
+ const float backup_outer_cursor_pos_x = outer_window->DC.CursorPos.x;
+ const float backup_outer_max_pos_x = outer_window->DC.CursorMaxPos.x;
+ const float backup_inner_max_pos_x = inner_window->DC.CursorMaxPos.x;
+ float max_pos_x = backup_inner_max_pos_x;
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ ImGuiTableColumn* column = &table->Columns[column_n];
+
+ // Store content width (for both Headers and Rows)
+ //float ref_x = column->MinX;
+ float ref_x_rows = column->StartXRows - table->CellPaddingX1;
+ float ref_x_headers = column->StartXHeaders - table->CellPaddingX1;
+ column->ContentWidthRowsFrozen = (ImS16)ImMax(0.0f, column->ContentMaxPosRowsFrozen - ref_x_rows);
+ column->ContentWidthRowsUnfrozen = (ImS16)ImMax(0.0f, column->ContentMaxPosRowsUnfrozen - ref_x_rows);
+ column->ContentWidthHeadersUsed = (ImS16)ImMax(0.0f, column->ContentMaxPosHeadersUsed - ref_x_headers);
+ column->ContentWidthHeadersIdeal = (ImS16)ImMax(0.0f, column->ContentMaxPosHeadersIdeal - ref_x_headers);
+
+ // Add an extra 1 pixel so we can see the last column vertical line if it lies on the right-most edge.
+ if (table->VisibleMaskByIndex & ((ImU64)1 << column_n))
+ max_pos_x = ImMax(max_pos_x, column->MaxX);
+ }
+
+ // Flatten channels and merge draw calls
+ table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0);
+ if ((table->Flags & ImGuiTableFlags_NoClipX) == 0)
+ TableReorderDrawChannelsForMerge(table);
+ table->DrawSplitter.Merge(inner_window->DrawList);
+
+ // When releasing a column being resized, scroll to keep the resulting column in sight
+ const float min_column_width = TableGetMinColumnWidth();
+ if (!(table->Flags & ImGuiTableFlags_ScrollX) && 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)
+ {
+ ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn];
+ if (column->MaxX < table->InnerClipRect.Min.x)
+ SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - min_column_width, 1.0f);
+ else if (column->MaxX > table->InnerClipRect.Max.x)
+ SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + min_column_width, 1.0f);
+ }
+
+ // Apply resizing/dragging at the end of the frame
+ if (table->ResizedColumn != -1)
+ {
+ 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->ResizedColumnNextWidth = new_width;
+ }
+
+ // Layout in outer window
+ IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table->ID + table->InstanceCurrent, "Mismatching PushID/PopID!");
+ PopID();
+ inner_window->WorkRect = table->HostWorkRect;
+ inner_window->SkipItems = table->HostSkipItems;
+ outer_window->DC.CursorPos = table->OuterRect.Min;
+ outer_window->DC.ColumnsOffset.x = 0.0f;
+ if (inner_window != outer_window)
+ {
+ EndChild();
+ }
+ else
+ {
+ ImVec2 item_size = table->OuterRect.GetSize();
+ item_size.x = table->ColumnsTotalWidth;
+ ItemSize(item_size);
+ }
+
+ // Override EndChild/ItemSize max extent with our own to enable auto-resize on the X axis when possible
+ // FIXME-TABLE: This can be improved (e.g. for Fixed columns we don't want to auto AutoFitWidth? or propagate window auto-fit to table?)
+ if (table->Flags & ImGuiTableFlags_ScrollX)
+ {
+ inner_window->DC.CursorMaxPos.x = max_pos_x; // Set contents width for scrolling
+ outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos_x, backup_outer_cursor_pos_x + table->ColumnsTotalWidth + inner_window->ScrollbarSizes.x); // For auto-fit
+ }
+ else
+ {
+ outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos_x, table->WorkRect.Min.x + table->ColumnsAutoFitWidth); // For auto-fit
+ }
+
+ // Save settings
+ if (table->IsSettingsDirty)
+ TableSaveSettings(table);
+
+ // Clear or restore current table, if any
+ IM_ASSERT(g.CurrentWindow == outer_window);
+ IM_ASSERT(g.CurrentTable == table);
+ outer_window->DC.CurrentTable = NULL;
+ g.CurrentTableStack.pop_back();
+ g.CurrentTable = g.CurrentTableStack.Size ? g.Tables.GetByIndex(g.CurrentTableStack.back().Index) : NULL;
+}
+
+// FIXME-TABLE: This is a mess, need to redesign how we render borders.
+void ImGui::TableDrawBorders(ImGuiTable* table)
+{
+ ImGuiWindow* inner_window = table->InnerWindow;
+ ImGuiWindow* outer_window = table->OuterWindow;
+ table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0);
+ if (inner_window->Hidden || !table->HostClipRect.Overlaps(table->InnerClipRect))
+ return;
+ ImDrawList* inner_drawlist = inner_window->DrawList;
+ ImDrawList* outer_drawlist = outer_window->DrawList;
+
+ // Draw inner border and resizing feedback
+ const float border_size = TABLE_BORDER_SIZE;
+ const float draw_y1 = table->OuterRect.Min.y;
+ float draw_y2_base = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight;
+ float draw_y2_full = table->OuterRect.Max.y;
+ ImU32 border_base_col;
+ if (!table->IsUsingHeaders || (table->Flags & ImGuiTableFlags_BordersVFullHeight))
+ {
+ draw_y2_base = draw_y2_full;
+ border_base_col = table->BorderColorLight;
+ }
+ else
+ {
+ border_base_col = table->BorderColorStrong;
+ }
+
+ if ((table->Flags & ImGuiTableFlags_BordersVOuter) && (table->InnerWindow == table->OuterWindow))
+ inner_drawlist->AddLine(ImVec2(table->OuterRect.Min.x, draw_y1), ImVec2(table->OuterRect.Min.x, draw_y2_base), border_base_col, border_size);
+
+ if (table->Flags & ImGuiTableFlags_BordersVInner)
+ {
+ for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
+ {
+ if (!(table->VisibleMaskByDisplayOrder & ((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;
+ bool draw_right_border = (column->MaxX <= table->InnerClipRect.Max.x) || (is_resized || is_hovered);
+ if (column->NextVisibleColumn == -1 && !is_resizable)
+ draw_right_border = false;
+ if (draw_right_border && column->MaxX > column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size..
+ {
+ // Draw in outer window so right-most column won't be clipped
+ // Always draw full height border when:
+ // - not using headers
+ // - user specify ImGuiTableFlags_BordersFullHeight
+ // - being interacted with
+ // - on the delimitation of frozen column scrolling
+ const ImU32 col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : border_base_col;
+ float draw_y2 = draw_y2_base;
+ if (is_hovered || is_resized || (table->FreezeColumnsCount != -1 && table->FreezeColumnsCount == order_n + 1))
+ draw_y2 = draw_y2_full;
+ inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, border_size);
+ }
+ }
+ }
+
+ // Draw outer border
+ 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.
+ ImRect outer_border = table->OuterRect;
+ const ImU32 outer_col = table->BorderColorStrong;
+ if (inner_window != outer_window)
+ outer_border.Expand(1.0f);
+ if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)
+ {
+ outer_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, ~0, border_size);
+ }
+ else if (table->Flags & ImGuiTableFlags_BordersVOuter)
+ {
+ outer_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size);
+ outer_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size);
+ }
+ else if (table->Flags & ImGuiTableFlags_BordersHOuter)
+ {
+ outer_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size);
+ outer_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size);
+ }
+ }
+ if ((table->Flags & ImGuiTableFlags_BordersHInner) && table->RowPosY2 < table->OuterRect.Max.y)
+ {
+ // Draw bottom-most row border
+ const float border_y = table->RowPosY2;
+ if (border_y >= table->BackgroundClipRect.Min.y && border_y < table->BackgroundClipRect.Max.y)
+ inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size);
+ }
+}
+
+static void TableUpdateColumnsWeightFromWidth(ImGuiTable* table)
+{
+ IM_ASSERT(table->LeftMostStretchedColumnDisplayOrder != -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->IsVisible || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
+ continue;
+ visible_weight += column->WidthStretchWeight;
+ 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->IsVisible || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
+ continue;
+ column->WidthStretchWeight = ((column->WidthRequest + 0.0f) / visible_width) * visible_weight;
+ }
+}
+
+// Public wrapper
+void ImGui::TableSetColumnWidth(int column_n, float width)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ IM_ASSERT(table != NULL);
+ IM_ASSERT(table->IsLayoutLocked == false);
+ IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
+ TableSetColumnWidth(table, &table->Columns[column_n], width);
+}
+
+// [Internal]
+void ImGui::TableSetColumnWidth(ImGuiTable* table, ImGuiTableColumn* column_0, float column_0_width)
+{
+ // Constraints
+ float min_width = TableGetMinColumnWidth();
+ float max_width_0 = FLT_MAX;
+ if (!(table->Flags & ImGuiTableFlags_ScrollX))
+ max_width_0 = (table->WorkRect.Max.x - column_0->MinX) - (table->ColumnsVisibleCount - (column_0->IndexWithinVisibleSet + 1)) * min_width;
+ column_0_width = ImClamp(column_0_width, min_width, max_width_0);
+
+ // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded)
+ if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width)
+ return;
+
+ ImGuiTableColumn* column_1 = (column_0->NextVisibleColumn != -1) ? &table->Columns[column_0->NextVisibleColumn] : NULL;
+
+ // In this surprisingly not simple because of how we support mixing Fixed and Stretch columns.
+ // 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 Weighted 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| --> FIXME
+ // - 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| --> FIXME
+ // - F1 W2 F3 resize from W2| --> ok
+ // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move. (forwarded by Resize Rule 2)
+ // - W1 F2 F3 resize from F2| --> FIXME should resize F2, F3 and not have effect on W1 (Stretch columns are _before_ the Fixed column).
+
+ // Rules:
+ // - [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout().
+ // - [Resize Rule 2] Resizing from right-side of a Stretch column before a fixed column forward sizing to left-side of fixed column.
+ // - [Resize Rule 3] If we are are followed by a fixed column and we have a Stretch column before, we need to ensure that our left border won't move.
+ table->IsSettingsDirty = true;
+ if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed)
+ {
+ // [Resize Rule 3] If we are are followed by a fixed column and we have a Stretch column before, we need to ensure
+ // that our left border won't move, which we can do by making sure column_a/column_b resizes cancels each others.
+ if (column_1 && (column_1->Flags & ImGuiTableColumnFlags_WidthFixed))
+ if (table->LeftMostStretchedColumnDisplayOrder != -1 && table->LeftMostStretchedColumnDisplayOrder < column_0->DisplayOrder)
+ {
+ // (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;
+ column_1->WidthRequest = column_1_width;
+ }
+
+ // Apply
+ //IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthRequested, column_0_width);
+ column_0->WidthRequest = column_0_width;
+ }
+ else if (column_0->Flags & ImGuiTableColumnFlags_WidthStretch)
+ {
+ // [Resize Rule 2]
+ if (column_1 && (column_1->Flags & ImGuiTableColumnFlags_WidthFixed))
+ {
+ float off = (column_0->WidthGiven - column_0_width);
+ float column_1_width = column_1->WidthGiven + off;
+ column_1->WidthRequest = ImMax(min_width, column_1_width);
+ return;
+ }
+
+ // (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;
+ column_1->WidthRequest = column_1_width;
+ column_0->WidthRequest = column_0_width;
+ TableUpdateColumnsWeightFromWidth(table);
+ }
+}
+
+// This function reorder draw channels based on matching clip rectangle, to facilitate merging them.
+//
+// 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 [ 02 ] row+col freeze
+// [ .. ] or no scroll [ 1. ] and v-scroll [ .. ] and h-scroll [ 13 ] 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::TableReorderDrawChannelsForMerge(ImGuiTable* table)
+{
+ ImGuiContext& g = *GImGui;
+ ImDrawListSplitter* splitter = &table->DrawSplitter;
+ const bool is_frozen_v = (table->FreezeRowsCount > 0);
+ const bool is_frozen_h = (table->FreezeColumnsCount > 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<IMGUI_TABLE_MAX_DRAW_CHANNELS> ChannelsMask;
+ };
+ int merge_group_mask = 0x00;
+ MergeGroup merge_groups[4];
+ memset(merge_groups, 0, sizeof(merge_groups));
+ bool merge_groups_all_fit_within_inner_rect = (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0;
+
+ // 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->VisibleUnclippedMaskByIndex & ((ImU64)1 << column_n)))
+ continue;
+ ImGuiTableColumn* column = &table->Columns[column_n];
+
+ const int merge_group_sub_count = is_frozen_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->DrawChannelRowsBeforeFreeze : column->DrawChannelRowsAfterFreeze;
+
+ // 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.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.
+ if (!(column->Flags & ImGuiTableColumnFlags_NoClipX))
+ {
+ float width_contents;
+ if (merge_group_sub_count == 1) // No row freeze (same as testing !is_frozen_v)
+ width_contents = ImMax(column->ContentWidthRowsUnfrozen, column->ContentWidthHeadersUsed);
+ else if (merge_group_sub_n == 0) // Row freeze: use width before freeze
+ width_contents = ImMax(column->ContentWidthRowsFrozen, column->ContentWidthHeadersUsed);
+ else // Row freeze: use width after freeze
+ width_contents = column->ContentWidthRowsUnfrozen;
+ if (width_contents > column->WidthGiven)
+ continue;
+ }
+
+ const int merge_group_dst_n = (is_frozen_h && column_n < table->FreezeColumnsCount ? 0 : 2) + (is_frozen_v ? merge_group_sub_n : 1);
+ IM_ASSERT(channel_no < IMGUI_TABLE_MAX_DRAW_CHANNELS);
+ MergeGroup* merge_group = &merge_groups[merge_group_dst_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_dst_n);
+
+ // If we end with a single group and hosted by the outer window, we'll attempt to merge our draw command
+ // with the existing outer window command. But we can only do so if our columns all fit within the expected
+ // clip rect, otherwise clipping will be incorrect when ScrollX is disabled.
+ // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column don't fit within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect
+
+ // 2019/10/22: (1) This is breaking table_2_draw_calls but I cannot seem to repro what it is attempting to
+ // fix... cf git fce2e8dc "Fixed issue with clipping when outerwindow==innerwindow / support ScrollH without ScrollV."
+ // 2019/10/22: (2) Clamping code in TableUpdateLayout() seemingly made this not necessary...
+#if 0
+ if (column->MinX < table->InnerClipRect.Min.x || column->MaxX > table->InnerClipRect.Max.x)
+ merge_groups_all_fit_within_inner_rect = false;
+#endif
+ }
+
+ // Invalidate current draw channel
+ // (we don't clear DrawChannelBeforeRowFreeze/DrawChannelAfterRowFreeze solely to facilitate debugging/later inspection of data)
+ column->DrawChannelCurrent = -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)
+ {
+ // Conceptually we want to test if only 1 bit of merge_group_mask is set, but with no freezing we know it's always going to be group 3.
+ // We need to test for !is_frozen because any unfitting column will not be part of a merge group, so testing for merge_group_mask isn't enough.
+ const bool may_extend_clip_rect_to_host_rect = (merge_group_mask == (1 << 3)) && !is_frozen_v && !is_frozen_h;
+
+ // Use shared temporary storage so the allocation gets amortized
+ g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - 1);
+ ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;
+ ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> remaining_mask; // We need 130-bit of storage
+ remaining_mask.ClearBits();
+ remaining_mask.SetBitRange(1, splitter->_Count - 1); // Background channel 0 not part of the merge (see channel allocation in TableUpdateDrawChannels)
+ int remaining_count = splitter->_Count - 1;
+ 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_groups[merge_group_n].ClipRect;
+ if (may_extend_clip_rect_to_host_rect)
+ {
+ IM_ASSERT(merge_group_n == 3);
+ //GetOverlayDrawList()->AddRect(table->HostClipRect.Min, table->HostClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, ~0, 3.0f);
+ //GetOverlayDrawList()->AddRect(table->InnerClipRect.Min, table->InnerClipRect.Max, IM_COL32(0, 255, 0, 200), 0.0f, ~0, 1.0f);
+ //GetOverlayDrawList()->AddRect(merge_clip_rect.Min, merge_clip_rect.Max, IM_COL32(255, 0, 0, 200), 0.0f, ~0, 2.0f);
+ merge_clip_rect.Add(merge_groups_all_fit_within_inner_rect ? table->HostClipRect : table->InnerClipRect);
+ //GetOverlayDrawList()->AddRect(merge_clip_rect.Min, merge_clip_rect.Max, IM_COL32(0, 255, 0, 200));
+ }
+ 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));
+ }
+ }
+
+ // 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 + 1, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - 1) * sizeof(ImDrawChannel));
+ }
+}
+
+// We use a default parameter of 'init_width_or_weight == -1'
+// ImGuiTableColumnFlags_WidthFixed, width <= 0 --> init width == auto
+// ImGuiTableColumnFlags_WidthFixed, width > 0 --> init width == manual
+// ImGuiTableColumnFlags_WidthStretch, weight < 0 --> init weight == 1.0f
+// ImGuiTableColumnFlags_WidthStretch, weight >= 0 --> init weight == custom
+// Use a different API?
+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 && "Need to call call TableSetupColumn() before first row!");
+ IM_ASSERT(table->DeclColumnsCount >= 0 && table->DeclColumnsCount < table->ColumnsCount && "Called TableSetupColumn() too many times!");
+
+ ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount];
+ table->DeclColumnsCount++;
+
+ // When passing a width automatically enforce WidthFixed policy
+ // (vs TableFixColumnFlags would default to WidthAlwaysAutoResize)
+ // (we write to FlagsIn which is a little misleading, another solution would be to pass init_width_or_weight to TableFixColumnFlags)
+ if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0)
+ if ((table->Flags & ImGuiTableFlags_SizingPolicyFixedX) && (init_width_or_weight > 0.0f))
+ flags |= ImGuiTableColumnFlags_WidthFixed;
+
+ column->UserID = user_id;
+ column->FlagsIn = flags;
+ column->Flags = TableFixColumnFlags(table, column->FlagsIn);
+ flags = column->Flags;
+
+ // Initialize defaults
+ // FIXME-TABLE: We don't restore widths/weight so let's avoid using IsSettingsLoaded for now
+ if (table->IsInitializing && column->WidthRequest < 0.0f && column->WidthStretchWeight < 0.0f)// && !table->IsSettingsLoaded)
+ {
+ // Init width or weight
+ // Disable auto-fit if a default fixed width has been specified
+ if ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f)
+ {
+ column->WidthRequest = init_width_or_weight;
+ column->AutoFitQueue = 0x00;
+ }
+ if (flags & ImGuiTableColumnFlags_WidthStretch)
+ {
+ IM_ASSERT(init_width_or_weight < 0.0f || init_width_or_weight > 0.0f);
+ column->WidthStretchWeight = (init_width_or_weight < 0.0f ? 1.0f : init_width_or_weight);
+ }
+ else
+ {
+ column->WidthStretchWeight = 1.0f;
+ }
+ }
+ if (table->IsInitializing)
+ {
+ // Init default visibility/sort state
+ if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0)
+ column->IsVisible = column->IsVisibleNextFrame = false;
+ if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0)
+ {
+ column->SortOrder = 0; // Multiple columns using _DefaultSort will be reordered 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)
+ IM_ASSERT(column->NameOffset == -1);
+ if (label != NULL)
+ {
+ column->NameOffset = (ImS16)table->ColumnsNames.size();
+ table->ColumnsNames.append(label, label + strlen(label) + 1);
+ }
+}
+
+// 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->CurrentRow == -1)
+ TableUpdateLayout(table);
+ else 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);
+
+ TableBeginCell(table, 0);
+}
+
+// [Internal]
+void ImGui::TableBeginRow(ImGuiTable* table)
+{
+ ImGuiWindow* window = table->InnerWindow;
+ IM_ASSERT(!table->IsInsideRow);
+
+ // New row
+ table->CurrentRow++;
+ table->CurrentColumn = -1;
+ table->RowBgColor = IM_COL32_DISABLE;
+ 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)
+ {
+ table->RowBgColor = GetColorU32(ImGuiCol_TableHeaderBg);
+ if (table->CurrentRow == 0)
+ table->IsUsingHeaders = true;
+ }
+}
+
+// [Internal]
+void ImGui::TableEndRow(ImGuiTable* table)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ IM_ASSERT(window == table->InnerWindow);
+ IM_ASSERT(table->IsInsideRow);
+
+ TableEndCell(table);
+
+ // 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 = (table->CurrentRow + 1 == table->FreezeRowsCount && table->FreezeRowsCount > 0);
+
+ if (table->CurrentRow == 0)
+ table->LastFirstRowHeight = bg_y2 - bg_y1;
+
+ if (table->CurrentRow >= 0 && bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y)
+ {
+ // Decide of background color for the row
+ ImU32 bg_col = 0;
+ if (table->RowBgColor != IM_COL32_DISABLE)
+ bg_col = table->RowBgColor;
+ else if (table->Flags & ImGuiTableFlags_RowBg)
+ bg_col = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg);
+
+ // 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_BordersHInner)
+ {
+ //if (table->CurrentRow == 0 && table->InnerWindow == table->OuterWindow)
+ // border_col = table->BorderOuterColor;
+ //else
+ if (table->CurrentRow > 0)// && !(table->LastRowFlags & ImGuiTableRowFlags_Headers))
+ border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight;
+ }
+ else
+ {
+ //if (table->RowFlags & ImGuiTableRowFlags_Headers)
+ // border_col = table->BorderOuterColor;
+ }
+ }
+
+ const bool draw_stong_bottom_border = unfreeze_rows;// || (table->RowFlags & ImGuiTableRowFlags_Headers);
+ if (bg_col != 0 || border_col != 0 || draw_stong_bottom_border)
+ {
+ // In theory we could call SetWindowClipRectBeforeChannelChange() but since we know TableEndRow() is
+ // always followed by a change of clipping rectangle we perform the smallest overwrite possible here.
+ window->DrawList->_CmdHeader.ClipRect = table->HostClipRect.ToVec4();
+ table->DrawSplitter.SetCurrentChannel(window->DrawList, 0);
+ }
+
+ // Draw background
+ // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle
+ if (bg_col)
+ {
+ ImRect bg_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2);
+ bg_rect.ClipWith(table->BackgroundClipRect);
+ if (bg_rect.Min.y < bg_rect.Max.y)
+ window->DrawList->AddRectFilledMultiColor(bg_rect.Min, bg_rect.Max, bg_col, bg_col, bg_col, bg_col);
+ }
+
+ // Draw top border
+ if (border_col && bg_y1 >= table->BackgroundClipRect.Min.y && bg_y1 < table->BackgroundClipRect.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_stong_bottom_border)
+ if (bg_y2 >= table->BackgroundClipRect.Min.y && bg_y2 < table->BackgroundClipRect.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)
+ {
+ IM_ASSERT(table->IsFreezeRowsPassed == false);
+ table->IsFreezeRowsPassed = true;
+ table->DrawSplitter.SetCurrentChannel(window->DrawList, 0);
+
+ ImRect r;
+ r.Min.x = table->InnerClipRect.Min.x;
+ r.Min.y = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
+ r.Max.x = table->InnerClipRect.Max.x;
+ r.Max.y = window->InnerClipRect.Max.y;
+ table->BackgroundClipRect = r;
+
+ 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->DrawChannelRowsAfterFreeze;
+ column->ClipRect.Min.y = r.Min.y;
+ }
+ }
+
+ if (!(table->RowFlags & ImGuiTableRowFlags_Headers))
+ table->RowBgColorCounter++;
+ table->IsInsideRow = false;
+}
+
+// [Internal] Called by TableNextCell()!
+// 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)
+{
+ table->CurrentColumn = column_n;
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ ImGuiWindow* window = table->InnerWindow;
+
+ // Start position is roughly ~~ CellRect.Min + CellPadding + Indent
+ float start_x = (table->RowFlags & ImGuiTableRowFlags_Headers) ? column->StartXHeaders : column->StartXRows;
+ 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.LastItemId = 0;
+
+ window->WorkRect.Min.y = window->DC.CursorPos.y;
+ window->WorkRect.Min.x = column->MinX + table->CellPaddingX1;
+ window->WorkRect.Max.x = column->MaxX - table->CellPaddingX2;
+
+ // To allow ImGuiListClipper to function we propagate our row height
+ if (!column->IsVisible)
+ window->DC.CursorPos.y = ImMax(window->DC.CursorPos.y, table->RowPosY2);
+
+ window->SkipItems = column->SkipItems;
+ if (table->Flags & ImGuiTableFlags_NoClipX)
+ {
+ table->DrawSplitter.SetCurrentChannel(window->DrawList, 1);
+ }
+ else
+ {
+ SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
+ table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
+ }
+}
+
+// [Internal] Called by TableNextRow()/TableNextCell()!
+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->ContentMaxPosHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call
+ else
+ p_max_pos_x = table->IsFreezeRowsPassed ? &column->ContentMaxPosRowsUnfrozen : &column->ContentMaxPosRowsFrozen;
+ *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x);
+ table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY);
+
+ // 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);
+}
+
+// Append into the next cell
+// FIXME-TABLE: Wrapping to next row should be optional?
+bool ImGui::TableNextCell()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+
+ if (table->CurrentColumn != -1 && table->CurrentColumn + 1 < table->ColumnsCount)
+ {
+ TableEndCell(table);
+ TableBeginCell(table, table->CurrentColumn + 1);
+ }
+ else
+ {
+ TableNextRow();
+ }
+ int column_n = table->CurrentColumn;
+
+ // FIXME-TABLE: Need to clarify if we want to allow IsItemHovered() here
+ //g.CurrentWindow->DC.LastItemStatusFlags = (column_n == table->HoveredColumn) ? ImGuiItemStatusFlags_HoveredRect : ImGuiItemStatusFlags_None;
+
+ // FIXME-TABLE: it is likely to alter layout if user skips a columns contents based on clipping.
+ return (table->VisibleUnclippedMaskByIndex & ((ImU64)1 << column_n)) != 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);
+}
+
+// We expose "Visible and Unclipped" to the user, vs our internal "Visible" state which is !Hidden
+bool ImGui::TableGetColumnIsVisible(int column_n)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ if (!table)
+ return false;
+ if (column_n < 0)
+ column_n = table->CurrentColumn;
+ return (table->VisibleUnclippedMaskByIndex & ((ImU64)1 << column_n)) != 0;
+}
+
+int ImGui::TableGetColumnIndex()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ if (!table)
+ return 0;
+ return table->CurrentColumn;
+}
+
+bool ImGui::TableSetColumnIndex(int column_idx)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ if (!table)
+ return false;
+
+ if (table->CurrentColumn != column_idx)
+ {
+ if (table->CurrentColumn != -1)
+ TableEndCell(table);
+ IM_ASSERT(column_idx >= 0 && table->ColumnsCount);
+ TableBeginCell(table, column_idx);
+ }
+
+ // FIXME-TABLE: Need to clarify if we want to allow IsItemHovered() here
+ //g.CurrentWindow->DC.LastItemStatusFlags = (column_n == table->HoveredColumn) ? ImGuiItemStatusFlags_HoveredRect : ImGuiItemStatusFlags_None;
+
+ // FIXME-TABLE: it is likely to alter layout if user skips a columns contents based on clipping.
+ return (table->VisibleUnclippedMaskByIndex & ((ImU64)1 << column_idx)) != 0;
+}
+
+// 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.
+ImRect ImGui::TableGetCellRect()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
+ return ImRect(column->MinX, table->RowPosY1, column->MaxX, table->RowPosY2);
+}
+
+const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n)
+{
+ const ImGuiTableColumn* column = &table->Columns[column_n];
+ if (column->NameOffset == -1)
+ return NULL;
+ return &table->ColumnsNames.Buf[column->NameOffset];
+}
+
+// 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 < table->ColumnsCount);
+ ImGuiID id = table->ID + (instance_no * table->ColumnsCount) + column_n;
+ return id;
+}
+
+void ImGui::TableSetColumnAutofit(ImGuiTable* table, int column_n)
+{
+ // 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)
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ column->CannotSkipItemsQueue = (1 << 0);
+ column->AutoFitQueue = (1 << 1);
+}
+
+void ImGui::PushTableBackground()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiTable* table = g.CurrentTable;
+
+ // Optimization: avoid SetCurrentChannel() + PushClipRect()
+ table->HostBackupClipRect = window->ClipRect;
+ SetWindowClipRectBeforeSetChannel(window, table->HostClipRect);
+ table->DrawSplitter.SetCurrentChannel(window->DrawList, 0);
+}
+
+void ImGui::PopTableBackground()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiTable* table = g.CurrentTable;
+ ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
+
+ // Optimization: avoid PopClipRect() + SetCurrentChannel()
+ SetWindowClipRectBeforeSetChannel(window, table->HostBackupClipRect);
+ table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
+}
+
+// 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 selected_column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1;
+
+ // Sizing
+ if (table->Flags & ImGuiTableFlags_Resizable)
+ {
+ if (ImGuiTableColumn* selected_column = (selected_column_n != -1) ? &table->Columns[selected_column_n] : NULL)
+ {
+ const bool can_resize = !(selected_column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_WidthStretch)) && selected_column->IsVisible;
+ if (MenuItem("Size column to fit", NULL, false, can_resize))
+ TableSetColumnAutofit(table, selected_column_n);
+ }
+
+ if (MenuItem("Size all columns to fit", NULL))
+ {
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ if (column->IsVisible)
+ TableSetColumnAutofit(table, column_n);
+ }
+ }
+ want_separator = true;
+ }
+
+ // Ordering
+ if (table->Flags & ImGuiTableFlags_Reorderable)
+ {
+ if (MenuItem("Reset order", NULL, false, !table->IsDefaultDisplayOrder))
+ table->IsResetDisplayOrderRequest = true;
+ want_separator = true;
+ }
+
+ // Hiding / Visibility
+ if (table->Flags & ImGuiTableFlags_Hideable)
+ {
+ if (want_separator)
+ Separator();
+ want_separator = false;
+
+ PushItemFlag(ImGuiItemFlags_SelectableDontClosePopup, true);
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ const char* name = TableGetColumnName(table, column_n);
+ if (name == NULL)
+ name = "<Unknown>";
+
+ // Make sure we can't hide the last active column
+ bool menu_item_active = (column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true;
+ if (column->IsVisible && table->ColumnsVisibleCount <= 1)
+ menu_item_active = false;
+ if (MenuItem(name, NULL, column->IsVisible, menu_item_active))
+ column->IsVisibleNextFrame = !column->IsVisible;
+ }
+ PopItemFlag();
+ }
+}
+
+// Use -1 to open menu not specific to a given column.
+void ImGui::TableOpenContextMenu(ImGuiTable* table, int column_n)
+{
+ IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount);
+ if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
+ {
+ table->IsContextPopupOpen = true;
+ table->ContextPopupColumn = (ImS8)column_n;
+ table->InstanceInteracted = table->InstanceCurrent;
+ const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);
+ OpenPopupEx(context_menu_id, ImGuiPopupFlags_None);
+ }
+}
+
+// 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.
+void ImGui::TableAutoHeaders()
+{
+ ImGuiStyle& style = ImGui::GetStyle();
+
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ IM_ASSERT(table != NULL && "Need to call TableAutoHeaders() after BeginTable()!");
+ const int columns_count = table->ColumnsCount;
+
+ // Calculate row height (for the unlikely case that labels may be are multi-line)
+ float row_y1 = GetCursorScreenPos().y;
+ float row_height = GetTextLineHeight();
+ for (int column_n = 0; column_n < columns_count; column_n++)
+ if (TableGetColumnIsVisible(column_n))
+ row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y);
+ row_height += style.CellPadding.y * 2.0f;
+
+ // Open row
+ TableNextRow(ImGuiTableRowFlags_Headers, row_height);
+ if (table->HostSkipItems) // Merely an optimization, you may skip in your own code.
+ return;
+
+ // This for loop is constructed to not make use of internal functions,
+ // as this is intended to be a base template to copy and build from.
+ for (int column_n = 0; column_n < columns_count; column_n++)
+ {
+ if (!TableSetColumnIndex(column_n))
+ continue;
+
+ const char* name = TableGetColumnName(column_n);
+
+ // [DEBUG] Test custom user elements
+#if 0
+ if (column_n < 2)
+ {
+ static bool b[2] = {};
+ PushID(column_n);
+ PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
+ Checkbox("##", &b[column_n]);
+ PopStyleVar();
+ PopID();
+ SameLine(0.0f, style.ItemInnerSpacing.x);
+ }
+#endif
+
+ // 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 you know they won't collide
+ // - table->InstanceCurrent is only >0 when we use multiple BeginTable/EndTable calls with same identifier.
+ PushID(table->InstanceCurrent * table->ColumnsCount + column_n);
+ TableHeader(name);
+ PopID();
+ }
+
+ // FIXME-TABLE: This is not user-land code any more + need to explain WHY this is here! (added in fa88f023)
+ //window->SkipItems = table->HostSkipItems;
+
+ // Allow opening popup from the right-most section after the last column.
+ // (We don't actually need to use ImGuiHoveredFlags_AllowWhenBlockedByPopup because in reality this is generally
+ // not required anymore.. because popup opening code tends to be reacting on IsMouseReleased() and the click would
+ // already have closed any other popups!)
+ // FIXME-TABLE: TableOpenContextMenu() is not public yet.
+ if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count)
+ if (g.IO.MousePos.y >= row_y1 && g.IO.MousePos.y < row_y1 + row_height)
+ TableOpenContextMenu(table, -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()
+// FIXME-TABLE: Should hold a selection state.
+// FIXME-TABLE: Style confusion between CellPadding.y and FramePadding.y
+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 TableAutoHeaders() 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.
+ ImRect cell_r = TableGetCellRect();
+ cell_r.Min.x -= table->CellSpacingX; // FIXME-TABLE: TableGetCellRect() is misleading.
+ float label_height = ImMax(label_size.y, table->RowMinHeight - g.Style.CellPadding.y * 2.0f);
+
+ //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]
+
+ // Keep header highlighted when context menu is open.
+ // (FIXME-TABLE: however we cannot assume the ID of said popup if it has been created by the user...)
+ 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));
+ if (!ItemAdd(bb, id))
+ return;
+
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);
+ if (hovered || selected)
+ {
+ const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
+ RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
+ RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
+ }
+ if (held)
+ table->HeldHeaderColumn = (ImS8)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 = (ImS8)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->PrevVisibleColumn != -1) ? &table->Columns[column->PrevVisibleColumn] : NULL)
+ if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder))
+ if ((column->IndexWithinVisibleSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinVisibleSet < 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->NextVisibleColumn != -1) ? &table->Columns[column->NextVisibleColumn] : NULL)
+ if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder))
+ if ((column->IndexWithinVisibleSet < table->FreezeColumnsRequest) == (next_column->IndexWithinVisibleSet < table->FreezeColumnsRequest))
+ table->ReorderColumnDir = +1;
+ }
+
+ // Sort order arrow
+ float w_arrow = 0.0f;
+ float w_sort_text = 0.0f;
+ float ellipsis_max = cell_r.Max.x;
+ if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
+ {
+ const float ARROW_SCALE = 0.65f;
+ w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);// table->CellPadding.x);
+ if (column->SortOrder != -1)
+ {
+ w_sort_text = 0.0f;
+
+ char sort_order_suf[8];
+ 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;
+ }
+
+ float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text);
+ ellipsis_max -= w_arrow + w_sort_text;
+
+ float y = label_pos.y;
+ ImU32 col = GetColorU32(ImGuiCol_Text);
+ 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), col, 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)
+ TableSortSpecsClickColumn(table, column, 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);
+
+ // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering
+ // for merging.
+ // FIXME-TABLE: Clarify policies of how label width and potential decorations (arrows) fit into auto-resize of the column
+ float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow;
+ column->ContentMaxPosHeadersUsed = ImMax(column->ContentMaxPosHeadersUsed, cell_r.Max.x);// ImMin(max_pos_x, cell_r.Max.x));
+ column->ContentMaxPosHeadersIdeal = ImMax(column->ContentMaxPosHeadersIdeal, max_pos_x);
+
+ // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden
+ if (IsMouseReleased(1) && IsItemHovered())
+ TableOpenContextMenu(table, column_n);
+}
+
+void ImGui::TableSortSpecsClickColumn(ImGuiTable* table, ImGuiTableColumn* clicked_column, bool add_to_existing_sort_orders)
+{
+ if (!(table->Flags & ImGuiTableFlags_MultiSortable))
+ add_to_existing_sort_orders = false;
+
+ ImS8 sort_order_max = 0;
+ if (add_to_existing_sort_orders)
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ sort_order_max = ImMax(sort_order_max, table->Columns[column_n].SortOrder);
+
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ if (column == clicked_column)
+ {
+ // Set new sort direction and sort order
+ // - 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.
+ // - 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.
+ if (column->SortOrder == -1)
+ column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending);
+ else
+ column->SortDirection = (ImU8)((column->SortDirection == ImGuiSortDirection_Ascending) ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending);
+ if (column->SortOrder == -1 || !add_to_existing_sort_orders)
+ column->SortOrder = add_to_existing_sort_orders ? sort_order_max + 1 : 0;
+ }
+ else if (!add_to_existing_sort_orders)
+ {
+ column->SortOrder = -1;
+ }
+ TableFixColumnSortDirection(column);
+ }
+ table->IsSettingsDirty = true;
+ table->IsSortSpecsDirty = true;
+}
+
+// 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()!
+const ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ IM_ASSERT(table != NULL);
+
+ if (!(table->Flags & ImGuiTableFlags_Sortable))
+ return NULL;
+
+ if (table->IsSortSpecsDirty)
+ TableSortSpecsBuild(table);
+
+ table->SortSpecs.SpecsChanged = table->IsSortSpecsChangedForUser;
+ table->IsSortSpecsChangedForUser = false;
+ return table->SortSpecs.SpecsCount ? &table->SortSpecs : NULL;
+}
+
+bool ImGui::TableGetColumnIsSorted(int column_n)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ if (!table)
+ return false;
+ if (column_n < 0)
+ column_n = table->CurrentColumn;
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ return (column->SortOrder != -1);
+}
+
+int ImGui::TableGetHoveredColumn()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ if (!table)
+ return -1;
+ return (int)table->HoveredColumnBody;
+}
+
+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->IsVisible)
+ 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_MultiSortable);
+ 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 = (ImS8)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)
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ if (column->IsVisible && !(column->Flags & ImGuiTableColumnFlags_NoSort))
+ {
+ sort_order_count = 1;
+ column->SortOrder = 0;
+ TableFixColumnSortDirection(column);
+ break;
+ }
+ }
+
+ table->SortSpecsCount = (ImS8)sort_order_count;
+}
+
+void ImGui::TableSortSpecsBuild(ImGuiTable* table)
+{
+ IM_ASSERT(table->IsSortSpecsDirty);
+ TableSortSpecsSanitize(table);
+
+ // Write output
+ table->SortSpecsData.resize(table->SortSpecsCount);
+ table->SortSpecs.ColumnsMask = 0x00;
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ if (column->SortOrder == -1)
+ continue;
+ ImGuiTableSortSpecsColumn* sort_spec = &table->SortSpecsData[column->SortOrder];
+ sort_spec->ColumnUserID = column->UserID;
+ sort_spec->ColumnIndex = (ImU8)column_n;
+ sort_spec->SortOrder = (ImU8)column->SortOrder;
+ sort_spec->SortDirection = column->SortDirection;
+ table->SortSpecs.ColumnsMask |= (ImU64)1 << column_n;
+ }
+ table->SortSpecs.Specs = table->SortSpecsData.Data;
+ table->SortSpecs.SpecsCount = table->SortSpecsData.Size;
+
+ table->IsSortSpecsDirty = false;
+ table->IsSortSpecsChangedForUser = true;
+}
+
+//-------------------------------------------------------------------------
+// TABLE - .ini settings
+//-------------------------------------------------------------------------
+// [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 InitTableSettings(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 = (ImS8)columns_count;
+ settings->ColumnsCountMax = (ImS8)columns_count_max;
+ settings->WantApply = true;
+}
+
+ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings));
+ InitTableSettings(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;
+}
+
+void ImGui::TableSettingsClearByID(ImGuiID id)
+{
+ if (ImGuiTableSettings* settings = TableSettingsFindByID(id))
+ settings->ID = 0;
+}
+
+// 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;
+}
+
+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 = (ImS8)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();
+
+ // FIXME-TABLE: Logic to avoid saving default widths?
+ bool save_ref_scale = false;
+ settings->SaveFlags = ImGuiTableFlags_Resizable;
+ for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++)
+ {
+ column_settings->WidthOrWeight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->WidthStretchWeight : column->WidthRequest;
+ column_settings->Index = (ImS8)n;
+ column_settings->DisplayOrder = column->DisplayOrder;
+ column_settings->SortOrder = column->SortOrder;
+ column_settings->SortDirection = column->SortDirection;
+ column_settings->IsVisible = column->IsVisible;
+ column_settings->IsWeighted = (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
+ // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present.
+ if (column->DisplayOrder != n)
+ settings->SaveFlags |= ImGuiTableFlags_Reorderable;
+ if (column->SortOrder != -1)
+ settings->SaveFlags |= ImGuiTableFlags_Sortable;
+ if (column->IsVisible != ((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;
+ table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);
+ }
+ else
+ {
+ settings = TableGetBoundSettings(table);
+ }
+ table->SettingsLoadedFlags = settings->SaveFlags;
+ table->RefScale = settings->RefScale;
+ IM_ASSERT(settings->ColumnsCount == table->ColumnsCount);
+
+ // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn
+ ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();
+ 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->IsWeighted)
+ column->WidthStretchWeight = 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 = (ImS8)column_n;
+ column->IsVisible = column->IsVisibleNextFrame = column_settings->IsVisible;
+ column->SortOrder = column_settings->SortOrder;
+ column->SortDirection = column_settings->SortDirection;
+ }
+
+ // FIXME-TABLE: Need to validate .ini data
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImS8)column_n;
+}
+
+static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
+{
+ ImGuiContext& g = *ctx;
+ for (int i = 0; i != g.Tables.GetSize(); i++)
+ g.Tables.GetByIndex(i)->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.GetSize(); i++)
+ {
+ ImGuiTable* table = g.Tables.GetByIndex(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)
+ {
+ InitTableSettings(settings, id, columns_count, settings->ColumnsCountMax); // Recycle
+ return settings;
+ }
+ settings->ID = 0; // Invalidate storage if 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 = (ImS8)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->IsWeighted = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; }
+ if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsWeighted = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; }
+ if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsVisible = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; }
+ if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImS8)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; }
+ if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImS8)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"
+ buf->appendf("Column %-2d", column_n);
+ if (column->UserID != 0) buf->appendf(" UserID=%08X", column->UserID);
+ if (save_size && column->IsWeighted) buf->appendf(" Weight=%.4f", column->WidthOrWeight);
+ if (save_size && !column->IsWeighted) buf->appendf(" Width=%d", (int)column->WidthOrWeight);
+ if (save_visible) buf->appendf(" Visible=%d", column->IsVisible);
+ 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);
+}
+
+//-------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/subprojects/dearimgui/imstb_rectpack.h b/subprojects/dearimgui/imstb_rectpack.h
new file mode 100644
index 0000000..3958952
--- /dev/null
+++ b/subprojects/dearimgui/imstb_rectpack.h
@@ -0,0 +1,639 @@
+// [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 <stdlib.h>
+#define STBRP_SORT qsort
+#endif
+
+#ifndef STBRP_ASSERT
+#include <assert.h>
+#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.
+------------------------------------------------------------------------------
+*/
diff --git a/subprojects/dearimgui/imstb_textedit.h b/subprojects/dearimgui/imstb_textedit.h
new file mode 100644
index 0000000..602b5fb
--- /dev/null
+++ b/subprojects/dearimgui/imstb_textedit.h
@@ -0,0 +1,1417 @@
+// [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_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
+//
+// Todo:
+// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page
+// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page
+//
+// 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_TEXTED_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
+
+ /////////////////////
+ //
+ // 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 <string.h>
+#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;
+ }
+ // remove the undo since we didn't actually insert the characters
+ if (state->undostate.undo_point)
+ --state->undostate.undo_point;
+ 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: {
+ StbFindState find;
+ StbTexteditRow row;
+ int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
+
+ if (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);
+
+ // now find character position down a row
+ if (find.length) {
+ float goal_x = state->has_preferred_x ? state->preferred_x : find.x;
+ float x;
+ int start = find.first_char + find.length;
+ 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;
+ }
+ break;
+ }
+
+ case STB_TEXTEDIT_K_UP:
+ case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: {
+ StbFindState find;
+ StbTexteditRow row;
+ int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
+
+ if (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);
+
+ // can only go up if there's a previous row
+ if (find.prev_first != find.first_char) {
+ // now find character position up a row
+ float goal_x = state->has_preferred_x ? state->preferred_x : find.x;
+ float x;
+ 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;
+ }
+ 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;
+ }
+
+// @TODO:
+// STB_TEXTEDIT_K_PGUP - move cursor up a page
+// STB_TEXTEDIT_K_PGDOWN - move cursor down a page
+ }
+}
+
+/////////////////////////////////////////////////////////////////////////////
+//
+// 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;
+}
+
+// API initialize
+static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line)
+{
+ stb_textedit_clear_state(state, is_single_line);
+}
+
+#if defined(__GNUC__) || defined(__clang__)
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wcast-qual"
+#endif
+
+static int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len)
+{
+ return stb_textedit_paste_internal(str, state, (STB_TEXTEDIT_CHARTYPE *) ctext, len);
+}
+
+#if defined(__GNUC__) || defined(__clang__)
+#pragma GCC diagnostic pop
+#endif
+
+#endif//STB_TEXTEDIT_IMPLEMENTATION
+
+/*
+------------------------------------------------------------------------------
+This software is available under 2 licenses -- choose whichever you prefer.
+------------------------------------------------------------------------------
+ALTERNATIVE A - MIT License
+Copyright (c) 2017 Sean Barrett
+Permission is hereby granted, free of charge, to any person obtaining a copy of
+this software and associated documentation files (the "Software"), to deal in
+the Software without restriction, including without limitation the rights to
+use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
+of the Software, and to permit persons to whom the Software is furnished to do
+so, subject to the following conditions:
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
+------------------------------------------------------------------------------
+ALTERNATIVE B - Public Domain (www.unlicense.org)
+This is free and unencumbered software released into the public domain.
+Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
+software, either in source code form or as a compiled binary, for any purpose,
+commercial or non-commercial, and by any means.
+In jurisdictions that recognize copyright laws, the author or authors of this
+software dedicate any and all copyright interest in the software to the public
+domain. We make this dedication for the benefit of the public at large and to
+the detriment of our heirs and successors. We intend this dedication to be an
+overt act of relinquishment in perpetuity of all present and future rights to
+this software under copyright law.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
+ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+------------------------------------------------------------------------------
+*/
diff --git a/subprojects/dearimgui/imstb_truetype.h b/subprojects/dearimgui/imstb_truetype.h
new file mode 100644
index 0000000..bf6f0dc
--- /dev/null
+++ b/subprojects/dearimgui/imstb_truetype.h
@@ -0,0 +1,4903 @@
+// [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 <current_point, baseline>. I.e. if it returns x0,y0,x1,y1,
+// then the character should be displayed in the rectangle from
+// <current_point+SF*x0, baseline+SF*y0> to <current_point+SF*x1,baseline+SF*y1).
+//
+// Advancing for the next character:
+// Call GlyphHMetrics, and compute 'current_point += SF * advance'.
+//
+//
+// ADVANCED USAGE
+//
+// Quality:
+//
+// - Use the functions with Subpixel at the end to allow your characters
+// to have subpixel positioning. Since the font is anti-aliased, not
+// hinted, this is very import for quality. (This is not possible with
+// baked fonts.)
+//
+// - Kerning is now supported, and if you're supporting subpixel rendering
+// then kerning is worth using to give your text a polished look.
+//
+// Performance:
+//
+// - Convert Unicode codepoints to glyph indexes and operate on the glyphs;
+// if you don't do this, stb_truetype is forced to do the conversion on
+// every call.
+//
+// - There are a lot of memory allocations. We should modify it to take
+// a temp buffer and allocate from the temp buffer (without freeing),
+// should help performance a lot.
+//
+// NOTES
+//
+// The system uses the raw data found in the .ttf file without changing it
+// and without building auxiliary data structures. This is a bit inefficient
+// on little-endian systems (the data is big-endian), but assuming you're
+// caching the bitmaps or glyph shapes this shouldn't be a big deal.
+//
+// It appears to be very hard to programmatically determine what font a
+// given file is in a general way. I provide an API for this, but I don't
+// recommend it.
+//
+//
+// SOURCE STATISTICS (based on v0.6c, 2050 LOC)
+//
+// Documentation & header file 520 LOC \___ 660 LOC documentation
+// Sample code 140 LOC /
+// Truetype parsing 620 LOC ---- 620 LOC TrueType
+// Software rasterization 240 LOC \.
+// Curve tessellation 120 LOC \__ 550 LOC Bitmap creation
+// Bitmap management 100 LOC /
+// Baked bitmap interface 70 LOC /
+// Font name matching & access 150 LOC ---- 150
+// C runtime library abstraction 60 LOC ---- 60
+//
+//
+// PERFORMANCE MEASUREMENTS FOR 1.06:
+//
+// 32-bit 64-bit
+// Previous release: 8.83 s 7.68 s
+// Pool allocations: 7.72 s 6.34 s
+// Inline sort : 6.54 s 5.65 s
+// New rasterizer : 5.63 s 5.00 s
+
+//////////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////////
+////
+//// SAMPLE PROGRAMS
+////
+//
+// Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless
+//
+#if 0
+#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation
+#include "stb_truetype.h"
+
+unsigned char ttf_buffer[1<<20];
+unsigned char temp_bitmap[512*512];
+
+stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs
+GLuint ftex;
+
+void my_stbtt_initfont(void)
+{
+ fread(ttf_buffer, 1, 1<<20, fopen("c:/windows/fonts/times.ttf", "rb"));
+ stbtt_BakeFontBitmap(ttf_buffer,0, 32.0, temp_bitmap,512,512, 32,96, cdata); // no guarantee this fits!
+ // can free ttf_buffer at this point
+ glGenTextures(1, &ftex);
+ glBindTexture(GL_TEXTURE_2D, ftex);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 512,512, 0, GL_ALPHA, GL_UNSIGNED_BYTE, temp_bitmap);
+ // can free temp_bitmap at this point
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+}
+
+void my_stbtt_print(float x, float y, char *text)
+{
+ // assume orthographic projection with units = screen pixels, origin at top left
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, ftex);
+ glBegin(GL_QUADS);
+ while (*text) {
+ if (*text >= 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 <stdio.h>
+#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 <math.h>
+ #define STBTT_ifloor(x) ((int) floor(x))
+ #define STBTT_iceil(x) ((int) ceil(x))
+ #endif
+
+ #ifndef STBTT_sqrt
+ #include <math.h>
+ #define STBTT_sqrt(x) sqrt(x)
+ #define STBTT_pow(x,y) pow(x,y)
+ #endif
+
+ #ifndef STBTT_fmod
+ #include <math.h>
+ #define STBTT_fmod(x,y) fmod(x,y)
+ #endif
+
+ #ifndef STBTT_cos
+ #include <math.h>
+ #define STBTT_cos(x) cos(x)
+ #define STBTT_acos(x) acos(x)
+ #endif
+
+ #ifndef STBTT_fabs
+ #include <math.h>
+ #define STBTT_fabs(x) fabs(x)
+ #endif
+
+ // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h
+ #ifndef STBTT_malloc
+ #include <stdlib.h>
+ #define STBTT_malloc(x,u) ((void)(u),malloc(x))
+ #define STBTT_free(x,u) ((void)(u),free(x))
+ #endif
+
+ #ifndef STBTT_assert
+ #include <assert.h>
+ #define STBTT_assert(x) assert(x)
+ #endif
+
+ #ifndef STBTT_strlen
+ #include <string.h>
+ #define STBTT_strlen(x) strlen(x)
+ #endif
+
+ #ifndef STBTT_memcpy
+ #include <string.h>
+ #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<lookupCount; ++i) {
+ stbtt_uint16 lookupOffset = ttUSHORT(lookupList + 2 + 2 * i);
+ stbtt_uint8 *lookupTable = lookupList + lookupOffset;
+
+ stbtt_uint16 lookupType = ttUSHORT(lookupTable);
+ stbtt_uint16 subTableCount = ttUSHORT(lookupTable + 4);
+ stbtt_uint8 *subTableOffsets = lookupTable + 6;
+ switch(lookupType) {
+ case 2: { // Pair Adjustment Positioning Subtable
+ stbtt_int32 sti;
+ for (sti=0; sti<subTableCount; sti++) {
+ stbtt_uint16 subtableOffset = ttUSHORT(subTableOffsets + 2 * sti);
+ stbtt_uint8 *table = lookupTable + subtableOffset;
+ stbtt_uint16 posFormat = ttUSHORT(table);
+ stbtt_uint16 coverageOffset = ttUSHORT(table + 2);
+ stbtt_int32 coverageIndex = stbtt__GetCoverageIndex(table + coverageOffset, glyph1);
+ if (coverageIndex == -1) continue;
+
+ switch (posFormat) {
+ case 1: {
+ stbtt_int32 l, r, m;
+ int straw, needle;
+ stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);
+ stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);
+ stbtt_int32 valueRecordPairSizeInBytes = 2;
+ stbtt_uint16 pairSetCount = ttUSHORT(table + 8);
+ stbtt_uint16 pairPosOffset = ttUSHORT(table + 10 + 2 * coverageIndex);
+ stbtt_uint8 *pairValueTable = table + pairPosOffset;
+ stbtt_uint16 pairValueCount = ttUSHORT(pairValueTable);
+ stbtt_uint8 *pairValueArray = pairValueTable + 2;
+ // 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;
+
+ STBTT_assert(coverageIndex < pairSetCount);
+ STBTT__NOTUSED(pairSetCount);
+
+ needle=glyph2;
+ r=pairValueCount-1;
+ l=0;
+
+ // Binary search.
+ while (l <= r) {
+ stbtt_uint16 secondGlyph;
+ stbtt_uint8 *pairValue;
+ m = (l + r) >> 1;
+ pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m;
+ secondGlyph = ttUSHORT(pairValue);
+ straw = secondGlyph;
+ if (needle < straw)
+ r = m - 1;
+ else if (needle > straw)
+ l = m + 1;
+ else {
+ stbtt_int16 xAdvance = ttSHORT(pairValue + 2);
+ return xAdvance;
+ }
+ }
+ } 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 && mid<n: 0>n => n; 0<n => 0 */
+ /* 0<mid && mid>n: 0>n => 0; 0<n => 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] commmented 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.
+------------------------------------------------------------------------------
+*/
diff --git a/subprojects/dearimgui/meson.build b/subprojects/dearimgui/meson.build
new file mode 100644
index 0000000..e5a16b9
--- /dev/null
+++ b/subprojects/dearimgui/meson.build
@@ -0,0 +1,24 @@
+project(
+ 'Dear ImGui core library',
+ 'cpp',
+ license : 'MIT',
+ version : '1.78-WIP-tables-fe3637fa607257ff83bf61092d2173f83b311527',
+)
+
+dearimgui_inc = include_directories('.')
+dearimgui_src = files(
+ 'imgui.cpp',
+ 'imgui_draw.cpp',
+ 'imgui_widgets.cpp',
+)
+
+dearimgui_lib = static_library(
+ 'dearimgui',
+ dearimgui_src,
+ include_directories : dearimgui_inc,
+)
+
+dearimgui_dep = declare_dependency(
+ link_with : dearimgui_lib,
+ include_directories : dearimgui_inc,
+)
diff --git a/subprojects/vulkan-headers.wrap b/subprojects/vulkan-headers.wrap
new file mode 100644
index 0000000..eca519f
--- /dev/null
+++ b/subprojects/vulkan-headers.wrap
@@ -0,0 +1,10 @@
+[wrap-file]
+directory = Vulkan-Headers-1.2.142
+
+source_url = https://github.com/KhronosGroup/Vulkan-Headers/archive/v1.2.142.tar.gz
+source_filename = v1.2.142.tar.gz
+source_hash = 6770503b0e06bd45e8cb1dba1e40ad37097d1100c2de7cd45c07de3b2d383a3e
+
+patch_url = https://wrapdb.mesonbuild.com/v1/projects/vulkan-headers/1.2.142/1/get_zip
+patch_filename = vulkan-headers-1.2.142-1-wrap.zip
+patch_hash = ca4ebafdf6eff48261ac87ec674bf82bf2cb7e2aedf45ef1cf5ea6326e27c123
diff --git a/version.h.in b/version.h.in
new file mode 100644
index 0000000..8603279
--- /dev/null
+++ b/version.h.in
@@ -0,0 +1,3 @@
+#pragma once
+
+#define MANGOHUD_VERSION "@VCS_TAG@"